Aurora 4x
New Players => The Academy => Topic started by: Resident Evil on March 09, 2019, 04:30:42 PM
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Hi all.
Usually to increment the turn I hit the 5 day button and the turn increments, sometimes 5 days, sometimes less, but varying from turn to turn.
However, all of a sudden, every increment is exactly 2 hours only, turn after turn after turn. I've looked at the event log in SM mode, but it is giving no reason. Anyone else ever experienced this, or got any ideas what could be causing it??
Thanks
ZG
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Hi all.
Usually to increment the turn I hit the 5 day button and the turn increments, sometimes 5 days, sometimes less, but varying from turn to turn.
However, all of a sudden, every increment is exactly 2 hours only, turn after turn after turn. I've looked at the event log in SM mode, but it is giving no reason. Anyone else ever experienced this, or got any ideas what could be causing it??
Thanks
ZG
Most likely an NPC who encountered another NPC or hostile precursor race. It should eventually revert back to normal after a while. This is the biggest problem with the VB6 version of this game since it is quite slow and built on a very old and inefficient programming language. You just have to be patient unfortunately.
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Hmm...ok.
I thought that was taken care of by setting detection to "None without player present" which I've done. I had some NPC's previously slowing the game to 5 second and 20 second intervals that went on for far, far, far too long, and so changed the setting.
ZG
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Does anyone have any idea's how I can fix this problem.
I've done a bit of experimenting and I'm fairly certain it's not caused by NPR's. I have detection set to "None without player present". If I switch that to "Normal in all systems" the time increments change to 5 or 20 seconds typically, and I start getting event messages about the increment been cut short due to NPR's.
When I then switch back to "None without player present" those messages stop, and the time increments increase to larger values which, having played around a bit, seem to depend on which time increment I try to step the game forward by.
I.e If I hit 30 days, the game will increment 6 hours consistently.
If I hit 5 days, the game will increment 2 hours consistently.
and so forth. Full list is...
Increment time button : Time increment
30 days : 6 hours
5 days : 2 hours
1 day : 30 minutes
8 hours : 15 minutes
3 hours : 5 mins
and so on. This does not look like it's related to npr's in any way to me. It looks like a glitch. Has anyone experienced this before and, more importantly, found a way to fix it.
Any help would be appreciated.
ZG
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Those are the standard sub-pulse increments. Your problem is 100% NPR-based, and almost certainly due to enemy-fleet-detection. Probably a mis-matched sensor range event (where Empire A can 'see' twenty times further than Empire B) or a slower but higher-initiative fleet is chasing someone.
If you want to fix it, set the game on 5 second auto-turns and leave it to run for a few (real life) hours.
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I don't understand why it's npr if I have detection set to "None if player not is system".
What am I not getting here?
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I don't understand why it's npr if I have detection set to "None if player not is system".
What am I not getting here?
It is possible that there is some alien survey vessel in one 9f your system that might cause this.
Just set the game on auto generation and it will eventually disappear or you will find the cause.
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You're not getting that it doesn't mean 'never ever detect anything ever if my empire is not around'. It means 'run fewer checks'. If Empire X sends a ship to Planet Y, which is inhabited by Empire Z, the ship from X is going to notice the Z population when it arrives!
If you just want it all to go away, you'll need to either run the game with enough* small increment turns that the NPR can finish its orders (or get stuck in a loop long enough that the game notices and fixes it); or figure out which system the problem is in and space-time warp bubble it. (Which won't actually fix the problem, just delay it until you remove the warp bubble.
*I have no idea, and cannot predict, how many "enough" is.
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Ok, fair enough, I just didn't understand.
I assumed the non-detection thing made them 'invisible' to each other. But as you point out, for obvious reasons that can't be the case.
I'm just letting it auto-run now and going out. Hopefully it will clear up eventually :)
Cheers
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Aaaarrrggghhh.....
It's gone on for two months game time now ::)
You are absolutely correct it is NPR's detecting each other - I downloaded the SM event log text file and searched through it to see what was going on - and it was as you said.
I've decided to turn the detection back on for the NPR races and just let them slog it out - I'm hoping that maybe it will be quicker if they all kill each other off. We will see.
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Aaaarrrggghhh.....
It's gone on for two months game time now ::)
You are absolutely correct it is NPR's detecting each other - I downloaded the SM event log text file and searched through it to see what was going on - and it was as you said.
I've decided to turn the detection back on for the NPR races and just let them slog it out - I'm hoping that maybe it will be quicker if they all kill each other off. We will see.
Instead of just turning it on you can also just make it automatic... might speed something up.
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Instead of just turning it on you can also just make it automatic... might speed something up.
I think I read somewhere that might make more fights if they can find each other automatically.
For the moment though, I'm happy :) It was a week log slog-fest; but it's finally over. I think I probably made things worse in the first place by turning detection off, thinking it would stop the npc's interacting; but just caused them to clog up the game in other ways.
In future, I'll just let them battle it out and live with it as that seems the better option.
Anyhow - I can do stuff again - Yippee.