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February 11th, 2007, 07:55 PM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
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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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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 12th, 2007, 09:21 AM
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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
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.
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February 13th, 2007, 11:10 PM
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Lieutenant General
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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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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 14th, 2007, 11:56 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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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.
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February 15th, 2007, 09:48 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SE V Bugs That Are Still Present
Have you got any breathable (to them) planets that are not already filled to capacity?
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February 15th, 2007, 12:24 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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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.
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