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Re: New item for the known bugs / features list Wed, 12 April 2006 04:11 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Dogthinkers wrote on Wed, 12 April 2006 00:03

Minefields isn't a worry as your speed for collision checks is treated as the minimum necessary to cover the distance travelled.


But minefields are a big worry unless you don't mind losing all your chaff/bombers/freighters to a mine hit. Razz

Also, let's examine a very probable scenario for this bug, already mentioned elsewhere:

Your caring neighborhood SS has just managed to slip his 98% cloaked @ss-whomping uber-fleet to within a couple dozen ly from your well-defended gating point, and his nubian minesweepers are cleansing your minefields all over the place. He then decides to bait/ambush your expensive interceptors by sending all his sweepers to rendez-vous with his nearby main fleet. Not knowing about the trap you send your interceptors at max speed, and, as he has no reason to spend more fuel than strictly necessary, WHAP, all his interceptors fail to move and die. Hit Computer Cool Pirate

Now who's gonna tell the SS he shouldn't have targeted his own main fleet to avoid this bug? 2 Guns Razz Whip



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Re: New item for the known bugs / features list Wed, 12 April 2006 04:17 Go to previous messageGo to next message
Micha

 

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m.a@stars wrote on Wed, 12 April 2006 10:11

Dogthinkers wrote on Wed, 12 April 2006 00:03

Minefields isn't a worry as your speed for collision checks is treated as the minimum necessary to cover the distance travelled.


But minefields are a big worry unless you don't mind losing all your chaff/bombers/freighters to a mine hit. Razz

We're talking about the speed of the target ships. They know where they are ending up (without the bug of course) and if there are minefields in their path it won't matter if they go warp5 or warp10, the lowest speed needed is checked against the minefields.

mch

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Re: New item for the known bugs / features list Wed, 12 April 2006 04:28 Go to previous messageGo to next message
Micha

 

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m.a@stars wrote on Wed, 12 April 2006 10:11

... , as he has no reason to spend more fuel than strictly necessary, WHAP, all his interceptors fail to move and die. Hit Computer Cool Pirate

Now who's gonna tell the SS he shouldn't have targeted his own main fleet to avoid this bug? 2 Guns Razz Whip


That was more or less the scenario that happened to my ally (as referred to in my reply to Mazda) ... Though it still needs to be tested if the bug occurs if the main fleet was moving ... and if it would be "fixed" if the deepspace coordinates were targetted instead ...

mch

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Re: New item for the known bugs / features list Wed, 12 April 2006 04:28 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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mazda wrote on Tue, 11 April 2006 18:28

A faster ship can catch a slower ship before the slower ship moves.


Sounds nice, but actual game mechanics show that *nothing* can prevent anything else from moving at all in the Stars! universe. Razz

Unless there was a bug, that is. Evil or Very Mad



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Re: New item for the known bugs / features list Wed, 12 April 2006 04:37 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Micha wrote on Wed, 12 April 2006 10:17

We're talking about the speed of the target ships. They know where they are ending up (without the bug of course) and if there are minefields in their path it won't matter if they go warp5 or warp10, the lowest speed needed is checked against the minefields.


Are you trying to tell me that my ships are as safe travelling Warp10 thru 25ly of enemy mines as they would by moving Warp5? Aren't studies about chaff-sweep against that? Shocked Sherlock Confused



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Re: New item for the known bugs / features list Wed, 12 April 2006 04:42 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Micha wrote on Wed, 12 April 2006 10:28

Though it still needs to be tested if the bug occurs if the main fleet was moving


It would be nice if it didn't. Cool You could conceivably give "move at warp 0" orders to routinely skirt the bug, thereby allowing SS races a chance to thrive again. Laughing


Quote:

... and if it would be "fixed" if the deepspace coordinates were targetted instead ...


I guess that will be the case, indeed.

Definitely, I'm going to do a lot of tests in the coming hours/days. Hit Computer

Besides, there's the "udershooting" bug to analyze, too. Sherlock



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Re: New item for the known bugs / features list Wed, 12 April 2006 04:59 Go to previous messageGo to next message
Micha

 

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m.a@stars wrote on Wed, 12 April 2006 10:37

Micha wrote on Wed, 12 April 2006 10:17

We're talking about the speed of the target ships. They know where they are ending up (without the bug of course) and if there are minefields in their path it won't matter if they go warp5 or warp10, the lowest speed needed is checked against the minefields.


Are you trying to tell me that my ships are as safe travelling Warp10 thru 25ly of enemy mines as they would by moving Warp5? Aren't studies about chaff-sweep against that? Shocked Sherlock Confused


When you travell a distance of 16ly through a minefield you will not take a hit if you go warp10. Stars! will check minefield hits versus the lowest speed needed to travell the distance.

When chaff sweeping you should set your chaff to 82ly if you want it to actually crash with warp10, if you set the distance only 60ly (should that for example be the distance from fleet to planet) you will get less hits since more chaff will pass at the safer warp8 speed ... and you risk not sweeping the entire fleet with as result your main fleet will take a hit ...

There must be a thread about this in the Academy somewhere ...

mch

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Re: New item for the known bugs / features list Wed, 12 April 2006 05:04 Go to previous messageGo to next message
Micha

 

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Micha wrote on Wed, 12 April 2006 10:59

There must be a thread about this in the Academy somewhere ...


Here it is. This must be the first discovery ...

mch

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Re: New item for the known bugs / features list Wed, 12 April 2006 05:22 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Micha wrote on Wed, 12 April 2006 10:59

When you travell a distance of 16ly through a minefield you will not take a hit if you go warp10. Stars! will check minefield hits versus the lowest speed needed to travell the distance.

When chaff sweeping you should set your chaff to 82ly if you want it to actually crash with warp10, if you set the distance only 60ly (should that for example be the distance from fleet to planet) you will get less hits since more chaff will pass at the safer warp8 speed ... and you risk not sweeping the entire fleet with as result your main fleet will take a hit ...


Well, now that is a funny one. Evil or Very Mad It neatly explains a couple ugly mine hits me & my allies have suffered in two different games, despite more than twice the minimum needed chaff sweepers being used. Shocked Whip

Definitely, a must-know. Thanks! Very Happy



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Re: New item for the known bugs / features list Wed, 12 April 2006 05:32 Go to previous messageGo to next message
Micha

 

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m.a@stars wrote on Wed, 12 April 2006 11:22

Definitely, a must-know. Thanks! Very Happy


Yeah ... maybe something to be added to the coding bug list ...

(too many bugs nowadays!)

mch

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Re: New item for the known bugs / features list Wed, 12 April 2006 06:06 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Micha wrote on Wed, 12 April 2006 11:32

m.a@stars wrote on Wed, 12 April 2006 11:22

Definitely, a must-know. Thanks! Very Happy


Yeah ... maybe something to be added to the coding bug list ...

(too many bugs nowadays!)



Let's hope we've seen the last (or the worst) of them. Razz



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Re: New item for the known bugs / features list Wed, 12 April 2006 09:58 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Micha wrote on Wed, 12 April 2006 04:59

When you travell a distance of 16ly through a minefield you will not take a hit if you go warp10. Stars! will check minefield hits versus the lowest speed needed to travell the distance.

When I did those tests, I set the target to be a point in space, I did not test to see what would happen if you go 25ly at warp 10 and are targeting a fleet. It is definatly possible that you would be considered going warp 10 for mine fields in that case (because you may have needed to go more then 25ly).



- LEit

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Re: New item for the known bugs / features list Sun, 16 April 2006 15:57 Go to previous messageGo to next message
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Micha wrote on Wed, 12 April 2006 10:28

Quote:

... , as he has no reason to spend more fuel than strictly necessary, WHAP, all his interceptors fail to move and die. Hit Computer Cool Pirate

Now who's gonna tell the SS he shouldn't have targeted his own main fleet to avoid this bug? 2 Guns Razz Whip


That was more or less the scenario that happened to my ally (as referred to in my reply to Mazda)


Well, I've tried to reproduce that one in my testbeds, but so far, no bug was triggered when the main fleet was in open space. Sherlock


Quote:

it still needs to be tested if the bug occurs if the main fleet was moving ... and if it would be "fixed" if the deepspace coordinates were targetted instead ...


Some results:
- Deep space coordinates avert the bug, as expected. Cool
- Main fleet moving from planet to space doesn't change the bug. When other conditions apply, it happens regardless of main fleet movement. Evil or Very Mad Twisted Evil
- Relative fleet/player IDs seem not to matter. Cool
- Guarantee of interception doesn't seem to guarantee the bug. Confused
- Apparently, planets matter. If the main fleet is not orbiting a planet, the bug fails to show up. Whip

It all needs still more testing under yet more diverse and controlled conditions. Results seem promising, tho. Very Happy

Last but not least, I've failed to reproduce the "undershoot" bug. Hit Computer



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Re: New item for the known bugs / features list Sun, 16 April 2006 17:34 Go to previous messageGo to next message
Micha

 

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m.a@stars wrote on Sun, 16 April 2006 21:57

Micha wrote on Wed, 12 April 2006 10:28

Quote:

... , as he has no reason to spend more fuel than strictly necessary, WHAP, all his interceptors fail to move and die. Hit Computer Cool Pirate

Now who's gonna tell the SS he shouldn't have targeted his own main fleet to avoid this bug? 2 Guns Razz Whip


That was more or less the scenario that happened to my ally (as referred to in my reply to Mazda)


Well, I've tried to reproduce that one in my testbeds, but so far, no bug was triggered when the main fleet was in open space. Sherlock


I looked up the turn file where my ally got hit by the bug.

2 situations:

1) Fleets #106, #3 and #30 are targetting fleet #107, all at warp9, they have to travel almost 81ly. Fleet #107 is moving from deepspace to deepspace, also warp9, also 81ly. All 4 fleets are at 1ly from interceptors.
Result:
Fleet #106 arrives at the rendez-vous point with fleet #107. It is unsure but possible that fleet #106 was targetted ... if it was it would/could be by ships going warp5. Same goes for #107 ...
Fleets #3 and #30 are targetted and intercepted before they move (IOW bug). Interceptors were going warp8 = NO "guarantee of interception".


2) Fleet #111 is targetting fleet #64 (in orbit of a planet, not moving). Fleet #111 is moving at warp9, has to travell 81ly, 4ly from interceptor.
Result:
Fleet #111 is targetted and intercepted before it moves by enemy at warp10 = "guarantee of interception".

m.a@stars wrote on Sun, 16 April 2006 21:57


Quote:

it still needs to be tested if the bug occurs if the main fleet was moving ... and if it would be "fixed" if the deepspace coordinates were targetted instead ...


Some results:
- Deep space coordinates avert the bug, as expected. Cool

So the bug only pops up when the interceptees are targetting a fleet. This is good, it provides at least "some" fix.
Quote:

- Main fleet moving from planet to space doesn't change the bug. When other conditions apply, it happens regardless of main fleet movement. Evil or Very Mad Twisted Evil

IOW, if main fleet is moving the bug still kicks in. This is bad. Means more MM since you can't target fleet and have to always use coordinates.
Quote:

- Relative fleet/player IDs seem not to matter. Cool
- Guarantee of interception doesn't seem to guarantee the bug. Confused

Right ... as in the above real game situation 1. Maybe because the main fleet was moving as well (non-stationary target of the target doing something)? Or because it wasn't at a planet but deepspace?
Quote:

- Apparently, planets matter. If the main fleet is not orbiting a planet, the bug fails to show up. Whip

Well, in situation 1 there were no planets involved, main fleet was deepspace, it was even moving, and not to a planet ...

mch
...

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Re: New item for the known bugs / features list Mon, 17 April 2006 04:54 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Micha wrote on Sun, 16 April 2006 23:34

Quote:

I've tried to reproduce that one in my testbeds, but so far, no bug was triggered when the main fleet was in open space. Sherlock


I looked up the turn file where my ally got hit by the bug.

2 situations:

1) Fleets #106, #3 and #30 are targetting fleet #107, all at warp9, they have to travel almost 81ly. Fleet #107 is moving from deepspace to deepspace, also warp9, also 81ly. All 4 fleets are at 1ly from interceptors.
Result:
Fleet #106 arrives at the rendez-vous point with fleet #107. It is unsure but possible that fleet #106 was targetted ... if it was it would/could be by ships going warp5. Same goes for #107 ...
Fleets #3 and #30 are targetted and intercepted before they move (IOW bug). Interceptors were going warp8 = NO "guarantee of interception".


2) Fleet #111 is targetting fleet #64 (in orbit of a planet, not moving). Fleet #111 is moving at warp9, has to travell 81ly, 4ly from interceptor.
Result:
Fleet #111 is targetted and intercepted before it moves by enemy at warp10 = "guarantee of interception".


Fascinating. Are you sure the "stuck" bug didn't trip fleet #107? Shocked

Perhaps this additional info will help me design a new series of tests... I sure hope it is still the same bug. Hit Computer

Quote:

So the bug only pops up when the interceptees are targetting a fleet. This is good, it provides at least "some" fix.


Yep. At least when you know where your main fleet is going. Cool I have yet to test what happens when your main fleet is targeting another fleet. Sherlock

Quote:

IOW, if main fleet is moving the bug still kicks in. This is bad. Means more MM since you can't target fleet and have to always use coordinates.


Yup. I used to do that a lot when the "stuck" bug was still an unknown factor. If memory serves, only a few fleets per turn need such "extreme" measures.

Quote:

as in the above real game situation 1. Maybe because the main fleet was moving as well (non-stationary target of the target doing something)? Or because it wasn't at a planet but deepspace?


Who knows. There might be additional factors, included some combo of player/fleet Id. Confused

Quote:

Well, in situation 1 there were no planets involved, main fleet was deepspace, it was even moving, and not to a planet ...


Definitely more tests are needed. Whip Evil or Very Mad Deal
...




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Re: New item for the known bugs / features list Mon, 17 April 2006 09:21 Go to previous messageGo to next message
Micha

 

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m.a@stars wrote on Mon, 17 April 2006 10:54

Micha wrote on Sun, 16 April 2006 23:34

Quote:

I've tried to reproduce that one in my testbeds, but so far, no bug was triggered when the main fleet was in open space. Sherlock


I looked up the turn file where my ally got hit by the bug.

2 situations:

1) Fleets #106, #3 and #30 are targetting fleet #107, all at warp9, they have to travel almost 81ly. Fleet #107 is moving from deepspace to deepspace, also warp9, also 81ly. All 4 fleets are at 1ly from interceptors.
Result:
Fleet #106 arrives at the rendez-vous point with fleet #107. It is unsure but possible that fleet #106 was targetted ... if it was it would/could be by ships going warp5. Same goes for #107 ...
Fleets #3 and #30 are targetted and intercepted before they move (IOW bug). Interceptors were going warp8 = NO "guarantee of interception".


2) Fleet #111 is targetting fleet #64 (in orbit of a planet, not moving). Fleet #111 is moving at warp9, has to travell 81ly, 4ly from interceptor.
Result:
Fleet #111 is targetted and intercepted before it moves by enemy at warp10 = "guarantee of interception".


Fascinating. Are you sure the "stuck" bug didn't trip fleet #107? Shocked


Fleet #107 moved to it's deepspace coordinates as it should. It was not targetting any other fleets.
The "stuck" bug affects the "middle" fleet with fleets targetting fleets targetting fleets. In this case only one fleet was targetted by multiple fleets.

mch

{Mod edit: fixed quote}


[Updated on: Mon, 21 August 2006 04:14]

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Re: New item for the known bugs / features list Mon, 17 April 2006 10:42 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Micha wrote on Mon, 17 April 2006 15:21

Fleet #107 moved to it's deepspace coordinates as it should. It was not targetting any other fleets.

The "stuck" bug affects the "middle" fleet with fleets targetting fleets targetting fleets. In this case only one fleet was targetted by multiple fleets.


Phew. For a terrible moment I was imagining a collusion of these two dreadful bugs... Shocked Evil or Very Mad Wall Bash

Time to go to the testing range again... 2 Guns



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Re: New item for the known bugs / features list Tue, 18 April 2006 22:50 Go to previous messageGo to next message
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Quote:

We're talking about the speed of the target ships. They know where they are ending up (without the bug of course) and if there are minefields in their path it won't matter if they go warp5 or warp10, the lowest speed needed is checked against the minefields.


Micha,
Have you tried to verify if there is any difference depending on player number? I'll take a look myself since it may have a bearing.

Ptolemy




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Re: New item for the known bugs / features list Thu, 20 April 2006 02:09 Go to previous messageGo to next message
Micha

 

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Ptolemy wrote on Wed, 19 April 2006 04:50

Quote:

We're talking about the speed of the target ships. They know where they are ending up (without the bug of course) and if there are minefields in their path it won't matter if they go warp5 or warp10, the lowest speed needed is checked against the minefields.


Micha,
Have you tried to verify if there is any difference depending on player number? I'll take a look myself since it may have a bearing.

Ptolemy


I haven't checked player numbers but I think m.a did ... With as conclusion that it didn't matter IIRC.

mch

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Re: New item for the known bugs / features list Thu, 20 April 2006 04:23 Go to previous message
m.a@stars is currently offline m.a@stars

 
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Micha wrote on Thu, 20 April 2006 08:09

I haven't checked player numbers but I think m.a did ... With as conclusion that it didn't matter IIRC.


*Preliminary* results seemed to show player ID didn't matter. Far from written in stone yet. Sherlock

I hope to more specifically test this one, as well as some other important variants, this weekend. Whip



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