AI will not fight or declare war bug

Breaks game

I am having a major issue with GC3 that makes it unplayable, and it started when patch 1.2 came out. I have started a few different games and had the same results.

 

The AI WILL NOT: Declare war on me, no matter our relationship.

Declare war on each other, no matter their relationship.

Strategically attack each other even when I have caused them to go to war via trade screen. 

 

At best, I can get the AI to attack each other's fleets if they are already in range of each other and are already at war via my trades.

When it looks like the AI wants to declare war and attack me, they send their fleets in range of my fleets and do nothing else, and it seems like they do no not do this with each other. Check out my fleet picture- half the galaxy is in my territory and doing nothing.

I play on Godlike. Please help! Or please patch!

 

Fleets : http://imgur.com/Hhj4CDZ  

Diplomacy: http://imgur.com/jZeYDoe   (I declared war on Krynn, they still never attacked me)

35,015 views 14 replies
Reply #1 Top

Can you pst a saved game?

Reply #2 Top

This is the save file for the image above.

 

https://www.dropbox.com/s/5asez1d6khpsgsf/TYL.GC3Sav?dl=0

Reply #3 Top

this thread reminds me that I've had war declared on me -lots-, but I've never actually seen any warships attack me other than pirates

Reply #4 Top

Quoting Tetrasodium, reply 3

this thread reminds me that I've had war declared on me -lots-, but I've never actually seen any warships attack me other than pirates
End of Tetrasodium's quote

 

Mod galciv3AIdefs.xml:

 

<SendFleetsOnWarPathChance>0.90</SendFleetsOnWarPathChance>
<WartimeFocusSectorRadius>256</WartimeFocusSectorRadius>
<WatimeFocusSectorTargetBonus>16</WatimeFocusSectorTargetBonus>

End of quote

 

<SendFleetsOnWarPathChance> determines how likely the AI is to send a completed fleet out into enemy territory.

<WartimeFocusSectorRadius> determines how FAR the AI will send such fleets. in vanilla, it is presently set to 9. There is a comment indicating that there's some intention to modify this by map size; however, this doesn't appear to have been implemented yet. DO NOT set this over 256; the AI starts going a bit odd if you do. Setting this all the way to 256 currently makes the AI start actually fighting when it goes to war.

I've no idea what <WatimeFocusSectorTargetBonus> means. It's clearly related, and is probably a constant involved in calculating how the AI picks where to send fleets that are within range.

 

 

Pretty much all the moddable AI ship control variables are listed in the opening 27 lines of GalCiv3AIdefs.xml. 

Reply #5 Top

Does anyone have any answers or is this issue just going to slowly recede into the forum abyss?

Reply #6 Top

How about in the meantime sending me a beta code or something so that I can genuinely play the game I paid for? Thanks.

Reply #7 Top

Quoting thebanshee87, reply 5

Does anyone have any answers or is this issue just going to slowly recede into the forum abyss?
End of thebanshee87's quote

 

Um, what more answers are you looking for?

 

The AI's war target problems are fixed by changing <WartimeFocusSectorRadius> to some higher number; 256 is ideal.


The AI not declaring war thing, I can't replicate. I'm playing atm and the Altarians just DoW'd me. I'm playing my mod, rather than vanilla, but if it can declare war in my that then it's not a hardcode problem. That suggests the AI's diplo modifiers might be a bit messed up in the base game.

Reply #8 Top

I just changed that value to 256 and it did nothing to help with my core problem- the lack of war declarations altogether.

I then played the game by just continually hitting turn, and disbanding most of my fleets to see if  I could trigger a declaration of war by anyone.  Nope... I just get more ships scattered in my territory. Check out the updated screenshot.

Plus, on some trade screens I can see that AI factions are "at war", but will not be at war on the diplomacy screen, and will not be fighting on the map. There is a disconnect between the two, and I believe you are correct with there being a diplomacy modifier problem. How can this be rectified?

Or, where can I try this mod you use to see if it corrects my problem?

 

Reply #9 Top

As far as I know no changes made reflect a game in progress, only a new game. At least thats how mods work. But I see the exact same problem, 600 turns in and no one has attacked anyone, ever. Its just stupid.

Reply #10 Top

Actually I take some of that back, that change does seem to make the AI more aggressive after ive declared war on them. But ive yet to see them declare war first

Reply #11 Top

It's a bit of a weird one. I've seen the AI refusing to DoW in one game, and then had it go back to normal in the next - with no xml changes between the two games.

 

I think there IS a hardcode bug in there somewhere - the AI believes its already at war, and so doesn't declare. But it's intermittent. It only happens in some, but not all games. Once it has happened, that game is basically a lost cause; but it doesn't mean that it'll happen again in the next game.

 

It suggests some sort of communication failure between two AI subroutines. The diplo AI believes it's at war without declaring it; it signals the unit AI to move into your territory aggressively and so activates all the target routines. But since war isn't actually declared, so none of your units of planets are flagged as valid targets, so they won't actually attack anything.

Reply #12 Top

Thanks to all that have posted feedback on this topic.  We have also received some great detailed tickets on similar issues.  What we would ask from anyone here, that has not already, is to place a ticket here:

 https://esupport.stardock.com/index.php?/Tickets/Submit

With the results of the tool run here:

 http://sd.stardock.com/Support/supportToolTest/SDSupportTool.exe

If there is a particular save you are having issues with, please open the zip and make certain it is included in it (the tool does not gather them all, only the most recent).

Also (and important), please provide any screenshots \ video \ audio that may help illustrate your issue(s). Jing is a free application you can use to do just that:

http://www.techsmith.com/jing.html

Dont be shy with the details; it all helps.

Thanks again for your feedback; it is sincerely appreciated. 

Reply #13 Top

I have the same issue...

 

I was playing the game for ages and noticed some very odd behavior from my enemies, they would basically spam me out with war ships and follow all mine around. I soon worked out they were at war with me, but somehow could not declare it.

 

I have since deleted that game and the others affected with this bug, which is all the games up till today. I'm starting another one now to see if the bug is still there as I thought it might be something to do with some civ mods I downloaded for the game, which have all be deleted now.

 

I'm replied because I just wanted hebanshee87 to know he's not the only one with this bug and I will submit the ticket with the game's save if this one is full of bugs. Would reinstalling the game work? if not, there is no point playing the game until this is fixed.

Reply #14 Top

Just let us know if what you have done does not resolve the issue.  Please dont forget to send the support tool run if indeed you do place a ticket.

Thanks.