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unkillable AI ship and other issues

 
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unkillable AI ship and other issues - 5/9/2010 3:55:52 AM   
Rustyallan

 

Posts: 193
Joined: 4/27/2010
Status: offline
This save has a few issues....

One that I'm aware you're already looking into is the resupply ships not working. I have two of them deployed for about 15 game years at this point with *nothing* in their cargo hold. I don't see any freighters hanging around them that might be hauling it off either.

I'm at war with pretty much everyone. Nobody likes me. my reputation is diabolical from attacking empires I'm not at war with. Of course, they keep stop being at war with me right as I attack so it causes a problem. I haven't approved peace with them, so how am I suddenly at peace? Something's broken if it's dropping the at war status without notifying the player. Not to mention that I should have some say in the matter. I declare war, then attack, then get yelled at for attacking unprovoked.

I briefly turned autodesign on to refresh my designs to what the AI thinks they should be. This created new ships using the Shockwave Torpedo. When I went to edit the ships, the Velocity Shard HT showed as the latest component. Quitting out of the editor, I hit upgrade selected and the shockwaves were replaced with HTs. I thought autodesigns were supposed to always use the latest?

Since autodesigns were turned back on, I now have two monitoring stations on top of each other in the Drazoon system.

Lastly is the Geminur system with some interesting issues. I have a pile of freighters in that are all fleeing an enemy... I think it's somewhere along the line of where they want to go, but haven't tracked it down yet. They're all retreating to the moon I own in Geminur and are cycling from there causing congestion and a bit of lag.

The other item is the enemy cruiser that my fleet is pounding and has been hitting for several game days. It's pretty much dead but refuses to be finished off. I'm not sure if I don't have enough DPS, or if it's bugged. I strongly suspect the bugged option.

... And the game hung while I was writing this... just like happened during the 1.0.4.4 testing. CPU activity, but nothing on the screen. I wonder if it's related to the Geminur problems?

I forgot to rename the savegame to my name, so it's under Weusi Supremacy - geminur problems.

I'm still working on tanking the economy through corruption.. the other issues have slowed down my focus on that a bit. and improved my economy.
Post #: 1
RE: unkillable AI ship and other issues - 5/9/2010 4:01:09 AM   
Phez

 

Posts: 8
Joined: 4/18/2010
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I've seen the 'War' status silently drop in a game I started with 1.03. I was using 'manual control' for diplomacy, so I assume it's a bug. My empire revolted when my rep hit -58 so I started a new game.

Haven't gotten into any wars yet.

(in reply to Rustyallan)
Post #: 2
RE: unkillable AI ship and other issues - 5/9/2010 5:34:14 AM   
Rustyallan

 

Posts: 193
Joined: 4/27/2010
Status: offline
FWIW, after the game crashed, I tried to reload it and get an Unhandled Exception error now.

The screen is white with a red X and edging.

The previous savegame before I got the unkillable ship loads fine. The one I uploaded is apparently corrupted at that point.

I've attached my dxdiag and below is the text from the unhandled exception error window.

See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text ************** System.IndexOutOfRangeException: Index was outside the bounds of the array.

at DistantWorlds.Controls.MainView.pNaWUk30QExesoJv7Xm(BuiltObject , Graphics , Double )

at DistantWorlds.Controls.MainView.mJU6KHeAdEUhsG(Graphics )

at DistantWorlds.Controls.MainView.OnPaint(PaintEventArgs e)

at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)

at System.Windows.Forms.Control.WmPaint(Message& m)

at System.Windows.Forms.Control.WndProc(Message& m)

at System.Windows.Forms.ScrollableControl.WndProc(Message& m)

at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies ************** mscorlib

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.3603 (GDR.050727-3600)

CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- MC

Assembly Version: 3.0.0.0

Win32 Version: 2.0.50727.3603 (GDR.050727-3600)

CodeBase: file:///C:/WINDOWS/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll ---------------------------------------- System.Windows.Forms

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)

CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)

CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)

CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ----------------------------------------

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.3603 (GDR.050727-3600)

CodeBase: file:///C:/WINDOWS/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll ---------------------------------------- License

Assembly Version: 1.0.0.0

Win32 Version: 2.0.50727.3603 (GDR.050727-3600)

CodeBase: file:///C:/WINDOWS/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll ---------------------------------------- DistantWorlds

Assembly Version: 1.0.4.5

Win32 Version: 2.0.50727.3603 (GDR.050727-3600)

CodeBase: file:///C:/WINDOWS/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll ---------------------------------------- DistantWorlds.Controls

Assembly Version: 1.0.4.5

Win32 Version: 2.0.50727.3603 (GDR.050727-3600)

CodeBase: file:///C:/WINDOWS/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll ---------------------------------------- AxInterop.WMPLib

Assembly Version: 1.0.0.0

Win32 Version: 1.0.0.0

CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds/AxInterop.WMPLib.DLL ---------------------------------------- DistantWorlds.Types

Assembly Version: 1.0.4.5

Win32 Version: 2.0.50727.3603 (GDR.050727-3600)

CodeBase: file:///C:/WINDOWS/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll ---------------------------------------- Interop.WMPLib

Assembly Version: 1.0.0.0

Win32 Version: 1.0.0.0

CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds/Interop.WMPLib.DLL ---------------------------------------- Microsoft.DirectX.DirectSound

Assembly Version: 1.0.2902.0

Win32 Version: 5.04.00.2904

CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.DirectSound/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.DirectSound.dll ---------------------------------------- System.Deployment

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)

CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Deployment/2.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll ---------------------------------------- Microsoft.VisualBasic

Assembly Version: 8.0.0.0

Win32 Version: 8.0.50727.3053 (netfxsp.050727-3000)

CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- PresentationCore

Assembly Version: 3.0.0.0

Win32 Version: 3.0.6920.1427 built by: SP

CodeBase: file:///C:/WINDOWS/assembly/GAC_32/PresentationCore/3.0.0.0__31bf3856ad364e35/PresentationCore.dll ---------------------------------------- WindowsBase

Assembly Version: 3.0.0.0

Win32 Version: 3.0.6920.1427 built by: SP

CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/WindowsBase/3.0.0.0__31bf3856ad364e35/WindowsBase.dll ---------------------------------------- Microsoft.DirectX

Assembly Version: 1.0.2902.0

Win32 Version: 5.04.00.2904

CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll ---------------------------------------- System.Runtime.Serialization

Assembly Version: 3.0.0.0

Win32 Version: 3.0.4506.2152 (SP.030729-0100)

CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Serialization/3.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll ---------------------------------------- System.Xml

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.3082 (QFE.050727-3000)

CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- SMDiagnostics

Assembly Version: 3.0.0.0

Win32 Version: 3.0.4506.2152 (SP.030729-0100)

CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/SMDiagnostics/3.0.0.0__b77a5c561934e089/SMDiagnostics.dll ---------------------------------------- System.Configuration

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)

CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ----------------------------------------

************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.

For example:

<configuration>

<system.windows.forms jitDebugging="true" /> </configuration>

When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.

Attachment (1)

< Message edited by Rustyallan -- 5/9/2010 5:39:53 AM >

(in reply to Rustyallan)
Post #: 3
RE: unkillable AI ship and other issues - 5/9/2010 6:32:58 AM   
Fishman

 

Posts: 795
Joined: 4/1/2010
Status: offline
The Repcrashing is pretty much caused by how difficult it is to tell whether a given ship you happen to be looking at right now is a neutral ship or a hostile ship, given that the crosshairs show up the same over all of them, and, frankly, even if it *WAS* a neutral ship, it shouldn't be in your space, anyway. The colors aren't exactly distinctive, given that the ship tilesets are not unique and the color of a ship is a thin, barely distinguishable one-pixel triangular outline, with a color frequently similar to those of the other 19 empires. There needs to be some visual indication that you are about to order a ship to fire on a neutral ship.

Otherwise it's just SO much easier to be at war with everyone.

(in reply to Rustyallan)
Post #: 4
RE: unkillable AI ship and other issues - 5/9/2010 5:34:07 PM   
Rustyallan

 

Posts: 193
Joined: 4/27/2010
Status: offline
quote:

ORIGINAL: Fishman

The Repcrashing is pretty much caused by how difficult it is to tell whether a given ship you happen to be looking at right now is a neutral ship or a hostile ship, given that the crosshairs show up the same over all of them, and, frankly, even if it *WAS* a neutral ship, it shouldn't be in your space, anyway. The colors aren't exactly distinctive, given that the ship tilesets are not unique and the color of a ship is a thin, barely distinguishable one-pixel triangular outline, with a color frequently similar to those of the other 19 empires. There needs to be some visual indication that you are about to order a ship to fire on a neutral ship.
I have no idea what any of that has to do with what happened with this game. Nothing, so far as I can tell...

quote:

Otherwise it's just SO much easier to be at war with everyone.
I agree 100%. I was just trying to put it off a little longer, but I can handle it easily now. My current firepower is over 3x the combined might of all the other empires.

(in reply to Fishman)
Post #: 5
RE: unkillable AI ship and other issues - 5/9/2010 5:40:26 PM   
Rustyallan

 

Posts: 193
Joined: 4/27/2010
Status: offline
And something else that can be seen in the save is that maintenance costs in the design list don't always match the costs in the design editor.   I notice this particularly with construction ships.  The maintenance is usually more than the initial cost.  Retrofit costs on construction ships are usually 2x the cost of a new ship, making doing so really not worthwhile.

(in reply to Rustyallan)
Post #: 6
RE: unkillable AI ship and other issues - 5/9/2010 5:50:16 PM   
Rustyallan

 

Posts: 193
Joined: 4/27/2010
Status: offline
I reverted to the previous savegame which still shows the backlog of private ships in Geminur fleeing something.  I've loaded it 3 times and all "hung" within a month.  CPU is active so it's not a freeze.  The first two times, I let it run and it hung within a few minutes.  The third time, I paused it, opened some screens to check empire stats for about 45 minutes (long enough for an autosave tokick in), and then unpaused it.  The game then hung within a few minutes... about a game month, around the same time as the other hangs.  

I've uploaded the save. 

(in reply to Rustyallan)
Post #: 7
RE: unkillable AI ship and other issues - 5/9/2010 7:42:39 PM   
Rustyallan

 

Posts: 193
Joined: 4/27/2010
Status: offline
And something new I just noticed.  When I go to Virgissu 4 space port and view the design for it, the weapons panel shows epsilon torpedoes while the component list shows impact assault blasters.  I've only checked this one, but I noticed another that appeared to be firing torpedoes, yet when I checked the design, it showed blasters.


(in reply to Rustyallan)
Post #: 8
RE: unkillable AI ship and other issues - 5/9/2010 8:44:32 PM   
Rustyallan

 

Posts: 193
Joined: 4/27/2010
Status: offline
Something new that's interesting... Moon YE244 in Melarean has an SSP AND and MSP.

It's a planet that I invaded and immediately queued an SSP at... but there was an MSP there originally that apparently wasn't completely destroyed, and was rebuilt along side the new SSP I requested.


(in reply to Rustyallan)
Post #: 9
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