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Amalgamating Complex 9.1 & Warlords 0.60
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ALC

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ireland
PostPosted: Sat Oct 13, 2018 11:29 pm Reply with quote

It took me a while to find the old Map making threads when we were testing the available editors (I've added a link in the second post of the Bar & Grill so I can find the post again when I need it).
We ran a cross an issue with large maps, that above around 2,000,000 Distance Units AI can no longer ‘see’ across a map. I don’t recall if this was linked to the exploding MS issue, but I do remember that the issue occurred on very large maps with large numbers of players.

We were also adjusting some parameters of the starting players, possibly attempting to push it beyond six players, or attempting to specify a fixed AI start player race at a specific location (I do recall that this was one of the things we were trying to do, and that it didn’t work!) that couldn’t be altered. We were also experimenting with placing a MS in the map as a capturable derelict.

Could there be some issue that is causing the MS health to be drained, so that it isn’t actually a bug, but a ‘legal’ process that has been activated by another bug?

It is a pity that it was so long ago, several computers ago, since we were playing around with this, I might be of more help otherwise.

Map editor report thread is here:
http://complex.mastertopforum.com/map-editors-vt1676.html?sid=2ba339353a2887505e3f95f8a90ef757
not sure if it will have anything of use to you.

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ireland
PostPosted: Sun Oct 14, 2018 12:07 am Reply with quote

Btw, don't give up—gotta keep the project alive.

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Jelrak

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canada
PostPosted: Tue Oct 16, 2018 2:20 am Reply with quote

ALC wrote:
It took me a while to find the old Map making threads when we were testing the available editors (I've added a link in the second post of the Bar & Grill so I can find the post again when I need it).
We ran a cross an issue with large maps, that above around 2,000,000 Distance Units AI can no longer ‘see’ across a map. I don’t recall if this was linked to the exploding MS issue, but I do remember that the issue occurred on very large maps with large numbers of players.

We were also adjusting some parameters of the starting players, possibly attempting to push it beyond six players, or attempting to specify a fixed AI start player race at a specific location (I do recall that this was one of the things we were trying to do, and that it didn’t work!) that couldn’t be altered. We were also experimenting with placing a MS in the map as a capturable derelict.

Could there be some issue that is causing the MS health to be drained, so that it isn’t actually a bug, but a ‘legal’ process that has been activated by another bug?

It is a pity that it was so long ago, several computers ago, since we were playing around with this, I might be of more help otherwise.

Map editor report thread is here:
http://complex.mastertopforum.com/map-editors-vt1676.html?sid=2ba339353a2887505e3f95f8a90ef757
not sure if it will have anything of use to you.


Thank you for your efforts in offering assistance...so far nothing similar to what I have been experiencing seems to be in that thread.

As far as I can tell there does not appear to be a legal process that is doing this as the Mothership simply spins away with full health before exploding. In this mod the player actually has two ships that are identified as motherships to the program: the Pride of Hiigara and the Capital City. Both of these ships spin off the map and explode either in short succession or simultaneously. Everything else continues to work until the timer runs down that allows a player to rebuild its mothership without game loss. Clearly there appears some hard-coded fail-safe that indicates that if x occurs, the solution of last resort is to end the life of the player's mothership.

Another interesting detail that occurred on the most recent trial was that when the game year ended the player's income became negative. I have removed the 80 largest ships so far without effect...more to follow.
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ireland
PostPosted: Wed Oct 17, 2018 12:50 am Reply with quote

It occurs to me that there might be an issue with the player having two Motherships. Have you tried removing the Capital City, or downgrading its status to that of a Shipyard, so that there is one Mothership per player?

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Jelrak

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canada
PostPosted: Wed Oct 17, 2018 5:11 am Reply with quote

It is possible, but somewhat odd that it might randomly cause difficulty several hours into a game. Typically what happens is the same four or five ships become invisible and then within about half an hour the motherships spin away. I am testing to see what would happen if they are immediately re-built. I suppose if that fails and nothing else seems reasonable I will remove the second mothership designation.
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ireland
PostPosted: Wed Oct 17, 2018 6:48 pm Reply with quote

I wonder if there is anyone on the Relic forums who might have come across the issue - Mikali comes to mind, over at isometricland dot net. Afaik, he is still active.

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canada
PostPosted: Wed Oct 17, 2018 11:30 pm Reply with quote

I will ask him what he thinks...thank you for the suggestion
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ireland
PostPosted: Thu Nov 01, 2018 2:11 pm Reply with quote

Were you able to get any insights into the problem, I wonder.

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canada
PostPosted: Fri Nov 02, 2018 1:05 am Reply with quote

Unfortunately he had no suggestions...we are on our own on this one
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ireland
PostPosted: Tue Nov 06, 2018 12:19 am Reply with quote

Sad
I do wish I still had the files I encountered this error on, they might have been useful in a diagnosis now.

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Jelrak

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canada
PostPosted: Tue Nov 06, 2018 8:54 am Reply with quote

Ah well not to worry, though they would have been able to provide a great hint...the tests running now will hopeful reveal the mystery before too long
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ireland
PostPosted: Fri Nov 09, 2018 2:48 am Reply with quote

Jelrak wrote:
...the tests running now will hopeful reveal the mystery before too long
Fingers crossed!

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ireland
PostPosted: Sun Jan 20, 2019 9:19 pm Reply with quote

How is the project going...?.

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Jelrak

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canada
PostPosted: Mon Jan 21, 2019 11:49 pm Reply with quote

No such luck. There are too many interconnected scripts that require various amounts of disconnection in order to work for testing purposes. Add to this the fact that the error sometimes only manifests up to four hours into the game and you have a very arduous process to identify it. With my new work schedule this simply has not been feasible.

Yet at the same time I would like to complete this project as soon as possible.
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Jelrak

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canada
PostPosted: Sat Feb 23, 2019 4:35 am Reply with quote

I have decided to simply scale back some of the scripts. It is better to have at least a partial project that works than a completed project that does not.
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