Aurora 4x
C# Aurora => C# Bug Reports => Topic started by: Fistandantillus7 on July 31, 2020, 09:50:38 AM
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After a year of 6-hour increments, I figured it was not the AI causing the situation.
Turning auto-turns off and clicking the various increment buttons, I get the same incorrect increment lengths:
[5 seconds] = 5s
[30 seconds] = 5s
[2 minutes] = 10s
[5 minutes] = 20s
[20 minutes] = 60s = 1m
[1 hour] = 120s = 2m
[3 hours] = 360s = 6m
[8 hours] = 900s = 15m
[1 day] = 1800s = 30m
[5 days] = 7200s = 2h
[30 days] = 21600s = 6h
???
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Those are the sub-pulse lengths when the auto sub-pulse is checked.
If you are sure there are no aliens causing the interruptions, maybe check if you accidentally left a fire control in the firing state or something like that? Is there any event messages shown in each tick?
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I started a new game and the increment lengths are correct but switching back to the old game they are as above. ???
The really strange thing is that the ratio of the incorrect increment to the correct time is different for each button.
Could someone open the "Human League" game in the attached database and verify this weardness?
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Those are the sub-pulse lengths when the auto sub-pulse is checked.
If you are sure there are no aliens causing the interruptions, maybe check if you accidentally left a fire control in the firing state or something like that? Is there any event messages shown in each tick?
No messages. I'll explore the other stuff.
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Those are the sub-pulse lengths when the auto sub-pulse is checked.
If you are sure there are no aliens causing the interruptions, maybe check if you accidentally left a fire control in the firing state or something like that? Is there any event messages shown in each tick?
No messages. I'll explore the other stuff.
Could yoy upload the db so we can check? Or a moderator maybe?
Cheers
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The db is attached to the third post from the top.
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Did you ever determine the cause of the game advancing at the sub-pulse increment? I'm having the exact same problem.
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Hey guys, getting the exact same happen with my game, And the increments are the exact same too. Any one know how to fix it?
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Reduced increments happen when something, somewhere in the galaxy, is happening.
You might have a fire control set to open fire.
There might be an NPR vessel skirting the edge of sensor range (either yours or another NPR).
There might be NPRs fighting each other.
There might be an NPR vessel having fuel issues.
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If the issue is "invisible," it's probably an NPR vs NPR thing. If it's endless, it might be two NPRs chasing each other back and forth through a stabilized jump point.
The solution is to figure out what is happening and rectify it, usually by making the vessel with the problem "go away." Scouting can help with this. So can opening the database using a sqlite browser and looking at the FCT_GameLog table.
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Would that still apply if, i hit 30 days and it always did 6 hours instead, and 5 days always being 2 days? tried each for a week in game each and been the same amounts each time.
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Would that still apply if, i hit 30 days and it always did 6 hours instead, and 5 days always being 2 days? tried each for a week in game each and been the same amounts each time.
As pointed out elsewhere, those time lengths are the internal steps by which time is advanced when you hit those large duration turns.
There's no magic solution here. I listed all of the causes I could think of for cutting short increments. Up to you to figure out which one.
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This was happening to me. It turned out to be two NPRs sitting at a JP, trying to shoot each other with absolutely busted ships that had no working components.