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February 6th, 2007, 10:57 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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Re: SE V Bugs That Are Still Present
You can change the period in which the news items are left before they go. I thought the default was 5 turns.
I don't know about the following. In a 1.25 game with 1.03 balance I was saving my turn as I went under a different name. When I finished my turn I had trouble uploading it because it had saved it under my saved turn title. I am pretty sure it didn't do stuff like that before. I had to redo the entire turn without saving at any stage so I could be sure it would save by the correct name.
I guess now I mention it I could save it by the name it was originally, but I guess I got into the habit from se4 of using a different title.
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February 6th, 2007, 12:08 PM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
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Re: SE V Bugs That Are Still Present
or you could have just renamed your .plr to what it should have been.
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February 6th, 2007, 04:24 PM
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Private
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Join Date: Oct 2003
Location: Mi.
Posts: 26
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Re: SE V Bugs That Are Still Present
New bug 1.25, (not present in 1.20) Mine layers & Satellite layers launch their units 1 sector off the intended warp point, yet still move onto the warp point to complete their orders.
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February 11th, 2007, 07:55 PM
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Lieutenant General
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Join Date: Nov 2002
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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.
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February 11th, 2007, 08:00 PM
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First Lieutenant
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Join Date: Jan 2005
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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.
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February 11th, 2007, 08:23 PM
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Lieutenant General
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Join Date: Nov 2002
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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.
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February 11th, 2007, 11:54 PM
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Captain
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Join Date: Oct 2001
Location: Australia
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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
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February 13th, 2007, 11:10 PM
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Lieutenant General
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Join Date: Nov 2002
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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.
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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.
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February 14th, 2007, 02:25 AM
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Lieutenant General
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Join Date: Nov 2002
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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.
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February 6th, 2007, 09:07 PM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: SE V Bugs That Are Still Present
Quote:
se5a said:
or you could have just renamed your .plr to what it should have been.
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oh right, yeah that might work
new thing. The new patch seems to have solved a problem I was having with the movement log, but it does something strange. When the log reaches the end or you end it everything in the system except the grid vanishes. You have to press end again for the sun, planets and ships to reappear.
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