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March 14th, 2007, 09:46 AM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: What are these SEV-PBW problems, and what can
Well, it was just a theory of mine that the design and queue problems were related to the custom shipsets. It sounds like you have confirmed they are not with your test2 game. The only thing I knew for sure about the custom shipset issue was that the images would get swapped when the turn processed, and would not revert to their original images when the player opened the resulting turn.
There was a problem with designs and queues at one point with SE4 as well. It was related to the way the game would handle simultaneous turn orders. Newly created designs would be assigned the same index number internally in the game, and then when the turn would process on the host it would get confused by the duplicate index numbers and people would start getting each others designs. It's effect would be limited by player order. Either the first player or the last player would never see the problem, I can't remember which though.
This sounds suspicously like that same issue. I will report it to the beta team. It as eventually patched out of SE4, but the workaround until then was to always wait a turn after creating a new design before putting it into a construction queue. This was a bit of a headache as you ended up with extra dummy designs that you would go back later and modify with newly available technology. Modified designs don't have the problem, only newly created ones because after they've been through the host process at leasat once their index number is locked in so to speak.
Geoschmo
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March 14th, 2007, 11:21 AM
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Private
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Re: What are these SEV-PBW problems, and what can
That fits most of the symptoms I've seen. If the new design got an ID of a design used by another player it may cause the server to silently trash the new design, and any reference to it (via ID) would now reference the other players existing design - construction queues. Buy why then did the problem not occur in the pbw test game when I processed the turn localy? I was very carful to make sure it could only use exactly the same files as those sent to pbw. I can't remember, but I may have only had one player (myself) in that game too.
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March 15th, 2007, 12:34 AM
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Captain
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Re: What are these SEV-PBW problems, and what can
It couldn't be something as simple as the Empire file was created with a different version than the game is running on?
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March 15th, 2007, 09:24 AM
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Second Lieutenant
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Re: What are these SEV-PBW problems, and what can
Has anyone seen a sign of this being fixed in the changelog?
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March 16th, 2007, 04:13 AM
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Private
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Re: What are these SEV-PBW problems, and what can
Baron Grazic: Empire files created in older versions were likely to have been used in the last game since it took a while to get started and there were a lot of players. Normally I would be surprised if this caused an issue as it is trivial record and check the version of any data files (empire file) and halt on version mismatches.
The test game I ran with designs disappearing (#2) was all done with the same version.
What does happens when empire file created in an older version is used in an updated version of SEV?
I'm sending a link to this forum topic to Strategy First and Malfador support so they can provide some answers.
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March 16th, 2007, 02:26 PM
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General
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Re: What are these SEV-PBW problems, and what can
Quote:
Dan_ said: I'm sending a link to this forum topic to Strategy First and Malfador support so they can provide some answers.
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It's better to send a detailed description of the problem, including a saved game which illustrates it, directly to Malfador.
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March 19th, 2007, 05:27 AM
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Private
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Re: What are these SEV-PBW problems, and what can
I've sent the savegames to Malfador.
Stretagy First's advice was to use the 1.25 patch - strange given the first line in this forum topic, and to use the spaceepires5 website.
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