Late game raids performance drops dramatically

Started by lux3y, March 20, 2020, 03:35:12 AM

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lux3y

https://clips.twitch.tv/LivelyCuriousFlamingoBabyRage

This had been adressed in the past that raiders can no longer bunch up on 1 tile and is now happening again, 100's on 1 tile, teleporting all over the place, lagging the game out like crazy.
Hopefully this gets fixed once and for all because it kills alot of the fun on the late game raids.

Tynan

This appears to be a modded game that is significantly inflating the number of raiders (and colonists) over what vanilla does.

Is it possible to get such circumstances without modding?
Tynan Sylvester - @TynanSylvester - Tynan's Blog

lux3y

#2
https://docs.google.com/document/d/1vIhs6-6fToX0GZj1CkH-LzjaZSDGKD6kOJewjERWA6A/edit#heading=h.b5gzmrnbx3ei

This is the modlist used, afaik none of these alter any of these behaviours. Its definitly reproducable in full vanilla aswell.
This was played on merciless and one of the quests that is supposed to be send 'roughly' one per day still spawns 2 raids at once (on a sidenote).
Each raid contained around 250 tribals.
I have seen this with much lower numbers happening aswell with manhunter packs that spawn in they will move around the map with 10 of them sharing 1 tile all the way upto a door or enemy/colonist. Raiders also do this when walking in on the map in high numbers. It seems to happen less when they droppod in or decide to not attack instantly.
I think the problem is mainly that they are able to all stand in 1 tile bunched up and the game tries to unstack them to nearby tiles and it causes very strange things to happen, such as enemies all of a sudden appearing behind you, or when trying to melee block them from rushing in they will walk right past you when it should not be possible, they simple push you aside and do not get melee locked.



Edit: i will attempt to re-create it in full vanilla and upload the savegame.

lux3y

Little update, they are already starting to pile up together on 1 tile, pushing each other all over the place.
Raids are still too small now for it to lag i believe so i will keep running it increase population and get the big raids coming.



The guys in the back will march thru to the front pushing all pawns aside, not being blocked by them at all. Is this intended? Are they not supposed to wait untill the tile clears up? Or at least be going 1 at a time instead of 10 pawns on 1 tile moving as 1 unit?

Will update again when i get further in late game.

lux3y

#4
Here is an example of a manhunter pack, stacking with around 30 on roughly 6-7tiles,
my melee guys are waiting for them at the chokepoint to stop them from entering but they march straight on past them. I include the savegame when the polar bears arrive on the map (you will see there is 1 group also spawning in with more then 10 on 1 tile) and the second save is where i have moved my colonists in position for defending/attacking them.

video:
https://www.twitch.tv/videos/572009693

savegame manhunter pack enters map: https://mega.nz/#!sFIzzIJa!ZQZWSaskT9dgoh8sNC98qeGv3DBpLzsLBX_CMKTZnoQ

savegame colonists ready in position: https://mega.nz/#!IFZVVAJI!7F6LPQVQDjNGXgqrKdchTt1XAFON9CVEniIMFYfnReU


edit: i tried again with placing my 4 melee guys inside the chokepoint and they all 4 get pushed out of the way.
https://www.twitch.tv/videos/572026642


edit2: been trying even more with using animals zoning, but to no avail. The dog holds the line for 1 second, and then they march right over him, the other dogs blocking the 1 tile entrance also get pushed aside similar to what happens to the colonists.



edit3: loading the savegame where the colonists are in position and moving them hiding behind the bunker as shown on the picture and holding the 2 doors open does give the expected result however. So this is where my confusion lays why does it not work at first, but as soon as they are inside my kill area and repath thru the bunker to my colonists they behave properly.


lux3y

Have been testing further and got raided by 117 scythers now. Already able to re-produce the lag/teleportation effect. First attempt is not so bad because they got distracted by the traders, once i wipe the traders out it becomes clear there is a problem and the slowdown already happens with only half the size raid of enemies that i was initially going for.

video: https://www.twitch.tv/videos/573570119

savegame: https://mega.nz/#!VAYGSKCY!KzvIj_LaVb6JTa_N-37ASEsiUpx2KcIxG4MSIGt5Hjg

All pawns are moving into position only have to hit play, additionally kill the traders first because them forcing the repathing on them disturbs the bug to some extent.


A few other things i have noticed and wanted to point out (maybe they already have been reported)
- When accepting a 'lend colonist' quest it will lower the colony's population, thus allowing for more recruits even when sitting on the maximum desired pop when they would be still in the colony.
- Benches now have there chairs position locked from other furniture, however, it is possible to place benches adjacent to each other in a line and the colonists will then stand on other benches to use the bench itself, also statues can be placed on the chair spot (possible more things too).
- Raids from quests seem to have a much higher tendency of dropping downed pawns instead of being straight up death, when comparing to normal raids there seems to be a big incline on downed recruitable pawns.
- Quest raids always finish with a double raid, even when the description says they will arrive 'roughly' once per day, the final raid is always a double.

MidSpark

I'm able to reproduce this in vanilla 1.1 with no mods. Specifically, 40 centipedes just walking past a stunned enemy. Can upload save/video if it will help.