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When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.



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PostPosted: Fri Mar 02, 2018 6:26 pm 
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Vacuum Dragon
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Playing last master version (compiled) as of this morning.

One of my scouts arrived to a previously unexplored (a "?" system). Combat issued with a gysache cruiser and the scout was destroyed. I know it is a gysache cruiser from the combat report (that only said it attaced the scout, 5 dmg, and the scout was destroyed), because the map does not show any ship or ghost sensor.

@devs: Should I expect a ghost sensor in that system after de combat?

In case this is relevant, I have just exited the game and can pack up auto-saves before and after the combat and all logs.


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PostPosted: Fri Mar 02, 2018 9:16 pm 
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AI Lead, Programmer
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Oberlus wrote:
@devs: Should I expect a ghost sensor in that system after de combat?
Yes you should. That's something I've started to look into before, but I'm not sure if I got around to opening an Issue on it. Please check if there is already an Issue open on github, and if not make one for it and include a savegame from the turn right before combat if that is available (since part of the fix may need to include some changes to during-combat visibility granting, not just display issues on the client UI).

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PostPosted: Sat Mar 03, 2018 12:27 am 
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Vacuum Dragon
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I'll do as you say (autosaves must be there still, didn't start FO again), but next monday 'cause I'm out of home till then.


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PostPosted: Sun Mar 04, 2018 4:44 pm 
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Vacuum Dragon
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Can't start FO now to check things out. I think you just need to load turn 21 and press next turn, but I'm unsure if the scout that will be killed is already en route from turn 20 or the command must be issued there. To find out which scout will die and in which system you can load turn 22 and check the sitreps for the only combat that happened then.


Attachments:
miss_ghost_sensor_after_combat_at_end_turn_21.zip [2.93 MiB]
Downloaded 6 times
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PostPosted: Mon Mar 05, 2018 3:56 pm 
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Vacuum Dragon
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This is still happening. In my new game with up to date FO (compiled), different settings, the same happened, a Frigate Ms (no stealth techs) has killed a scout of mine but there is no ghost sensor in the system where the combat ensued, to which my scout was arriving this turn.


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PostPosted: Mon Mar 05, 2018 6:42 pm 
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AI Lead, Programmer
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reminder:
Dilvish wrote:
Please check if there is already an Issue open on github, and if not make one for it and include a savegame from the turn right before combat if that is available (since part of the fix may need to include some changes to during-combat visibility granting, not just display issues on the client UI).


Oberlus wrote:
I'll do as you say... but next monday 'cause I'm out of home till then.

Oberlus wrote:
This is still happening.


Posting here to double check about whether something should be considered a problem or not is fine and good even, but once it's clear that there is a programming bug, the best way to help advance it towards resolution is to check if there is an existing github issue and either add to that or if there was not yet one then create one. Some of our posters here are not yet really ready to tackle an extra interface like github, but I think you are active enough to take that on.

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PostPosted: Tue Mar 06, 2018 8:47 am 
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Vacuum Dragon
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Oh, sorry, I forgot about the github part and just posted the saves in here. Fixed.


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