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  #1  
Old February 16th, 2004, 10:48 PM

Norfleet Norfleet is offline
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Default V2.08 Turn Hangfire Bug: Major?

Okay, I've been noticing that, among many bugs introduced in v2.08, that often times, a turn generation will simply hang: The program will, with some level of consistency, hang during a turn generation:

After being totally baffled by this, I turned on debug mode by running in -d, and found some very interesting findings:

My experimental procedure was as follows: A game is created on a map. Any map, it doesn't seem to matter, although I predominantly used the Horrible 17 Province Test Map I created. Game was set for one human player, one AI player (easy - one click setup). I would then proceed to hit Host over and over for turns until the game hung.

After every hangfire, I killed the process after a good minute or so, and pulled open the log.txt file. This is what I found:

#1:
Quote:

dobatl: highestunit 497 highestcom 56
creating default spellbook for player 25
calcoverkill player 25
calcoverkill 239 vs 362
calcoverkill player 16
calcoverkill 362 vs 239
SetGraphicsQuality 8
Loading battle map ./plains.d3m
ver 100 x 258 z 379 l -1
setupsquads end (check=1877105)
Saving setup checksum
Get an order for 237 Light Infantry, ord 0
Closest enemy (for unr 237)
Closest enemy (for unr 237)
Get an order for 242 Heavy Infantry, ord 0
Closest enemy (for unr 242)
Get an order for 249 Crossbowman, ord 0
Closest enemy (for unr 249)
Closest enemy (for unr 249)
#2:
Quote:

dobatl: highestunit 400 highestcom 51
creating default spellbook for player 25
calcoverkill player 25
calcoverkill 131 vs 692
calcoverkill player 16
calcoverkill 692 vs 131
Overkill for player 16 (692 vs 131)
SetGraphicsQuality 10
Loading battle map ./plains.d3m
ver 100 x 258 z 379 l -1
setupsquads end (check=10513)
Saving setup checksum
Get an order for 193 Militia, ord 0
Closest enemy (for unr 193)
Get an order for 199 Archer, ord 0
Closest enemy (for unr 199)
Closest enemy (for unr 199)
Get an order for 203 Heavy Infantry, ord 0
Closest enemy (for unr 203)
com Childerik cast spell (favspell Nothing) (mayusegems 1)
best spell so far Blessing (score55)
castspell: cnr27 spl603 (Blessing) vis0 x45 y14 spldmg1
#3
Quote:

Closest enemy (for unr 374)
Closest enemy (for unr 374)
Get an order for 389 Machaka Archer, ord 0
Closest enemy (for unr 389)
Closest enemy (for unr 389)
Get an order for 400 Machaka Warrior, ord 0
Closest enemy (for unr 400)
Closest enemy (for unr 400)
com Mtoro cast spell (favspell Nothing) (mayusegems 0)
best spell so far Blessing (score52)
castspell: cnr9 spl603 (Blessing) vis0 x15 y17 spldmg1
#4
Quote:

Loading battle map ./plains.d3m
ver 100 x 258 z 379 l -1
setupsquads end (check=17923)
Saving setup checksum
Get an order for 1111 Militia, ord 0
Closest enemy (for unr 1111)
Get an order for 1118 Archer, ord 0
Closest enemy (for unr 1118)
Closest enemy (for unr 1118)
Get an order for 1120 Heavy Infantry, ord 0
Closest enemy (for unr 1120)
#5
Quote:

com Jadros cast spell (favspell Nothing) (mayusegems 1)
com Geth cast spell (favspell Nothing) (mayusegems 1)
com Geth cast spell (favspell Nothing) (mayusegems 1)
----- turn 2 (rand 428)(check 447107)
Saving checksum
com Jadros cast spell (favspell Nothing) (mayusegems 1)
com Jadros cast spell (favspell Nothing) (mayusegems 1)
Without exception, each of these hangs is occurring, according to the logs, during a combat. It's interesting to note that the patch notes claim the spellcasting AI, which presumably is the combat AI, was altered in the patch.

Next experiment: Humans only. Three human players are created: Abysia, Atlantis, Pythium. Procedure is same: Press host over and over.

25 turns elapse. No hangfires. I now open up all 3 of the human players, and make one change: Each of them is ordered to attack a neighboring province.

Predictably, the game hangs:
Quote:

Loading battle map ./campfire.d3m
ver 100 x -1 z -1 l -1
EnableGameInfoMods -1
playturn: autohost 0 readypl 3 humanpl 3
Host it
EnableGameInfoMods -1
get 2h data for player 0
get 2h data for player 1
get 2h data for player 2
badmark hp -634
random event 47
random event 64
random event 75
random event 65
random event 42
0 vs 25 in lnr 15 (castlemode 0) Laststand_att0 Laststand_def0
createvcr to0 lnr15 def25 att0 cstlmode0 seed46105
initbattle lnr15 (check=198707)
rand after setup (host battle) 306
dobatl: highestunit 420 highestcom 32
creating default spellbook for player 25
calcoverkill player 25
calcoverkill 336 vs 216
calcoverkill player 0
calcoverkill 216 vs 336
SetGraphicsQuality 10
Loading battle map ./plains.d3m
ver 100 x 258 z 379 l -1
setupsquads end (check=246781)
Saving setup checksum
Get an order for 335 Tribal Cavalry, ord 0
Closest enemy (for unr 335)
Closest enemy (for unr 335)
The initial AI hangfire test were performed on two different systems, all of them entirely different. Both functioned correctly in 2.06.

Can anyone reproduce these test results?
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  #2  
Old February 16th, 2004, 11:56 PM

Norfleet Norfleet is offline
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Default Re: V2.08 Turn Hangfire Bug: Major?

Anybody able to notice and/or reproduce yet?
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  #3  
Old February 17th, 2004, 09:02 AM
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JJ Sonick JJ Sonick is offline
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Default Re: V2.08 Turn Hangfire Bug: Major?

Could not seem to replicate it. With 2.08, I played two games on the 2-player Talis map, mostly just pressing host like you did in your example, but occassionally going in, raising a few armies and attacking to see if combat would crash it. No hangs, the first game ended at turn 54 when I was finally conquered, the second at turn 83.

Then played a game with 4 AI on the Urgaia map, being a little bit more active with battles, and also just checking sometimes to notice that battles were taking place elsewhere. Still no hang, game ended at turn 97 when I was finally overrun.

Maybe try un- and re-installing the entire game?
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Old February 17th, 2004, 09:08 AM
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Teraswaerto Teraswaerto is offline
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Default Re: V2.08 Turn Hangfire Bug: Major?

No hanging for me, tried for 30+ turns with 1 AI, nor after playing a few turns of a 17 AI Orania SP game started in 2.06 currently running around turn 40 (plenty of spellcasting AI being used there).

[ February 17, 2004, 07:09: Message edited by: Teraswaerto ]
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