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-   -   SE V Bugs That Are Still Present (http://forum.shrapnelgames.com/showthread.php?t=32947)

Atrocities February 10th, 2007 10:57 PM

Re: SE V Bugs That Are Still Present
 
Ok this thread has lost its focus therefore I am going to go ahead and unsticky it.

Slick February 11th, 2007 01:36 PM

Re: SE V Bugs That Are Still Present
 
What would really help bug reporting from the masses is an up-to-date, complete, centralized, online bug database that is maintained when patches come out. That way we could see what has been reported and what hasn't.

Kamog February 11th, 2007 01:36 PM

Re: SE V Bugs That Are Still Present
 
1 Attachment(s)
Last night I had finished my turn and I left it while it was processing turns. This morning, many hours later, there's this error. There's a white screen after closing the error message and I had to ctl-alt-del to stop the SEV program.
http://www.shrapnelcommunity.com/thr...EV%20crash.jpg

Suicide Junkie February 11th, 2007 03:16 PM

Re: SE V Bugs That Are Still Present
 
Processing turns?

As in doing a 100 turn process using the cheat codes, say?

RCCCL February 11th, 2007 06:12 PM

Re: SE V Bugs That Are Still Present
 
I've got a few bugs here, couple of them extremely exploitable.

Drop Cargo Remotely does not seem to be working properly. Many times my Pop. Transports have failed to drop their population cargo.

During game creation, in the empires tab, Selecting any sort of tech points, whether 10000 or all, then editing a race saving changes, setting the tech points to a lower level, ie; none, and starting a game, the edited race keeps all of the tech levels chosen for it.(Did that make any sense?)

It is possible to build an item to near completion and make a item list of it, when you add it to other ques it keeps all previous work done to it. So it is possible to build that super expensive ship down to .1 yrs till completion, save it as an item list, then suddenly you can have huge fleets of them, as long as you have the resources to maintain them.

Suicide Junkie February 11th, 2007 06:18 PM

Re: SE V Bugs That Are Still Present
 
The thing about the empires only being checked on load/create is usable as a handicap thing.
And it can only be done if the host allows it at the beginning of the game.

It worked that way in SE4 too.

Kamog February 11th, 2007 07:55 PM

Re: SE V Bugs That Are Still Present
 
The crash happened on a regular single-player game, I wasn't using the code to run multiple turns. It was just processing the A.I. players' turns when I walked away from the computer. Version 1.25, balance mod 1.03.

Anyway, there seems to still be freezes during processing after all players turns. Today it got stuck during the processing after all players turns. I waited maybe 5 minutes or so, and the blue progress bar was nearly all the way across to the right but didn't move. Perhaps I should have waited longer than that but I got impatient and I used ctl-alt-del to stop it because it's usually not that slow.

Another problem is that SEV doesn't like other programs running in the background on the computer, for instance a virus checker. The screen keeps flashing white.

Raapys February 11th, 2007 08:00 PM

Re: SE V Bugs That Are Still Present
 
The error you got looks more related to a memory leak than a problem with turn processing. It's likely the game finished processing your turns then crashed after a few hours of idling.

Kamog February 11th, 2007 08:23 PM

Re: SE V Bugs That Are Still Present
 
When you tell a stellar manipulation ship to build a planet at an asteroid field, and if the ship is not already sitting in the same sector as the asteroid field, then the ship moves to 1 sector away from the asteroid field and complains that it can't carry out the operation because it has no movement left, even though it does have movement left. You have to give it another order to move it to the asteroid field and then the order to create the planet.

Baron Grazic February 11th, 2007 11:54 PM

Re: SE V Bugs That Are Still Present
 
Hi Kamog
Version 1.26, supposedly fixes this problem. I can confirm it happens with Remote Launching units, retrofit & stellar manip.

Version 1.26
3. Fixed - Ships were not executing orders after a Move To in the correct sector

Randallw February 12th, 2007 09:21 AM

Re: SE V Bugs That Are Still Present
 
I have been fiddling with files for a game that wouldn't generate the next turn properly. I got it working but don't know if it is related to a bug I got.

I opened my turn and ran the movement log. It worked ok but then it went to the next turn and started moving ships about by itself. That is it did 30 days of movement then moved date up and started 30 more with ships on AI.

almost forgot, it's balance mod.

Kamog February 13th, 2007 11:10 PM

Re: SE V Bugs That Are Still Present
 
Quote:

Raapys said:
The error you got looks more related to a memory leak than a problem with turn processing. It's likely the game finished processing your turns then crashed after a few hours of idling.

There definitely seems to be a memory leak. I've had the same crash with the "not enough memory" error happen again. The "processing after all players turns" becomes slower and slower the more turns you play. Then if you quit SEV and restart, continuing the same game, it speeds up again. If you don't quit and restart SEV every so often, it becomes very slow and eventually it gets stuck or crashes.

Kamog February 14th, 2007 02:25 AM

Re: SE V Bugs That Are Still Present
 
In a recent game, I've set up construction item queues for different types of colonies. I created a queue with the facilities first, and then weapon platforms and then troops at the end. The troops were somehow not saved in the list, so when I went to a newly colonized planet and loaded the saved queue to build the items, the troops didn't show up. So I thought I must of forgotten to add troops, and added them manually to the end and re-saved the item list. Then, when I used the item list on another planet later, once again the troops were missing. This problem only happens sometimes and the other item queues worked OK even with troops.

Another time, I saved an item queue that had 625 troops at the end but somehow it only remembered to build 111 when I loaded it later. This problem also only happens sometimes.

Slick February 14th, 2007 11:56 PM

Re: SE V Bugs That Are Still Present
 
I think migration is still at least partly broken. I captured an enemy colony ship with other-breating population and have been using it to undome some worlds. These planets are not migrating their population elsewhere.

Suicide Junkie February 15th, 2007 09:48 AM

Re: SE V Bugs That Are Still Present
 
Have you got any breathable (to them) planets that are not already filled to capacity?

Slick February 15th, 2007 12:24 PM

Re: SE V Bugs That Are Still Present
 
yes, many. they aren't migrating at all.

they are jubilant, loyal and have normal, positive migrating percentages. they just don't migrate.

Dizzy February 15th, 2007 02:16 PM

Re: SE V Bugs That Are Still Present
 
I apologize for being ignorant, and please excuse my lack of in depth research on this, I am just not knowlegeable on this topic, but is this a feature I could call 'auto-migration'; One where you have two different races on several of your planets and the races begin to migrate by themselves to the proper breathable atmospheres?

I have just conquered a planet owned by a rival that breathes Oxygen and my race breathes Hydrogen. I do have other planets that have oxygen atmospheres, but the population on them are all hydrogen breathers. Will Oxygen breathing population migrate in automatically on these planets? And by the same token, will my hydrogen breathers begin migrating out?

Baron Munchausen February 15th, 2007 05:35 PM

Re: SE V Bugs That Are Still Present
 
If there is unoccupied space on your oxygen planets, then yes, your new oxygen breather population should start to migrate to those planets. If they are full, no go. The hydrogen breathers will not migrate out unless there is a good hydrogen planet that attracts them. I've never seen a planet converted from domed status by migration alone, though. You'll have to lift the hydrogen breathers out with a population transport and take them somewhere else once you've got some oxygen breathers on those worlds.

aegisx February 15th, 2007 05:46 PM

Re: SE V Bugs That Are Still Present
 
What happens to the domes? Do the Ox breathers move in the domes our is more space opened?

Slick February 15th, 2007 06:00 PM

Re: SE V Bugs That Are Still Present
 
Quote:


You'll have to lift the hydrogen breathers out with a population transport and take them somewhere else once you've got some oxygen breathers on those worlds.

Or jettison those last squatters into space. http://forum.shrapnelgames.com/images/smilies/evil.gif

Baron Munchausen February 15th, 2007 06:50 PM

Re: SE V Bugs That Are Still Present
 
Quote:

aegisx said:
What happens to the domes? Do the Ox breathers move in the domes our is more space opened?

There are no 'actual' domes. The game simply limits the population of a planet with non-breathers of the native atmosphere. Remove any population that cannot breathe the atmosphere and it will allow full population of the planet.

aegisx February 15th, 2007 07:38 PM

Re: SE V Bugs That Are Still Present
 
Hmm, removing several million people could be quite an undertaking.

Baron Grazic February 15th, 2007 08:29 PM

Re: SE V Bugs That Are Still Present
 
One thing I've noticed is that they only seem to migrate to relatively close systems, not from one side of the galaxy to another instantly.
Not sure if other people have noticed this.

Removing/Exterminating, same thing.

aegisx February 16th, 2007 03:48 PM

Re: SE V Bugs That Are Still Present
 
Say I have 2 pops on a planet, one that can breathe and one that cannot. If I remove the population that cannot breathe, will the domes (limitation) disappear the next turn?

Phoenix-D February 16th, 2007 03:53 PM

Re: SE V Bugs That Are Still Present
 
Yes.

aegisx February 16th, 2007 04:21 PM

Re: SE V Bugs That Are Still Present
 
How does this work with new colonies? If I have a pop in my empire that can breathe the atmosphere, will it appear green? Do I have to colonize, move them (or allow them to migrate), then remove my pop?


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