Aurora 4x

New Players => The Academy => Topic started by: zazu on November 10, 2011, 11:10:16 PM

Title: Incremental time problems
Post by: zazu on November 10, 2011, 11:10:16 PM
Increment time has been acting really weird for some time now.

I click 30 days but it often only passes 5 seconds, or only 1 hour, or 16 hours

It´s all very random and there´s no reason given why it pauses, like some thing malfunctioning or whatever.

Can anyone explain please?
Title: Re: Incremental time problems
Post by: blue emu on November 10, 2011, 11:13:50 PM
Two alien races having a big battle on the other side of the galaxy.
Title: Re: Incremental time problems
Post by: zazu on November 10, 2011, 11:14:58 PM
Oh my, I have no words

I'll just let my imagination run wild while I spam the 30 day button, heh

Thanks Emu
Title: Re: Incremental time problems
Post by: Jacob/Lee on November 10, 2011, 11:25:58 PM
Better, check the "auto turns" box, then hit 30 days. Go cook yourself up some dinner while you wait. :)
Title: Re: Incremental time problems
Post by: Atlantia on November 11, 2011, 08:35:22 AM
In my game, even when I have SM on to check for NPRs fighting, I get weird increments that are unexplained, like 4:16:00, and 2:04:00, and sometimes just 00:16:00. It's most strange...
Title: Re: Incremental time problems
Post by: Yonder on November 11, 2011, 09:57:47 AM
In my game, even when I have SM on to check for NPRs fighting, I get weird increments that are unexplained, like 4:16:00, and 2:04:00, and sometimes just 00:16:00. It's most strange...

When one of your task groups completes their orders it stops incrementing. Could the same be true for NPR task groups?
Title: Re: Incremental time problems
Post by: Owen Quillion on November 11, 2011, 10:05:08 AM
I had a game where that finally forced me to abandon it.  I think what's happening with those is 'someone' keeps skirting in and out of someone else's sensor range - quite possibly a passive listening post.  The game interrupts to let them know they've picked up something on the sensors, then when it leaves, and if it's a major shipping lane then it keeps happening until you're finally driven mad by it. 

I definitely had this occur with a pair of Precusor orbital bases, and it seems possible it could happen 'in the wild' as well. 

Of course it's entirely possible this doesn't come into play with NPCs vs NPCs, so it's all conjecture really. 
Title: Re: Incremental time problems
Post by: Rawb on November 13, 2011, 05:39:42 AM
I have a similar problem, is it something to do with SM mode being on? It only seems to happen when it is.

I also have another problem wherein my labs tell me I'll research something by the 3rd but I get to the 3rd and it's not done. I check it and now it tells me the 4th so I advance by one day and then now it tells me the 5th... Anybody else had this problem?
Title: Re: Incremental time problems
Post by: Hawkeye on November 13, 2011, 09:02:09 AM
Research projects (and production for that matter) is only finish after a 5-day increment (aka Production Cycle) ends. If you queue another project (research only) you will not lose any research points, as those remaining for the 5-days will be put into the new project.

As the AI plays by the same rules as you do (aside from maintenance and fuel, I think) whenever a mission ends for the AI, Aurora will stop and assign a new mission.
While only Steve can confirm it, I am pretty sure this is true.
Not sure on the SM thing. Could be it doesn´t _show_ the interrupts in non-SM-mode, but as I have it allways on, I can´t tell.
Title: Re: Incremental time problems
Post by: Rawb on November 13, 2011, 11:05:50 AM
Ahh that explains it...

Coincidentally I just named my new scout ship Hawkeye...
Title: Re: Incremental time problems
Post by: zazu on November 17, 2011, 04:06:17 PM
Arrrr... And now whenever I press 30 days it only increments by 6 hours. Some ships are without fuel, is that the problem?
Title: Re: Incremental time problems
Post by: Hawkeye on November 17, 2011, 04:08:57 PM
Very likely.
Cancle their move order until you re-fuel them and it should go away
Title: Re: Incremental time problems
Post by: zazu on November 17, 2011, 04:29:20 PM
Canceled order but the time is still only being incremented by 6 hours.
Title: Re: Incremental time problems
Post by: TheDeadlyShoe on November 17, 2011, 11:08:42 PM
Are you getting an interrupt message or is it just short intervals?

You can kind of work around the SM mode restrictions without going into Designer Mode by going into to SM mode, going to SM view in the event log and exporting the text file. Then look at smeventlog.txt and you can see npc events.
Title: Re: Incremental time problems
Post by: zazu on November 19, 2011, 12:18:24 AM
Apparantly some Battle Fleet was all out of fuel, refueled it.

Nothing yet... same 6 hours.
Title: Re: Incremental time problems
Post by: zazu on November 19, 2011, 12:45:07 PM
Still.... I really don't know what's up.

I checked npc events but it was only the fuel problem that stood out, rest is.. nothing special

Also it bugs me it's basically a fixed 6 hours, what could've caused this?
Title: Re: Incremental time problems
Post by: Hawkeye on November 19, 2011, 02:47:31 PM
I belive, and I stress the belive part, aurora sets its sub-pulses for advancing time to several levels below what you order. So, if you click 30 days, aurora runs on 6-hour sub-pulses. Try hitting 5 days, and an interrupt will probably occur after 1 hour.
This is because it would take the program forever to run a 30 day increment, if it had to check for every ship/base every 5 seconds of game time.

There has to be something, that triggers an interrupt. The question is just: What is it?
Title: Re: Incremental time problems
Post by: Vynadan on November 19, 2011, 03:08:00 PM
In the system map (F3) there's a 'activate space-time bubble in this system' checkbox if you're in SM mode.

If it really is relentless, you can go to each system you have a regular presence in, check this box, run a five day increment and see what happens. Most of the time, nothing should stop you from running these five day increments - if in one system they do get interrupted, you've found the system wherein a sensor outpost, some distant ship or whatever the heck it is that's coping a feel with its sensors, is located. Throughly screen that system and your problem should be solved.

If this doesn't help, it's entirely out of your sphere of influence. I've never been in designer mode, but at least with regular SM you can then be sure that it's some NPR exclusive occurance from them sensing one another regularly. The auto turn checkbox is the only thing that'll help you then, or start without any pre generated NPRs next time.
Title: Re: Incremental time problems
Post by: zazu on November 19, 2011, 04:01:31 PM
"there's a 'activate space-time bubble in this system' checkbox"

I don't know where I can find this?
Title: Re: Incremental time problems
Post by: blue emu on November 19, 2011, 05:04:11 PM
Left side-bar, bottom, "Contacts" tab.
Title: Re: Incremental time problems
Post by: zazu on November 19, 2011, 05:22:15 PM
It passed 2 days 8 hours then I got an error saying my scout couldn't pass the system but that was foreseen. Let me go through my other systems, hopefully this can get resolved, kinda dampening my mood ugh

--Yeah... giving up this campaign, it's futile. Now some NPR's are fighting so that only adds to the misery. pfft..

Quitters suck! Ok every once in a while I get a division by zero error. Can anyone shed some light on this?
Title: Re: Incremental time problems
Post by: zazu on November 19, 2011, 06:11:13 PM
Ok now the time is just going from 10 seconds to 1 full day so I guess it was just some npr's duking it out, I'll see how it goes...
Title: Re: Incremental time problems
Post by: LoSboccacc on November 21, 2011, 08:38:11 AM
so, how does this auto turns work?

If I put 10 in the turn box and tick the check and click the 1 hour increment, it does 10 turns up to 1 hour long.

is there any other way to do it? checking the auto turn on and leaving the min increment to 0 seems not to have any effect.

I'm looking for a way to press the 1 day increment and have the game do whatever it takes to bring me 1 day forward  :P
Title: Re: Incremental time problems
Post by: Person012345 on November 21, 2011, 09:02:57 AM
If you press the 1 day increment, time will move forward by 1 day if you leave autoturns unticked. If you tick autoturn and leave it at 0, it will move forward by 1 day intervals until it gets interrupted (by one of the message types that trigger an interrupt - mostly things you might need to respond to). If you choose a smaller increment it will move forward by that much per-turn. The minimum turns thing is for when you specifically don't want it to interrupt for any reason.
Title: Re: Incremental time problems
Post by: Hawkeye on November 21, 2011, 01:42:43 PM
Be _very_ carful with the minimum turns thing!

Aurora will not stop for anything (at least, that is how it is supposed to work, never used it, just too dangerous). So while you have a 10 x 5 day increment running, an alien fleet could come out of a jumppoint, fly to earth, nuke the place and be halfway back home, before you will notice anything.

Well, at least that´s how I understand it should work.

Title: Re: Incremental time problems
Post by: Erik L on November 21, 2011, 02:44:28 PM
Be _very_ carful with the minimum turns thing!

Aurora will not stop for anything (at least, that is how it is supposed to work, never used it, just too dangerous). So while you have a 10 x 5 day increment running, an alien fleet could come out of a jumppoint, fly to earth, nuke the place and be halfway back home, before you will notice anything.

Well, at least that´s how I understand it should work.



It's supposed to interrupt on detection.
Title: Re: Incremental time problems
Post by: Person012345 on November 21, 2011, 03:18:50 PM
It's supposed to interrupt on detection.
Are there specific things that override the minimum turns thing then? Because I have before set minimum turns to 120 and set it going for 30 day increments (messing around with the starting settings, this one had a very low pop so took forever to get things done) and it stopped for nothing until the 10 years was up. Admittedly I didn't have any aliens appear in the time though. But it certainly doesn't stop for other normally-interrupting events.
Title: Re: Incremental time problems
Post by: TheDeadlyShoe on November 21, 2011, 05:03:36 PM
I don't think it stops for anything while on minimum increments. It seems somewhat besides the point if it did, since you would get a bunch of stopping for new missile contacts, and I believe the whole point is speeding up combat.

We just really need something between 'don't stop for anything' and 'stop for nigh everything' :)