Starlane drive oddity
Moderator: Oberlus
Forum rules
Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
-
- Space Kraken
- Posts: 189
- Joined: Tue May 16, 2017 3:42 am
- Location: Catalonia, France, Europe, Earth, Sol, Orion Arm, Milky Way, Virgo Cluster
Starlane drive oddity
Playing 0.4.7 60d06dc, Linux(CMake) build.
As you can see in the screenshot, I tried to relocate two planets from system Fehu ε to system Brey α. You'll notice that Fehu ε II didn't move at all (source and target systems being the same) even though the SitRep claims the jump was succesful. Of course, I checked whether the planet did actually move or not (it didn't), there's a beacon on Brey α and none on Fehu ε, and both systems are within range of a lighthouse.
I've moved groups of planets succesfully before, including several times in this game (because, you know, playing Laenfa in an ancient galaxy ), so I wonder if anyone could offer an explanation for this behavior. [EDIT: maybe a #planets per system limit?] Or is it just a bug?
(Side note: I've noticed that when a planet is destroyed in transit, its uncompleted production remains in the production queue - but probably should be removed as well as the planet itself, because what's the point?)
As you can see in the screenshot, I tried to relocate two planets from system Fehu ε to system Brey α. You'll notice that Fehu ε II didn't move at all (source and target systems being the same) even though the SitRep claims the jump was succesful. Of course, I checked whether the planet did actually move or not (it didn't), there's a beacon on Brey α and none on Fehu ε, and both systems are within range of a lighthouse.
I've moved groups of planets succesfully before, including several times in this game (because, you know, playing Laenfa in an ancient galaxy ), so I wonder if anyone could offer an explanation for this behavior. [EDIT: maybe a #planets per system limit?] Or is it just a bug?
(Side note: I've noticed that when a planet is destroyed in transit, its uncompleted production remains in the production queue - but probably should be removed as well as the planet itself, because what's the point?)
- Attachments
-
- Capture du 2017-06-20 12-04-40.png (22.18 KiB) Viewed 1214 times
Re: Starlane drive oddity
Yes, the number of orbits in a system is limited, so you can't pile planets in a system endlessly. How many planets are in that system (Brey α)?Jaumito wrote:maybe a #planets per system limit?
Hm, sounds reasonable. Can you open a github issue for that?I've noticed that when a planet is destroyed in transit, its uncompleted production remains in the production queue - but probably should be removed as well as the planet itself, because what's the point?
-
- Space Kraken
- Posts: 189
- Joined: Tue May 16, 2017 3:42 am
- Location: Catalonia, France, Europe, Earth, Sol, Orion Arm, Milky Way, Virgo Cluster
Re: Starlane drive oddity
7 or 8, if memory serves.Vezzra wrote:Yes, the number of orbits in a system is limited, so you can't pile planets in a system endlessly. How many planets are in that system (Brey α)?
Sure, if you tell me how I am supposed to do that first.Hm, sounds reasonable. Can you open a github issue for that?Jaumito wrote:I've noticed that when a planet is destroyed in transit, its uncompleted production remains in the production queue - but probably should be removed as well as the planet itself, because what's the point?
Re: Starlane drive oddity
Create an account on github.com.Jaumito wrote:Sure, if you tell me how I am supposed to do that first.
Go to https://github.com/freeorion/freeorion -> "Issues" tab -> "New Issue" (green button).
Then follow instructions.
-
- Programmer
- Posts: 389
- Joined: Sun Feb 14, 2016 12:08 am
Re: Starlane drive oddity
I think this is covered by Issue #917 (Confusing sitrep if Planetary Starlane Drive fails).
Any content posted should be considered licensed GNU GPL 2.0 and/or CC-BY-SA 3.0 as appropriate.
Re: Starlane drive oddity
Yup, that's the problem then. The hardcoded max planets per system is 7. If you try to move more planets into a system, then the exact behaviour you observed will happen.Jaumito wrote:7 or 8, if memory serves.Vezzra wrote:Yes, the number of orbits in a system is limited, so you can't pile planets in a system endlessly. How many planets are in that system (Brey α)?
Re: Starlane drive oddity
Ah yes, exactly. Totally forgot about that, although it has been me who opened that issue...dbenage-cx wrote:I think this is covered by Issue #917 (Confusing sitrep if Planetary Starlane Drive fails).
Re: Starlane drive oddity
Is it really a good idea to hard code things like that? I understand a kind of soft limit should be applied during galaxy generation, but after that... I see no problems with piling up planets (aside from the fact, that the further planets should get almost no light from their star).Vezzra wrote:Yup, that's the problem then. The hardcoded max planets per system is 7. If you try to move more planets into a system, then the exact behaviour you observed will happen.Jaumito wrote:7 or 8, if memory serves.Vezzra wrote:Yes, the number of orbits in a system is limited, so you can't pile planets in a system endlessly. How many planets are in that system (Brey α)?
https://github.com/mmoderau
[...] for Man has earned his right to hold this planet against all comers, by virtue of occasionally producing someone totally batshit insane. - Randall Munroe, title text to xkcd #556
[...] for Man has earned his right to hold this planet against all comers, by virtue of occasionally producing someone totally batshit insane. - Randall Munroe, title text to xkcd #556
Re: Starlane drive oddity
There is actually: lag. Having done the "pile em high" thing a few times, if you've got a maxed out system with lots of populated planets and effects that apply to those planets in system (eg microgravity mining or even just a gas giant generator) on most machines the game will lag.em3 wrote: I see no problems with piling up planets (aside from the fact, that the further planets should get almost no light from their star).
If you manage to starlane drive all your planets into one place don't expect the system open, especially production menu, to respond very well on anything but the highest spec machine.
I learnt to play this game on an old netbook, that it doesn't require high end specs is a sales point for me.
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Re: Starlane drive oddity
Fair enough.
https://github.com/mmoderau
[...] for Man has earned his right to hold this planet against all comers, by virtue of occasionally producing someone totally batshit insane. - Randall Munroe, title text to xkcd #556
[...] for Man has earned his right to hold this planet against all comers, by virtue of occasionally producing someone totally batshit insane. - Randall Munroe, title text to xkcd #556