Infamous Whiteboy bug rears its ugly head again...

Bug #895606 reported by WoRmINaToR
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Medium
Unassigned

Bug Description

I noticed something interesting about the Ares "AI Control" command feature. it seems that when you let the AI assume control, your sidebar updates to reflect all the building and training options that would be available to an AI during a match. While this normally doesn't seem like an issue, the AI is able to build ANY *type besides BuildingTypes (because BuildingTypes have the AIBuildThis= limiter), so every single *type will be shown on its respective tab as soon as the AI gets that factory up.

If any of your mod's *type lists have more than 74 units, well you know what happens.

##### STEPS TO REPRODUCE #####
Run the game as normal, start up a game, activate the "AI Control" Command, wait until the AI builds a FactoryType, and view the tab of that respective FactoryType.

You will most likely freeze at that point, or you will get Whiteboy's results and u will no longer see any tooltips.

##### ADDITIONAL INFORMATION #####
I put Reproducibility -> Sometimes because some people may have less than 74 of any of the *types

Revision history for this message
WoRmINaToR (worminator) wrote :

Okay, did a second test run and got a bit funkier results.

I can't ignore the fact that my first freeze happened as soon as I looked at my infantry tab, however in a second test run I was able to view the tab with no problems. However, I looked back at my buildings tab and as the AI was going about its merry way building, BAM, random freeze.

In a third test run, I let the AI player go, then I re-assumed control, built something (a brute), and then let the AI take over again. The game froze almost immediately thereafter. I don't know if the game even had time to type "AI Assumed Control!" on the screen.

So, long story short, I don't know what exactly is causing this, but AI assumes control ---> Game freezes.

Also, as a point of interest, BuildUp anims are not played for some odd reason when the AI player is building. Normal AIs behave, well, normally.

If you want me to do some .sleepy profiles I can get you a few if you see any use for them.

Revision history for this message
EVA-251 (eva-251) wrote :

Here are my observations:
This is probably still caused by the WB bug.
In my mod, I have 62 main units/ships (ships split 5/7/5), 8 stolen tech, 5 aircraft and 4 secret lab/crate only boons, or 79 units. I took preventative measures and blocked all units that are unbuildable from showing up on the build list for the AI (no cars, missiles, osprey/hornets, cargo planes, etc).

Factions A and B have the aircraft, 2/3 split- presumably, when they get their WF up, it freezes. I don't know if they are about to build it, as it does lock up before a building appears.
Faction C, on the other hand, lacks aircraft, and they work just fine.

I realized then that I had 6 aircraft that were TechLevel=-1, but should have been 11. Once these were set to 11, I was able to test with Faction A and B.

Numbers of units available:
Faction A/B test 1: 45 main, 4 boon, 17 ships, 5 aircraft, 6 unaccounted special aircraft = 77; WB freeze
Faction C test 1: 45 main, 4 boon, 17 ships = 66 units; works
Faction A/B test 2: 45 main, 4 boon, 17 ships, 5 aircraft = 71; works

I have encountered random internal errors while letting the AI control my base, but I lacked the common sense to get crash dumps for them, so I don't know if it can be determined whether its AI control related or my own INI tagging.

Perhaps a bit off-topic, but I also had two general observations about AI Control
1: It seems the AI has only one queue for buildings; I noticed when it was slowly building walls around its con-yard (due to units clustered around it) that it built no main base structures at the time, despite having enough time to complete even a War Factory or Refinery.
2: AI doesn't recognize player built buildings (if you reassume control, build it, give back control) as its own; it won't repair them, doesn't consider them as satisfying existing needs (I sold Naval Yard, put new one down in a better spot, AI built another at the old spot); but it has no issues using their functions (IE building 6 War Factories >:D)

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

Yep, the AI generates a list of "what I need to build" when it gets a conyard and follows it to the letter. Single queue, only self-created buildings matter, topmost corner cell has to be filled or bad things happen, etc.

Revision history for this message
WoRmINaToR (worminator) wrote :

just curious, do you have to be looking AT the vehicles tab to get the bug if you have more than 75 vehicles?

If you don't then this can still easily be associated with the WB bug as the error happens right before my AI builds its war fac and I definitely have more than 75 buildable units.

Revision history for this message
AlexB (alexander-b) wrote :

Does this still happen with 0.3?

Changed in ares:
status: New → Incomplete
Revision history for this message
PhenomImbalance (fcord) wrote :

i didnt experience this in 0.3 only random victory.
----say you are victorious. even when there is still an enem,y

Revision history for this message
WoRmINaToR (worminator) wrote :

This is working as expected now. Issue can be closed.

WoRmINaToR (worminator)
Changed in ares:
status: Incomplete → Fix Released
To post a comment you must log in.
This report contains Public information  
Everyone can see this information.

Other bug subscribers

Remote bug watches

Bug watches keep track of this bug in other bug trackers.