Author Topic: 4.0b Bugs  (Read 28656 times)

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Offline Hawkeye

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Re: 4.0b Bugs
« Reply #135 on: April 22, 2009, 12:00:33 AM »
Stupid question:
Are there jumpgates at the jumppoint, or is there a jumpship, perhaps from another taskgroup, parked there?
Ralph Hoenig, Germany
 

Offline Thorgarth

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Re: 4.0b Bugs
« Reply #136 on: April 22, 2009, 04:40:23 PM »
No jumpgates-though on the second JP there is one on the other side of the JP.  I do have other TF at the JPs.  
Have been using Jumpships as tenders to transit large freighters.  The freighters didn't auto transit like the 2 colliers in this case.
 

Offline Hawkeye

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Re: 4.0b Bugs
« Reply #137 on: April 23, 2009, 12:30:47 AM »
Any jumpship that is sitting on a JP will transport any taskforce through the JP, as long as the Jumpship is at least as big as the biggest ship in the TF.
For important "trading routes" (not the ones created by spaceports), I usually park a 5.000t jumpship on the jumppoint and set up the freighter and/or colonizer taskforces go back and forth without a own jumpship. This also serves (in a roleplaying way) to keep up communication between different systems (the jumpship is supposed to jump back and forth to act as kind of a courier, picking up messages from one system and relaying them to the other).
Once jumpgates are up, those take over both roles, on the theory, that the gate can be activated to let messages through (like in Stargate)
Ralph Hoenig, Germany
 

Offline Paul M

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Re: 4.0b Bugs
« Reply #138 on: April 24, 2009, 01:47:54 AM »
I designed a colony ship with 2 cryogenic holds and 3 regular holds.  I then gave it orders to load colonists and load infrastructure.  The infrastructure was loaded (it vanished from the planet) but what showed up was 120,0x36 colonists rather than 120,000 colonists and another line with x36 infrastructure.  The unload colonists orders worked but the unload infrastructure did not result in any infrastructure being unloaded.  Does the engine get confused by mixed types of ships?

To make things more exciting.  When I load the infrastructure first advance the time till the task is accomplished and then load the colonists everything works peachy.  I see x36 infrastructure and then the next line has 120,000 colonists.

I'll try infrasture first colonists second without the the increment break between next.

Did this and the ship works properly...not sure what caused the first glitch.

But the civillians don't take advantage of the holds to move infrastructure along with the colonists.
« Last Edit: April 28, 2009, 01:10:21 AM by Paul M »
 

Offline Father Tim

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Construction of HQ units
« Reply #139 on: April 27, 2009, 11:22:19 AM »
Building an HQ unit requires 150.00 training points (plus minerals) over an 18 month period . . . sort of.  Rounding errors cause only 149.94 TP to accumulate if you advance the clock by strict 30-day increments.  Fair enough, it's probably pretty rare that any Trans-Newtonian empire will be clicking through a year and a half with no orders, but when an empire is struggling to research Nuclear Thermal Engine technology, it's noticeable.
 

Offline Thorgarth

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Cloaking Technology
« Reply #140 on: April 28, 2009, 04:17:56 PM »
Pulled up the technology reports.  Have designed and researched a cloaking device.  Yet, the tech report does not show the stats.  It is visible on completed research and as an option on ship design.

Steve, I have had Precursers pursue throw a jump point.  In the ensuing battle, I've become a supportor of the missile FAC/Corvette 1K designs in use against the Precursers.
 

Offline Erik L (OP)

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Re: 4.0b Bugs
« Reply #141 on: April 28, 2009, 07:40:23 PM »
Got the Economics window open, Events window, and I try to pull up the Fleet Orders. Get an Error 7, out of memory. Close the Events window, and the Fleet orders window opens.

Game date is Jun 25th 1804, with a start date of Jan 1, 1800.
 

Offline Erik L (OP)

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Re: 4.0b Bugs
« Reply #142 on: April 28, 2009, 08:12:13 PM »
Supplying the following conditional orders can result in a loop.

Fuel < 30% --> Refuel
Supply < 20% --> Resupply

If both conditions become true at the same time, each increment they will cancel each other out and the ship moves to the resupply/refuel, but does have the potential to become stranded.
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #143 on: May 02, 2009, 12:32:08 PM »
I think this is a bug (as opposed to a feature :-) ) - scanning ECCM and ECM from the Precursors doesn't give you "Electronic Warfare" points first.

John
 

Offline Erik L (OP)

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Re: 4.0b Bugs
« Reply #144 on: May 02, 2009, 06:08:18 PM »
Getting a series of Error 9's now in UpdateAllSensors.

Couple hundred at least. I've not found an end to them, and use task manager to exit. On resuming, there is an "Increment Placeholder" in the event log. Incrementing time causes the error to occur again.

Fleet counts are (Good Guys), 91 ships. AI, 3 ships at 21m km, 3 ships at 43m km, 1 population at 780m km.

There are also 43 wrecks, 41 @ ~1700m km and 2 at 21m km.
 

Offline SteveAlt

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Re: 4.0b Bugs
« Reply #145 on: May 02, 2009, 06:20:24 PM »
Quote from: "Erik Luken"
Getting a series of Error 9's now in UpdateAllSensors.

Couple hundred at least. I've not found an end to them, and use task manager to exit. On resuming, there is an "Increment Placeholder" in the event log. Incrementing time causes the error to occur again.

Fleet counts are (Good Guys), 91 ships. AI, 3 ships at 21m km, 3 ships at 43m km, 1 population at 780m km.

There are also 43 wrecks, 41 @ ~1700m km and 2 at 21m km.
Error 9 is subscript out of range, which usually means I am trying to address an element of an array that doesn't exist. UpdateAllSensors is the actual routine I am recoding at the moment and it has a limit of 500 on the number of sensors it can check. That is an old limit which probably isn't high enough so it could possibly be that. Try turning off active sensors on your fleets and see if the error is still there.

Steve
 

Offline Erik L (OP)

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Re: 4.0b Bugs
« Reply #146 on: May 02, 2009, 06:44:52 PM »
Quote from: "SteveAlt"
Quote from: "Erik Luken"
Getting a series of Error 9's now in UpdateAllSensors.

Couple hundred at least. I've not found an end to them, and use task manager to exit. On resuming, there is an "Increment Placeholder" in the event log. Incrementing time causes the error to occur again.

Fleet counts are (Good Guys), 91 ships. AI, 3 ships at 21m km, 3 ships at 43m km, 1 population at 780m km.

There are also 43 wrecks, 41 @ ~1700m km and 2 at 21m km.
Error 9 is subscript out of range, which usually means I am trying to address an element of an array that doesn't exist. UpdateAllSensors is the actual routine I am recoding at the moment and it has a limit of 500 on the number of sensors it can check. That is an old limit which probably isn't high enough so it could possibly be that. Try turning off active sensors on your fleets and see if the error is still there.

Steve

That would be it. Maybe active sensors on missiles isn't a good idea ;)
 

Offline SteveAlt

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Re: 4.0b Bugs
« Reply #147 on: May 02, 2009, 06:58:29 PM »
Quote from: "Erik Luken"
Quote from: "SteveAlt"
Error 9 is subscript out of range, which usually means I am trying to address an element of an array that doesn't exist. UpdateAllSensors is the actual routine I am recoding at the moment and it has a limit of 500 on the number of sensors it can check. That is an old limit which probably isn't high enough so it could possibly be that. Try turning off active sensors on your fleets and see if the error is still there.
That would be it. Maybe active sensors on missiles isn't a good idea :)

The limit in v4.0 is a max of 500 sensors for one race in one system. It was set a long time ago before there were so many different ways to get sensor information. The existing code loads all the sensors into an array and I picked 500 as the upper limit because I didn't want to create an array larger than I needed. Probably because when I started programming in Windows 3.1 everything had to fit into a code or data segment of 64k so you had to be careful with arrays unless you were allocating some global memory. I haven't adjusted to the modern world yet :).

With the rewritten code in v4.1, all the sensors are loaded into a container class and you don't need to specify at design time how many objects you will be loading at runtime, so there will be no limit on total sensors.

Steve
 

Offline Erik L (OP)

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Re: 4.0b Bugs
« Reply #148 on: May 02, 2009, 07:09:08 PM »
Quote from: "SteveAlt"
Quote from: "Erik Luken"
Quote from: "SteveAlt"
Error 9 is subscript out of range, which usually means I am trying to address an element of an array that doesn't exist. UpdateAllSensors is the actual routine I am recoding at the moment and it has a limit of 500 on the number of sensors it can check. That is an old limit which probably isn't high enough so it could possibly be that. Try turning off active sensors on your fleets and see if the error is still there.
That would be it. Maybe active sensors on missiles isn't a good idea :)

The limit in v4.0 is a max of 500 sensors for one race in one system. It was set a long time ago before there were so many different ways to get sensor information. The existing code loads all the sensors into an array and I picked 500 as the upper limit because I didn't want to create an array larger than I needed. Probably because when I started programming in Windows 3.1 everything had to fit into a code or data segment of 64k so you had to be careful with arrays unless you were allocating some global memory. I haven't adjusted to the modern world yet :).

With the rewritten code in v4.1, all the sensors are loaded into a container class and you don't need to specify at design time how many objects you will be loading at runtime, so there will be no limit on total sensors.

Steve

I just lost 115 active sensor platforms. The Hellfire AMM intercepted 3 salvos and KO'd 32 incoming.

I'm somewhat surprised it took over 15 minutes of game time to reach that limit though.
 

Offline Erik L (OP)

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Re: 4.0b Bugs
« Reply #149 on: May 02, 2009, 08:13:00 PM »
Think I just exceeded the 500 sensor limit on missiles. :(