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Topic Summary

Posted by: welchbloke
« on: May 10, 2025, 08:14:05 AM »

So I've encountered the dreaded 5s increment issue again. I've had a look in the DB and set all of the NPRs to player races to check if there was a detection or interrupt message I was missing. There isn't anything obvious, not detections by any of the NPRs or my race that I can see. I've checked the fleets for all races and none of them appear to have open fire orders and no contacts (a common cause for this issue IIRC). Any suggestions from the collective on what else to check to see if I can work out what is causing it?

Welchbloke

I'd like to poke around in the db if you don't mind uploading it.
Be my guest. It also isn't being caused by the 4 fleets that are all that's left of one of the spoiler races I encountered. I deleted them and it made no difference.

Welchbloke

I finally worked out what was causing this but not the why. It was a severely damaged warship from the second player race that was on 1% MSP. I turned off auto repair and removed all the repair jobs. It made no difference. When I forced an abandon ship, the error went away and I could advance with longer time incements again.

Welchbloke

I wonder if it had a damaged fire control that was stuck on open fire.

It was a Fleet Scout without any FC, just active sensors, both of which were damaged. I went back to the old DB before I deleted this ship, SM repaired it, then used the external damage button to get close to the same damage it had before. Now the time advances are back to normal - weird glitch but fixed now.
Posted by: skoormit
« on: May 09, 2025, 08:46:20 PM »

So I've encountered the dreaded 5s increment issue again. I've had a look in the DB and set all of the NPRs to player races to check if there was a detection or interrupt message I was missing. There isn't anything obvious, not detections by any of the NPRs or my race that I can see. I've checked the fleets for all races and none of them appear to have open fire orders and no contacts (a common cause for this issue IIRC). Any suggestions from the collective on what else to check to see if I can work out what is causing it?

Welchbloke

I'd like to poke around in the db if you don't mind uploading it.
Be my guest. It also isn't being caused by the 4 fleets that are all that's left of one of the spoiler races I encountered. I deleted them and it made no difference.

Welchbloke

I finally worked out what was causing this but not the why. It was a severely damaged warship from the second player race that was on 1% MSP. I turned off auto repair and removed all the repair jobs. It made no difference. When I forced an abandon ship, the error went away and I could advance with longer time incements again.

Welchbloke

I wonder if it had a damaged fire control that was stuck on open fire.
Posted by: welchbloke
« on: May 09, 2025, 02:55:47 PM »

So I've encountered the dreaded 5s increment issue again. I've had a look in the DB and set all of the NPRs to player races to check if there was a detection or interrupt message I was missing. There isn't anything obvious, not detections by any of the NPRs or my race that I can see. I've checked the fleets for all races and none of them appear to have open fire orders and no contacts (a common cause for this issue IIRC). Any suggestions from the collective on what else to check to see if I can work out what is causing it?

Welchbloke

I'd like to poke around in the db if you don't mind uploading it.
Be my guest. It also isn't being caused by the 4 fleets that are all that's left of one of the spoiler races I encountered. I deleted them and it made no difference.

Welchbloke

I finally worked out what was causing this but not the why. It was a severely damaged warship from the second player race that was on 1% MSP. I turned off auto repair and removed all the repair jobs. It made no difference. When I forced an abandon ship, the error went away and I could advance with longer time incements again.

Welchbloke
Posted by: Garfunkel
« on: May 07, 2025, 10:50:21 PM »

Known Systems if I start at Earth, Random Stars if I play as aliens.
Posted by: ZimRathbone
« on: May 06, 2025, 10:51:43 PM »

Just a curiosity question:

Do you prefer known star games or randomly generated?

Pros/Cons?

I don't think I've ever played without known stars turned on, and my potato boat rig can't handle more than a century or two with a few hundred systems anyway. So just curious on peoples' thoughts.

I usually play with Random Stars - normally generating a new home system for my player race rather than using Sol/Terra/Earth.

Its more because I got tired of the number of systems that were generated with very similar names in the Real Stars a few years ago (due to the catalogue naming conventions).  With the Random option I found that I was hitting the System rename a lot less often.

While sometimes you do get better survey luck I recently have found a lot more barren or only marginally useful systems in the early exploration phase ... although that may be just a function of the RNG Godz.

Posted by: nuclearslurpee
« on: May 06, 2025, 09:25:16 PM »

I usually do Known Stars. I do think Random Stars usually leads to more interesting galactic maps topographically, but I prefer the system generation of Known Stars with a larger proportion of red dwarf systems making the map feel more spread out and colonizable systems less frequent. With Random Stars, exploration can feel negligible because you can discover 10 good colonization candidates in 10 systems, plus distances between stars tend to be longer so expansion across the galaxy is overall slower.
Posted by: EclipsedStar
« on: May 06, 2025, 07:30:58 PM »

Just a curiosity question:

Do you prefer known star games or randomly generated?

Pros/Cons?

I don't think I've ever played without known stars turned on, and my potato boat rig can't handle more than a century or two with a few hundred systems anyway. So just curious on peoples' thoughts.

Haven't played that many games, but I think I prefer known stars over randomly generated. This might be due to me messing something up in settings, but in my random stars game, all of the stars I found started with the letter A, which got a little old fast (and then I started using select name for each system after the first dozen or so so that they don't all start with A). Known stars I haven't had to do that so... known stars for me. Known stars also makes sense for me from an rp perspective as I've only been playing/starting on earth/terra, rather than some of those other starts where people spawn themselves in different star system or rp as a fragmented empire.
Posted by: ranger044
« on: May 06, 2025, 04:15:40 PM »

Just a curiosity question:

Do you prefer known star games or randomly generated?

Pros/Cons?

I don't think I've ever played without known stars turned on, and my potato boat rig can't handle more than a century or two with a few hundred systems anyway. So just curious on peoples' thoughts.
Posted by: Ghostly
« on: April 24, 2025, 05:14:18 AM »

I seldom use auto-turns, but pressing F12 (which is the keybind that toggles them) seems to work more reliably than double-clicking the button.
Posted by: Ultimoos
« on: April 24, 2025, 05:04:28 AM »

What if game just listened for "spacebar" press to stop auto turns?
Posted by: skoormit
« on: April 22, 2025, 02:52:53 PM »

Is there a way to reliably interrupt Automated turns?

I've tried clicking the green button once, tried spam-clicking it, now I'm out of tricks.

Double-clicking the button (and waiting for the increment to end) is the way to do it. Once doesn't seem to be enough and three times just resets it. At some point, I need to figure out why that is :)

(I think its probably that the first click sets focus to the form and the second actually clicks the button).

After starting auto-turns, you click once anywhere in the window to restore your cursor (from the "busy" symbol to the pointy symbol).
After that, you only need to single-click the button to stop auto-gen.
Posted by: AdamantineAxe
« on: April 22, 2025, 01:22:50 PM »

Double-clicking is at least a goal to aim for.

I should have elaborated but the situation was accidentally automating a short increment length and the turn resolution was too fast to accurately click a specific number of times on any single turn.
My spam-clicking was aiming for odd numbers of clicks per turn so I might have better luck slowing down.
Posted by: Steve Walmsley
« on: April 22, 2025, 02:44:32 AM »

Is there a way to reliably interrupt Automated turns?

I've tried clicking the green button once, tried spam-clicking it, now I'm out of tricks.

Double-clicking the button (and waiting for the increment to end) is the way to do it. Once doesn't seem to be enough and three times just resets it. At some point, I need to figure out why that is :)

(I think its probably that the first click sets focus to the form and the second actually clicks the button).
Posted by: midikiman
« on: April 21, 2025, 07:51:41 PM »

Is there a way to reliably interrupt Automated turns?

I've tried clicking the green button once, tried spam-clicking it, now I'm out of tricks.

I haven't found one. I think Aurora is single-threaded, or at least the UI handlers don't get serviced while the turn is running. That could probably be fixed, but it's not trivial and I'm sure Steve has many other things he considers higher priority.
Posted by: AdamantineAxe
« on: April 20, 2025, 11:37:43 AM »

Is there a way to reliably interrupt Automated turns?

I've tried clicking the green button once, tried spam-clicking it, now I'm out of tricks.