Author Topic: 6 Hour Increments  (Read 613 times)

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Offline Nori (OP)

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6 Hour Increments
« on: May 09, 2021, 01:31:50 PM »
I tried searching for this but didn't see anything that pointed me in the right direction. I have a game where I've been stuck on 6 hour increments and I can't figure out why. I don't know of anything happening at that time frame.

I checked the DB gamelog files and didn't notice anything out of the ordinary. Didn't make any changes as I'm not sure where the issue lies.

I haven't come across and NPRs yet though I have seen 5s increments at times so there is fighting going on somewhere.
 

Offline Zap0

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Re: 6 Hour Increments
« Reply #1 on: May 09, 2021, 02:06:29 PM »
It's still going to be some NPRs detecting one another in a loop, there doesn't need to be messages for that.

SM-explore everything and try to find them (and blow them up) with an SM race, or set their races as player controlled in the db and look through their stuff to find it. Don't save a db you've advanced time in in this mode.
 

Offline Garfunkel

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Re: 6 Hour Increments
« Reply #2 on: May 09, 2021, 03:49:54 PM »
Yeah 6 hours is funky - too short for production or ground combat, too long for ship combat or jump or fleet orders - it has to be some sort of sensor contact loop.
 

Offline TheBawkHawk

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Re: 6 Hour Increments
« Reply #3 on: May 09, 2021, 10:43:41 PM »
I've encountered it a few times - what I discovered was that it's either NPR civilians repeatedly trying and failing to load cargo, or its ships from two NPRs jumping back and forth in an endless chase through a jump point. AFAIK Steve fixed the cargo one, not sure about the jumping though. Some DB editing to delete the offending ships fixes the issue, at least for a while.
 

Offline Theoatmeal2

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Re: 6 Hour Increments
« Reply #4 on: May 10, 2021, 09:43:07 AM »
I had to abandon a game because of this, unfortunately I didn`t save the DB.
If this is a common problem, maybe it should go to the bugs section.
 

Offline ChubbyPitbull

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Re: 6 Hour Increments
« Reply #5 on: May 10, 2021, 12:08:38 PM »
I had to abandon a game because of this, unfortunately I didn`t save the DB.
If this is a common problem, maybe it should go to the bugs section.

I ran into something similar and posted in the bugs thread here: http://aurora2.pentarch.org/index.php?topic=12522.msg151377#msg151377

I was running into 2 hour increments so not sure if the same thing. Deleting the offending ship cargo entries in the DB as Steve recommended solved the saving issues but not the increments issue.
 

Offline Zap0

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Re: 6 Hour Increments
« Reply #6 on: May 10, 2021, 02:59:05 PM »
I was running into 2 hour increments so not sure if the same thing.

2 hours and 6 hours are the sub-pulse-lengths used for 5 day and 30 day increments respectively, so yes. If you hit a shorter increment you should get interrupted in less than 2 hours, depending on the increment time if on auto (default) sub-pulses.
 

Offline Nori (OP)

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Re: 6 Hour Increments
« Reply #7 on: May 11, 2021, 04:25:36 PM »
Thanks for the responses. As it typical in issues, it resolved itself after another long round of 6 hours increments.. But I will keep this thread in mind on what to look for it if happens again.
 

Offline Theoatmeal2

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Re: 6 Hour Increments
« Reply #8 on: May 19, 2021, 10:38:29 AM »
My game is once again only advancing in 6 hour increments. At first it went away after couple of months but now it seems to be stuck.
Any ideas on what could be causing it or how to find out the problem?
« Last Edit: May 19, 2021, 10:40:14 AM by Theoatmeal2 »
 

Offline nuclearslurpee

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Re: 6 Hour Increments
« Reply #9 on: May 19, 2021, 10:43:25 AM »
If you open up the DB and check the FCT_GameLog table, you should see at the bottom what some NPR is trying to do that is causing the interrupts. Commonly they will be jumping back and forth because of an AI cycle like: need to go through JP --> jump --> see scary enemies --> jump back; for example this happens if they need to refuel since NPR ships will pretend they need fuel though they actually do not.

Often then you can fix this by, for instance, changing the coordinates of the NPR fleet in the appropriate DB table, which stops them from jumping to and fro for long enough that the AI may re-evaluate the situation.
 

 

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