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Re: Mineral upload / download (Re: Known Bugs (JRC3)) Mon, 09 August 2004 15:28 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
Warrant Officer

Messages: 132
Registered: February 2003
Location: the Netherlands
I thought the disappearing shield bug was a goner, but I had a look at a battlereport from a friend of mine:

in a fight he has a cc (4colloidal, 6 bear neutrino, ramscoop prop9) against 3ff's (alpha8, bear neutrino, colloidals). Everything is going just fine, up to phase 34 or so. He blew away all enemy shields, but his next three shots hit... the shields (which aren't threre anymore!). It states he hits the shields, but they just aren't there anymore... There is also a discrepancy between the right side off the screen and what you see underneath the '?'-button when you select the 2 ff's...

Sherlock



If you can't beat me... Run away...

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Re: Mineral upload / download (Re: Known Bugs (JRC3)) Mon, 09 August 2004 16:29 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
It is known display problem that for non-RS races opponent RS shields are somehow displayed buggily. Think yourself:

When there are 3 such RS FF-s and 1 such cruiser fighting each other from range 3 then the cruiser should never get frigates shields down.

Cruiser does only 94 dp damage and frigates regen 84 dp per round. Effective damage per round from cruiser is therefore 10 dp until shields are up. Since frigates have 840 shields it takes like 80 rounds to kill these frigates for that cruiser. Since frigates have more firepower that cruiser is long dead before that. Battle has only 16 rounds btw... how they got to 34?



[Updated on: Mon, 09 August 2004 16:35]

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Re: Mineral upload / download (Re: Known Bugs (JRC3)) Mon, 09 August 2004 17:41 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Sinla wrote on Mon, 09 August 2004 21:28

... Everything is going just fine, up to phase 34 or so. ...


Kotk wrote on Mon, 09 August 2004 22:29

Battle has only 16 rounds btw... how they got to 34?


"Phase" is different from "round" ... (check the VCR) Probably something to do with movement or so ... can't be bothered about that now ...

mch

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Re: Mineral upload / download (Re: Known Bugs (JRC3)) Mon, 09 August 2004 18:48 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
Warrant Officer

Messages: 132
Registered: February 2003
Location: the Netherlands
Yeah, i had a feeling it was the reporting bug, but I thought it wasn't there anymore Sad

And I didn't find it in this thread and IMO this is what this thread is for Wink Tx for clearing that up


[Updated on: Mon, 09 August 2004 18:49]




If you can't beat me... Run away...

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Re: Mineral upload / download (Re: Known Bugs (JRC3)) Mon, 09 August 2004 19:16 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
Warrant Officer

Messages: 132
Registered: February 2003
Location: the Netherlands
Kotk wrote on Mon, 09 August 2004 22:29


Cruiser does only 94 dp damage and frigates regen 84 dp per round.


I had a closer look (I made a mistake in my earlier post btw):
it's one cc against a stack of two ff's and one ff (cc also had a small dd accompanying it, but we can neglect that).
VCR states the cc does 92 damage each round for 11 rounds (not phases Wink ) *on the stack of the 2 ff's*.
Now when I calculate:
r1 560 - 92 = 468 + 10% = 515
r2 515 - 92 = 423 + 10% = 465
r3 465 - 92 = 373 + 10% = 410
r4 410 - 92 = 318 + 10% = 350
r5 350 - 92 = 258 + 10% = 284
r6 284 - 92 = 192 + 10% = 211
r7 211 - 92 = 119 + 10% = 131
r8 131 - 92 = 41 + 10% = 45
r9 shields and and at least one ff should be gone

But both ff's are unharmed till they finish off (together with the other ff, on which no shots were fired) the cc in round 11. So are there any other suggestions (both races RS)?

This is freaking me out Wall Bash (or am I just terrible at math Dunce )



If you can't beat me... Run away...

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Re: Mineral upload / download (Re: Known Bugs (JRC3)) Mon, 09 August 2004 21:00 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
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RS regenerates 10% of the original shield value, in this case 56 a round.


- LEit

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Re: Mineral upload / download (Re: Known Bugs (JRC3)) Tue, 10 August 2004 01:59 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
Warrant Officer

Messages: 132
Registered: February 2003
Location: the Netherlands
O dear, I'm suppossed to know this game, ya know Dunce

Tx, it was just what I had 'forgotten' Silly hair

Still a display bug though wOOt 2



If you can't beat me... Run away...

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Re: Mineral upload / download (Re: Known Bugs (JRC3)) Mon, 04 October 2004 20:54 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
I would like to clarify that an AR using a non-AR coloniser to build initial oribital fort is NOT a bug.

Speak now or forever hold your peace if my HE works with an AR to minicolonise orbital fort everywhere!

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Re: Mineral upload / download (Re: Known Bugs (JRC3)) Tue, 05 October 2004 05:16 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

heh, no I don't think thats a bug. An HE could trade miniclonizers with any race, altho I agree that AR would get a bigger deal out of it than most. Out of curiousity, is the 1000 colonist payload low enough to avoid travel pop losses?

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Re: Mineral upload / download (Re: Known Bugs (JRC3)) Tue, 05 October 2004 07:07 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
gible wrote on Tue, 05 October 2004 12:16

Out of curiousity, is the 1000 colonist payload low enough to avoid travel pop losses?


2200 do never lose any on road. This is not bug too i hope?

[edit: made typo its 2200 not 2100]


[Updated on: Tue, 05 October 2004 08:49]

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Re: Mineral upload / download (Re: Known Bugs (JRC3)) Tue, 05 October 2004 07:22 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

Technically it probably is being as it arises from the limitations of the engine, namely the fact that 2% of 2100 gets rounded(to the nearest 100) to 0 but I'm not about to go thru the effort of making up an addition to the original post and sending it to Ron so he can edit the original for something so minor...maybe once I have more to add...

...if I remember. Wink


nah...I probably would remember...every so often I re read most of this thread looking for enough new stuff to make it worth editing the original...a very small service, but its my post and I like it to be up to date.

Edit: To answer your fear: tis not cheating IMO(and I would mark it so)..and I did a quick back-read...very little editing to be done...cheating vs split fleet...NS minefield still buggy...nothing extremely significant.


[Updated on: Tue, 05 October 2004 07:37]

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Re: Mineral upload / download (Re: Known Bugs (JRC3)) Thu, 07 October 2004 10:30 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Cost comparing the HE / AR colonizers has been moved to it's own thread. Please reply there with further comments.
But for the record quoting Stazs post here:

Staz wrote on Tue, 05 October 2004 12:48

multilis wrote on Tue, 05 October 2004 01:54

I would like to clarify that an AR using a non-AR coloniser to build initial oribital fort is NOT a bug.

Speak now or forever hold your peace if my HE works with an AR to minicolonise orbital fort everywhere!


For anyone interested, the numbers on this are as follows...

                  	Iro	Bor	Ger	Res
				
Orbital Fort......	11	 0	15	35
				
Coloniser Hull....	 9	 0	13	18
Fuel Mizer........	 6	 0	 0	 8
Orbital Con.......	18	13	13	18
Total.............	33	13	26	44
				
				
Mini Col Hull.....	 2	 0	 2	 3
Settlers Delight..	 1	 0	 1	 2
Col Module........	11	 9	 9	 9
Total.............	14	 9	12	14


A very significant saving in minerals and resources. Orbital forts for 14 resources for example.

The description for the orbital construction module ("this module contains an empty orbital hull") suggests that the game designers' intent was that it is the component and not the PRT that enables construction of the fort. That would make this exploit a bug.

I'd suggest that it gets added to the bugs list so that individual hosts can decide whether to allow it.


mch,
mod.a.w.

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ISB trumps IT gate scanning (Re: Known Bugs (JRC3)) Wed, 08 December 2004 23:27 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Improved Starbases makes gates invisible to some IT gate scanning.

ITs can't see ISB gates with 150kT/600ly gates and infinite/800ly.

This may seem like a limited liability, however, there is often a fairly long period where infinite/800ly gates are the best that can be built, before the 100ly/infinite or infinite/infinite gates can be built.



- LEit

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Re: ISB trumps IT gate scanning (Re: Known Bugs (JRC3)) Thu, 09 December 2004 15:48 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
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Location: Seattle, WA USA
Does SB cloaking affect IT's ability to scan through the gate?

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Re: ISB trumps IT gate scanning (Re: Known Bugs (JRC3)) Thu, 09 December 2004 16:15 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
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Yes, and the 20% from ISB was taken into account. The two gates were less then 100ly apart in one of my tests, and no cloaks were added to either base. A gate with 800ly range should be able to spot a gate at 640ly evey with 20% ISB cloaking. A 100/250 could spot it...


- LEit

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Re: ISB trumps IT gate scanning (Re: Known Bugs (JRC3)) Thu, 23 December 2004 11:06 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
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Downsider wrote on Thu, 23 December 2004 10:44

IIRC, ITs cannot see a cloaked gate at any distance unless they already know the design.

Right, but you can't even see the hull with the inf/800 bug.



- LEit

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"New" Bug (Re: Known Bugs (JRC3)) Thu, 03 February 2005 23:34 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
Hi

I was somewhat surprised that a Space Dock of mine lasted 2 battle rounds against Armaggedon Nubs, and decided to take a closer look. After reviewing the design and playing around a bit, I concluded that this is either a "new" bug, or it is further evidence of my terrible math skills ... Smile

Bug - Space Dock Armor slot buffer Overflow?

Result - More armor than a Death Star...

Requirements - SuperLat, ISB, and RS

If your race has ISB and RS, building a Spacedock with more than 21 SuperLat in the Armor slot will result in some sort of error. 21 SuperLat gives a Space Dock 16,000 armor, 22 SuperLat gives it 49,518 Armor. For a full 24 SuperLat stack, you get a whopping 51,018 armor. In comparison, a Death Star for an RS AR tops out at 31,500 armor (not including M.T. toys). I do not get the same results with a non-RS race. The Space Dock seems to be the only unit effected, as I did a quick check through other ship hulls and SB's. I presume that the 24 slot is to blame.

I have never heard of this bug before now. Frankly, I would be surprised if I am the first to notice this bug. However, I checked through the list, and did not see it. Perhaps someone could verify this? if it checks out, it should be added to the bug list.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: "New" Bug (Re: Known Bugs (JRC3)) Fri, 04 February 2005 01:37 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
mlaub wrote on Fri, 04 February 2005 05:34

Perhaps someone could verify this? if it checks out, it should be added to the bug list.

Looks like you found a new bug. I checked with Stars! 2.7j RC3 and 2.6j RC4 and it is definitely there. I've also used VML mod 1.3b where Verker had thinkered with armor strenght: Superlat is 1375 there and your bug occured with adding the 24th plate, the armor jumping from 17212 to 50668. The same happened with Heavy Strobnium Plate. However the race must have RS to use that bug, and it doesn't work anywhere else but on Space Dock.
BR, Iztok

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Re: "New" Bug (Re: Known Bugs (JRC3)) Fri, 04 February 2005 09:58 Go to previous messageGo to next message
Downsider is currently offline Downsider

 
Crewman 1st Class

Messages: 35
Registered: June 2003
Location: Derbyshire, England
This bug is a strange one. It seems that Stars! treats the armour value for a slot as a signed integer when compensating for RS when the armour value is treated as unsigned by the rest of the game.
At some stage before it halves the armour, the RS algorithm comes up against a limit of 32000 or 32768 and returns 0 if the value is greater. It then reduces the armour by half of what it should have been, giving a negative number. It stores this as the normal binary code for the value but with the last (16th) bit as a 1, denoting the number negative.
This is interpreted by the rest of the engine as being a positive integer made up of half the normal armour value plus 2^15 (32768)
In the case of 24 superlat the numbers go like this


24 * 1500 = 36000 = 0 (greater than 32000 or 32768)

0 - (24 * 1500 / 2) = -18000 (signed) or 50768 (unsigned: 18000 + 32768)


adding 250 for the armour of the base gives 51018 which is the armour value given by stars.

Things to note:
1. This can only happen on a stardock because it's the only hull capable of holding 24 armour parts in a single slot.
2. I'm not sure if this is an error caused by the generic stars limit of 32000 or a programming limit, which would be 32768.



"Violence is the last resort of the incompetent" - Salvor Hardin

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Re: "New" Bug - Space Dock Armor slot Buffer Overflow Mon, 07 February 2005 06:41 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
mlaub wrote on Fri, 04 February 2005 05:34

I have never heard of this bug before now. Frankly, I would be surprised if I am the first to notice this bug. However, I checked through the list, and did not see it. Perhaps someone could verify this? if it checks out, it should be added to the bug list.

-Matt



"Space Dock Armor slot Buffer Overflow" bug added to te Known Bug list! Thanks Matt for reporting this one. Smile

mch
mod.a.w.

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Re: ISB trumps IT gate scanning (Re: Known Bugs (JRC3)) Sat, 26 February 2005 17:11 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
LEit wrote on Thu, 09 December 2004 05:27

Improved Starbases makes gates invisible to some IT gate scanning.

ITs can't see ISB gates with 150kT/600ly gates and infinite/800ly.

This may seem like a limited liability, however, there is often a fairly long period where infinite/800ly gates are the best that can be built, before the 100ly/infinite or infinite/infinite gates can be built.


Bug added (a bit late) to the list! Thanks LEit,

mch,
mod.a.w.

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Re: ISB trumps IT gate scanning (Re: Known Bugs (JRC3)) Mon, 28 February 2005 11:12 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
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Is this a bug, or is it a result of ISB including a base 20% cloaking?

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Re: ISB trumps IT gate scanning (Re: Known Bugs (JRC3)) Mon, 28 February 2005 18:16 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
vonKreedon wrote on Mon, 28 February 2005 17:12

Is this a bug, or is it a result of ISB including a base 20% cloaking?

LEit tested it and I'm 100% sure he took that into account. However before adding this bug to the list I ran a test myself. I was especially interested if an Space Dock or Ultra Station hull was needed to trigger the bug.

Here's the testbed.

Race#2 can't see a planet with gate at 70ly distance of it's own any/800 gate, nor can't it see a planet at 195ly of that any/800 gate ...
The other races is an IT (but doesn't have to be, although not tested) with ISB, the gates that can't be seen are on a fort and on a starbase hull.

mch


[Updated on: Mon, 28 February 2005 18:30]

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Re: Known Bugs (JRC3) Tue, 29 March 2005 05:08 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
In my recent testbed I again ran into the so called "Blocked queue bug". Since it isn't listed here IMO it is worth mentioning.

The bug occurs when the planet is producing an item(s) it doesn't have enough minerals for it. All other entries after this are skipped, and resources go into research. The most annoying occurence of it is on a developing planet producing freighters/colonizers and still building its installations. Like: you put on top of the queue two PVTs, but you have enough iron to finish only one, and because of that bug you'll not get ANY new factories and mines built! Double nasty because you don't get ANY message about that and it REPEATS by itself until there's enough minerals to finish building that item.
BR, Iztok

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Re: Known Bugs (JRC3) Tue, 29 March 2005 05:48 Go to previous messageGo to previous message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
iztok wrote on Tue, 29 March 2005 13:08

Hi!
In my recent testbed I again ran into the so called "Blocked queue bug". Since it isn't listed here IMO it is worth mentioning.


Only autobuild items do not block queue. Since it is impossible to autobuild some ships like you describe ... i do not see whats exactly wrong if ships you cant build block your que?

From manual:


There are, however, differences between the behavior of auto-build items and others in the queue:

Deal Auto-build items do not block the queue. If they cannot be performed, they are skipped over.

Deal Auto-build items are never automatically removed from the queue. They remain there until manually removed and activate only when necessary
and possible.

Deal You never make "progress" on auto-build items. When work is done it is seen as a partially completed normal build item in the queue.

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