Units stop acting after prolonged games

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Hello,


the title says it all. I build a map with the sole purpose to constant fight enemy AI's in prolonged games. After about 45min into the game, when it gets really crowded, the imps just stop working most of the time. Also noticeable is that the units only occasionally attack each other and basically just stareoff mpst of the time.


(I have this every time and basically also on every 4 player map)


Cheers!

Game Version:
Steam Public
Platform:
Windows

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Satisfaction mark by wuschelteddy 9 years ago

Thanks a lot! A lot of ppl put a lot of effort into this and I am thrilled to see the outcome soon. The amount of interaction with anyone from Support/Technical is awesome!

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Duplicates 1
Imps refuse to work, the creatures are rebelling (on large maps after a long game)


1. On large maps, where a lot of content, the imps don't work (don't dig/ not to seize land/ not mined; or long standing idle when there are jobs) until I will give the spanking, or not throw a few times on the seat, helps a little flag collection of imps. Here, on video - working not produce oloto, on the Shrine of gold.
2. The second problem that occurs when many different rooms on a large map and defeated one of the contenders, removing the flag collection of creatures - creatures soon rebel (shows that they wanted money or food, although both, at their feet).

Windows 8.1 64 bit, 8 Gm RAM, Intel(R) Core(TM) I7-4500 CPU1.80 GHz 2.40 GHz GPU: AMD Radeon R7 M265, Intel(R) HD Graphics Family. Version game fresh, 1.3.1f5

Youtube video

War for the Overworld Launcher Log

output_log.txtoutput_log.txt

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Thank You, Wuschelteddy. I used the suggestion in your theme.

My saving.

There are 2 of my game save to the card, which weighs more in kilobytes - is over.

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Noah Hunteil Holweck

I have a simular issue too.


Long game. It was in campaign level with 2 Dungeon Keepers on opposite sides (Main player and Dungeon Keeper Mera). And the Kero relic in the middle and 4 spire things to destroy to get to the Kero Relic... I noticed throughout the level. That the other Dungeon Keeper AI just sat there at the 1st spire defeated & stuck... I was about to make the final rush to the last spire and I realized my minions were expiring on the floor from combat and my imps just standing there where ever they were at and didn't move at all... Then I noticed most of my minions were sluggish and not moving per the typical AI and quite frankly all over the place and not grouped from the rally flag... even after slapping away the rally flag... So I called the rally flag again on a PC unit attacking and only a few of my minions moved...then just stopped moving... while the enemy kept hitting them. Then a second or two later my minion would makea noise and would die after some time... I realized something went wrong and was glitching, so I picked up all my now unhappy units that I could and dropped them directly in the places they wanted to go. i.e. pickup pay in vault.

A few units picked up gold, but froze still... That's when I saved the game and closed the game down... It saved with the normal amount of loading time. But when I exited the game to desktop, it took longer than normal time.


As far as other notes...

-Yes I slapped minions / imps and no change.

-I got a message from the dakr god guy saying, You attached all the minions you can handle.

-I had almost full prisons.

-I have full torture chambers.

-I have full graves I think... can't tell...

-Both torture chambers and graves keep giving me more minions than the cap I think and could be causing an issue.

-The other Dungeon Keeper's minions were still at the same place the entire game. But they kept building and recruiting, so the rally flag squad kept getting larger and larger.


I'm starting to think the number of units is the key issue here. But I'll let you guys decide that.


Here's my specs:

  • Specify your platform
    • Windows 10
    • 64bit
      • Ram: 3GB (or 2.9 GiB)
      • CPU: Intel® Core™2 Quad CPU Q9300 @ 2.50GHz × 4
      • GPU: Gallium 0.4 on AMD RV670 (Radeon HD 3870 512 MB)
  • Build: WFTO V1.3.1f5

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Noah Hunteil Holweck

Just a follow up. I started the game up again and loaded the save file. It worked... But the game it loaded showed my minions standing still where I left them.... after 5 minutes everything fully loaded (rest of map) and my minions moved and went on their way like nothing happened. A few objects took a bit to load in graphics, but it went to normal... The only thing I did notice otherwise was the Miro dungeon Keeper still had her minions at the rally flag like before and their AI never improved.

I went on to defeat that level, thinking maybe she was waiting on me to snatch up the relic and...well nothing changed. I won.

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Noah Hunteil Holweck

I went on to the next level with 5 keepers total and 50 minutes in I really noticed something like this again... It's not all of the sunden like I thought... maybe started earlier in the game play, but over time it got worse. But at 50 minutes in, I noticed my ALL rally point flag were only pulling maybe 7 minions in. But I knew I had more, so on my mini map I noticed minions walking around. I went to those dots and clearily they are walking around like normal as if they never heard the rally flag call them... Also game is slightly sluggish at this point. I was about to send in my forces with 2 sets of flags... mainly the beast flag and all flag and I just wasn't getting cooperation from any of my minions to come running.... btw, not sure if the other keepers minions were suffering AI issues... but they wern't springing to action on me like they were 20 minutes before.

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Noah Hunteil Holweck

Btw... when I say units / minions not moving at all. They stand there in resting position, breathing. Not frozen, but like they lost the will or thought process to move on. lol.


It does seem like after the game warmsup after loading up the save game, the games seem to work better again, enough to finish the level on my first go post. May take 2 loads for this current level.


BTW, I have both game saves if you want them. But I'm pretty sure it'll warmup just fine and repeat my results like it did with Wushelt's files... If you want to replicate, try the levels I explained and play for an hour mainly defending and moving out slowly with defenses etc. (slowly conquering) And I'm thinking you'll get the same effect over time.


PS: idk if this makes anymore sense to this... I usaully play my games on 50% speed. So even though my game reads 50minutes... it's a lot longer right? Is this the same with you Wushelt? b/c if so, then 45-50mins is an underestimate lol.

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umx

I also experienced this on campaign level 10 (The Kenos). I don't know what exactly triggered it, but 'Rally all minions' flag was active and I used possession on one of the minions around the flag. When I left the possession mode (after few minutes), all units were standing still. They resumed their normal activity after relocating the rally flag few times.

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Jan - Eric Merzel

We have tried replicating it yesterday. We found that the units often react very slowly (even more if unhappy/Angry) in a prolonged game with a lot going on. it may have taken around 10 seconds for units to decide what to do. so far as i can see it this is a performance/lag issue.


It may be a lot worse weaker PCs.

I guess especially maps with a lot of hero dungeons or gigantic 4player maps are prone to this.

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Jan - Eric Merzel

i merged the topics with similar issues.

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dexmorph

Same issues here. The units are reacting very slow. In longer and bigger games they even freeze completely sometimes (they then start revolting after some time, but still don't move). No other laggs are occuring, zooming/scrolling and the animations are working fine .

Saving the game and loading it again fixes this for a little while. So maybe some kind of overflow in the AI?


First occurance: Kenos-Mission

Built: v1.3.1f5


System:

Linux Mint 17.2 Rafaela, 64 Bit

Phenom II X2 550 (2x 3,1 GHz), while playing @ ~85-90% workload

12 GB RAM

Radeon HD 5670

no SSD

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Noah Hunteil Holweck

Weirdly enough, I went back and loaded the save game I reported on last night. It started up...did it's warmup thing and it repeated the issue quite quickly...