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Automation and smuggling bugs... - 5/29/2013 12:29:18 PM   
Gorofin

 

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I verify/found several bugs in 1.902 as pirate:

1. Automation for scouts is on, but not working. I saw that right after making a new game. Deactivating and activating automation fix this (for a time).

2. Same with private ships. That seems that this can be fixed with reloading. In this case the empire stalls too.

3. If I like to build a mining station or space port at an often from enemys visited place, it happens that than 2+ unfinished ports are build. I paid for every restart of building the port. So the automation never finish these project. I think i has to do with the star movement, the unfinished parts mostly laid in same distant to each other. I saw that in 1.7 too.

4. I saw and uploaded a problem with smuggling. I managed it to capture an empire space port and this planet offer a smuggling mission. A lot of free trader used it as base for the planet. I got 50K+ from that mission, but no money went to my balance.

5. The space port do not generate influence at th planet ...



< Message edited by Gorofin -- 5/29/2013 12:32:30 PM >
Post #: 1
RE: Automation and smuggling bugs... - 5/30/2013 9:54:35 AM   
Gorofin

 

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Hi, I started again a new game with 1.903 as pirate.

I got stucked scouts, private ships and research again in the first game after starting DW.
I saved the game and wait a few month for changes. Nothing happend. Then I reloaded the savegame from within the game twice, no changes. I left the game to the main menu and loaded the savegame: the scouts started to scout, research is working. Problem is gone.

I loaded the savegame after restarting DW from the menu first, then 2 times from within the game, all stucked again. Left the game to the menu, load the savegame there and it worked again.

My conclusion, for the first game (new generated or loaded, doesn't matter) some automatic functions are not set up correctly.

(in reply to Gorofin)
Post #: 2
RE: Automation and smuggling bugs... - 5/30/2013 11:53:56 AM   
jomarmont

 

Posts: 12
Joined: 5/30/2013
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Hello,

It is my first post but I have been watching for a while.
I have no words to describe the greatness of this game.
It is an excellent example of creative art.
That said I would like to mention that I am also experiencing the "private sector and escorts stuck" bug.
It is just as Gorofin describes above.
My system specs are:
Windows 7 Pro 64 bit
Intel Core 2 Duo E6850 3GHz
4Gb RAM
ATI HD 6770
Creative Soud Blaster XFi Elite Pro

Cheers

(in reply to Gorofin)
Post #: 3
RE: Automation and smuggling bugs... - 5/30/2013 8:06:44 PM   
Bloodly

 

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Joined: 4/14/2010
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It's still here, huh? I understand that the makers are likely working double-time to update and track whatever this is down. Even so, it's very frustrating on our end, too. It's the heart of the game, after all.

(in reply to jomarmont)
Post #: 4
RE: Automation and smuggling bugs... - 5/30/2013 9:18:07 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
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Hello Jomarmont,

Are you also updated to 1.9.0.3 and still seeing this with 1.9.0.3?

For those that are seeing this, is it only when playing as pirates or also when playing as a normal empire?

Regards,

- Erik


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Bloodly)
Post #: 5
RE: Automation and smuggling bugs... - 5/30/2013 9:37:05 PM   
Raap

 

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The only automation problem I seem to be experiencing( except suicidal ships), playing pirate mode, is that my gas extractor ships won't do any work. They'll just sit outside whichever station they were built at. My mining ships, which are of the same design just with mining instead of extraction modules, all work great. I've lots of fuel so it's not a practical problem for me, but it's still rather odd. Do they do some sort of check and stop working if you have 'too much fuel in storage'?

(in reply to Erik Rutins)
Post #: 6
RE: Automation and smuggling bugs... - 5/30/2013 9:41:03 PM   
jomarmont

 

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Joined: 5/30/2013
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Hello,

Playing 1.9.0.3. Only happens when playing pirates.
One suggestion: I was playing a pirate game (saving and reloading to make the private sector work) and was able to run into a 200,000 plus debt and nothing happened. This happened while I successfully fixed an entire fleet of alien ships and ship maintenance spending blew up the roof. I kept the fleet in order to rain misery on rivals but it just looked weird that I was able to just run into debt and keep everything running smoothly (except building new stuff off course). After a while the game just crashed but it was fun while it lasted.

Cheers
Jomar

(in reply to Erik Rutins)
Post #: 7
RE: Automation and smuggling bugs... - 6/1/2013 8:13:36 PM   
jomarmont

 

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Joined: 5/30/2013
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Hi,
Version 1.9.0.4. Automation bug is still there. Whenever I start a pirate game the private sector and explorers do not move until save/reload is done.

(in reply to jomarmont)
Post #: 8
RE: Automation and smuggling bugs... - 6/1/2013 9:33:10 PM   
Gorofin

 

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Hi,

I played with the bug a little bit in 1.903. To the old effects I found new one. I hope this help to hunt the bug down.

Old:
1. Automated ships are inactive.
2. Private ships are inactive -> No economy.
3. No automatic research.
4. Happens with the very first game (before going to the main menu), after loading DW, for pirate fractions only.

New:
5. Characters are not active, Intelligence Agents have "no mission", given missions will be never completed.
6. I left the game for almost 19 years alone, then I was raped by an empire. But, I never get contact to another pirate fraction. So it seem that every pirate fraction was not working, too. The normal empire fraction seems to work normal.

Short tests with 1.904 shows the same.

(in reply to jomarmont)
Post #: 9
RE: Automation and smuggling bugs... - 6/1/2013 9:58:38 PM   
AstroCat


Posts: 440
Joined: 7/31/2003
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I have noticed that some animations (visual effects) and SFX do not play after you save and load a game, perhaps this is related? Maybe there is are some bugs in the save game file system in 1.9.0.0 and up. This behavior was not there prior to the Shadows release.

My post with a saved game that has the problem.

(in reply to Gorofin)
Post #: 10
RE: Automation and smuggling bugs... - 6/1/2013 10:16:13 PM   
Gorofin

 

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No, the animations looked ok for me. But i didn't played much in this situation...

(in reply to AstroCat)
Post #: 11
RE: Automation and smuggling bugs... - 6/1/2013 11:14:08 PM   
AstroCat


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Can you try zooming on a lightning strike (CTRL+left mouse click) and see if you here the thunder SFX play? As well the screen should be "foggy" in a storm cloud area and the screen should flash as the Thunder SFX is playing.

This works when you create a new game or play any game prior to Shadows. With Shadows when you save and load your new game these effects are missing. It's like they don't work on saves, only new games.

(in reply to Gorofin)
Post #: 12
RE: Automation and smuggling bugs... - 6/2/2013 1:30:29 AM   
Magnatude

 

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New update! cool... I just got on here to say I was having some problems with automation...
Upon starting a new game it was hit/miss if my freighters/miners would automate.
2/3 of the time they would sit and not take on the smuggling missions... or I try to make them do a mission and get no movement... dead.

I just downloaded the update so, I hope this works... the games that did have 100% automation were really cool.

(in reply to AstroCat)
Post #: 13
RE: Automation and smuggling bugs... - 6/2/2013 5:11:31 AM   
Magnatude

 

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OK...played for a bit with the new update.

Bummer... it killed my saves from the previous version.
As for the Automation problem, it appears to be taken care of.

But I did find a new "bug"... 1st Fleet seems to always get erased. Anything designated as 2nd or above works fine.
When I say erased, I mean the Fleet label detaches from the group of ships and ceases to be a "fleet"... the ships are ok. I've played 3 different games and all 3 had this incident.

(in reply to Magnatude)
Post #: 14
RE: Automation and smuggling bugs... - 6/2/2013 7:10:58 AM   
Bloodly

 

Posts: 94
Joined: 4/14/2010
Status: offline
Still here with 1.9.0.4. It's ONLY Pirate. Normal empires are fine. It's not 'just' automation, but events also-the first thing that usually happens when saving and loading is an event happens.

My processor is a Pentium Dual Core E5700.
2 GB Ram.
Nvidia GT660 graphics card.
Windows XP



< Message edited by Bloodly -- 6/2/2013 9:57:17 AM >

(in reply to Magnatude)
Post #: 15
RE: Automation and smuggling bugs... - 6/3/2013 2:02:33 AM   
jomarmont

 

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Joined: 5/30/2013
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Yep, it is as Bloodly says.
It is still very much there on pirate games.

(in reply to Bloodly)
Post #: 16
RE: Automation and smuggling bugs... - 6/3/2013 2:09:42 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
FYI the updates don't kill your previous save files. Each version simply has its own save folder. To access your previous save files, just navigate up a folder and then to the previous version's save folder.

Thank you for the ongoing feedback on this. We've got this as our top priority right now, we were hoping 1.9.0.4 would address it but we'll keep working on it.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to jomarmont)
Post #: 17
RE: Automation and smuggling bugs... - 6/3/2013 8:04:30 AM   
Bloodly

 

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Frankly, I wish I could tell you more.

(in reply to Erik Rutins)
Post #: 18
RE: Automation and smuggling bugs... - 6/5/2013 2:58:45 AM   
Roughlove

 

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had this problem today as well, playing Pirates with the 1.9.0.4 version. Freighters never moved, tech never researched, intelligence agents never completed their missions (each agent's little "time left on mission" said that the mission was completed at the proper time, but they were never actually finished, no event notification.) I also noticed that in all the independent colonies I found, there were a bunch of private freighters doing nothing. I quit the game, never tried reloading. The game was a 10x10 on normal with 700 systems and 11 other races. My race was Kelvoran or whatever, the spy-badgers.

Edit: oh, was playing the Smuggler path, btw.

< Message edited by Roughlove -- 6/5/2013 2:59:56 AM >

(in reply to Bloodly)
Post #: 19
RE: Automation and smuggling bugs... - 6/7/2013 10:39:51 PM   
Roughlove

 

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Joined: 6/5/2013
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The bug is still there in 1.9.0.5

Every time I start as a smuggler, I have to save and reload the game from the main menu. Aside from what I already mentioned above, one thing I noticed is that when nothing is moving, my freighters are all tagged in my military colors, instead of the civilian grey. And I don't know if it's related or not, but about 1/2 the time I start a game, there's a space monster attacking my base. Even though none of my civilian ships will perform any missions, they always start out on escape missions away from the monster(after which they perma-idle.) And it's not just freighters, but also my construction ship.

And I still don't receive any events until I reload...once I reload the game, there's usually an immediate coup d'etat that ousts my leader as soon as the game loads, as well as a bunch of protection treaty suggestions.

(in reply to Roughlove)
Post #: 20
RE: Automation and smuggling bugs... - 6/8/2013 10:59:50 AM   
Menzoberranzan

 

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Joined: 6/8/2013
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I'm finding the same results as described above when starting a game as either a Smuggler or Balanced pirate.

Though, the save and reload trick does not seem to work for me.

(in reply to Roughlove)
Post #: 21
RE: Automation and smuggling bugs... - 6/8/2013 1:44:25 PM   
jomarmont

 

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Joined: 5/30/2013
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Bug is still there on 1.9.0.5.
Just started a smuggler pirate game and private sector, explorer ships, etc do not move.
For ships under direct control all you have to do is to remove automation and then automate again. This will set them on their way.
However the private sector is not under your control so the solution is to save the game, quit the game to the main menu and reload the game.
This always happens when I start the game (the game DW not an empire). When I start the game and load a game that was working, I have to go through the save, quit to menu and reload in order to make it work.
I have an impression that sometimes the private sector stop working after the game has been "fixed" but I am not sure.
As other point out, it appears that some features of the game freeze while others keep on running. Suppose you start a game and make it work...or load a game that is quite advanced but is so excited that you forget to save and reload. After a while the bug creeps in (again I am sure it always happens when you start DW but I am not sure if the bug has the ability to appear in an ongoing game that has been saved and reloaded) and you will notice something is wrong when your economy tanks (the private sector is stuck) and once you go through the save/reload cycle you immediately get a cascade of event reports.
Hope it helps.

(in reply to Menzoberranzan)
Post #: 22
RE: Automation and smuggling bugs... - 6/8/2013 1:54:16 PM   
jomarmont

 

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Joined: 5/30/2013
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By the way...so far in this thread I can see me and Bloodly have older hardware.
Is this happening with current hardware as well?

(in reply to jomarmont)
Post #: 23
RE: Automation and smuggling bugs... - 6/9/2013 5:42:05 AM   
Roughlove

 

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yeah my comp is fairly old...1.8ghz processor with 4gb of ram, running on 32bit vista (I think.)

(in reply to jomarmont)
Post #: 24
RE: Automation and smuggling bugs... - 6/10/2013 2:28:32 PM   
Gorofin

 

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Joined: 12/30/2012
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I got this problems with my old notebook C2D 2,4Ghz with 4 GB RAM and Win 7 64 Bit, but DW runs smooth.
So I changed to my desktop PC (I5, with 8 GB RAM), tried to reproduce the problem with one of my savegame, I couldn't.
There I don't have the bug. Maybe it's RAM/"slow swop drive" sensitive ;).

I had problems to hear the Thunder SFX sometimes, I found no system, but I look that it has nothing to do with the automation bug.
And it's not really important.

(in reply to Roughlove)
Post #: 25
RE: Automation and smuggling bugs... - 6/12/2013 12:29:03 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
We really thought 1.9.0.5 had this completely addressed - some of it was thread issues, which we are confident are entirely resolved, the rest was the game working as designed, but not optimally in that some smuggling missions were still displayed as active when they should have been removed. 1.9.0.5 should have addressed that.

The reports saying that this is specific to older processors makes me wonder about threading (and hyperthreading) again. Does anyone else have two systems, one older and one newer and can confirm that this issue only appears on the older system?

Regards,

- Erik


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Gorofin)
Post #: 26
RE: Automation and smuggling bugs... - 6/12/2013 7:24:05 PM   
Menzoberranzan

 

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I have the problem on an AMD E-450 based laptop with 8Gb RAM (Win7 64 bit) and on my wife's AMD A-6 based desktop with 6Gb RAM (Win8).

The problem only exists for Smuggler or Balanced pirate starts, not Raider or Mercenary.

< Message edited by Menzoberranzan -- 6/12/2013 7:41:28 PM >

(in reply to Erik Rutins)
Post #: 27
RE: Automation and smuggling bugs... - 6/14/2013 9:15:07 AM   
elliotg


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Thanks for the reports and additional details.

This is fixed in the 1.9.0.6 update, which should be available tomorrow.

Elliot

(in reply to Gorofin)
Post #: 28
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