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November 1st, 2006, 06:53 PM
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Corporal
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Join Date: Apr 2006
Posts: 120
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Re: Has anything really changed?
Quote:
Q said:
I have a turn based test game with 203 systems run on minister control till 2402.5 without problems. When did your End of Turn Processing bug show up?
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Well, out of 4 modded games I played where I only changed the max systems, 3 of them hung around turn 50 with End of Turn Processing.
The more I think about it though, and this is just a wild guess, I think that troops and ground combat cause this issue. I'm not using troops any more (I just glass the planet and recolonize  ) and I dont' get the End of Turn processing bug.
Maybe I'll reuse my mod and try a big game again and try and narrow down the issue...
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November 1st, 2006, 10:19 PM
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Sergeant
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Join Date: Oct 2002
Location: Dallas, tx
Posts: 391
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Re: Has anything really changed?
i do not use ground forces and my games still hangup on the end of turn processing. i have not played on a small map so did not realize the size may be part of the delay. i have had games start having problems as early as 2401.0 and 2 last until around 2420.0 b4 having problems.
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The vastness of space and time, and I end up here?
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November 2nd, 2006, 02:45 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Has anything really changed?
Never had this hangup on the end of turn processing so far.
So if you use the last savegame and go through it again, will it happen constantly or is it a random hangup?
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November 2nd, 2006, 02:50 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: Has anything really changed?
It can be both - but in the majority of cases even repeatable crashes can be averted by switching the AIs over to human control for a turn. Anyway, in theory most of this has been dealth with in 1.09-1.11...
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November 4th, 2006, 11:20 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: Has anything really changed?
Here's another concrete example:
In SEIV, many mods implimented "native" colonization tech- that is, if you started out as a Rock dwelling race, it was harder to research Ice technology, and vice versa.
In SEIV, this took three racial traits. In SE5, it can be handled with three tech areas, WITHOUT any interaction from the player at all. There's no confusion and no extra racial traits.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 5th, 2006, 03:37 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Has anything really changed?
Actually, it is possible to do it without any traits in SE4 too, exploiting the way unique techs work. Check out the Colony Tech Mod 2 over on SEnet.
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November 2nd, 2006, 02:57 AM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
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Re: Has anything really changed?
I've had the end-of-turn game hanging problem happen several times, during the processing after all players. Now I use autosave for every turn and if it hangs, use CTRL-ALT-DEL to end the game and restart, then I can continue on from the last turn it saved.
But it also seems that the hanging problem only happens if I've played continuously for an hour or two. So I'm getting into the habit of saving and exiting the game every so often and restarting the game. I've also noticed that if I don't do that, the game runs more and more slowly over time.
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