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Home » Stars! 2.6/7 » The Academy » Ship Teleportation bug
Ship Teleportation bug Tue, 01 October 2013 03:47 Go to next message
Vostromo is currently offline Vostromo

 
Petty Officer 1st Class

Messages: 68
Registered: June 2010
Anyone encountered this bug?

A fleet travelling at warp 9 jumped a couple of hundred light years to their destination planet. I'm certain of this not only because of the distance involved but because the minefields in it's path weren't swept. No wormholes involved.

No need to mention in the game i'm playing because it had a negative result for me.

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Re: Ship Teleportation bug Tue, 01 October 2013 06:36 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Awesome! Shocked

Can you provide the original files (before and after)? Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Ship Teleportation bug Tue, 01 October 2013 08:46 Go to previous messageGo to next message
Vostromo is currently offline Vostromo

 
Petty Officer 1st Class

Messages: 68
Registered: June 2010
I can't... I always overwrite the files. The other player could confirm the minefield bit but we are in a limited comms type game and it would reveal certain information. Actually, at the start of this game I had another related type bug in the same region of space (one type of ship was saying it's start point was in the middle of space, not from a planet)

Unless I get a benefit from this "space anomaly" or it becomes a massive issue I will ignore it. Another player had a problem in the same region as well!

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Re: Ship Teleportation bug Tue, 01 October 2013 13:17 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
Ron could grab the files if it was an SAH game.

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Re: Ship Teleportation bug Tue, 01 October 2013 13:59 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
XAPBob wrote on Tue, 01 October 2013 12:17
Ron could grab the files if it was an SAH game.


In fact, I think XAPBob could grab the files in question, since he is the unmitigated genius who set this game up on SAH and had the foresight to configure SAH with a second address (to a gmail account created for this purpose) for each player, so that this address would receive all game file emails.

That is, assuming that the game in question is the game I am thinking of. Which I am hosting. And which the OP is playing in. And which is a no-comms game. So, pretty good chance. Rolling Eyes

Do note: I do *NOT* have access to the gmail account in question, since I am a player-host in this game.

I will ask that discussion of game particulars be kept to a minimum in this thread to respect the no-comms rule.



What we need's a few good taters.

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Re: Ship Teleportation bug Tue, 01 October 2013 15:10 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
If that is the case then could the OP email/PM me with the two player numbers and years in question.

I'll take a look, and can then publish the results AFTER the game is called.

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Re: Ship Teleportation bug Tue, 01 October 2013 16:03 Go to previous messageGo to next message
Vostromo is currently offline Vostromo

 
Petty Officer 1st Class

Messages: 68
Registered: June 2010
It wasn't in our game skoormit Smile

I'm playing a second no-comms type game.. Basic01

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Re: Ship Teleportation bug Tue, 01 October 2013 18:15 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
Vostromo wrote on Tue, 01 October 2013 15:03
It wasn't in our game skoormit Smile

I'm playing a second no-comms type game.. Basic01


LIB.

I thought I was wrong once, a long time ago, but I was mistaken. This time looks like the real thing. Smile



What we need's a few good taters.

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Re: Ship Teleportation bug Tue, 01 October 2013 18:17 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
Vostromo wrote on Tue, 01 October 2013 02:47
Anyone encountered this bug?

A fleet travelling at warp 9 jumped a couple of hundred light years to their destination planet. I'm certain of this not only because of the distance involved but because the minefields in it's path weren't swept. No wormholes involved.

No need to mention in the game i'm playing because it had a negative result for me.


Was the fleet yours?

If not, how have you determined that the fleet in year 2 is the same as the fleet in year 1?



What we need's a few good taters.

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Re: Ship Teleportation bug Tue, 01 October 2013 21:47 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
Lieutenant
Helped track down one or more Stars bugs

Messages: 517
Registered: February 2011
Location: Delaware
I'm the host of the game in question and I will look in to it tomorrow, I have the files on hand.

Little Eddie

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Re: Ship Teleportation bug Wed, 02 October 2013 00:27 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Vostromo wrote on Tue, 01 October 2013 14:46
at the start of this game I had another related type bug in the same region of space (one type of ship was saying it's start point was in the middle of space, not from a planet)

Were HWs or other planets moved around in the setup for this game? UFO abduction


Quote:
Unless I get a benefit from this "space anomaly" or it becomes a massive issue I will ignore it. Another player had a problem in the same region as well!

Ignore what could be the showstopper for the entire fleet-movement engine? Hit Computer

Can you or the other player provide more details? Warps, fuel usage, targets, waypoint tasks set to "teleport"...? Reviewing their files would be very interesting too. Sherlock


[Updated on: Wed, 02 October 2013 00:28]




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Ship Teleportation bug Wed, 02 October 2013 19:25 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
Lieutenant
Helped track down one or more Stars bugs

Messages: 517
Registered: February 2011
Location: Delaware
Hello again,

I've gone through the current year and the prior year and exchanged e-mails with Vostromo.

So far I've been unable to find any ships/fleets that are more then 81.39lys in the current year from there position in the prior year (without gating).

Little Eddie

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Re: Ship Teleportation bug Thu, 03 October 2013 04:18 Go to previous messageGo to next message
Vostromo is currently offline Vostromo

 
Petty Officer 1st Class

Messages: 68
Registered: June 2010
It's looking more and more like stupidity on my part.. Embarassed
Although, im still not understanding certain aspects of what happened.

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Re: Ship Teleportation bug Thu, 03 October 2013 06:43 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
When in doubt, ask. Rolling Eyes

That's how everybody learns. Wall Bash



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Ship Teleportation bug Thu, 03 October 2013 11:50 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
I've been confused before when looking at enemy fleets from one turn to the next.

Especially if I'm just looking at fleet IDs. If a given fleet ceases to exist during the processing of a turn (scrapped, destroyed in battle, destroyed by minefield, or merges with another fleet), the fleet ID of that fleet goes away and is available for the next fleet that is built. If the newly built fleet that takes the old ID matches the composition of the "lost" fleet, I could see myself scratching my head.



What we need's a few good taters.

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Re: Ship Teleportation bug Fri, 04 October 2013 00:51 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
Vostromo wrote on Thu, 03 October 2013 18:18
It's looking more and more like stupidity on my part.. Embarassed
Although, im still not understanding certain aspects of what happened.


It's to do with different people's splitting and merging habits.

Say I have 50 cruisers in my fleet #1 at planet A, and groups of 2500 cruisers overcloaked at both planets A and B.

If I merge fleet #1 into the overcloaked fleet at planet A, and then split off 50 cruisers from the overcloaked fleet at planet B (giving it the #1 ID), then it'll look like fleet #1 teleported from planet A to planet B.

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Re: Ship Teleportation bug Sun, 03 November 2013 00:18 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

I think magic is right. The fleet ID changed from a split/merge with the ID now being 200 ly away. I played this game for over a decade and that certainly does explain the perception of what happened. I have never seen a fleet teleport in outer space to some unknown location.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Ship Teleportation bug Sun, 03 November 2013 22:31 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

This makes me wonder what would happen if the fleet came out of warp right on top of an undiscovered wormhole, by sheer chance.

[Updated on: Sun, 03 November 2013 22:32]

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Re: Ship Teleportation bug Mon, 04 November 2013 11:01 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
Coyote wrote on Sun, 03 November 2013 21:31
This makes me wonder what would happen if the fleet came out of warp right on top of an undiscovered wormhole, by sheer chance.


Probably the same as if the ship had targeted deep space at the point of the wormhole. The ship just stays at that point. Then, after fleet movement, the wormhole moves a little bit to a different point nearby (or degrades entirely and moves to a random spot on the map).

To use the wormhole you have to target the wormhole, I assume. Has anyone tested that?



What we need's a few good taters.

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Re: Ship Teleportation bug Mon, 04 November 2013 11:31 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
Hard to test - WH start points jiggle before fleet movement (IIRC)

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Re: Ship Teleportation bug Mon, 04 November 2013 14:33 Go to previous message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
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Location: Alabama
XAPBob wrote on Mon, 04 November 2013 10:31
Hard to test - WH start points jiggle before fleet movement (IIRC)


Negative. Fleets move first.

The only difficulty with testing is landing on a WH endpoint (pre-jiggle) without knowing it is there. Can be done with two races in a testbed, though. One race is the spotter, the other race moves to the endpoint.



What we need's a few good taters.

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