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Re: Known Bugs (JRC3) |
Tue, 29 March 2005 07:03 |
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Carn | | Officer Cadet 4th Year | Messages: 284
Registered: May 2003 | |
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iztok wrote on Tue, 29 March 2005 13:36 | Hi!
Kotk wrote on Tue, 29 March 2005 12:48 | ... i do not see whats exactly wrong if ships you cant build block your que?
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They could've been built, if building mines wouldn't be skipped. And that doesn't happen only with ships. In the testbed for the 100 year jump game I had 3 planets' queues blocked with single red factory. I have to mention that all three were germ-rich and I sent there a ship to ferry (future excess) germ to nearby germ-poor planets. The ship arrived and lifted germ when not a single mine was produced, and that factory in production turned red. End result: just a few factories built, last one 33% or 66%, nothing else; when there should be thousands of installations and megatons of minerals. And you ask what's wrong.
BR, Iztok
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My solution for this is to have enough mines to mine 4 kt germ per turn before starting to lift germ, then the blocking will not happen afaik.
Alternatively order freighters to pick up all execept 4 kt.
Carn
[Updated on: Tue, 29 March 2005 07:04] Report message to a moderator
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Re: Known Bugs (JRC3) |
Tue, 29 March 2005 08:28 |
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iztok | | Commander | Messages: 1210
Registered: April 2003 Location: Slovenia, Europe | |
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Hi!
Kotk wrote on Tue, 29 March 2005 14:52 |
iztok wrote on Tue, 29 March 2005 14:36 | They could've been built, if building mines wouldn't be skipped.
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Yes, but the non-autobuild item blocks all que after it if it cant be built. That is by manual. That is not a bug.
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You expect me to read manual? You MUST be a SW developer, else you'd know end-users NEVER read manuals!
Actually I can't read manual. I didn't get it with my copy of Stars!. I even didn't get the serial number with it. Regarding help file, that comes with the game: it doesn't help either most of the time, as it is outdated, and on quite some places wrong too.
Quote: | What to do? Simple...
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Manage production queue by hand. That's what I did when I noticed what's happening. 've only put so many items in queue that they were still green. Easy to do on only one planet.
What I wonder is why this doesn't happen more often in games. There's a lot of situations where race is building factories with pop from a single colonizer and with only germ from "scrapped" colonizer ship. So there should also be lots of red factories (and blocked queues), when planet runs out of germ and a partially finished factory is on top of the queue. However I can't remember seing any.
BR, Iztok
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Re: Known Bugs (JRC3) |
Tue, 29 March 2005 09:33 |
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Carn | | Officer Cadet 4th Year | Messages: 284
Registered: May 2003 | |
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iztok wrote on Tue, 29 March 2005 15:28 | Hi!
What I wonder is why this doesn't happen more often in games. There's a lot of situations where race is building factories with pop from a single colonizer and with only germ from "scrapped" colonizer ship. So there should also be lots of red factories (and blocked queues), when planet runs out of germ and a partially finished factory is on top of the queue. However I can't remember seing any.
BR, Iztok
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Auto-facs are built, 1 by 1 as long as germ is present. If there is germ present for the fac, but the resources are not enough to finish it, it will be started. If then a freighter removes the germ, it will become red. But this doesn't matter if you have some mines on the planet, the mines will give minerals before resouces are used for building, any germ goes to the red fac and cannot be picked up by freighters.
So a longer block is only possible with less than 4kt germ mining on the planet.
Carn
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Re: Known Bugs (JRC3) |
Tue, 29 March 2005 12:58 |
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iztok | | Commander | Messages: 1210
Registered: April 2003 Location: Slovenia, Europe | |
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Hi!
Carn wrote on Tue, 29 March 2005 16:33 | Auto-facs are built, 1 by 1 as long as germ is present. If there is germ present for the fac, but the resources are not enough to finish it, it will be started. If then a freighter removes the germ, it will become red.
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True. Just checked. Items in autobuild queue don't get into production until there is enough minerals to actually produce them. Since mines don't cost minerals, they are put in queue and produced, but factories and defenses wait (skiped actually). So if planet is left alone, it grows as expected. Because I meddled up, even with good intentions... (The road to Hell etc.)
BR, Iztok
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Re: Known Bugs (JRC3) |
Thu, 05 May 2005 06:44 |
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RE Battleboard Bugs
I have read all about "overloading" the battleboard, if you use a large amount of chaff etc, and you cannot target anything above the first 100 ships.
I have just experienced a problem, however, and I'm not sure it's been expanded upon here. Feel free to correct me if I'm wrong!
Sailed a few hundred bits of chaff, a fleet of bombers, and a fleet of lovely shiny new BB's into combat at an enemy's planet.
In the first turn, the reports told me that due to excessive manoeuvring, some of my ships would not make it into combat.
The result? Only some of my chaff and my bombers enter combat.
Along with my allies, they get creamed.
Next turn... No such message. The remaining fleet of a couple of hundred bits of chaff, and about 25 BBs enter the fray.
On the VCR, I end up with a couple of hundred bits of chaff... and TWO BBs. The others disappeared. Gone. Vanished. Poof!
...and after the battle, there are apparently still 5 bits of chaff remaining! (although no ships were remaining at the end of combat on the VCR)
Can anybody expand on this problem for me?
In a finely poised game... it is... annoying...
** Storm **
"Yeah... but... Jar Jar makes the Ewoks look like f***ing Shaft!"
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Re: Known Bugs (JRC3) |
Thu, 26 May 2005 08:15 |
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I just watched a weird battle on battleboard. Several scouts observers, ships doing battle have default battle orders.
First some of the defending beamers, battle speed 1.5 move. Then the twice as heavy attacking jihads move (battle speed .75), not closing into range at all, just moving across, finally the defending beamers climb out of starbase range and into jihad range.
Seems to me jihads as much heavier battleships normally would move first, and normally would close into range with default battle orders.
Perhaps the presence of the scout unarmed observers with perhaps different orders on their ships somehow affected the battle engine. (Have seen something similar once when trying to testbed a big battle)
[Updated on: Thu, 26 May 2005 08:17] Report message to a moderator
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Re: Known Bugs (JRC3) |
Thu, 26 May 2005 08:51 |
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iztok | | Commander | Messages: 1210
Registered: April 2003 Location: Slovenia, Europe | |
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Hi!
multilis wrote on Thu, 26 May 2005 14:15 | First some of the defending beamers, battle speed 1.5 move. Then the twice as heavy attacking jihads move (battle speed .75), not closing into range at all, just moving across, finally the defending beamers climb out of starbase range and into jihad range.
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I don't see an error here. Ships with 3 moves move 1st in the round, then ships with 2 moves in that round move, the last move ships with 1 move. Who moves first within the same group is decided by weight - heavier ships moving first.
So your beamers had 2 moves and jihad ships had 1 move in that particular round. Beamers moved first (2 moves, 1 move remaining), then in phase 2 jihads moved first (heavier), and beamers spend their remaining move thereafter. Seems OK to me.
BR, Iztok
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