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November 29th, 2007, 08:24 AM
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General
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The scale bug is caused by province neighbors
Summary:
The scale bug occurs when you have more than 6 foreign (indy or hostile) neighbors attached to your home province, and those neighbors have inferior scales to your home.
This includes "ghost" neighbors. "Ghost" neighbors exist in provinces with less than 6 real neighbors, when you create a new game without exiting the dom3 application. They are left over data from the previous game.
If you have less than 7 neighbors attached to your home province, including having no "ghost" neighbors, you will not get the scale bug.
Once your dominion spreads to neighbor #7, this bug will be temporarily squished in the game. If it spreads to neighbor #1 but not #7, you will only see partial scale loss.
If you acquire an additional province which also has more than 6 neighbors, once you have positive dominion in the province, it is also vulnerable to the bug.
There may of course be additional bugs which cause the scales to start vanishing later in the game.
I stepped through the application, specifically the host_scales() function. The scales for the home province are adjusted based first on a comparison with the 7th neighbor (esi register is initially 6, and is used as an index into the geo table, whose neighbor entries are offset from 0). If the home province has any positive scale (which is represented as a negative number) better than the neighbor, that scale is incremented (made worse). Then the process loops up to 19 more times comparing to the first neighbor (esi=0), each time sucking away scales.
It will not compare the scales to provinces under the dominion the nation. I realize this conflicts with reports of scales also disappearing in the late game. I could be misinterpreting offset 0x41 in the land table, I think it's the province owner (nation number) but I'm not sure. Edit Nope, 0x41 is the offset for the id of the nation whose dominion the province is under.
I was able to reproduce no initial scale loss by creating random MA Rlyeh games where the home province had 6 or fewer neighbors. And I was able to reproduce initial scale loss by creating random MA Rlyeh games where the home province had 7 or more neighbors.
But since my assembler is a bit rusty, I'm not entirely sure this is 100% correct.
So I'd appreciate it if people in games where the home province has 7 neighbors and no scale bug, (or 6 or less neighbors and the scale bug) could post their saves to this thread.
Edit: More testing: I created a few more games with O3P3 scales, all nations (all human), random starts. All nations with 6 or less neighbors at their home province did not lose scales. All nations with 7 or more neighbors lost scales.
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November 29th, 2007, 08:45 AM
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First Lieutenant
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Re: New theory about the scale bug: >6 neighbors
I've got one at home I will submit that I started last night. It will be about 10 hours before I can get there. It is a province with 9 (that is correct)neighbors, MA Tien Chin, I put #poptype 30 in it last night and have not had the problem through about 6 turns.
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November 29th, 2007, 08:47 AM
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First Lieutenant
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Re: New theory about the scale bug: >6 neighbors
This morning i had absolute the same thoughts. I tested on orania and found the bug only in provinces with more than 6 neighbours.
Well than i did mass tests on silent sea (wrap) and got the bug in provinces like 35 which has only 4 neighbours!
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November 29th, 2007, 08:49 AM
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Re: New theory about the scale bug: >6 neighbors
Edratman: Can you please tell me the map, the province you started in, and the scales you chose? I'd like to run turn 2 in the game. Or I can just wait.
calmon: Can you pelase email me a zip/tgz of your game at turn 1? I can't reproduce the bug on Silent Seas wrap with a land nation.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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November 29th, 2007, 09:03 AM
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First Lieutenant
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Re: New theory about the scale bug: >6 neighbors
Sure i attach my test games to this post.
There 3 testgames.
For "Pretender Test1":
Provinces bugged:
35, 30, 11 and 52
For "Pretender Test2":
Provinces bugged:
30, 49, 11 and 1
For "Pretender Test3":
Provinces bugged:
35, 49, 15, 44 and 28
The bug has a 50-75% occurance chance in this provinces.
Well like i said in the other tread, i also had the feeling that provinces with a lot of neighbors are prefered for the bug but for example province 35 had a 100% bug occurance in all of my tests in "Pretender Test1" + "Pretender Test3". And this one has only 4 neighbours.
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November 29th, 2007, 09:06 AM
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First Lieutenant
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Re: New theory about the scale bug: >6 neighbors
It is a randomly created map. I map editted everything to ensure that I started in that 9 neighbor province, so all scales are at the top of the map file. I will send the map files and the save game.
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Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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November 29th, 2007, 09:23 AM
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Re: New theory about the scale bug: >6 neighbors
Thanks calmon. Your map is slightly fuller than the ones I was testing with .
I'll run it through the debugger and see what I can find. 35 and 28 border each other, there could be another bug with that. But I see the bug in 49 too, so I'll have a look.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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November 29th, 2007, 09:41 AM
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General
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Join Date: Mar 2007
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Re: New theory about the scale bug: >6 neighbors
Oh no! The geo table is polluted!
Code:
0xad6bc14 <geo+2356>: 0x002b0001 0x0033002d 0x00000032 0x00390035
0xad6bc24 <geo+2372>: 0x00000000 0x00000000 0x00000000 0x00000000
0xad6bc34 <geo+2388>: 0x00000000 0x00000000 0x00000100 0x03f10331
The above is for Marverni, neighbors:
0x01 = 1
0x2b = 43
0x2d = 45
0x33 = 51
0x32 = 50
0x00 --> no more neighbors
0x35 <-- Ack! This is neighbor #7, the invisible neighbor.
I'll see if I can find where the 0x35 gets inserted into the geo table.
Edit: It's from the save file itself. The getfatherland() function loaded the value into the geo table.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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November 29th, 2007, 09:55 AM
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First Lieutenant
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Join Date: Jan 2004
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Re: New theory about the scale bug: >6 neighbors
(Its in "Pretender Test3")
Well 0x35 is 53! And in my test game ermor (35) got dominion in 53 and its far away from his home province! I'm sure it has also this province as an additional entry in his table.
However this "invisible" neighbour explains another strange appearance i've from time to time:
My dominions spread into a far away province!
Well done vfb! Johan should take a deep look into this. It explains some of the strange things the game still has!
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November 29th, 2007, 10:03 AM
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General
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Join Date: Mar 2007
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Re: New theory about the scale bug: >6 neighbors
New information:
If you create a new game in dominions without exiting the application, the geo table is not cleared. You will end up with scale bugs in provinces with less than 6 neighbors. And other mysterious problems are possible too.
Exit the application first, then create a new game. That will prevent the problems calmon found.
calmon, if you have time can you please try to reproduce the bug again, but this time always exit the dom3 program before creating each game.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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