20130702_222247_capture_001_.jpg
How did that guard ship get there? I'm used to seeing AIs colonising/capturing planets under guard by sacrificing big fleets, but where did the Acirema ship appear from?Rev 6214 - Acirema Guard Ship in weird place
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Rev 6214 - Acirema Guard Ship in weird place
How did that guard ship get there? I'm used to seeing AIs colonising/capturing planets under guard by sacrificing big fleets, but where did the Acirema ship appear from?
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: Rev 6214 - Acirema Guard Ship in weird place
Addenda:
The Acirema homeworld is the planet Lupi a that I'm about to capture in that shot, autosave attached. How did it end up moving? If more details are needed LMK I've not reported a bug before and aren't sure where tog et logfiles from.
(and I can't upload, .sav not alloed and filesize is 1,621Kb, can email or if someone wants to tell me what else is needed instead)
The Acirema homeworld is the planet Lupi a that I'm about to capture in that shot, autosave attached. How did it end up moving? If more details are needed LMK I've not reported a bug before and aren't sure where tog et logfiles from.
(and I can't upload, .sav not alloed and filesize is 1,621Kb, can email or if someone wants to tell me what else is needed instead)
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: Rev 6214 - Acirema Guard Ship in weird place
I've seen acirema guardships all by themselves like that, before, and had always figured them to just be a rare random monster spawn. Looking through the content files now, though, I can't find a reason for them to appear like that. The species effect should only happen in a system with an Acirema colony, and I see no entry for them in the space_monster_spawn_fleets.txt file which specifies the random spawns. Anyone have an idea?
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0
- Geoff the Medio
- Programming, Design, Admin
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Re: Rev 6214 - Acirema Guard Ship in weird place
Sounds similar to (the Kraken Nest part of) this: viewtopic.php?p=61697#p61697
Re: Rev 6214 - Acirema Guard Ship in weird place
Just for reference generally if you want to upload a save file compressing it will do the trick.MatGB wrote:(and I can't upload, .sav not alloed and filesize is 1,621Kb, can email or if someone wants to tell me what else is needed instead)
Can also make it available elsewhere and just provide a link to wherever the file is stored.
Re: Rev 6214 - Acirema Guard Ship in weird place
More bugs I found in Rev. 6214:
1. When 2 "Outpost Base" ships are in the same system, you do not get any choice to place an outpost at all.
[edit] When i choose a ship i can place outposts, however this functions kind of weird[/edit]
2. When you go from Main Menu to "Single Player", cancel and try to "Load Game" the result always is "Error - cannot connect to Server".
As for the ACIREMA_GUARD_SHIP mentioned above, i believe the bug is derived from an incomplete scope in the Acirema race definition.
The scope used is "source", but what is the "location" of a race definition? - Everywhere?
I grepped through the default folder and that's the only code creating Acirema guard ships.
I suggest something like:
This should create Acirema guard ships in all Systems with Acirema on turn 10, 80, 150, 220 & 290, however it's not tested yet.
[edit] I just realize KRAKEN_NEST was mentioned above ... I've put some time into Kraken, Snowflake and Juggernaut script code and am currently testing it. I'll post that package as soon as i'm assured it contains no more bugs.[/edit]
1. When 2 "Outpost Base" ships are in the same system, you do not get any choice to place an outpost at all.
[edit] When i choose a ship i can place outposts, however this functions kind of weird[/edit]
2. When you go from Main Menu to "Single Player", cancel and try to "Load Game" the result always is "Error - cannot connect to Server".
As for the ACIREMA_GUARD_SHIP mentioned above, i believe the bug is derived from an incomplete scope in the Acirema race definition.
The scope used is "source", but what is the "location" of a race definition? - Everywhere?
I grepped through the default folder and that's the only code creating Acirema guard ships.
I suggest something like:
Code: Select all
EffectsGroup
scope = AND [
Species name = "SP_ACIREMA"
Planet
OR [
Turn low = 10 high = 10
Turn low = 80 high = 80
Turn low = 150 high = 150
Turn low = 220 high = 220
Turn low = 290 high = 290
]
Not WithinStarlaneJumps 1 Contains And [
Planet
OwnedBy AnyEmpire
]
]
activation = source
effects = CreateShip "SM_ACIREMA_GUARD"
[edit] I just realize KRAKEN_NEST was mentioned above ... I've put some time into Kraken, Snowflake and Juggernaut script code and am currently testing it. I'll post that package as soon as i'm assured it contains no more bugs.[/edit]
The beauty of travel is visiting foreign countries and meeting new people.
G.Khan
_______________________________________________________________________
All code provided is released under the CC-BY-SA 3.0 and GPL 2.0 or later licenses
G.Khan
_______________________________________________________________________
All code provided is released under the CC-BY-SA 3.0 and GPL 2.0 or later licenses
Re: Rev 6214 - Acirema Guard Ship in weird place
Yes, I had just noticed that yesterday myself, I guess my last fix for multiple outpost ships wasn't quite complete. **edit** I just committed a fix for this.**Cluesen wrote:1. When 2 "Outpost Base" ships are in the same system, you do not get any choice to place an outpost at all.
[edit] When i choose a ship i can place outposts, however this functions kind of weird[/edit]
No, the species effects processing code specifically looks only for planets and ships as Sources, for whatever Species designation they have (if they have one). So adding an extra 'Planet' requirement shouldn't be required here (though if it made a difference to this bug then that would point to the location of the underlying bug). It looks to me like in this case the guardships get created without actually having the Acirema species designation, so they themselves shouldn't trigger this clause (though the snowballing effect if they did might be a better challenge).As for the ACIREMA_GUARD_SHIP mentioned above, i believe the bug is derived from an incomplete scope in the Acirema race definition.
The scope used is "source", but what is the "location" of a race definition? - Everywhere?
Yes, that's all I've found as well. It suggests to me that the problem is either the serialization/deserialization code or with some memory write access problem.I grepped through the default folder and that's the only code creating Acirema guard ships.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0
Re: Rev 6214 - Acirema Guard Ship in weird place
When an empire conquers an Acirema planet and produces ships on it, these ships can currently spawn Acirema guards. So the planet restriction is necessary.Dilvish wrote:No, the species effects processing code specifically looks only for planets and ships as Sources, for whatever Species designation they have (if they have one). So adding an extra 'Planet' requirement shouldn't be required here (though if it made a difference to this bug then that would point to the location of the underlying bug).
All released under the GNU GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0 licences.
Re: Rev 6214 - Acirema Guard Ship in weird place
Agreed, i completely oversaw that.
Also there should be
added to the scope to prevent captured Acirema planets from producing guards as well.
Also there should be
Code: Select all
Not owned by AnyEmpire
The beauty of travel is visiting foreign countries and meeting new people.
G.Khan
_______________________________________________________________________
All code provided is released under the CC-BY-SA 3.0 and GPL 2.0 or later licenses
G.Khan
_______________________________________________________________________
All code provided is released under the CC-BY-SA 3.0 and GPL 2.0 or later licenses
- Geoff the Medio
- Programming, Design, Admin
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- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Rev 6214 - Acirema Guard Ship in weird place
Most of these conditions should be left in the activation, as evaluating it is faster than the scope, which might potentially have to check all objects in the universe. The activation condition tests only the source object, before the scope condition is run, and if the source doesn't match, the scope doesn't need to be run at all. Since in this case the effect acts only on the source object anyway, the result is the same.
Re: Rev 6214 - Acirema Guard Ship in weird place
hi,
when i saw u go into kraken code i remembered one thing
that also occured in one of the latest versions :
genome bank didn´t help against the biological attack of a kraken,
as i would have expected from the description of the bank
when i saw u go into kraken code i remembered one thing
that also occured in one of the latest versions :
genome bank didn´t help against the biological attack of a kraken,
as i would have expected from the description of the bank
Re: Rev 6214 - Acirema Guard Ship in weird place
Back to original Guard Ship weirdness.
Now playing #6228, attached is a zip of two save games, auto from #150 and when I noticed it going through stat report in #151. Screenshot 0f #151 also attached.
In #150, I'd hit a few AI scouts at Typhon and all ships in the system were mine. Start of #151, three guard ships appear there. I reloaded from autosave, repeated turn 150, hit end turn, and it repeated.
ETA: there's another in 'deep space' bottom left of the map just north of cannon. Again, it wasn't there in #150.
Now playing #6228, attached is a zip of two save games, auto from #150 and when I noticed it going through stat report in #151. Screenshot 0f #151 also attached.
In #150, I'd hit a few AI scouts at Typhon and all ships in the system were mine. Start of #151, three guard ships appear there. I reloaded from autosave, repeated turn 150, hit end turn, and it repeated.
ETA: there's another in 'deep space' bottom left of the map just north of cannon. Again, it wasn't there in #150.
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.
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13587
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Rev 6214 - Acirema Guard Ship in weird place
The explanation given earlier in this thread appears to apply in this case. On turn 150, objects with species Acirema spawn guard ships. You have 5 Acirema ships there or arriving at Typhon on turn 151. Between turns 150 and 151, 5 Acrirema guard ships spawn there.
Re: Rev 6214 - Acirema Guard Ship in weird place
Oh gods...Geoff the Medio wrote:On turn 150, objects with species Acirema spawn guard ships
Objects with species Acirema.
They're not coming from nearby Ac planets. They're coming from my Acirema crewed ships (the extra down south spawned where there's a scout ship, and virtually all my ships are being built around my Acirema planets for the obvious shield benefits).
I don't think it makes sense that my ships are spawning monsters they then have to fight
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.
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13587
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Rev 6214 - Acirema Guard Ship in weird place
It probably wasn't intended to be that way. You could addMatGB wrote:I don't think it makes sense that my ships are spawning monsters they then have to fight
"Planet" (without quotes) within the AND condition in the activation condition of the EffectsGroup that creates the ships in the Acirema species definition of species.txt.