Author Topic: Official v4.8 Bugs Thread  (Read 22172 times)

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Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #105 on: January 19, 2010, 09:19:53 PM »
Quote from: "gabes"
BTW, it just happened again man.
Aliens are firing at their own planet again.
Star Swarm race, again!
Where to send the db? :]
Last time, the email didn't reach you, I think you mispelled or something.
Thanks for sending me the DB. The Star Swarm are firing at the planet but the colony belongs to a different alien race so that isn't a bug. However, the reason you are getting non-stop 5 seconds increments is that they are trying to destroy an enemy installation with meson cannon, which is impossible, so they are continuing to fire for ever, which is a bug :(. I have fixed it for v4.9 but I have no way to fix it within the current version. I can remove the Star Swarm aliens from that system and send you back the DB but the problem might arise again. As this is a serious problem I think I am going to release v4.9 sooner rather than later, or other games could run into this problem.

Steve
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #106 on: January 19, 2010, 09:21:42 PM »
Quote from: "Commodore_Areyar"
Got the same, if I claim a planet that has aliens around it, or possibly on it, I will receive an event message that an alien ship(s) is emitting substantial amounts of radiation unto the planet.
(This even when there are obviously no colonists yet nor any way to communicate this fact to the homeworld. The aliens as well as High command are obviously psychic. Possibly psychotic ;) )
This one isn't a bug. There is a particular type of alien ship that attacks populations by moving into orbit and emitting large amounts of radiation.

Steve
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #107 on: January 19, 2010, 09:27:29 PM »
Quote from: "Steve Walmsley"
Quote from: "Drakale"
Quote from: "Yeti"
However, 17 years in, I seem to have run into a similar bug as Gabeux had. Time seems to have slowed to 5 seconds per interval for the last few hours. SM mode reveals a message each interval which says "Increment length adjusted due to imminent action. This may involve two NPRs fighting", but no actual combat messages. (Is there a way to inspect the NPRs to see what they're up to?)

The intervals are taking a very long time to process, almost 10 seconds per 5-second interval where normally I can do a day's worth of 5-second intervals in 1 or 2 minutes.

Yeah exact same problem on 2 separate games :/ I let it run for a while but no luck, still stuck at 5 second increment. Sounds too long for a normal NPR fight, maybe some sort of bugged order is causing a hang up.
If it is going on for a very long time then there could be a yoyo bug. Please could you send me the DB so I can take a look?
Thanks for sending the DB. The problem is the same as the other DB I was just sent. An NPR is trying to attack a planet with meson cannon, which can't damage populations, so it is continuing to attack forever :( I have fixed this for v4.9 but I can't modify the code for youe current version. I can remove the aliens causing the problem but there is no guarantee it won't happen again. As this is a showstopper if it happens I will release v4.9 in the next 24 hours.

Steve
 

Offline Rathos

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Re: Official v4.8 Bugs Thread
« Reply #108 on: January 19, 2010, 10:31:11 PM »
21st January 2118 14:30:06,Human,Sol,As there is no longer any cause for unrest on Mars, the unrest level is starting to fall. Unrest decreased by -1.666%
21st January 2118 14:30:06,Human,Sol,Ground forces on Mars have reduced the unrest level by 0.5373%

I get this every production cycle. It doesn't pause things but it is annoying to see it every time.

I hope it doesn't start on all my planets...
 

Offline sloanjh

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Re: Official v4.8 Bugs Thread
« Reply #109 on: January 19, 2010, 10:35:17 PM »
Quote from: "Hawkeye"
Quote from: "Commodore_Areyar"
v482 : GetTimeAndDistance : Error 6 overflow
when setting a task for a picketing (speed = 1) TF.

Can't find by search as GTAD is >14char and error 6 too common.
Probably caused by a task taking longer than the maximum allowed value?
which should be . . .32bit is 2147483647 seconds is 86 days.  :)

Agreed.  In fact, I'd rather get a warning when I change orders to give a destination and I'm not at max speed - something like "are you sure you don't want to move at max speed".  I wouldn't want a warning in the events screen, unless it was at 5-days.  Another possibility would be to warn if a ship is currently on a leg that will take more than e.g. 100 days - there's a good chance that's an "oops" on the part of the player.

John
 

Offline sloanjh

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Re: Official v4.8 Bugs Thread
« Reply #110 on: January 19, 2010, 10:39:30 PM »
Quote from: "Father Tim"
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Also, in 4.77, the completion date displayed doesn't take into account stockpiled components.  I assume the same is still true....
Stockpiled components are not taken into account. Not sure whether I should include them or not, or perhaps have a checkbox to include them.

Steve

They're not taken into account when you assign the task, but as soon as the first 'construction cycle' update passes, (and the available components are installed) the date changes, doesn't it?  Did I imagine that?

Actually, I think the completion time is shown correctly in the task window as soon as you create the task.  It's the management window (when you're contemplating the task) that's the problem.  So it's a cosmetic issue, not mechanics - sorry about the confusion.

John
 

Offline sloanjh

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Re: Official v4.8 Bugs Thread
« Reply #111 on: January 19, 2010, 10:47:48 PM »
Quote from: "Beersatron"
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
Might I suggest two things:

1. If possible, on NPR creation, create the shipyards first and then using the capacity of the shipyard design the ships and create the first couple of fleets worth from those designs.
2. Maybe cheat a little for the NPRs and make sure they have at least 1 commercial SY of a decent size at the start, otherwise they are gimped!
Suggestion 2) is already in the next version for both player races and NPRs. If I am to implement Suggestion 1) then I would have to do the same for player races as that restriction doesn't currently exist for them either

Steve

For option 1, I take it you use the same algorithm for ship design for NPRs and Players at game start? Personally, I would have no issue with the restriction but that is because I do not auto-assign tech or ship design and make sure I plan my tonnages out at year zero. I guess it depends on your own preference and maybe some of the folks who use auto-generation would have a couple of cents on the subject too?

I think option 1 is a reasonable restriction - where did the ships come from if not from the yards (ignoring a Phoenixesque scenario, of course).  I assume "instant oob" would ignore it, so I don't see any problem for people who want to use SM to get ships bigger than their yards....

John
 

Offline sloanjh

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Re: Official v4.8 Bugs Thread
« Reply #112 on: January 19, 2010, 10:50:23 PM »
Quote from: "Steve Walmsley"
As this is a showstopper if it happens I will release v4.9 in the next 24 hours.

Drat for my current game - and just as I was about to make the jump to lightspee....errr my my first transit outside the solar system. :-)

John

PS - Better to have it curtailed now than 2 weeks down the line when I hit the same bug....
 

Offline Rathos

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Re: Official v4.8 Bugs Thread
« Reply #113 on: January 19, 2010, 11:04:26 PM »
Quote from: "Steve Walmsley"
As this is a showstopper if it happens I will release v4.9 in the next 24 hours.

=(

My game is going so well at the moment.

1.5 million ton civilians are win
 

Offline Drakale

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Re: Official v4.8 Bugs Thread
« Reply #114 on: January 19, 2010, 11:40:59 PM »
Quote from: "Steve Walmsley"
Thanks for sending the DB. The problem is the same as the other DB I was just sent. An NPR is trying to attack a planet with meson cannon, which can't damage populations, so it is continuing to attack forever :( I have fixed this for v4.9 but I can't modify the code for youe current version. I can remove the aliens causing the problem but there is no guarantee it won't happen again. As this is a showstopper if it happens I will release v4.9 in the next 24 hours.

Steve

Its quite alright, I'll just start over when 4.9 is released.
 

Offline Beersatron

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Re: Official v4.8 Bugs Thread
« Reply #115 on: January 19, 2010, 11:40:59 PM »
Not sure if this is a bug or just really bad luck, but every body that I survey with a Geological Team only ever finds 1 thing. Happened 4-for-4 this game and happened (I think) 6-for-6 last game too.

Can you add something to salvaging were by it gives a warning that 'By salvaging this vessel you may run out of cargo space!' - it throws an 'order can not be completed' error later on when I try to unload a component that was only partially salvaged (i.e. it will list: '0 x ECCM-3').

Also, is it possible to add in an order that will enable 'unload all components'? Or is individual because of the way it is treated in the code/database?
 

Offline sloanjh

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Re: Official v4.8 Bugs Thread
« Reply #116 on: January 19, 2010, 11:45:09 PM »
Quote from: "Beersatron"
Not sure if this is a bug or just really bad luck, but every body that I survey with a Geological Team only ever finds 1 thing. Happened 4-for-4 this game and happened (I think) 6-for-6 last game too.

Can you add something to salvaging were by it gives a warning that 'By salvaging this vessel you may run out of cargo space!' - it throws an 'order can not be completed' error later on when I try to unload a component that was only partially salvaged (i.e. it will list: '0 x ECCM-3').

Also, is it possible to add in an order that will enable 'unload all components'? Or is individual because of the way it is treated in the code/database?

One thing I've realized reading the salvage comments is that I don't understand how big I should make the holds on a salvage ship, or how big salvaged components might be, or if you can load and transport pre-fabbed components from one world to another.  Haven't re-read the salvage or pre-fab threads in mechanics yet, though - the info might be there.

John
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #117 on: January 19, 2010, 11:52:21 PM »
Quote from: "sloanjh"
Quote from: "Beersatron"
Not sure if this is a bug or just really bad luck, but every body that I survey with a Geological Team only ever finds 1 thing. Happened 4-for-4 this game and happened (I think) 6-for-6 last game too.

Can you add something to salvaging were by it gives a warning that 'By salvaging this vessel you may run out of cargo space!' - it throws an 'order can not be completed' error later on when I try to unload a component that was only partially salvaged (i.e. it will list: '0 x ECCM-3').

Also, is it possible to add in an order that will enable 'unload all components'? Or is individual because of the way it is treated in the code/database?

One thing I've realized reading the salvage comments is that I don't understand how big I should make the holds on a salvage ship, or how big salvaged components might be, or if you can load and transport pre-fabbed components from one world to another.  Haven't re-read the salvage or pre-fab threads in mechanics yet, though - the info might be there.
The best idea is to have freighters with the salvage ship as the salvage will go into any cargo hold in the same fleet.

Steve
 

Offline boggo2300

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Re: Official v4.8 Bugs Thread
« Reply #118 on: January 20, 2010, 12:09:40 AM »
I'm getting Increment Adjustment evemts Sub-pulse length adjusted due to potential fleet interception, and have been for more than a month of game time, it's really slowing things down, I set an increment going when I go to work, and it's finally had an interrupt for me to do something when I get home, I start another off when I go to bed, and it gets back to me by the time I get up.  the adjusted sub-pulse increments are varying betweed 900 and
86400 seconds mostly.  but SOB I'm waiting for construction to complete for my first Geo survey boat  *mwaaaaah*

Matt
The boggosity of the universe tends towards maximum.
 

Offline Hawkeye

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Re: Official v4.8 Bugs Thread
« Reply #119 on: January 20, 2010, 12:36:57 AM »
Quote from: "Beersatron"
Not sure if this is a bug or just really bad luck, but every body that I survey with a Geological Team only ever finds 1 thing. Happened 4-for-4 this game and happened (I think) 6-for-6 last game too.

Seems to be you ;)

My geo survey team on luna has found 4 new deposits so far and still working
Ralph Hoenig, Germany