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Re: New item for the known bugs / features list Tue, 11 April 2006 11:13 Go to previous messageGo to previous message
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Messages: 2765
Registered: October 2004
Location: Third star to the left
Micha wrote on Tue, 11 April 2006 16:37

In case fleets #449 and #487 target the planet instead of the fleet, both fleets _and_ enemy interceptors arrive at the planet ...


Phew. So there's an easy "counter" once you know what has happened, and an almost-straightforward regen can indeed fix things. Very Happy Cheers


Quote:

I played with the speed settings of the interceptors.


Interesting. I tested with interceptors being able to arrive both to the target fleet of their targets and to their targets themselves, but never got either the weird results when "overshooting" neither the apparently unrelated bug when "undershooting". Confused Sherlock Shocked Hit Computer Wall Bash


Quote:

Interceptors set to: (real game situation as above)
warp10 to #449 -> they intercept the target BEFORE the targets move
warp10 to #487 -> they intercept the target BEFORE the targets move


That would be the most frequent set-up, indeed... Whip


Quote:

Interceptors set to:
warp9 to #449 -> same, they intercept the target BEFORE the targets move
warp9 to #487 -> same, they intercept the target BEFORE the targets move


Interceptors set to:
warp8 to #449 -> same, they intercept the target BEFORE the targets move
warp8 to #487 -> end up at #311 location !!!


It would seem something is trying to account for the fact that those fleets will actually converge all at the same spot, but perhaps the same trap which triggers the infamous "stuck" bug is lurking there and some fleets get bypassed during the move phase. Evil or Very Mad


Quote:

[i](Here is an opening for abuse! I haven't figured it out yet, but here is proof that enemy fleet speeds can interfer with the fleet movements of another race.


The conditions seem quite restricted, but I'd say it has a devastating potential, indeed. Sad Hit Computer Pirate

Worse, it seems actual ability to reach target matters less than actual speed, since w5 and above reach #311 but only w8 and above trigger the bug. What can possibly make w8 and above so special? Confused Evil or Very Mad

Unless it was that these higher speeds guaranteed the targeted fleets couldn't evade interception, and that's indeed what triggers some "special case" code or other, that is... 2 Guns

Quote:

Interceptors set to:
warp4 to #449 -> end up at 11.31ly from their starting location, they did NOT travell the full 16ly, they are at 16.3ly from where target was previous turn
warp4 to #487 -> end up at 7.7ly from their starting location, they did NOT travell the full 16ly, they are at 21.21ly from where target was previous turn


Well, now this one makes absolutely no sense. Wall Bash What could possibly be causing those swift interceptors to fail to travel their assigned path? Sherlock Whip


Quote:

Note: only one enemy interceptor has to have a "wrong" speed. 5 interceptors coming from same spot with only one warp10 speed is enough to effectively stop the fleet of the other race.


I'd say there's a loop somewhere which can "leave for later" some complex cases while the rest of the fleets are moved. Unfortunately, some of those "delayed" fleets are then either completely skipped in the end or assigned to some temporary coordinates with no further calculations at all. Hit Computer

I'll be re-testing tonight with a generic testbed to try and shed more light into this ever-more-confusing situation. Whip

Update: I opened the same testbed that last week failed to misbehave, split a single nubian from the pursuer fleets and set its warp to 10, thereby guaranteeing interception no matter where the slow-moving target went. And WHAM, here's Mr. Bug in all its ugly glory, freezing the enemy fleet in place. Pirate

More tests to follow, but it seems the Gods^H^H^H^H Jeffs didn't do such a perfect job, after all. Sad
...



[Updated on: Tue, 11 April 2006 20:25]




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