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Posted by: Steve Walmsley
« on: January 28, 2010, 03:06:02 AM »

Quote from: "Yonder"
Well even after zipping the Database it is too large to post to the forums, but luckily Spec10's advice worked!

It turns out that for the last 10 months this message has been generated every 6 hours: "Bastak,Bastak,Crusher 016 failed to Load Colonists at Bastak Prime. Any additional orders will be on hold until the problem is resolved"

Is there a way that I can log into that race as the SM and delete that ship? This is version 4.7.7 btw.
I would still like to see the DB to try and figure out why the problem happened in the first place. Otherwise it could just happen again. You could send it by email to stevewalmsley at btinternet.com. I'll send it back with the problem fixed.

Steve
Posted by: Yonder
« on: January 27, 2010, 07:27:57 AM »

Well even after zipping the Database it is too large to post to the forums, but luckily Spec10's advice worked!

It turns out that for the last 10 months this message has been generated every 6 hours: "Bastak,Bastak,Crusher 016 failed to Load Colonists at Bastak Prime. Any additional orders will be on hold until the problem is resolved"

Is there a way that I can log into that race as the SM and delete that ship? This is version 4.7.7 btw.
Posted by: spec10
« on: January 27, 2010, 05:54:01 AM »

You can also save the log to a txt file (there should be a button) and there it will show more details.
Posted by: Steve Walmsley
« on: January 27, 2010, 04:07:29 AM »

Quote from: "Yonder"
The last 4 months of game time have passed like clockwork in 6 hour increments. I turned the "Event Updates" Window to show the "SM View" Empire and it still won't tell me what is happening every 6 hours. Should that be working? Is there another way I can tell what those wacky NPR's are up to?
You can send me the DB and I can take a look to see if there is anything weird going on.

Steve
Posted by: Yonder
« on: January 26, 2010, 07:19:56 PM »

The last 4 months of game time have passed like clockwork in 6 hour increments. I turned the "Event Updates" Window to show the "SM View" Empire and it still won't tell me what is happening every 6 hours. Should that be working? Is there another way I can tell what those wacky NPR's are up to?
Posted by: Della
« on: January 22, 2010, 07:41:14 AM »

yeah, i tried updating to a more recent version and the problem shifted from "people raising shields in nebula" to "people trying to destroy a planet with blowguns every 5 seconds"
Posted by: Steve Walmsley
« on: January 22, 2010, 04:26:34 AM »

Quote from: "sloanjh"
Quote from: "Della"
I'm getting this over and over and over again:

Code: [Select]
7th November 3013 17:57:06,Lutrell,Vancouver,The shields of Town 001 have been deactivated as they cannot function in a nebula
7th November 3013 17:57:06,Lutrell,Vancouver,The shields of Town 002 have been deactivated as they cannot function in a nebula
7th November 3013 17:57:06,Lutrell,Vancouver,The shields of River 001 have been deactivated as they cannot function in a nebula
7th November 3013 17:57:06,Precursors,Fellini,The shields of Bardiche #37042 001 have been deactivated as they cannot function in a nebula
7th November 3013 17:57:06,Lutrell,Vancouver,Town 001 cannot launch missiles inside a nebula.
7th November 3013 17:57:06,SM Only,System 0,Increment length adjusted due to imminent action. This may involve two NPRs fighting each other.

Is Aurora really stopping just because some jackass NPR is trying to raise shields in a nebula, or is there a good reason? :)

Steve
Posted by: Rathos
« on: January 21, 2010, 07:52:38 PM »

Or...making more baddies for us to discover...err to mercilessly slaughter our grav survey ships  :twisted:
Posted by: sloanjh
« on: January 21, 2010, 07:29:08 PM »

Quote from: "Rathos"
which was supposed to come sometime yesterday

I suspect (hope) Steve is asleep in bed fighting off his flu....

Either that or he's been coding up the gunge launcher :-)

John
Posted by: Rathos
« on: January 21, 2010, 07:11:42 PM »

It is a bug that will be fixed in 4.9 which was supposed to come sometime yesterday  :wink:

Meson cannons can't hurt the planet. So they will never stop.

Its a serious bug that is why the 4.9 suggestions and new things have been slated to 5.0
Posted by: Della
« on: January 21, 2010, 07:01:04 PM »

well, frakk.

started over, and now it's this:



2nd November 3007 23:33:41,Star Swarm,Tatebayashi,Soldier 069 - Fire Control S03 60-10000 targeting Tatebayashi-A IV at 0k km
2nd November 3007 23:33:41,Star Swarm,Tatebayashi,Soldier 069: R12/C3 Meson Cannon hit the target and inflicted 1 points of damage.


...a NPR fleet is bombarding a planet with meson cannons.

how long is it going to take them to blast it to pieces? I'm getting tired of having my games interrupted continuously like this.
Posted by: Della
« on: January 20, 2010, 04:45:00 AM »

Done and done.

What do i do now? Do i need to start over, or just to keep "automated turns" on and wait a couple weeks?
Posted by: Steve Walmsley
« on: January 19, 2010, 11:39:41 PM »

Quote from: "Della"
I'm getting this over and over and over again:

Code: [Select]
7th November 3013 17:57:06,Lutrell,Vancouver,The shields of Town 001 have been deactivated as they cannot function in a nebula
7th November 3013 17:57:06,Lutrell,Vancouver,The shields of Town 002 have been deactivated as they cannot function in a nebula
7th November 3013 17:57:06,Lutrell,Vancouver,The shields of River 001 have been deactivated as they cannot function in a nebula
7th November 3013 17:57:06,Precursors,Fellini,The shields of Bardiche #37042 001 have been deactivated as they cannot function in a nebula
7th November 3013 17:57:06,Lutrell,Vancouver,Town 001 cannot launch missiles inside a nebula.
7th November 3013 17:57:06,SM Only,System 0,Increment length adjusted due to imminent action. This may involve two NPRs fighting each other.

Is Aurora really stopping just because some jackass NPR is trying to raise shields in a nebula, or is there a good reason? :D
(a.k.a. "is this a bug or a feature?")
Could you send me the DB please. As far as I can see I have prevented NPRs firing missiles in Nebulae, although I am starting to suspect it may be AMMs.

Please zip up Stevefire.mdb and send it to stevewalmsley at btinternet.com

Steve
Posted by: Steve Walmsley
« on: January 19, 2010, 11:32:52 PM »

Quote from: "sloanjh"
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Probably.  BTW, note that they're also trying to launch missiles within the nebula (which I thought Steve had fixed for 4.8).  I assume you're getting this from SM mode in the event log, btw.  Please log both of these (shields and missiles) on the 4.8 bugs thread - Steve's about to put out 4.9 and it would be nice to get these fixed in it.
Fixed the missiles - forgot about the shields. Fixed for v4.9

Steve

Are you sure about the missile fix?  The second message from the bottom in his log is complaining about missiles....
Well spotted! Obviously there is still a problem. I'll look into it further.

Steve
Posted by: sloanjh
« on: January 19, 2010, 11:27:39 PM »

Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Probably.  BTW, note that they're also trying to launch missiles within the nebula (which I thought Steve had fixed for 4.8).  I assume you're getting this from SM mode in the event log, btw.  Please log both of these (shields and missiles) on the 4.8 bugs thread - Steve's about to put out 4.9 and it would be nice to get these fixed in it.
Fixed the missiles - forgot about the shields. Fixed for v4.9

Steve

Are you sure about the missile fix?  The second message from the bottom in his log is complaining about missiles....

John