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Home » news » forums » Space Empires V » Space Empires V General

The biggest bug in 1p

Submitted by Dvoongar on Tue, 2007-05-22 04:41. Space Empires V General

This fleet resupply bug is a lot worse than I realized, and probably lots of others don't see just how bad it is.

It's crippling the AI. Big time! When you or I get a fleet that's not getting supplied, we can deal with it. Disband the fleet, or use other ships to transfer... whatever. The AI can't do this. I keep coming upon fleet after fleet of AI ships that have run dry and can't fight.

Now the AI empires may not be all that smart, but at least maybe we'd have some show out of them if their fleets could engage in more than one battle before becoming defunct. And then they pay maintenance on a fleet that does nothing until doomsday.

Please give this some thought, and post whether you agree or disagree. If there's a consensus we should hope for quick action. I don't think this bug should be too difficult to fix, as bugs go; and it would make a huge difference.

‹ SE:V v1.54 History Dumb ass question ›
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se5a's picture
Mod Designer

Re: The biggest bug in 1p

Submitted by se5a on Tue, 2007-05-22 04:58.

if there's a bug, then send a savegame to aaron.

-----
an se5a is a ww1 fighter, it is also a car.

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Prankowski's picture

Re: The biggest bug in 1p

Submitted by Prankowski on Tue, 2007-05-22 05:23.

i think it´s not realy a bug in that case....it´s more a matter of not having a good AI.
the AI programming at all needs a bit reworking i think.

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Psieye's picture

Re: The biggest bug in 1p

Submitted by Psieye on Tue, 2007-05-22 07:13.

The AI is generally left to the Mod Writers with Aaron having to be called in to fix broken AI code functions. The supply problem would be easiest solved using the AI-only "can resupply anywhere" cheat activated in the AI code itself, but whether Mod Writers want to resort to 'cheat with the AI' is another matter.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: The biggest bug in 1p

Submitted by Dvoongar on Tue, 2007-05-22 13:17.

I'm talking about the bug that causes fleets to resupply only one ship per turn. I thought it was commonly known.

It's not an issue of modding the AI. Neither you nor the AI are going to make progress this way. The human works around the problem, but the AI cannot.

Try playing a game without disbanding fleets, or manually supplying them by means of transfers. And with the further restriction that you must have one fleet for every ten colonies, and half of your ships must be immediately assigned to join a fleet.

No matter how well you play, this is going to slow your progress to a fraction of what it should be. Under this bug, the more ships you have the worse it gets. This is because the single ship portion of supplies becomes a smaller and smaller fraction of what's needed. The fleet can do a little on its initial supply allotment, and nothing thereafter.

There may still be the issue of whether the AI knows what to do with a fleet, but with this bug the AI cannot do much of anything with a fleet even if it wants to.

I'm talking about the bug bernie303 reported in the 1.33 buglist.

But here's something more: if one tries to mod the AI to do a better job with fleets, the mod can't even have any effect if all the fleets are out of supply. See?

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Captain Kwok's picture
Mod Designer

Re: The biggest bug in 1p

Submitted by Captain Kwok on Tue, 2007-05-22 13:52.

Where did you get this idea that fleets only supply one ship at a time? The script routine looks at the ships in the fleet, if one is low on supply (ie less than enough to make it to a resupply depot and because all ships in the fleet share supplies, each ship should be at the same % of their capacity) it triggers the resupply routine for the entire fleet. However, the order to resupply was not given if the fleet already had orders, meaning often they would drain their supplies anyway.

The retrofit/repair routine for fleets will send individual ships out of the fleet for retrofit/repair though.

-----

Space Empires Depot | SE:V Balance Mod

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Re: The biggest bug in 1p

Submitted by Dizzy on Tue, 2007-05-22 15:26.

Then Kwok, sounds like the AI routines are pretty up to snuff for the AI. So what's the issue here? Is there a bug or some other game mechanic hobbling AI fleets or is the AI just inept at using them?

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Captain Kwok's picture
Mod Designer

Re: The biggest bug in 1p

Submitted by Captain Kwok on Tue, 2007-05-22 18:05.

The problem is that the fleet wouldn't clear it's orders to resupply, so it would only resupply if it had no previous orders. As you can guess, most of the time the fleet is doing something and so runs out of supplies. I've made some changes for the BM v1.07 and I think IRM already has something else in place to handle supply issues as well.

-----

Space Empires Depot | SE:V Balance Mod

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an_unoriginal_username's picture

Re: The biggest bug in 1p

Submitted by an_unoriginal_u... on Tue, 2007-05-22 18:10.

I'm not an AI modder, but what I think is happening is that the AI is giving too many orders to it's fleets and the ships are overworked. When the 'resupply' order is given, the fleet would still have plenty of orders and would never get to the resupply depot is time. If this is true, then all that has to be done is to put a 'cancel orders' line in the AI before issuing the resupply command.
-----
an unoriginal signature

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Re: The biggest bug in 1p

Submitted by Dvoongar on Tue, 2007-05-22 18:39.

Well Captain, from what I'm seeing, all fleets only get supplies at the rate for a single ship. I'll watch this some more to be sure.

And the sharing is currently not quite as you're thinking since it's not percentage-based. All ships get the same gross supply, so a ship with a capacity of 3500 may be full while a ship with a capacity of 8000 may be under half. I don't know how much difference this would make in triggering resupply - I think it should make it happen more frequently.

I've set a fleet of over 30 ships on a supply depot and it barely got any supplies - not even 1k per turn. I got tired of waiting so I filled the fleet up by transferring supplies from other nearby ships. An hour or two later I realized the implications of this bug. I haven't thoroughly investigated it, since it's already been reported.

I suppose I better look into it some more. I know it's very common for AI fleets to be out of supplies even in their home system.

I really stink at explaining this. The problem is that no fleets can resupply properly, and the AI is not equipped in any way to compensate. Now maybe I missed something, and the depot wasn't functioning for some reason. Could be other ships had a higher priority. Maybe the bug does not exist. If it does, it's a major problem; but we need someone more skilled with language than myself to explain it.

The last patch or the one before changed something with fleet supply; I know that much. It used to be the fleet had its own supply listing; but now there are only listings for the individual ships.

But I'll investigate. I'll evacuate a system and send my fleet in to sit on the depot. I'll cancel my treaties to make sure no allies are lurking in the dark, sapping supplies. That should rule out anything that would interfere. Be back when I have numbers. I half hope it is a mistake after all.

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Re: The biggest bug in 1p

Submitted by Dvoongar on Tue, 2007-05-22 18:46.

an_unoriginal_username wrote:
I'm not an AI modder, but what I think is happening is that the AI is giving too many orders to it's fleets and the ships are overworked. When the 'resupply' order is given, the fleet would still have plenty of orders and would never get to the resupply depot is time. If this is true, then all that has to be done is to put a 'cancel orders' line in the AI before issuing the resupply command. ----- an unoriginal signature

That's true - the AI gives way too many orders. It's a separate issue, but any time you inherit ships in a surrender watch how many of them have 20 or 30 turns' worth of orders on them. I've seen numbers in the 50's myself.

I think AI ships should clear their orders every 3 or 4 turns and re-evaluate. Situations change. I don't know how to do it, but I think it would be possible.

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Captain Kwok's picture
Mod Designer

Re: The biggest bug in 1p

Submitted by Captain Kwok on Tue, 2007-05-22 21:06.

Sorry about that - you are right with the sharing of supplies - it's just the total supplies divided by the number of ships. But like your said, such a situation should promote more resupply. However as has been described, other orders are interfering. I'm only just started to test a new routine, I'll let you guys know how effective it is.

-----

Space Empires Depot | SE:V Balance Mod

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Re: The biggest bug in 1p

Submitted by Astroshak on Tue, 2007-05-22 23:10.

Systems can only generate so much supply per turn. This is based on the level and number of supply depots you have in the system. If you have a large number of ships in a fleet, who have a grand total of over 1 million units of supply capacity (and a truly voracious apetite for those supplies) and only have 8000 units of supply generated per turn, its going to take forever to resupply the fleet. That 8000 supply (assuming that the fleet gets it all) will be divided evenly among the ships (since every ship in the fleet shares its supplies outside of combat) resulting in what appears to be almost no supply going to any one ship in the fleet. There's also the potential issue of just who or what in the system is getting supplies shipped to it first - is it that BB sitting over there, or that ring of satellites guarding the Warp Point? Other units requiring resupply can reduce the 8k supplies per turn going to the fleet in this example.

And with enough tech, its possible to have a single ship that can store over 1 million supplies - and go through them all in the course of one combat! That was in IRM though, using the simulator to test out some DN designs I had. With the armor bug applying to pretty much every type of armor in IRM, those ships had a hard time destroying each other - even with the best beam weapons I could get my hands on n the Time tech tree, on the largest weapon mounts possible.

So, it is entirely possible that late on in the game supply issues will dictate the destruction and reconstruction (instead of retrofitting) of fleets in order to maintain adequate supply levels.

Solar generators can alleviate this problem, as can (I believe) trashing and bulding anew cheaper ships (refitted ships have to be repaired and then resupplied, brand new ships come with full supplies, go figure) with massive amounts of supply storage.

I've never tried sitting a fleet on a planet with a supply depot, however, so I don't know whether there're any issues with the supplies stored on the planet being transferred to the fleet.

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Re: The biggest bug in 1p

Submitted by Dvoongar on Tue, 2007-05-22 23:56.

I have verified bernie303's bug. It works like this: the biggest ship in the fleet get's its share of supplies between turns. The rest of the fleet gets nothing directly, but the supplies which went to the biggest ship are redistributed.

This is for a fleet of 4 - 5 ships moving around in a system with no other ships present and an 800/turn supply rate in stock 1.35:

2420.4 ending supplies: 22630/23350
2420.5 starting supplies: 19306/19450
2420.5 ending supplies: 18730/19450
2420.6 starting supplies: 19162/19450
2420.6 ending supplies: 19162/19450
2420.7 starting supplies: 19162/19450
2420.7 ending supplies: 19450/19450
2420.8 starting supplies: 19450/19450
2420.8 ending supplies: 18874/23350
2420.9 starting supplies: 19306/19450
2420.9 ending supplies: 22774/23350
2421.0 starting supplies: 19234/19450
2421.0 ending supplies: 18658/19450
2421.1 starting supplies: 19450/19450

And that's where I stopped for now. Since I cancelled my treaties, I'm unable to pay maint, and I'm losing ships. That's why the total cap changes.

The bug shows at the start of 2420.6 where the ships should have all been full.

I forgot about checking the individual ships until a turn or two later, when the largest ship dropped and gained 432 supply points. The amount gained by the entire fleet during the bugged resupply of 2420.5 -2420.6 was 430 points - almost an exact match (and supply use does vary by a point or two when you move a fleet to their limit).

Peculiarities of the log explained:

Ship lost 1st turn.

I replaced a ship during 2420.9 and promptly lost it again; then I tried for a repeat at 2421.1, and the bug didn't show - the ships are properly full. I'm guessing for now that the order they're listed plays a part in this bug.

I did get a full refill during 2420.7 by moving onto the depot planet. It was instant - right there in the middle of the turn with 2 movement points remaining, they were full.

Under the circumstances, my present game does not seem to be well suited for investigating further. The ship losses are unpredictable, and my economy's a complete mess. (Don't worry - I saved before I did that).

I am convinced this bug is real, but I don't know if I can explain it or convince anyone else. When it is in effect it will sap all the supplies out of a fleet. For me the bug is usually present, and the surprise was the final turn when it failed to repeat.

Shoot, I don't even know if it always picks the biggest ship. Guess I got lucky there. I may follow up some more later.

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Re: The biggest bug in 1p

Submitted by Dvoongar on Wed, 2007-05-23 00:07.

Thanks Astroshak, for your good advice. The supply gauge isn't a reliable way to see if you're getting supplies, but the numbers should be.

I've never had a game get close to what you're talking about, but it sounds like there's even more potential for trouble.

Don't quote me on this, 'cause I'm confused; but I'm thinking sitting on a depot doesn't help as much as moving onto it. If you're already sitting there, it might be best to move off and back. If I'm wrong you're wasting 2 hexes worth of fuel...

Ah well, I'm tired and crazy.

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largedarryl's picture

Re: The biggest bug in 1p

Submitted by largedarryl on Wed, 2007-05-23 09:43.

I think what is happening when you move onto a planet, it just happens to be the supply depot planet, all of the supplies are transfered from the planet to your fleet. Since I don't know how planets regenerate their supply stocks, they may be taking from the supply depot as well. What is your resupply prioritization order set too? There may still be something in the system that is taking some of the generated supplies.

You should do 2 tests.
1. Have a fleet of ships in a system. These ships should not be given any orders and should sit in an empty hex. Then end turns until they are completely full.
2. Take the same set of ships and break them up into individual ships. Leaving them all in the same hex (or in seperate empty hex, but that will throw off the amount of supplies needed to resupply) and then wait until they are all completely full.

This will give you 2 results that will allow you to compare the same resupply in the apparently bugged and unbugged ways.

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Re: The biggest bug in 1p

Submitted by Dvoongar on Wed, 2007-05-23 14:15.

An excellent idea. And you seem to understand the bug, so I haven't failed entirely in my communication efforts.

Give me some time, please. I think I can manage this test, but it may be a few days.

I don't know for sure where the supplies for planets come from. I seem to recall something about the population generating them, but I'm not sure.

In the above test, I used a well-established system deep in my own territory. The supply depot's planet had 8000/8000, but I didn't check all the others. They'd been around long enough that if they were drawing from the depot they'd be full.

Several games ago I changed my supply priorities, but if there's no competition at all this should not matter. I think you have to eliminate anything which could compete for supplies if you want to do a good test.

I have a balance mod save with a couple of dead end systems that never got any traffic. I may use it for my next test. Might take a while to get a fleet back there, but it should be fairly drained by the time it arrives. One problem with my first test is that I just made a fleet from a handful of well-supplied ships. They were full or nearly full all the time.

Now when one resupplies by moving onto a planet, the supplies are sucked up from the planet. I've seen that. Assuming the system supply rate is drawn from planets with depots, it might well be possible to build depots and get an advertised system rate higher than what the planets themselves can support.

For example, an 8k planet with 9 of the BM starter (1k) depots would not be expected to provide 9k, although 9k might very well show on the system summary. But I don't know for sure what would happen.

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Captain Kwok's picture
Mod Designer

Re: The biggest bug in 1p

Submitted by Captain Kwok on Wed, 2007-05-23 15:05.

Supplies on planets are generated by Supply Depots. In the Balance Mod, each Resupply Depot generates 5000 supplies that go into the planet's storage (which would be transferred to ships in orbit etc) and 1000 supplies that are distributed remotely through the system.

A colony's initial supplies/ordnance comes from the Colony Ship that founds the colony if it has any. I don't think planets without depots generate any supplies, but someone should confirm that.

-----

Space Empires Depot | SE:V Balance Mod

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Re: The biggest bug in 1p

Submitted by Incomitatus on Wed, 2007-05-23 15:46.

I almost never have resupply issues unless I have a lack of supply depots. It is vitally important, I find, to go into the resupply order preferences and place all three colony types at the bottom of the list. Otherwise, supplies that are generated are being sent to planets ahead of many many more useful units and ships, which require supplies to function. Same is true of Ordinance.

And, to the original poster, I believe ships are only 'manually' resupplied when they first move over a planet. If there are not enough supplies on the planet to resupply the entire fleet (which is fairly common, particularly for large fleets) then the fleet won't get resupplied completely. Then, so long as the fleet sits there and does not move, it only gets resupplied via the 'distributed throughout system' supplies. Even if the planet under the fleet completely refills with supplies, it won't automatically transfer them to the fleet en-masse. You will have to manually transfer the supplies, or move the fleet one space (and use supplies!) and move back onto the planet.

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Mod Designer

Re: The biggest bug in 1p

Submitted by LordHavoc on Wed, 2007-05-23 16:06.

I agree, it cripples the AI

Bringing back the instant resupply for planets with a supply yard would fix this.

But that would be going against progress. So, an AI routine to handle that is the only way forward. Don't you think

Your lord and master (below Foamy) LordHavoc

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Re: The biggest bug in 1p

Submitted by Dvoongar on Thu, 2007-05-24 01:42.

Okay. There are 2 ways to resupply a fleet. Tap a planet with a depot (move onto it)or take what comes from the systemwide supply rate. Planet tapping is limited to what the planet has available, and systemwide supply is limited by the capacity of the depots and probably availability as well.

The bug is only with the second way. It's like pinching the straw. When one ship is full, the fleet won't get any more that turn, even if they should.

Since the first way works, the situation isn't quite as bad as I thought; but it's certainly not good. Over several turns of movement in supplied space, it will add up. Just how much depends on supply pref's and the presence of other ships and units. And the larger the fleet, the more it will suffer from this problem; and larger fleets are already the ones with the most supply concerns.

Kwok's ideas are great, and should help a lot. If the fleet supply bug is fixed it will help even more. I hope it is now clear to everyone that the bug is not in the AI, although there's room for improvement in the AI.

It'll probably be at least a week before I can get around to testing and documenting the bug further.

In principal, any bug which requires a work-around by the player is going to devastate the AI, because it can't work around things. The ground combat bug family would be another example. The AI can't adapt - it's not even aware that a bug is preventing the planet from being captured.

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Re: The biggest bug in 1p

Submitted by bernie303 on Fri, 2007-05-25 20:16.

This problem was not there before this last patch. Before the patch each ship received what the supply depot gave them. Now only one ship in the stack receives this supply. I have have removed ships from the fleet to see if the fleet caused the problem but the problem was still there. Also another way to receive full supply is retrofiting ships. After retrofitng ships with updating engines the ship receives full supply. I have supply on all planets but I am unaware what they receive per turn. This is problably the only thing that saves the A. I. since they actually retrofit. This is a very crippling bug as movement is severely restricted. I am playing the vanilla game.

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BlueTemplar's picture

Re: The biggest bug in 1p

Submitted by BlueTemplar on Thu, 2007-05-31 13:07.

Free supplies/ordnance for new ships built is a bug IMHO. Not only it's not realistic, but it makes logistic strategies unnecessary, when you can simply build a new supply ship within your fleet, pump it dry, and then disband it.
Could that be modded?
Another solution would be to make all supply containing components very expensive. Also, it would be great if you could scrap supplies/ordnance for rads/minerals. (and pop for nutrients? Smiling )

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Re: The biggest bug in 1p

Submitted by Dvoongar on Mon, 2007-06-04 03:35.

I haven't forgotten about this. It'll be a while longer.

But I have verified that moving a ship onto any planet causes the ship to tap the planet for (available) supplies. The planet doesn't need a depot for this to work, and it also works on allied planets if you have supply sharing with them.

This sounds odd at first, but it is exactly as it should be. The supplies are available, and this saves you the trouble of manually transferring them (unless for some reason you want the planet to keep them).

Rather than seeking a depot, the "resupply" order (and AI equivalent) might do better to simply head for the nearest big planet. But that's just a matter of efficiency - both ways work.

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Re: The biggest bug in 1p

Submitted by Dvoongar on Tue, 2007-09-25 16:46.

It's finally done.

Took me over 2 days to capture another specimen of this bug, so it's not nearly as common as I feared.

Zipped it up & shipped it today.

It's a little embarrassing to bump a thread I started in the wrong area.

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