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Re: Known Bugs (JRC3) Tue, 29 March 2005 06:36 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

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Registered: April 2003
Location: Slovenia, Europe
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?

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. Wink

BR, Iztok

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Re: Known Bugs (JRC3) Tue, 29 March 2005 07:03 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
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?

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. Wink

BR, Iztok


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]

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Re: Known Bugs (JRC3) Tue, 29 March 2005 07:52 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
iztok wrote on Tue, 29 March 2005 14:36

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?

They could've been built, if building mines wouldn't be skipped.

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.

What to do? Simple...
Put ships into end of que if you dont know how lot you got minerals for. Mines that you build this year only mine next year ... so do not carry all minerals away from places where you have no mining going on and got half-built factory or defense at top of que.

Quote:

And you ask what's wrong.
I still have impression that all is like it should be.

When dealing with software one has to make very strict difference between:
1) things that are wrong ... (opposite than documented = bug);
2) things that are weird ... (not documented = undocumented feature);
3) things that some people do not like (documented feature but wanted differently = change requests).

I suspect you got (somewhat late) change request there. Wink

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Re: Known Bugs (JRC3) Tue, 29 March 2005 08:28 Go to previous messageGo to next message
iztok is currently offline iztok

 
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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.

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.

You expect me to read manual? You MUST be a SW developer, else you'd know end-users NEVER read manuals! Wink

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. Sad 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...

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. Confused
BR, Iztok







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Re: Known Bugs (JRC3) Tue, 29 March 2005 09:08 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
huh? Sure, im software developer.

Autobuild orders do not block que.
Handbuild orders block.

Autobuild orders convert into one handbuild order at top of que on case you got minerals to build it but no resource. So take mineral meant for it away and youre screwed. Razz

I gave quote from manual (actually online help) 2 posts ago.

Blocked ques occurs rarely since you do mineral management errors or insane attempts to build ships you have no minerals for rarely. Do it more often and you get it more often. Wink


[Updated on: Tue, 29 March 2005 09:22]

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Re: Known Bugs (JRC3) Tue, 29 March 2005 09:33 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
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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. Confused
BR, Iztok




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 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

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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.

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.) Wink
BR, Iztok

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Re: Known Bugs (JRC3) Wed, 06 April 2005 02:07 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

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Minehit damage displayed incorrectly.
There's a limitation to the displayed damage, done to a fleet, that hit the minefield or was caught in MF detonation. Max number, that is displayed, is 32760, but the real damage done is correct (just tested).
BR, Iztok

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Re: Known Bugs (JRC3) Thu, 05 May 2005 06:44 Go to previous messageGo to next message
Storm is currently offline Storm

 
Ensign

Messages: 359
Registered: February 2005
Location: Wanker's Corner

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! Shocked

...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... Confused



** Storm **

"Yeah... but... Jar Jar makes the Ewoks look like f***ing Shaft!"

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Re: Known Bugs (JRC3) Thu, 05 May 2005 08:10 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
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Storm wrote on Thu, 05 May 2005 13:44

Can anybody expand on this problem for me?
In a finely poised game... it is... annoying... Confused


Yep it must be very annoying. On the other hand ... but you were cheating anyway. Wink Just that you did it in a most masohistic way. Confused

Using "Battle Board Overload" bug is cheating.
Using "Minimum Damage" bug often ends with "Battle Board Overload" bug and is also cheating.
Exclamation These two cheats must be banned from all games.

The bug list here does display these two bugs as clean "features". Actual situation is more dirty. Actually ... do some test battles with hundreds of split up warships and you get unstable game engine. Sad I mean such battles often crash stars. Its very annoying to host game where people make things that may crash stars... so any such activity must be banned to boot.

I believe i can guess how it happened there ... you were chaff-sweeping? If you chaff-sweep, make your sweeper chaff to fly into some different location. Deep space spot 5-10 ly farther than the planet is best. Nod
First ... sweeping split-up chaff does not participate in battle and no "Board Overload" danger.
Second ... since chaff travels some farther in field, it makes more likely to hit a mine and so less must be split to sweep it. Wink

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Re: Known Bugs (JRC3) Thu, 05 May 2005 10:06 Go to previous messageGo to next message
Storm is currently offline Storm

 
Ensign

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Hmmm....

Wasn't chaff-sweeping..
Guess I must have just overloaded the battleboard. Sad

Won't be doing that again in a hurry.
If only I had lost the chaff, and not the Big Ships.... Confused



** Storm **

"Yeah... but... Jar Jar makes the Ewoks look like f***ing Shaft!"

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Re: Known Bugs (JRC3) Sat, 07 May 2005 12:42 Go to previous messageGo to next message
Zap Brannigan is currently offline Zap Brannigan

 
Civilian

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As a participant in the both Storm's battles. I can confirm that in the second battle, the battle VCR for the good guys displayed a full complement of 8 Thoras, 15 Banannas, 2 Bilbos and the 234 individual pieces of chaff who fought in the battle before we shot them all down. Very Happy

Although it ought to be pointed that right clicking on Storms fleet did not show the full contents of the fleet...




[img]http://www.sloganizer.net/en/style1,Zap-spc-Brannigan.p ng[/img]

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Re: Known Bugs (JRC3) Sat, 07 May 2005 13:06 Go to previous messageGo to next message
Storm is currently offline Storm

 
Ensign

Messages: 359
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So you're saying that they actually *did* participate in the combat? Since I couldn't see them, I just assumed they'd gone *poof*... Confused

...and when you say "we" shot them all down...
I'd like to congratulate you on the massive amount of damage both of your distant BBs inflicted on my fleet.... Wink

Cool



** Storm **

"Yeah... but... Jar Jar makes the Ewoks look like f***ing Shaft!"

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Re: Known Bugs (JRC3) Mon, 09 May 2005 03:29 Go to previous messageGo to next message
Micha

 

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Zap Brannigan wrote on Sat, 07 May 2005 18:42

Although it ought to be pointed that right clicking on Storms fleet did not show the full contents of the fleet...



I think that would be part of the "Target List Overload", Stars! list is limited to 100 fleets ... So you could only see the top 100 of his fleets by right clicking ...

mch

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Re: Known Bugs (JRC3) Wed, 25 May 2005 18:35 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
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Tested IS overpopulation and so i noticed just another displaying bug. Opponents will never see when there is like 4 millions pop on planet. Stars seems to never display over 1.6 millions opponent pop. Confused Player himself see correct amounts of course.

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Re: Known Bugs (JRC3) Thu, 26 May 2005 02:16 Go to previous messageGo to next message
Storm is currently offline Storm

 
Ensign

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....On a related minor point, your scanners will also overestimate other races' pops on planets.

Cool



** 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 02:38 Go to previous messageGo to next message
Braindead is currently offline Braindead

 
Officer Cadet 2nd Year

Messages: 238
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Quote:

....On a related minor point, your scanners will also overestimate other races' pops on planets

I thought it was +/-10%. Are you sure it always overestimates it?



Mess with the best, die like the rest!

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Re: Known Bugs (JRC3) Thu, 26 May 2005 03:01 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
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Braindead wrote on Thu, 26 May 2005 08:38

Quote:

....On a related minor point, your scanners will also overestimate other races' pops on planets

I thought it was +/-10%. Are you sure it always overestimates it?


And I thougth +/-20% ...

mch

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Re: Known Bugs (JRC3) Thu, 26 May 2005 03:24 Go to previous messageGo to next message
Storm is currently offline Storm

 
Ensign

Messages: 359
Registered: February 2005
Location: Wanker's Corner

Micha wrote on Thu, 26 May 2005 08:01

Braindead wrote on Thu, 26 May 2005 08:38


I thought it was +/-10%. Are you sure it always overestimates it?


And I thougth +/-20% ...



You might want to testbed it....
...but the only times I've had the opportunity to check, it has always overestimated... Confused

Cool



** 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 03:47 Go to previous messageGo to next message
Storm is currently offline Storm

 
Ensign

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..or perhaps *I* might want to testbed it... Rolling Eyes

We stopped a random selection of ten people in the street to ask them their thoughts...

Deviation from correct pop total (%);

-1.3
-2.4
+5.7
+9.7
-9.3
+3.7
+1.2
+11.6
-0.5%
-5.2%

I don't think we'll get any definitive conclusion with somebody looking at the code... but it certainly seems to operate between -10% to +15%.

The -20% to +20% suggestion may well be correct.

Cool



** 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 03:58 Go to previous messageGo to next message
Storm is currently offline Storm

 
Ensign

Messages: 359
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Location: Wanker's Corner

Just out of curiosity, managed to compare fifty more planet reports.

Suspicioiusly, none of them exceeded a magnitudue of +/- 12%

Cool



** 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 Go to previous messageGo to next message
multilis is currently offline multilis

 
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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]

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Re: Known Bugs (JRC3) Thu, 26 May 2005 08:43 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
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Hi!
multilis wrote on Thu, 26 May 2005 14:15

I just watched a weird battle on battleboard...

Me too. My (mostly sappers + some beams) BBs moved OUT of range (distance 4) of ANY ship they coud shoot at. Default batle order. Happened twice in the same battle.
Had ordered to shoot captains of those ships for cowardice in battle immediately thereafter. Wink Now I'm waiting to see that behaviour again.
BR, Iztok

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Re: Known Bugs (JRC3) Thu, 26 May 2005 08:51 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
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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.

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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Re: Known Bugs (JRC3) Thu, 26 May 2005 11:19 Go to previous messageGo to previous message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
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Still, why did the Jihad ships not move *forward* to range 5 on their one move ? It's not as if they were on min damage to self orders.
Remember the battle board doesn't get the base range correct, so they were not avoiding the base.

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