![]() |
pre-ringworld construct save
SE4
Patch 1.30 Mod used: mephisto's 1.61 Someone required a ringworld save and i can't remember who it was, so i'm posting this save game i'm still doing, it's at turn 2466.7, it needs 2 more turns to be ready to complete the ringworld, it's being built at koltan 9. The game is still going on, it's at turn 2485.6 and i've built 2 more so far. Question for someone: The 2nd ringworld i created somehow (i know it's me), put a population on the ringworld (without doing the colonise thing first, please don't ask). Now the thing is, there are no facilities being built on it, i've tried to upload the population onto a large pop transporter so i can colonise it properly, but it refuses to comply, any ideas. tic [This message has been edited by tictoc (edited 21 March 2001).] |
Re: pre-ringworld construct save
You can drop population BEFORE you colonize? And then can't pick it back up? That's really weird...
|
Re: pre-ringworld construct save
freaky, are they breeding? if so, you could drop colonists on a world in a threatned sector, and then come by and colonize it when it is safe from hostile action and the population has grown to a respectable level.
|
Re: pre-ringworld construct save
Here is the game so far complete with the mysteriously breeding population on ringworld #2 in the forlon system (Forlon X). I didn't noticed that the pop had risen to 506M cause i am busy trying to control the over production of units (i've reached the 1000 units limit). The purpose of stretching out this game is just to see how far i get before i get tired of it, but as a plus side, it may also reveal anomalies not readily apparent
tic |
Re: pre-ringworld construct save
This game is unbelievable! I have never seen anyone play this far.
Do I get it right that your AI-opponent built a ringworld? It would be the first AI-ringworld I've ever heard of. Or was it a human player? |
Re: pre-ringworld construct save
I created the ringworld in Forlon and have just realised what has happened to the mysteriously breeding colonists on it. I created the ringworld and then ended my turn, by the time it was my turn again, the AI had colonised it! Thats why i couldn't upload anyone from it (duh). I never switch to the AI to check on what they are upto, i prefer to play in the dark so to speak, but on this occasion i did, and thats when i saw what they did. The AI in this game has created 4 systems complete with asteroid to planet conVersions. I have another ringworld almost complete in the ultranox system, what i'm going to do is leave it there and see if the AI is clever enough to finish it.
tic |
Re: pre-ringworld construct save
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by tictoc:
I created the ringworld in Forlon and have just realised what has happened to the mysteriously breeding colonists on it. I created the ringworld and then ended my turn, by the time it was my turn again, the AI had colonised it!<HR></BLOCKQUOTE> That's a pretty aggressive AI... and fortunate that he had a colony ship close enough to do that. It makes perfectly logical sense that the AI would try; after all, a ringworld is a VERY attractive colonization target. Of course, what were you thinking, building a ringworld so close to the AI? http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by tictoc: The AI in this game has created 4 systems complete with asteroid to planet conVersions.<HR></BLOCKQUOTE> Now THIS is a first - I've never heard of the AI actually using planet creators... <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by tictoc: I have another ringworld almost complete in the ultranox system, what i'm going to do is leave it there and see if the AI is clever enough to finish it. <HR></BLOCKQUOTE> I assume you mean clever enough to colonize it; unless you plan to "gift" the bases to the AI before you build the ringworld itself (could be devastating if he ends up with the maintenance burden for more than a turn or two http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif ). |
Re: pre-ringworld construct save
Yeh The AI is quite sneaky. As i'm coming up to the end of where i want to go with the game i though 'what the heck' build it anywhere (pretty dumb huh). As for the AI building worlds, all i did was build one star creator and the AI did the rest IWO building support ships and converting the asteroids, i did not tell it to build anything else or move-to, convert/colonise). 2 systems were wiped out by star anomalies thereby destroying all planets, so, the AI just created another star in the systems and rebuilt them back again. The AI did not take up the tasty morsel (r/world) i left it and after about 15 turns i used it myself. The AI has put the star creator on top of Forlon x (the enemy r/world) at this point in time and just stays there reporting that 'it cannot create a star when there is a construction around it'? The game save attached is at date:2496.0 The AI is in the process of creating planets in the Baksha system, a 4th ringworld is 3 turns away from completion on the 2nd star in the Ultrinox system and there are the players race (torons) against the AI (Praetorian race). Both have reached the 200 ship max allowed (there is some impressive firepower on both sides). I would like to re-install to original so i can try to recreate the 'lack of resource bug' in the 1.30 patch for Aaron, so if anyone wants to d/load and declare war, can you post it and let us know how you got on.
Question time guys: In this game the unit limit of 1000 units allowed in space has been reached (long time ago). Now whenever i get the message 'cannot launch units in space' i jettison them, so the thing is, what happens to them, are they as i imagine, just dumped into space (and therefore exceeding the unit limit) and the AI still keeping track of them, or are they removed from the game itself? tic |
Re: pre-ringworld construct save
Jettesoning units removes them from the game.
An argument could be made that jettisoning mines or sattelites should be just like launching them, but I guess it is understood that launching includes some kind of activation that if not done results in expensive space junk instead of an actual sattelite or a mine. Geo |
Re: pre-ringworld construct save
I took the game upto date 2500.0 and declared war (i couldn't resist it), when i attacked the enemy ringworld (turn 3 Forlon x, my computer locks up with 'game not responding', there no prob with other planets/ships so by this token, is the AI smart enough to deal with ringworlds or does it go into an infinite loop trying to work it out.
tic |
Re: pre-ringworld construct save
When you hit CTRL-ALT-DEL and see "[not responding]" after the name of a program, all that means is that the program hasn't refreshed for X ms.
I once had that come up on me when I wrote a really big for-loop. It had to create something like 1000 files, so it took a while, and got the not-responding thing. It was still doing stuff, and finished after 30 seconds, but was considered "not-responding" after the first 5 seconds or so. Anyways, what you probably have is a horribly massive battle going on, or perhaps a slower-than-average machine running SE4. If you leave it, it will probably finish. (I was just playing on a 486-66, with 16M ram, and it took 10 minutes to do an 8 AI turn. Most of the time, SE4 would be "not responding", except right after it updates the "Processing Player X") |
Re: pre-ringworld construct save
Mmmm, you could be right about the battle, my specs are:
P500,192Mb,Matrox g400 d/h Max(32mb) home built and tweaked to the Maximum. I waited for perhaps 5 mins before hitting ctrl..etc, i'll have another go and see what happens. Thanks for the reply tic |
Re: pre-ringworld construct save
If you'll post the Last savegame before the lockup, I'll load it up and give it a shot.
|
Re: pre-ringworld construct save
SE4 patch 1.30
Mephisto's mod 1.61 Here is the Last save game it's at date 2500.0. Just declare war with the praetorians and on the 3rd turn the ringworld battle takes place (Forlon x). The game is set for the AI to do all the moves, so you don't have to move any ships yourself. tic |
Re: pre-ringworld construct save
I've played it up until the game locks twice now. The first time, I made it to turn 1006 before the ringworld battle locked it up. The second time, the lockup happened on turn 1003 during an attack on a different planet. It's not good that it locked in two different places for me. We need a savegame that is precisely one turn before the lockup and that always generates the lockup.
[This message has been edited by raynor (edited 23 March 2001).] |
Re: pre-ringworld construct save
I will post a new one within 1/2 hr, 1 turn to the ringworld battle.
tic |
Re: pre-ringworld construct save
Here is the new save game, 1 turn to the ringworld battle, i avoided the battle with the ringworld, but in the same turn i attacked a 2nd ringworld and the computer locked up on that too, so i may hazard a guess that the AI is not able to work it out.
tic |
Re: pre-ringworld construct save
I tested this both with and without the ModPack. Without the ModPack, the lockup occurs a bit later. But it still occurs. Test the savegame playing Strategic, Tactical - Resolve Combat, Tactical - Auto and Tactical Manual. When you sent the email to Malfador, it won't hurt if you tell them the exact circumstances. Of course, I don't think they'll have any trouble observing the bug.
Thanks for playing this game out to turn 1000. I've always wanted to do that but just lacked the patience to sit there pressing 'End Turn' for so long. You're the man! |
Re: pre-ringworld construct save
Thanks for the vote. I've sent off the savegame and report to Aaron. I tried always to enter combat, but still get the lockup. I've suggested to Aaron that if the AI is not optimised to deal with ringworlds, then anyone with one is unbeatable by the AI. I haven't encountered the AI building one yet, but maybe one patch in the future (you never know). I'm gonna try it out with a sphereworld, but i think the same prob will occur. Raynor, if you want to try the Sphereworld thing, the ships to construct a ring world are on the Ultrinox 9 ringworld, you just need to construct a ship to make the Sphere component and move them all to a star, the previous save game (tac1) is earlier in this thread, just keep counter offering the Praetorians with a treaty. I guess my I.D (tictoc) gives away my nature (hehe). Thanks for trying it out.
tic |
Re: pre-ringworld construct save
Err... Perhaps I forgot to mention that I observed at least one lockup in a combat that didn't involve a ringworld. IMHO, the presence of the ringworld in the combat sequence that locked up the game was just a coincidence. Sorry about that!
|
Re: pre-ringworld construct save
Thats ok. I ran the game several times and only got the lockup with the ring worlds, never with anything else (i didn't try it without the mod as it was produced with it). I just recieved an e-mail from Aaron (very quick) who is going to tackle the prob in the next patch, so it must present a problem with the AI. Oh well, gotta find something else now (hehe). Thanks again.
tic |
Re: pre-ringworld construct save
I just tried tactical combat with the ringworld in Forlon and had a lock-up, too.
|
Re: pre-ringworld construct save
Update to lock up. The Toron's get to within a few turns of Forlon x (ringworld) and then the comp goes quiet. I tried in both Strategic and Tactical modes, there is no engagement from either side, i left it running for 25 mins but no joy. So i dunno whats happening. Any ideas out there? Has anyone tried the save game and attacked the ringworld? and what were your results.
tic |
All times are GMT -4. The time now is 02:12 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.