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Spawned too close to enemies on main floor

Started by Joshua, December 04, 2017, 05:07:46 AM

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Joshua

I thought enemies were not supposed to spawn within 15 squares of your starting position on any main floor, but an operator and a hauler with a grunt escort did on -9 with this seed: CentriumHeavyChainsword

Beta 3.1 running under Wine 1.8.7 on Linux.

See screenshot.

Kyzrati

Correct, they're not, and in general follow that rule, though in this case it's technically not a direct spawn. The primary spawn there is a Hauler, which may or may not be escorted, and the Grunt there happens to be its escort. I could outright block transporter squads in the entry area, though that will result in fewer tactical options :)
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Kyzrati

Ah, on closer inspection actually it looks like this is something else, and technically even a hostile could've spawned to that location, so it's something to fix. The spawn-blocking algorithm runs before prefabs are inserted, and although prefabs themselves (e.g. that storage cache) block random spawns as well, the wall that was removed to give access to it was not part of the prefab itself, nor was it accessed by the spawn-blocking algorithm since it was originally a wall anyway. Looks like I'll have to have the spawn-blocking algorithm block adjacent walls as well, just in case some rare case like this occurs. Thanks :)
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Joshua

Here's another case, seed NetworkGravityInjector. I don't know if these enemies are part of prefabs or what but the B and squad both seem to be within 10 squares of my starting position on -1.

Kyzrati

Yeah it's still possible for Behemoths to be somewhat nearby during spawning, though usually not super close, and it's not that common. I've encountered it before and went to look into stopping it, but it was problematic so I'm specifically allowing that one possibility.

And those Grunts don't count because they are blocked by walls. The algorithm does not use direct distance--it's based on move distance.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Joshua

Move distance is clever. I approve.  :)

You're right that it's not common, I have not noticed these before and only thought to report it because you specifically documented that it shouldn't do that, though it might have been very painful if I hadn't had a sensor array and had decided to go north -- I guess that's life in access, though. :)

Kyzrati

Yeah, that's why I let it go, since this can only happen where Behemoths roam, anyway, meaning later in the game. And even when it does happen they'll still generally be out of sight... Though part of why I looked into it before was that I was surprised by one when heading into Research, and it really threw off my run--I had no sensor array xD
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

R-26 Lightspeed

#7
Quote from: Kyzrati on December 06, 2017, 04:19:28 AMAnd even when it does happen they'll still generally be out of sight...
I'm not sure i understand, does that mean they are supposed to be able to appear within sight (even if very rarely) at the start of a main complex map?

If not, here's a report of one appearing in sight at -3/Research (I think this is the right place to post this?) :
Beta 14
On (manual) seed "GreaterGarrisonLooping", i found a Behemoth barely in view at the start of -3/Research.
Only the right side of the Behemoth was in my FOV, so i probably could've¹ moved away directly on turn 1, so maybe that kind of situation is allowed? (Although allies would've likely been spotted, if i had any.)
¹I cloaked instead.

Here's the relevant part of my history log :
79600 | -3/Proximity Caves | Entered Research
79600 | -3/Research        | Spotted B-86 Titan
79600 | -3/Research        | Evolved 2 slots: Propulsion x1, Utility x1


I didn't think to take a screenshot then, so the attached screenshots are of the layout after the fact.

Kyzrati

As mentioned earlier in the thread, Behemoths are not a part of the normal spawn restriction. Or at least they weren't. I have changed that to also prevent even Behemoths from being stationed nearby as of the upcoming Beta 15 (talked about it again in a stream a couple weeks ago, it required special code different from the normal restrictions).
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon