[Oxyd] [0.18.6] Biter clumping together
- planetmaker
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[Oxyd] [0.18.6] Biter clumping together
Find at [gps=-3194,-1199] and [gps=-3121,-1366] two biter and spitter party zones. They seem to exist there already for an eternity (probably several hours) and they make no effort to leave them.
savegame: https://cloud.planetmaker.de/index.php/ ... 4xnNqHWHPC
savegame: https://cloud.planetmaker.de/index.php/ ... 4xnNqHWHPC
Re: [0.18.6] Biter clumping together
I do have an similar problem.
Playing on a Railworld Default Map. When attacking alien bases with artillery wagons, they move together like they want to attack, but after a short time just move back doing nothing.
I expect aliens after attacking them to attack me, just like they always did.
Link to my save-file:
https://we.tl/t-B2txiDbZ83
Use the artilley train south-west to reproduce.
Playing on a Railworld Default Map. When attacking alien bases with artillery wagons, they move together like they want to attack, but after a short time just move back doing nothing.
I expect aliens after attacking them to attack me, just like they always did.
Link to my save-file:
https://we.tl/t-B2txiDbZ83
Use the artilley train south-west to reproduce.
Re: [0.18.6] Biter clumping together
Is this really a problem? To me biters behaving in unexpected ways is better.
Re: [0.18.6] Biter clumping together
but i do expect what they do. they come together to form their attack, after a short while they do nothing. so yeah, unexpected would be great, but getting bombed by shells and moving back to where home once was isn't.
Re: [0.18.6] Biter clumping together
yes, they cluster / swarm on a single tile and consume too much CPU time.
Re: [0.18.6] Biter clumping together
also this is the same issue i mentioned in a thread yesterday where i was told to open a new issue for it since it's unrelated to wave defense scenario.
it has happened in every .18.x release so far, that i am aware of.
i have tried to walk up to one of these swarms and am able to pick off biters and pull them away from the cluster but the majority of them who might show some initial interest, go back to the swarm and ignore me. overall the swarm doesn't seem to care much about my presence until i get too close and then they all surround me and it's pretty much lights out asap.
it has happened in every .18.x release so far, that i am aware of.
i have tried to walk up to one of these swarms and am able to pick off biters and pull them away from the cluster but the majority of them who might show some initial interest, go back to the swarm and ignore me. overall the swarm doesn't seem to care much about my presence until i get too close and then they all surround me and it's pretty much lights out asap.
- planetmaker
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- Joined: Mon Jan 21, 2019 9:30 am
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Re: [0.18.6] Biter clumping together
Many many hours further into the game the biters did not move at all.
In the debug info it says under "Ticks left to wait: Inf" and "Ticks since avoidance: 9234034"... so that means they never plan to move and they avoided <whatever> nearly 2 real-life days ago?
In the debug info it says under "Ticks left to wait: Inf" and "Ticks since avoidance: 9234034"... so that means they never plan to move and they avoided <whatever> nearly 2 real-life days ago?
Re: [0.18.6] Biter clumping together
Maybe a little bit nudging and snuggeling with a arty shell is all what they want ?
Re: [Oxyd] [0.18.6] Biter clumping together
To me it looks like the biters are right on the edge of the group radius check, that the group thinks they have arrived, but they are just slightly not.
Re: [Oxyd] [0.18.6] Biter clumping together
fwiw this happens without Rampant but not with it - as in, the pathfinding an AI changes have bypassed this issue of units getting stuck. somehow.
Re: [Oxyd] [0.18.6] Biter clumping together
Thanks, fixed in 1.1.0.