End turn button not working

Problems and solutions for installing or running FreeOrion, including discussion of bugs if needed before posting a bug report on GitHub. For problems building from source, post in Compile.

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VLV
Space Krill
Posts: 6
Joined: Sat Feb 09, 2013 3:41 pm

End turn button not working

#1 Post by VLV »

Hi there

I just installed v0.42, to see if it's more playable than before :p

Yeah, basically I click on the turn button and nothing happens, the button appears as clicked but the other players (AI) don't do anything, and the behavior of the game is as if I hadn't clicked the turn button...

I'd also like to add that in my pc, the fps goes down to 3-4 when I go to the Research pannel, and this also happened in previous versions...

Windows 7 Starter 32-bit

AndrewW
Juggernaut
Posts: 791
Joined: Mon Feb 04, 2013 10:15 pm

Re: End turn button not working

#2 Post by AndrewW »

I've had it where the turn button does that and you can still scroll around and such, but it just takes a bit before it gets to the next turn. Did you wait any to see if this was the case?

Karoushi
Space Squid
Posts: 67
Joined: Sat Feb 09, 2013 6:08 am

Re: End turn button not working

#3 Post by Karoushi »

VLV wrote:Hi there

I just installed v0.42, to see if it's more playable than before :p

Yeah, basically I click on the turn button and nothing happens, the button appears as clicked but the other players (AI) don't do anything, and the behavior of the game is as if I hadn't clicked the turn button...

I'd also like to add that in my pc, the fps goes down to 3-4 when I go to the Research pannel, and this also happened in previous versions...

Windows 7 Starter 32-bit
Try updating all of your drivers for your motherboard, graphics card, sound, everything. Go to your motherboard manufacturer's website to find the drivers.

Update Java? Do windows update too if you haven't.

I was experiencing crashing on a laptop I installed this on until I updated its graphics drivers from the laptop makers website. Works fine on my pc though and it is Very playable. Win7 64bit. You might be having hardware or driver problems.

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Dilvish
AI Lead and Programmer Emeritus
Posts: 4768
Joined: Sat Sep 22, 2012 6:25 pm

Re: End turn button not working

#4 Post by Dilvish »

What size galaxy (number of systems, planet density, and number of empires) were you running with? The very first turn takes as much time as the total of the next many turns thereafter due to various initializing going on, and this is much more significant in larger galaxies.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0

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Geoff the Medio
Programming, Design, Admin
Posts: 13587
Joined: Wed Oct 08, 2003 1:33 am
Location: Munich

Re: End turn button not working

#5 Post by Geoff the Medio »

Sounds like a somewhat underpowered system... Turning off galaxy gas rendering and starfields rendering might help the FPS, and playing with smaller galaxies, less monsters, and fewer AIs could speed up turn times.

You might also want to post the .log files from

C:\Users\UserName\AppData\Roaming\FreeOrion

after starting a game, ending turn, and waiting 30 seconds or so with no ability to continue playing.

Also, if this is the first time playing, make sure you're in windowed mode, and watch for any firewall popups; some mistake FreeOrion interprocess (client-to-server programs) communication as network activity, even though it's all going to localhost.

VLV
Space Krill
Posts: 6
Joined: Sat Feb 09, 2013 3:41 pm

Re: End turn button not working

#6 Post by VLV »

AndrewW wrote:I've had it where the turn button does that and you can still scroll around and such, but it just takes a bit before it gets to the next turn. Did you wait any to see if this was the case?
...several minutes...
Karoushi wrote:Try updating all of your drivers for your motherboard, graphics card, sound, everything. Go to your motherboard manufacturer's website to find the drivers.
I've tried updating the (integrated) graphics card, but it doesn't allow me when installing the update, lol
so my openGL is only at 1.4 XD
But since the game renders fine, that can't be the problem

And Java is at the latest version, 1.7.something
Dilvish wrote:What size galaxy (number of systems, planet density, and number of empires) were you running with? The very first turn takes as much time as the total of the next many turns thereafter due to various initializing going on, and this is much more significant in larger galaxies.
spiral, 61 systems, 3 AIs
Using the "quickstart" does no difference
yeah, before the turn itself begins, it takes some time, but the problem is when hitting the "turn" button...
Geoff the Medio wrote:Sounds like a somewhat underpowered system... Turning off galaxy gas rendering and starfields rendering might help the FPS, and playing with smaller galaxies, less monsters, and fewer AIs could speed up turn times.
Yep, it's not a very powerful system, 1Gb ram, Pentium 1 Core, XD ,but I've optimized it, and before "gaming" I tweak it even more, but the "gaming" tweak does not make any difference for this problem, and the general optimizations shouldn't be either...
The previous version worked fine, but I'll try tomorrow to see if it still does, since the tweaks were made after I've played the previous version...
Also, if this is the first time playing, make sure you're in windowed mode, and watch for any firewall popups; some mistake FreeOrion interprocess (client-to-server programs) communication as network activity, even though it's all going to localhost.
window mode is not the cause...
neither should the network stuff be, since I allowed f.Orion for any network
firewall and AV is not an issue

-------------------------
I noticed that after closing the game the proper way (in game menu), there were still 3 processes named something like "orionAC.exe" running, I had to terminate them manually...

I have several windows services disabled by "default", if there is any service strictly required for the game to run, but not for usual pc using, it might be the cause, but I won't bother checking countless services one by one...

I noticed 2 suspect error stuffs in the log file...


It would be really great to get f.Orion running, since my pc is too powerful for most cool games XD

---------------------------The log file--------------------------------
2013-02-09 19:11:26,148 DEBUG Client : OpenAL initialized. Version 1.1Renderer SoftwareVendor Creative Labs Inc.
Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE

2013-02-09 19:11:29,261 DEBUG Client : ProductionWindow: app-width: 1024 ; windowed width: 1024
2013-02-09 19:11:29,323 DEBUG Client : BuildDesignatorWnd::BuildSelector::Refresh()
2013-02-09 19:11:32,991 DEBUG Client : Limited FPS to 25
2013-02-09 19:11:33,046 DEBUG Client : HumanClientApp::HumanClientApp window size: 1016x573 at 0x0
2013-02-09 19:11:33,087 DEBUG Client : OpenGL Version Number: 1.4
2013-02-09 19:11:33,087 ERROR Client : OpenGL Version is less than 2.0 (official required) or 1.5 (usually works). FreeOrion may crash when trying to start a game.
!!!---. not the problem since it doesn't crash, and renders fine...
2013-02-09 19:11:33,141 DEBUG Client : (HumanClientFSM) IntroMenu
2013-02-09 19:11:33,180 DEBUG Client : (HumanClientFSM) IntroMenuIdle
2013-02-09 19:11:34,045 DEBUG Client : HumanClientApp::Enter2DMode()
2013-02-09 19:11:58,168 DEBUG Client : (HumanClientFSM) IntroMenu.HostSPGameRequested
2013-02-09 19:11:58,168 DEBUG Client : (HumanClientFSM) ~IntroMenuIdle
2013-02-09 19:11:58,168 DEBUG Client : (HumanClientFSM) ~IntroMenu
2013-02-09 19:11:58,168 DEBUG Client : (HumanClientFSM) WaitingForSPHostAck
2013-02-09 19:11:58,212 DEBUG Client : (HumanClientFSM) WaitingForSPHostAck.HostSPGame
2013-02-09 19:11:58,241 DEBUG Client : BuildDesignatorWnd::BuildSelector::Refresh()
2013-02-09 19:11:58,242 DEBUG Client : (HumanClientFSM) ~WaitingForSPHostAck
2013-02-09 19:11:58,242 DEBUG Client : (HumanClientFSM) PlayingGame
2013-02-09 19:11:58,242 DEBUG Client : (HumanClientFSM) WaitingForTurnData
2013-02-09 19:11:58,242 DEBUG Client : (HumanClientFSM) WaitingForTurnDataIdle
2013-02-09 19:11:58,260 DEBUG Client : (HumanClientFSM) WaitingForTurnData.TurnProgress
2013-02-09 19:12:06,896 DEBUG Client : (HumanClientFSM) WaitingForTurnData.TurnProgress
2013-02-09 19:12:19,651 DEBUG Client : (HumanClientFSM) WaitingForTurnData.GameStart
2013-02-09 19:12:19,682 DEBUG Client : Initializing AlignmentManager
2013-02-09 19:12:19,779 DEBUG Client : ExtractMessage empire deserialization time 128
2013-02-09 19:12:19,793 DEBUG Client : Universe::serialize : (de)serializing universe width
2013-02-09 19:12:19,793 DEBUG Client : Universe::serialize : (de)serializing ship designs
2013-02-09 19:12:20,788 DEBUG Client : Universe::serialize : (de)serializing empire object visibility
2013-02-09 19:12:20,806 DEBUG Client : Universe::serialize : (de)serializing actual objects
2013-02-09 19:12:20,808 DEBUG Client : Universe::serialize : (de)serializing empre known objects
2013-02-09 19:12:20,808 DEBUG Client : Universe::serialize : (de)serializing last allocated ids
2013-02-09 19:12:20,808 DEBUG Client : Universe::serialize : (de)serializing done
2013-02-09 19:12:20,808 DEBUG Client : Universe::serialize : Swapping old/new data
2013-02-09 19:12:20,809 DEBUG Client : ExtractMessage universe deserialization time 1030
2013-02-09 19:12:20,853 DEBUG Client : Autosaving to: C:\Users\VLTFV\AppData\Roaming\FreeOrion\save\auto\FreeOrion_VLV_Makatai_0001_20130209_191220.sav
2013-02-09 19:12:20,856 DEBUG Client : (HumanClientFSM) ~WaitingForTurnDataIdle
2013-02-09 19:12:20,857 DEBUG Client : (HumanClientFSM) ~WaitingForTurnData
2013-02-09 19:12:20,857 DEBUG Client : (HumanClientFSM) PlayingTurn
2013-02-09 19:12:20,874 DEBUG Client : Initializing turn 1
2013-02-09 19:12:20,874 DEBUG Client : Mapwnd Init -- Setting Accelerators
2013-02-09 19:12:20,889 DEBUG Client : Universe::InitMeterEstimatesAndDiscrepancies
2013-02-09 19:12:20,891 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:12:21,538 DEBUG Client : Type times: planet species: 46 ship species: 3 specials: 329 techs: 0 buildings: 268 hulls/parts: 1 fields: 0
2013-02-09 19:12:21,539 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 17 objects time: 650
2013-02-09 19:12:21,539 DEBUG Client : MapWnd::UpdateMeterEstimates
2013-02-09 19:12:21,540 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:12:21,547 DEBUG Client : Type times: planet species: 2 ship species: 4 specials: 0 techs: 0 buildings: 1 hulls/parts: 0 fields: 0
2013-02-09 19:12:21,548 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 17 objects time: 9
2013-02-09 19:12:21,549 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:12:21,553 DEBUG Client : Type times: planet species: 1 ship species: 2 specials: 0 techs: 1 buildings: 0 hulls/parts: 0 fields: 0
2013-02-09 19:12:21,556 DEBUG Client : Universe::ExecuteEffects time: 2
2013-02-09 19:12:21,556 DEBUG Client : MapWnd::InitTurn getting known starlanes and visible systems and visible objects time: 0
2013-02-09 19:12:21,556 DEBUG Client : MapWnd::InitTurnRendering
2013-02-09 19:12:22,993 DEBUG Client : MapWnd::InitSystemRenderingBuffers
2013-02-09 19:12:23,460 DEBUG Client : MapWnd::InitStarlaneRenderingBuffers
2013-02-09 19:12:23,533 DEBUG Client : ========= Production Update for empire: 1 ========
2013-02-09 19:12:23,538 DEBUG Client : MapWnd::MidTurnUpdate
2013-02-09 19:12:23,538 DEBUG Client : MapWnd::InitTurnRendering
2013-02-09 19:12:23,546 DEBUG Client : MapWnd::InitSystemRenderingBuffers
2013-02-09 19:12:23,547 DEBUG Client : MapWnd::InitStarlaneRenderingBuffers
2013-02-09 19:12:23,563 DEBUG Client : ========= Production Update for empire: 2 ========
2013-02-09 19:12:23,563 DEBUG Client : ========= Production Update for empire: 3 ========
2013-02-09 19:12:23,566 DEBUG Client : ========= Production Update for empire: 4 ========
2013-02-09 19:12:23,566 DEBUG Client : MapWnd::InitTurn getting known starlanes and visible systems time: 42
2013-02-09 19:12:23,566 DEBUG Client : Tech Tree Layout Preparing Tech Data
2013-02-09 19:12:27,656 DEBUG Client : Tech Tree Layout Doing Graph Layout
2013-02-09 19:12:27,662 DEBUG Client : Tech Tree Layout Creating Panels
2013-02-09 19:12:27,671 DEBUG Client : Tech Tree Layout Done
2013-02-09 19:12:27,673 DEBUG Client : MapWnd::InitTurn research wnd refresh time: 4107
2013-02-09 19:12:27,673 DEBUG Client : MapWnd::InitTurn sidepanel refresh time: 0
2013-02-09 19:12:27,677 DEBUG Client : ProductionWnd::UpdateQueue()
2013-02-09 19:12:27,677 DEBUG Client : BuildDesignatorWnd::BuildSelector::Refresh()
2013-02-09 19:12:27,686 DEBUG Client : MapWnd::InitTurn m_production_wnd refresh time: 13
2013-02-09 19:12:27,686 DEBUG Client : MapWnd::UpdateMeterEstimates
2013-02-09 19:12:27,687 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:12:27,697 DEBUG Client : Type times: planet species: 2 ship species: 2 specials: 5 techs: 0 buildings: 1 hulls/parts: 0 fields: 0
2013-02-09 19:12:27,698 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 15 objects time: 12
2013-02-09 19:12:28,741 DEBUG Client : GetRotatingPlanetData time: 43
2013-02-09 19:12:29,001 DEBUG Client : RotatingPlanetControl::Refresh time: 303
2013-02-09 19:12:29,366 DEBUG Client : RotatingPlanetControl::Refresh time: 191
2013-02-09 19:12:29,595 DEBUG Client : RotatingPlanetControl::Refresh time: 2
2013-02-09 19:12:29,751 DEBUG Client : Tech Tree Layout Preparing Tech Data
2013-02-09 19:12:30,651 DEBUG Client : Tech Tree Layout Doing Graph Layout
2013-02-09 19:12:30,659 DEBUG Client : Tech Tree Layout Creating Panels
2013-02-09 19:12:30,680 DEBUG Client : Tech Tree Layout Done
2013-02-09 19:12:30,680 DEBUG Client : Tech List Box Populating
2013-02-09 19:12:31,747 DEBUG Client : Tech List Box Done Populating
2013-02-09 19:12:31,748 DEBUG Client : Creation time=927ms
2013-02-09 19:12:31,748 DEBUG Client : Insertion time=137ms
2013-02-09 19:12:31,795 DEBUG Client : MapWnd::DispatchFleetsExploring called
2013-02-09 19:12:38,723 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:12:38,730 DEBUG Client : Type times: planet species: 4 ship species: 2 specials: 0 techs: 1 buildings: 0 hulls/parts: 0 fields: 0
2013-02-09 19:12:38,731 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 1 objects time: 7
2013-02-09 19:12:38,736 DEBUG Client : RotatingPlanetControl::Refresh time: 3
2013-02-09 19:12:38,747 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:12:38,750 DEBUG Client : Type times: planet species: 0 ship species: 3 specials: 0 techs: 0 buildings: 0 hulls/parts: 0 fields: 0
2013-02-09 19:12:38,751 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 1 objects time: 4
2013-02-09 19:13:29,406 DEBUG Client : SelectedShipsChanged starting...
2013-02-09 19:13:29,407 DEBUG Client : MapWnd::UpdateMeterEstimates
2013-02-09 19:13:29,407 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:13:29,412 DEBUG Client : Type times: planet species: 2 ship species: 2 specials: 0 techs: 0 buildings: 1 hulls/parts: 0 fields: 0
2013-02-09 19:13:29,413 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 2 objects time: 6
2013-02-09 19:13:29,477 DEBUG Client : RotatingPlanetControl::Refresh time: 3
2013-02-09 19:13:31,393 DEBUG Client : SelectedShipsChanged starting...
2013-02-09 19:13:31,393 DEBUG Client : MapWnd::UpdateMeterEstimates
2013-02-09 19:13:31,394 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:13:31,401 DEBUG Client : Type times: planet species: 3 ship species: 3 specials: 0 techs: 0 buildings: 0 hulls/parts: 1 fields: 0
2013-02-09 19:13:31,402 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 2 objects time: 9
2013-02-09 19:13:31,426 DEBUG Client : RotatingPlanetControl::Refresh time: 3
2013-02-09 19:13:31,583 DEBUG Client : RotatingPlanetControl::Refresh time: 2
2013-02-09 19:13:31,600 DEBUG Client : MapWnd::DispatchFleetsExploring called
2013-02-09 19:13:32,688 DEBUG Client : SelectedShipsChanged starting...
2013-02-09 19:13:32,688 DEBUG Client : MapWnd::UpdateMeterEstimates
2013-02-09 19:13:32,688 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:13:32,693 DEBUG Client : Type times: planet species: 2 ship species: 2 specials: 1 techs: 0 buildings: 0 hulls/parts: 0 fields: 0
2013-02-09 19:13:32,736 DEBUG Client : Universe::ExecuteEffects time: 43
2013-02-09 19:13:32,736 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 2 objects time: 48
2013-02-09 19:13:32,796 DEBUG Client : RotatingPlanetControl::Refresh time: 3
2013-02-09 19:13:34,733 DEBUG Client : SelectedShipsChanged starting...
2013-02-09 19:13:34,733 DEBUG Client : MapWnd::UpdateMeterEstimates
2013-02-09 19:13:34,733 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:13:34,740 DEBUG Client : Type times: planet species: 4 ship species: 2 specials: 0 techs: 1 buildings: 0 hulls/parts: 0 fields: 0
2013-02-09 19:13:34,741 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 2 objects time: 8
2013-02-09 19:13:34,816 DEBUG Client : RotatingPlanetControl::Refresh time: 3
2013-02-09 19:13:34,836 DEBUG Client : RotatingPlanetControl::Refresh time: 2
2013-02-09 19:13:34,927 DEBUG Client : RotatingPlanetControl::Refresh time: 44
2013-02-09 19:13:34,991 DEBUG Client : MapWnd::DispatchFleetsExploring called
2013-02-09 19:13:40,272 DEBUG Client : SelectedShipsChanged starting...
2013-02-09 19:13:40,272 DEBUG Client : MapWnd::UpdateMeterEstimates
2013-02-09 19:13:40,272 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:13:40,280 DEBUG Client : Type times: planet species: 5 ship species: 2 specials: 1 techs: 0 buildings: 0 hulls/parts: 0 fields: 0
2013-02-09 19:13:40,281 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 2 objects time: 9
2013-02-09 19:13:43,917 DEBUG Client : MapWnd::EndTurn
2013-02-09 19:13:43,917 DEBUG Client : Current Output (turn 1) RP/PP: 0.476186 (5/10.5)
2013-02-09 19:13:43,917 DEBUG Client : EmpireColors: 0 255 0 255
2013-02-09 19:13:43,925 DEBUG Client : (HumanClientFSM) PlayingTurn.TurnEnded
2013-02-09 19:13:43,925 DEBUG Client : (HumanClientFSM) ~PlayingTurn
2013-02-09 19:13:43,925 DEBUG Client : (HumanClientFSM) WaitingForTurnData
2013-02-09 19:13:43,926 DEBUG Client : (HumanClientFSM) WaitingForTurnDataIdle
2013-02-09 19:13:54,519 DEBUG Client : MapWnd::UpdateMeterEstimates
2013-02-09 19:13:54,519 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:13:54,527 DEBUG Client : Type times: planet species: 2 ship species: 2 specials: 3 techs: 0 buildings: 0 hulls/parts: 1 fields: 0
2013-02-09 19:13:54,528 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 15 objects time: 9
2013-02-09 19:13:54,666 DEBUG Client : RotatingPlanetControl::Refresh time: 3
2013-02-09 19:13:54,766 DEBUG Client : RotatingPlanetControl::Refresh time: 3
2013-02-09 19:13:54,786 DEBUG Client : RotatingPlanetControl::Refresh time: 3
2013-02-09 19:13:54,946 DEBUG Client : RotatingPlanetControl::Refresh time: 3
2013-02-09 19:13:55,046 DEBUG Client : RotatingPlanetControl::Refresh time: 3
2013-02-09 19:14:14,958 DEBUG Client : MapWnd::UpdateMeterEstimates
2013-02-09 19:14:14,958 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:14:14,965 DEBUG Client : Type times: planet species: 2 ship species: 3 specials: 0 techs: 0 buildings: 0 hulls/parts: 2 fields: 0
2013-02-09 19:14:14,967 DEBUG Client : Universe::ExecuteEffects time: 2
2013-02-09 19:14:14,967 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 15 objects time: 9
2013-02-09 19:14:15,226 DEBUG Client : RotatingPlanetControl::Refresh time: 3
2013-02-09 19:14:15,725 DEBUG Client : SelectedShipsChanged starting...
2013-02-09 19:14:15,726 DEBUG Client : MapWnd::UpdateMeterEstimates
2013-02-09 19:14:15,727 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:14:15,731 DEBUG Client : Type times: planet species: 1 ship species: 3 specials: 0 techs: 0 buildings: 0 hulls/parts: 0 fields: 0
2013-02-09 19:14:15,732 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 2 objects time: 5
2013-02-09 19:14:15,775 DEBUG Client : RotatingPlanetControl::Refresh time: 2
2013-02-09 19:14:16,727 DEBUG Client : SelectedShipsChanged starting...
2013-02-09 19:14:16,727 DEBUG Client : MapWnd::UpdateMeterEstimates
2013-02-09 19:14:16,728 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:14:16,733 DEBUG Client : Type times: planet species: 2 ship species: 2 specials: 0 techs: 0 buildings: 0 hulls/parts: 1 fields: 0
2013-02-09 19:14:16,735 DEBUG Client : Universe::ExecuteEffects time: 2
2013-02-09 19:14:16,736 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 2 objects time: 7
2013-02-09 19:14:16,951 DEBUG Client : SelectedShipsChanged starting...
2013-02-09 19:14:16,951 DEBUG Client : MapWnd::UpdateMeterEstimates
2013-02-09 19:14:16,952 DEBUG Client : Universe::GetEffectsAndTargets
2013-02-09 19:14:16,981 DEBUG Client : Type times: planet species: 26 ship species: 2 specials: 1 techs: 0 buildings: 0 hulls/parts: 0 fields: 0
2013-02-09 19:14:16,982 DEBUG Client : Universe::UpdateMeterEstimatesImpl on 2 objects time: 30
2013-02-09 19:14:24,857 DEBUG Client : SelectedShipsChanged starting...
2013-02-09 19:14:24,921 DEBUG Client : SelectedShipsChanged starting...
2013-02-09 19:14:26,577 DEBUG Client : SelectedShipsChanged starting...
2013-02-09 19:14:45,929 DEBUG Client : HumanClientApp::EndGame
2013-02-09 19:14:45,929 ERROR Client : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to unhandled exception "The network connection was aborted by the local system"
2013-02-09 19:14:46,943 DEBUG Client : BuildDesignatorWnd::BuildSelector::Refresh()
2013-02-09 19:14:46,947 DEBUG Client : (HumanClientFSM) PlayingGame.ResetToIntroMenu
2013-02-09 19:14:46,948 DEBUG Client : (HumanClientFSM) ~WaitingForTurnDataIdle
2013-02-09 19:14:46,948 DEBUG Client : (HumanClientFSM) ~WaitingForTurnData
2013-02-09 19:14:46,948 DEBUG Client : (HumanClientFSM) ~PlayingGame
2013-02-09 19:14:46,948 DEBUG Client : (HumanClientFSM) IntroMenu
2013-02-09 19:14:46,948 DEBUG Client : (HumanClientFSM) IntroMenuIdle
2013-02-09 19:14:46,948 DEBUG Client : HumanClientApp::DisconnectedFromServer
2013-02-09 19:14:46,948 ERROR Client : HumanClientFSM : A Disconnection event was passed to the HumanClientFSM. This event is illegal in the FSM's current state. It is being ignored.
2013-02-09 19:14:48,389 DEBUG Client : LimitFPSSetOptionFunction: bool: 1
2013-02-09 19:14:51,413 DEBUG Client : Initiating Exit (code 0 - normal termination)
2013-02-09 19:14:51,472 DEBUG Client : (HumanClientFSM) ~IntroMenuIdle
2013-02-09 19:14:51,473 DEBUG Client : (HumanClientFSM) ~IntroMenu

User avatar
Geoff the Medio
Programming, Design, Admin
Posts: 13587
Joined: Wed Oct 08, 2003 1:33 am
Location: Munich

Re: End turn button not working

#7 Post by Geoff the Medio »

Are there any other log files? The freeoriond.log in particular would be notable.

You might want to reboot before trying again, in case there are some leftover processes interfering with things.

Karoushi
Space Squid
Posts: 67
Joined: Sat Feb 09, 2013 6:08 am

Re: End turn button not working

#8 Post by Karoushi »

VLV wrote:
Karoushi wrote:Try updating all of your drivers for your motherboard, graphics card, sound, everything. Go to your motherboard manufacturer's website to find the drivers.
I've tried updating the (integrated) graphics card, but it doesn't allow me when installing the update, lol
so my openGL is only at 1.4 XD
But since the game renders fine, that can't be the problem

And Java is at the latest version, 1.7.something
Okay, I assume you tried from an nvidia or AMD/ATI website so, what manufacturer is the laptop? So if it is an HP Laptop go to HP.com and type in the model number, that is what I had to do for the laptop I was referring to, after downloading and installing that it worked fine.

If you give me some specifications I can help you out with that.

VLV
Space Krill
Posts: 6
Joined: Sat Feb 09, 2013 3:41 pm

Re: End turn button not working

#9 Post by VLV »

Karoushi wrote:Okay, I assume you tried from an nvidia or AMD/ATI website so, what manufacturer is the laptop? So if it is an HP Laptop go to HP.com and type in the model number, that is what I had to do for the laptop I was referring to, after downloading and installing that it worked fine.

If you give me some specifications I can help you out with that.
Intel® Graphics Media Accelerator 3150
I've got the update setup file, but it says it's a customized card(?), so I can't update
(http://www.intel.com/p/en_US/support/hi ... cs/gma3150)

The pc model is:
Samsung N145 plus
hmm, I had tried before trough the samsung site but didn't manage to, but I found now the proper place... I'll try updating everything from there now...
Geoff the Medio wrote:Are there any other log files? The freeoriond.log in particular would be notable.

You might want to reboot before trying again, in case there are some leftover processes interfering with things.
Reboot made no difference, and the leftover processes get terminated trough task manager XD

I'm pasting here the other log file, and a log file for AI_1
---------------the other log file (freeoriond.log)------------------
2013-02-09 19:11:43,877 DEBUG Server : (ServerFSM) Idle
2013-02-09 19:11:43,877 DEBUG Server : FreeOrion server waiting for network events
2013-02-09 19:11:58,151 DEBUG Server : ServerNetworking::AcceptConnection : connected to new player
2013-02-09 19:11:58,196 DEBUG Server : (ServerFSM) Idle.HostSPGame
2013-02-09 19:11:58,196 DEBUG Server : PlayerConnection(@ 01C05A38)::EstablishPlayer(1, VLV, 1)
2013-02-09 19:11:58,197 DEBUG Server : (ServerFSM) ~Idle
2013-02-09 19:11:58,197 DEBUG Server : (ServerFSM) WaitingForSPGameJoiners
2013-02-09 19:11:58,197 DEBUG Server : ServerApp::CleanupAIs() killing 0 AI clients.
2013-02-09 19:11:58,198 DEBUG Server : starting C:\Program Files\FreeOrion\freeorionca.exe with GameSetup.ai-aggression set to 0
2013-02-09 19:11:58,213 DEBUG Server : done starting C:\Program Files\FreeOrion\freeorionca.exe
2013-02-09 19:11:58,213 DEBUG Server : starting C:\Program Files\FreeOrion\freeorionca.exe with GameSetup.ai-aggression set to 0
2013-02-09 19:11:58,217 DEBUG Server : done starting C:\Program Files\FreeOrion\freeorionca.exe
2013-02-09 19:11:58,217 DEBUG Server : starting C:\Program Files\FreeOrion\freeorionca.exe with GameSetup.ai-aggression set to 0
2013-02-09 19:11:58,218 DEBUG Server : done starting C:\Program Files\FreeOrion\freeorionca.exe
2013-02-09 19:11:58,219 DEBUG Server : (ServerFSM) WaitingForSPGameJoiners.CheckStartConditions
2013-02-09 19:12:06,847 DEBUG Server : ServerNetworking::AcceptConnection : connected to new player
2013-02-09 19:12:06,849 DEBUG Server : ServerNetworking::AcceptConnection : connected to new player
2013-02-09 19:12:06,859 DEBUG Server : ServerNetworking::AcceptConnection : connected to new player
2013-02-09 19:12:06,861 DEBUG Server : (ServerFSM) WaitingForSPGameJoiners.JoinGame
2013-02-09 19:12:06,861 DEBUG Server : PlayerConnection(@ 01C03060)::EstablishPlayer(2, AI_1, 0)
2013-02-09 19:12:06,862 DEBUG Server : (ServerFSM) WaitingForSPGameJoiners.CheckStartConditions
2013-02-09 19:12:06,862 DEBUG Server : (ServerFSM) WaitingForSPGameJoiners.JoinGame
2013-02-09 19:12:06,863 DEBUG Server : PlayerConnection(@ 01C035C8)::EstablishPlayer(3, AI_3, 0)
2013-02-09 19:12:06,863 DEBUG Server : (ServerFSM) WaitingForSPGameJoiners.CheckStartConditions
2013-02-09 19:12:06,864 DEBUG Server : (ServerFSM) WaitingForSPGameJoiners.JoinGame
2013-02-09 19:12:06,864 DEBUG Server : PlayerConnection(@ 01C03238)::EstablishPlayer(4, AI_2, 0)
2013-02-09 19:12:06,864 DEBUG Server : (ServerFSM) WaitingForSPGameJoiners.CheckStartConditions
2013-02-09 19:12:06,886 DEBUG Server : ServerApp::NewGameInit
2013-02-09 19:12:06,886 DEBUG Server : ServerApp::NewGameInit: Creating Universe
2013-02-09 19:12:06,903 DEBUG Server : Creating universe with 61 stars and 4 players
2013-02-09 19:12:06,919 DEBUG Server : GenerateStarField with 61 positions
2013-02-09 19:12:07,032 DEBUG Server : PopulateSystems
2013-02-09 19:12:07,106 DEBUG Server : UniverseObject::MoveTo : Placing object "" off the map area.
2013-02-09 19:12:07,111 DEBUG Server : UniverseObject::MoveTo : Placing object "" off the map area.
2013-02-09 19:12:07,112 DEBUG Server : UniverseObject::MoveTo : Placing object "" off the map area.
2013-02-09 19:12:07,112 DEBUG Server : UniverseObject::MoveTo : Placing object "" off the map area.
2013-02-09 19:12:07,112 DEBUG Server : Generating 4 empires
2013-02-09 19:12:14,850 DEBUG Server : Initializing PredefinedShipDesignManager
2013-02-09 19:12:16,790 DEBUG Server : Initializing FleetPlanManager
2013-02-09 19:12:16,793 DEBUG Server : Initializing ItemSpecManager
2013-02-09 19:12:16,828 DEBUG Server : Universe::GenerateEmpires creating empire named: Makatai with empire id: 1 for player: VLV (with player id: 1) starting with species: SP_CHATO at homeworld id: 163
2013-02-09 19:12:16,853 DEBUG Server : Empire::Empire(Makatai, VLV, 1, colour)
2013-02-09 19:12:16,853 DEBUG Server : Initializing AlignmentManager
2013-02-09 19:12:16,956 DEBUG Server : Universe::GenerateEmpires Setting Menkar (Planet #163) to be home system for Empire 1
2013-02-09 19:12:17,675 ERROR Server : Empire::AddBuildingType given an invalid building type name: BLD_SUPER_TESTERS
2013-02-09 19:12:18,162 ERROR Server : Empire::AddTech given and invalid tech: LRN_RUINS_MOD
2013-02-09 19:12:18,261 DEBUG Server : Universe::GenerateEmpires randomly assigning species SP_TRITH to an empire
2013-02-09 19:12:18,261 DEBUG Server : Universe::GenerateEmpires creating empire named: Front with empire id: 2 for player: AI_1 (with player id: 2) starting with species: SP_TRITH at homeworld id: 164
2013-02-09 19:12:18,262 DEBUG Server : Empire::Empire(Front, AI_1, 2, colour)
2013-02-09 19:12:18,262 DEBUG Server : Universe::GenerateEmpires Setting Dreven (Planet #164) to be home system for Empire 2
2013-02-09 19:12:18,263 ERROR Server : Empire::AddBuildingType given an invalid building type name: BLD_SUPER_TESTERS
2013-02-09 19:12:18,263 ERROR Server : Empire::AddTech given and invalid tech: LRN_RUINS_MOD
2013-02-09 19:12:18,266 DEBUG Server : Universe::GenerateEmpires randomly assigning species SP_LAENFA to an empire
2013-02-09 19:12:18,266 DEBUG Server : Universe::GenerateEmpires creating empire named: Administration with empire id: 3 for player: AI_3 (with player id: 3) starting with species: SP_LAENFA at homeworld id: 165
2013-02-09 19:12:18,266 DEBUG Server : Empire::Empire(Administration, AI_3, 3, colour)
2013-02-09 19:12:18,266 DEBUG Server : Universe::GenerateEmpires Setting Asimov (Planet #165) to be home system for Empire 3
2013-02-09 19:12:18,268 ERROR Server : Empire::AddBuildingType given an invalid building type name: BLD_SUPER_TESTERS
2013-02-09 19:12:18,268 ERROR Server : Empire::AddTech given and invalid tech: LRN_RUINS_MOD
2013-02-09 19:12:18,269 DEBUG Server : Universe::GenerateEmpires randomly assigning species SP_ETTY to an empire
2013-02-09 19:12:18,269 DEBUG Server : Universe::GenerateEmpires creating empire named: Entente with empire id: 4 for player: AI_2 (with player id: 4) starting with species: SP_ETTY at homeworld id: 166
2013-02-09 19:12:18,270 DEBUG Server : Empire::Empire(Entente, AI_2, 4, colour)
2013-02-09 19:12:18,270 DEBUG Server : Universe::GenerateEmpires Setting Orionis (Planet #166) to be home system for Empire 4
2013-02-09 19:12:18,271 ERROR Server : Empire::AddBuildingType given an invalid building type name: BLD_SUPER_TESTERS
2013-02-09 19:12:18,271 ERROR Server : Empire::AddTech given and invalid tech: LRN_RUINS_MOD
2013-02-09 19:12:18,273 DEBUG Server : GenerateNatives
2013-02-09 19:12:18,278 DEBUG Server : Number of planets far enough from players for natives to be allowed: 82
2013-02-09 19:12:18,278 DEBUG Server : Species that can be added as natives:
2013-02-09 19:12:18,278 DEBUG Server : ... SP_ABADDONI
2013-02-09 19:12:18,278 DEBUG Server : ... SP_ACIREMA
2013-02-09 19:12:18,278 DEBUG Server : ... SP_BEIGEGOO
2013-02-09 19:12:18,278 DEBUG Server : ... SP_CYNOS
2013-02-09 19:12:18,278 DEBUG Server : ... SP_DERTHREAN
2013-02-09 19:12:18,278 DEBUG Server : ... SP_FIFTYSEVEN
2013-02-09 19:12:18,278 DEBUG Server : ... SP_FURTHEST
2013-02-09 19:12:18,278 DEBUG Server : ... SP_GISGUFGTHRIM
2013-02-09 19:12:18,279 DEBUG Server : ... SP_HHHOH
2013-02-09 19:12:18,279 DEBUG Server : ... SP_KOBUNTURA
2013-02-09 19:12:18,279 DEBUG Server : ... SP_MUURSH
2013-02-09 19:12:18,279 DEBUG Server : ... SP_NYMNMN
2013-02-09 19:12:18,279 DEBUG Server : ... SP_OURBOOLS
2013-02-09 19:12:18,279 DEBUG Server : ... SP_PHINNERT
2013-02-09 19:12:18,279 DEBUG Server : ... SP_RAAAGH
2013-02-09 19:12:18,279 DEBUG Server : ... SP_SCYLIOR
2013-02-09 19:12:18,279 DEBUG Server : ... SP_SETINON
2013-02-09 19:12:18,279 DEBUG Server : ... SP_SILEXIAN
2013-02-09 19:12:18,279 DEBUG Server : ... SP_SSLITH
2013-02-09 19:12:18,279 DEBUG Server : ... SP_TAEGHIRUS
2013-02-09 19:12:18,280 DEBUG Server : ... SP_TRENCHERS
2013-02-09 19:12:18,280 DEBUG Server : ... SP_UGMORS
2013-02-09 19:12:18,280 DEBUG Server : ... SP_VOLP
2013-02-09 19:12:18,280 DEBUG Server : Attempting to add natives to planet Rome I of type PT_GASGIANT
2013-02-09 19:12:18,280 DEBUG Server : ... no suitable native species found (with good environment on this planet)
2013-02-09 19:12:18,280 DEBUG Server : Attempting to add natives to planet Ancha II of type PT_TOXIC
2013-02-09 19:12:18,280 DEBUG Server : ... 2 native species are appropriate for this planet
2013-02-09 19:12:18,281 DEBUG Server : Set focus to FOCUS_INDUSTRY
2013-02-09 19:12:18,281 DEBUG Server : Added native SP_GISGUFGTHRIM to planet Ancha II
2013-02-09 19:12:18,281 DEBUG Server : Attempting to add natives to planet Molyneux III of type PT_GASGIANT
2013-02-09 19:12:18,281 DEBUG Server : ... no suitable native species found (with good environment on this planet)
2013-02-09 19:12:18,282 DEBUG Server : Attempting to add natives to planet Durgosh II of type PT_SWAMP
2013-02-09 19:12:18,282 DEBUG Server : ... 5 native species are appropriate for this planet
2013-02-09 19:12:18,283 DEBUG Server : Set focus to FOCUS_INDUSTRY
2013-02-09 19:12:18,283 DEBUG Server : Added native SP_SETINON to planet Durgosh II
2013-02-09 19:12:18,283 DEBUG Server : Attempting to add natives to planet Threshold II of type PT_GASGIANT
2013-02-09 19:12:18,283 DEBUG Server : ... no suitable native species found (with good environment on this planet)
2013-02-09 19:12:18,283 DEBUG Server : Attempting to add natives to planet Burbidge Asteroids of type PT_ASTEROIDS
2013-02-09 19:12:18,283 DEBUG Server : ... no suitable native species found (with good environment on this planet)
2013-02-09 19:12:18,283 DEBUG Server : Attempting to add natives to planet Gehenna I of type PT_DESERT
2013-02-09 19:12:18,283 DEBUG Server : ... 2 native species are appropriate for this planet
2013-02-09 19:12:18,286 DEBUG Server : Set focus to FOCUS_RESEARCH
2013-02-09 19:12:18,286 DEBUG Server : Added native SP_NYMNMN to planet Gehenna I
2013-02-09 19:12:18,286 DEBUG Server : Attempting to add natives to planet Eddington III of type PT_GASGIANT
2013-02-09 19:12:18,286 DEBUG Server : ... no suitable native species found (with good environment on this planet)
2013-02-09 19:12:18,286 DEBUG Server : Attempting to add natives to planet Pulcherrima III of type PT_GASGIANT
2013-02-09 19:12:18,286 DEBUG Server : ... no suitable native species found (with good environment on this planet)
2013-02-09 19:12:18,287 DEBUG Server : Attempting to add natives to planet Zosma I of type PT_TOXIC
2013-02-09 19:12:18,287 DEBUG Server : ... 2 native species are appropriate for this planet
2013-02-09 19:12:18,292 DEBUG Server : Set focus to FOCUS_INDUSTRY
2013-02-09 19:12:18,292 DEBUG Server : Added native SP_GISGUFGTHRIM to planet Zosma I
2013-02-09 19:12:18,551 DEBUG Server : GenerateSpaceMonsters
2013-02-09 19:12:18,551 DEBUG Server : Universe::GenerateSpaceMonsters(GALAXY_SETUP_MEDIUM) inverse monster chance: 5
2013-02-09 19:12:18,551 DEBUG Server : Default monster spawn chance: 0.2
2013-02-09 19:12:18,552 DEBUG Server : Initializing MonsterFleetPlanManager
2013-02-09 19:12:18,611 DEBUG Server : Starting Monster Fleet Plans:
2013-02-09 19:12:18,611 DEBUG Server : ... SM_KRILL_1 spawn rate: 0.5 spawn limit: 9999
2013-02-09 19:12:18,611 DEBUG Server : ... SM_TREE spawn rate: 0.7 spawn limit: 9999
2013-02-09 19:12:18,611 DEBUG Server : ... SM_DRONE_FACTORY spawn rate: 0.4 spawn limit: 5
2013-02-09 19:12:18,611 DEBUG Server : ... SM_DRONE spawn rate: 0.1 spawn limit: 9999
2013-02-09 19:12:18,611 DEBUG Server : ... SM_FLOATER spawn rate: 0.7 spawn limit: 50
2013-02-09 19:12:18,611 DEBUG Server : ... SM_DRAGON spawn rate: 0.3 spawn limit: 50
2013-02-09 19:12:18,612 DEBUG Server : ... SM_KRAKEN_1 spawn rate: 0.5 spawn limit: 100
2013-02-09 19:12:18,612 DEBUG Server : ... SM_SNOWFLAKE_1 spawn rate: 1 spawn limit: 100
2013-02-09 19:12:18,612 DEBUG Server : ... SM_JUGGERNAUT_1 spawn rate: 1 spawn limit: 100
2013-02-09 19:12:18,612 DEBUG Server : ... SM_CLOUD spawn rate: 3 spawn limit: 2
2013-02-09 19:12:18,612 DEBUG Server : ... SM_SNAIL spawn rate: 2 spawn limit: 20
2013-02-09 19:12:18,612 DEBUG Server : ... SM_EXP_OUTPOST spawn rate: 1000 spawn limit: 1
2013-02-09 19:12:18,612 DEBUG Server : ... SM_DAMPENING_CLOUD spawn rate: 0.5 spawn limit: 1
2013-02-09 19:12:18,772 DEBUG Server : AddStartingSpecials
2013-02-09 19:12:19,211 DEBUG Server : Special DERELICT_SPECIAL3 added to Alshain
2013-02-09 19:12:19,211 DEBUG Server : Special DERELICT_SPECIAL2 added to Thorne
2013-02-09 19:12:19,212 DEBUG Server : Special DERELICT_SPECIAL2 added to Zosma
2013-02-09 19:12:19,213 DEBUG Server : Special DERELICT_SPECIAL3 added to Alkes
2013-02-09 19:12:19,235 DEBUG Server : Special DERELICT_SPECIAL2 added to Seyfert
2013-02-09 19:12:19,236 DEBUG Server : Special DERELICT_SPECIAL3 added to Sulafat
2013-02-09 19:12:19,236 DEBUG Server : Special DERELICT_SPECIAL3 added to Urania
2013-02-09 19:12:19,238 DEBUG Server : Special DERELICT_SPECIAL2 added to Jinx
2013-02-09 19:12:19,246 DEBUG Server : Special HIGH_AXIAL_TILT_SPECIAL added to Ran I
2013-02-09 19:12:19,249 DEBUG Server : Special ECCENTRIC_ORBIT_SPECIAL added to Eddington I
2013-02-09 19:12:19,250 DEBUG Server : Special HIGH_AXIAL_TILT_SPECIAL added to Eddington IV
2013-02-09 19:12:19,251 DEBUG Server : Special RESONANT_MOON_SPECIAL added to Thorne I
2013-02-09 19:12:19,252 DEBUG Server : Special ECCENTRIC_ORBIT_SPECIAL added to Coatlicue I
2013-02-09 19:12:19,253 DEBUG Server : Special PANOPTICON_SPECIAL added to Guth I
2013-02-09 19:12:19,254 DEBUG Server : Special POSITRONIUM_SPECIAL added to Guth II
2013-02-09 19:12:19,255 DEBUG Server : Special SLOW_ROTATION_SPECIAL added to Jijo I
2013-02-09 19:12:19,255 DEBUG Server : Special SOLID_CORE_SPECIAL added to Jijo III
2013-02-09 19:12:19,255 DEBUG Server : Special SPICE_SPECIAL added to Mirach I
2013-02-09 19:12:19,256 DEBUG Server : Special TIDAL_LOCK_SPECIAL added to Pulcherrima I
2013-02-09 19:12:19,258 DEBUG Server : Special ECCENTRIC_ORBIT_SPECIAL added to Menkar II
2013-02-09 19:12:19,259 DEBUG Server : Special HIGH_AXIAL_TILT_SPECIAL added to Alkes I
2013-02-09 19:12:19,260 DEBUG Server : Special CRYSTALS_SPECIAL added to Aleel Asteroids
2013-02-09 19:12:19,260 DEBUG Server : Special ECCENTRIC_ORBIT_SPECIAL added to Hubble I
2013-02-09 19:12:19,261 DEBUG Server : Special MINERALS_SPECIAL added to Alterf I
2013-02-09 19:12:19,269 DEBUG Server : Special MONOPOLE_SPECIAL added to Ankaa I
2013-02-09 19:12:19,270 DEBUG Server : Special CRYSTALS_SPECIAL added to Dvorak Asteroids
2013-02-09 19:12:19,271 DEBUG Server : Special HIGH_AXIAL_TILT_SPECIAL added to Graffias I
2013-02-09 19:12:19,273 DEBUG Server : Special CRYSTALS_SPECIAL added to Burbidge Asteroids
2013-02-09 19:12:19,273 DEBUG Server : Special ECCENTRIC_ORBIT_SPECIAL added to Burbidge I
2013-02-09 19:12:19,274 DEBUG Server : Special ECCENTRIC_ORBIT_SPECIAL added to Jinx I
2013-02-09 19:12:19,275 DEBUG Server : Special METALOIDS_SPECIAL added to Durgosh III
2013-02-09 19:12:19,278 DEBUG Server : Special MONOPOLE_SPECIAL added to Atria I
2013-02-09 19:12:19,278 DEBUG Server : Special SLOW_ROTATION_SPECIAL added to Molyneux I
2013-02-09 19:12:19,279 DEBUG Server : Special SUPERCONDUCTOR_SPECIAL added to Ancha I
2013-02-09 19:12:19,302 DEBUG Server : Applying first turn effects and updating meters
2013-02-09 19:12:19,303 DEBUG Server : Universe::GetEffectsAndTargets
2013-02-09 19:12:19,482 DEBUG Server : Type times: planet species: 144 ship species: 13 specials: 3 techs: 0 buildings: 4 hulls/parts: 15 fields: 0
2013-02-09 19:12:19,489 DEBUG Server : SetEmpireMeter::Execute unable to find empire with id -1
2013-02-09 19:12:19,496 DEBUG Server : Universe::ExecuteEffects time: 13
2013-02-09 19:12:19,498 DEBUG Server : Re-applying first turn meter effects and updating meters
2013-02-09 19:12:19,498 DEBUG Server : Universe::GetEffectsAndTargets
2013-02-09 19:12:19,553 DEBUG Server : Type times: planet species: 14 ship species: 29 specials: 5 techs: 0 buildings: 2 hulls/parts: 5 fields: 0
2013-02-09 19:12:19,557 DEBUG Server : SetEmpireMeter::Execute unable to find empire with id -1
2013-02-09 19:12:19,568 DEBUG Server : Universe::ExecuteEffects time: 15
2013-02-09 19:12:19,580 DEBUG Server : ServerApp::NewGameInit: Compiling PlayerInfo for each player
2013-02-09 19:12:19,580 DEBUG Server : ServerApp::NewGameInit: Updating first-turn Empire stuff
2013-02-09 19:12:19,590 DEBUG Server : ========= Production Update for empire: 1 ========
2013-02-09 19:12:19,593 DEBUG Server : ========= Production Update for empire: 2 ========
2013-02-09 19:12:19,598 DEBUG Server : ========= Production Update for empire: 3 ========
2013-02-09 19:12:19,602 DEBUG Server : ========= Production Update for empire: 4 ========
2013-02-09 19:12:19,604 DEBUG Server : ServerApp::NewGameInit: Sending GameStartMessages to players
2013-02-09 19:12:19,630 DEBUG Server : Universe::serialize : Getting gamestate data
2013-02-09 19:12:19,630 DEBUG Server : GetEmpireKnownObjectsToSerialize
2013-02-09 19:12:19,630 DEBUG Server : Universe::serialize : (de)serializing universe width
2013-02-09 19:12:19,631 DEBUG Server : Universe::serialize : (de)serializing ship designs
2013-02-09 19:12:19,631 DEBUG Server : Universe::serialize : (de)serializing empire object visibility
2013-02-09 19:12:19,632 DEBUG Server : Universe::serialize : (de)serializing actual objects
2013-02-09 19:12:19,633 DEBUG Server : Universe::serialize : (de)serializing empre known objects
2013-02-09 19:12:19,633 DEBUG Server : Universe::serialize : (de)serializing last allocated ids
2013-02-09 19:12:19,633 DEBUG Server : Universe::serialize : (de)serializing done
2013-02-09 19:12:19,633 DEBUG Server : Universe::serialize : Cleaning up temporary data
2013-02-09 19:12:19,636 DEBUG Server : Universe::serialize : Getting gamestate data
2013-02-09 19:12:19,638 DEBUG Server : GetEmpireKnownObjectsToSerialize
2013-02-09 19:12:19,638 DEBUG Server : Universe::serialize : (de)serializing universe width
2013-02-09 19:12:19,638 DEBUG Server : Universe::serialize : (de)serializing ship designs
2013-02-09 19:12:19,639 DEBUG Server : Universe::serialize : (de)serializing empire object visibility
2013-02-09 19:12:19,640 DEBUG Server : Universe::serialize : (de)serializing actual objects
2013-02-09 19:12:19,642 DEBUG Server : Universe::serialize : (de)serializing empre known objects
2013-02-09 19:12:19,642 DEBUG Server : Universe::serialize : (de)serializing last allocated ids
2013-02-09 19:12:19,642 DEBUG Server : Universe::serialize : (de)serializing done
2013-02-09 19:12:19,642 DEBUG Server : Universe::serialize : Cleaning up temporary data
2013-02-09 19:12:19,646 DEBUG Server : Universe::serialize : Getting gamestate data
2013-02-09 19:12:19,648 DEBUG Server : GetEmpireKnownObjectsToSerialize
2013-02-09 19:12:19,648 DEBUG Server : Universe::serialize : (de)serializing universe width
2013-02-09 19:12:19,648 DEBUG Server : Universe::serialize : (de)serializing ship designs
2013-02-09 19:12:19,649 DEBUG Server : Universe::serialize : (de)serializing empire object visibility
2013-02-09 19:12:19,650 DEBUG Server : Universe::serialize : (de)serializing actual objects
2013-02-09 19:12:19,653 DEBUG Server : Universe::serialize : (de)serializing empre known objects
2013-02-09 19:12:19,653 DEBUG Server : Universe::serialize : (de)serializing last allocated ids
2013-02-09 19:12:19,653 DEBUG Server : Universe::serialize : (de)serializing done
2013-02-09 19:12:19,681 DEBUG Server : Universe::serialize : Cleaning up temporary data
2013-02-09 19:12:19,696 DEBUG Server : Universe::serialize : Getting gamestate data
2013-02-09 19:12:19,697 DEBUG Server : GetEmpireKnownObjectsToSerialize
2013-02-09 19:12:19,697 DEBUG Server : Universe::serialize : (de)serializing universe width
2013-02-09 19:12:19,697 DEBUG Server : Universe::serialize : (de)serializing ship designs
2013-02-09 19:12:19,698 DEBUG Server : Universe::serialize : (de)serializing empire object visibility
2013-02-09 19:12:19,698 DEBUG Server : Universe::serialize : (de)serializing actual objects
2013-02-09 19:12:19,699 DEBUG Server : Universe::serialize : (de)serializing empre known objects
2013-02-09 19:12:19,699 DEBUG Server : Universe::serialize : (de)serializing last allocated ids
2013-02-09 19:12:19,700 DEBUG Server : Universe::serialize : (de)serializing done
2013-02-09 19:12:19,700 DEBUG Server : Universe::serialize : Cleaning up temporary data
2013-02-09 19:12:19,702 DEBUG Server : (ServerFSM) ~WaitingForSPGameJoiners
2013-02-09 19:12:19,732 DEBUG Server : (ServerFSM) PlayingGame
2013-02-09 19:12:19,732 DEBUG Server : (ServerFSM) WaitingForTurnEnd
2013-02-09 19:12:19,732 DEBUG Server : (ServerFSM) WaitingForTurnEndIdle
2013-02-09 19:12:20,853 DEBUG Server : (ServerFSM) WaitingForTurnEndIdle.SaveGameRequest
2013-02-09 19:12:20,853 DEBUG Server : (ServerFSM) ~WaitingForTurnEndIdle
2013-02-09 19:12:20,853 DEBUG Server : (ServerFSM) WaitingForSaveData
2013-02-09 19:12:20,857 DEBUG Server : (ServerFSM) WaitingForSaveData.ClientSaveData
2013-02-09 19:14:45,930 DEBUG Server : ServerNetworking::DisconnectImpl : disconnecting player 1
2013-02-09 19:14:45,930 DEBUG Server : ServerFSM::HandleNonLobbyDisconnection : Lost connection to player #1, named "VLV"; server terminating.
2013-02-09 19:14:45,932 DEBUG Server : ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating.

VLV
Space Krill
Posts: 6
Joined: Sat Feb 09, 2013 3:41 pm

Re: End turn button not working

#10 Post by VLV »

---------------AI_1---------------
2013-02-09 19:11:59,067 DEBUG AI : AI_1 logger initialized.
2013-02-09 19:11:59,067 DEBUG AI : AIClientApp and logging initialized. Running app.
2013-02-09 19:11:59,073 DEBUG AI : PythonAI::PythonAI()
2013-02-09 19:12:01,704 DEBUG AI : Python initialized
2013-02-09 19:12:01,705 DEBUG AI : Python version: 2.7.3 (default, Aug 31 2012, 11:08:39) [MSC v.1600 32 bit (Intel)]
2013-02-09 19:12:01,724 DEBUG AI : Python prefix:
2013-02-09 19:12:01,724 DEBUG AI : Python module search path: C:\Program Files\FreeOrion\python27.zip;.\DLLs;.\lib;.\lib\plat-win;.\lib\lib-tk;C:\Program Files\FreeOrion
2013-02-09 19:12:01,724 DEBUG AI : Initializing C++ interfaces for Python
2013-02-09 19:12:04,478 DEBUG AI : Python stdout and stderr redirected
2013-02-09 19:12:06,792 DEBUG AI : Initialized FreeOrion Python AI
2013-02-09 19:12:06,792 DEBUG AI : ['C:\\Program Files\\FreeOrion\\python27.zip', 'C:\\Program Files\\FreeOrion\\DLLs', 'C:\\Program Files\\FreeOrion\\lib', 'C:\\Program Files\\FreeOrion\\lib\\plat-win', 'C:\\Program Files\\FreeOrion\\lib\\lib-tk', 'C:\\Program Files\\FreeOrion', 'C:\\Program Files\\FreeOrion\\default\\AI']
2013-02-09 19:12:06,793 DEBUG AI : Initialized Python AI
2013-02-09 19:12:06,793 DEBUG AI : Attempting to contact server
2013-02-09 19:12:07,100 DEBUG AI : AIClientApp::HandleMessage : Received JOIN_GAME acknowledgement
2013-02-09 19:12:19,654 DEBUG AI : AIClientApp::HandleMessage : Received GAME_START message; starting AI turn...
2013-02-09 19:14:42,910 DEBUG AI : Initializing AlignmentManager
2013-02-09 19:14:44,700 DEBUG AI : ExtractMessage empire deserialization time 2360
2013-02-09 19:14:44,700 DEBUG AI : Universe::serialize : (de)serializing universe width
2013-02-09 19:14:44,700 DEBUG AI : Universe::serialize : (de)serializing ship designs
2013-02-09 19:14:47,027 DEBUG AI : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "An existing connection was forcibly closed by the remote host"
2013-02-09 19:14:52,242 DEBUG AI : Universe::serialize : (de)serializing empire object visibility
2013-02-09 19:14:52,320 DEBUG AI : Universe::serialize : (de)serializing actual objects
2013-02-09 19:14:52,337 DEBUG AI : Universe::serialize : (de)serializing empre known objects
2013-02-09 19:14:52,337 DEBUG AI : Universe::serialize : (de)serializing last allocated ids
2013-02-09 19:14:52,338 DEBUG AI : Universe::serialize : (de)serializing done
2013-02-09 19:14:52,338 DEBUG AI : Universe::serialize : Swapping old/new data
2013-02-09 19:14:52,338 DEBUG AI : ExtractMessage universe deserialization time 7638
2013-02-09 19:14:52,350 DEBUG AI : Message::GAME_START loaded_game_data: 0
2013-02-09 19:14:52,350 DEBUG AI : Message::GAME_START Starting New Game!
2013-02-09 19:14:52,350 DEBUG AI : Message::GAME_START getting AI aggression, max is 0
2013-02-09 19:14:52,350 DEBUG AI : Message::GAME_START starting new game with AI aggression set to 0 from int(0+0+1)/2
2013-02-09 19:14:52,351 DEBUG AI : New game started, AI Agression level 0
2013-02-09 19:14:52,390 DEBUG AI : fleetID 185 : primary fleet mission type 0: 'explore' ; found ship roles {4: 1} : ['CivExplore: 1 '] ; rating 0
2013-02-09 19:14:52,420 DEBUG AI : fleetID 187 : primary fleet mission type 10: 'military' ; found ship roles {8: 1} : ['MilMil: 1 '] ; rating 30
2013-02-09 19:14:52,421 DEBUG AI : fleetID 189 : primary fleet mission type 2: 'colonize' ; found ship roles {5: 1} : ['CivColonize: 1 '] ; rating 0
2013-02-09 19:14:52,421 DEBUG AI : fleetID 183 : primary fleet mission type 0: 'explore' ; found ship roles {4: 1} : ['CivExplore: 1 '] ; rating 0
2013-02-09 19:14:52,422 DEBUG AI : ----------------------------------------------------------------------------------
2013-02-09 19:14:52,422 DEBUG AI : in CleanFleetRoles
2013-02-09 19:14:52,422 DEBUG AI : fleetList : [183, 185, 187, 189]
2013-02-09 19:14:52,423 DEBUG AI : -----------
2013-02-09 19:14:52,423 DEBUG AI : FleetUtils empire-owned fleetList : [185, 187, 189, 183]
2013-02-09 19:14:52,423 DEBUG AI : -----------
2013-02-09 19:14:52,423 DEBUG AI : statusList [{'rating': {'health': 5.0, 'attack': 0.0, 'tally': 0.0, 'overall': 0.0, 'nships': 1}, 'nships': 1, 'sysID': 18}, {'rating': {'health': 5.0, 'attack': 0.0, 'tally': 0.0, 'overall': 0.0, 'nships': 1}, 'nships': 1, 'sysID': 18}, {'rating': {'health': 15.0, 'attack': 2.0, 'tally': 30.0, 'overall': 30.0, 'nships': 1}, 'nships': 1, 'sysID': 18}, {'rating': {'health': 10.0, 'attack': 0.0, 'tally': 0.0, 'overall': 0.0, 'nships': 1}, 'nships': 1, 'sysID': 18}]
2013-02-09 19:14:52,425 DEBUG AI : -----------
2013-02-09 19:14:52,426 DEBUG AI : Fleet 183 (Scout Fleet) oldRating: 0 | newRating 0 | at system 18 (Dreven) | next system -1 (unknown)
2013-02-09 19:14:52,427 DEBUG AI : Fleet 185 (Scout Fleet) oldRating: 0 | newRating 0 | at system 18 (Dreven) | next system -1 (unknown)
2013-02-09 19:14:52,427 DEBUG AI : Fleet 187 (Battle Fleet) oldRating: 30 | newRating 30 | at system 18 (Dreven) | next system -1 (unknown)
2013-02-09 19:14:52,427 DEBUG AI : Fleet 189 (Colony Fleet) oldRating: 0 | newRating 0 | at system 18 (Dreven) | next system -1 (unknown)
2013-02-09 19:14:52,427 DEBUG AI : Initialized foAIstate class
2013-02-09 19:14:52,428 DEBUG AI : PythonAI::GenerateOrders : initializing turn
2013-02-09 19:14:52,428 DEBUG AI : Universe::InitMeterEstimatesAndDiscrepancies
2013-02-09 19:14:52,438 DEBUG AI : Universe::GetEffectsAndTargets
2013-02-09 19:14:54,520 DEBUG AI : Type times: planet species: 950 ship species: 4 specials: 1128 techs: 0 buildings: 0 hulls/parts: 1 fields: 0
2013-02-09 19:14:54,521 DEBUG AI : Universe::UpdateMeterEstimatesImpl on 39 objects time: 2094
2013-02-09 19:14:54,522 DEBUG AI : Universe::GetEffectsAndTargets
2013-02-09 19:14:54,529 DEBUG AI : Type times: planet species: 1 ship species: 5 specials: 0 techs: 0 buildings: 0 hulls/parts: 1 fields: 0
2013-02-09 19:14:54,530 DEBUG AI : Universe::UpdateMeterEstimatesImpl on 39 objects time: 9
2013-02-09 19:14:54,532 DEBUG AI : ========= Production Update for empire: 1 ========
2013-02-09 19:14:54,535 DEBUG AI : ========= Production Update for empire: 2 ========
2013-02-09 19:14:54,536 DEBUG AI : ========= Production Update for empire: 3 ========
2013-02-09 19:14:54,537 DEBUG AI : ========= Production Update for empire: 4 ========
2013-02-09 19:14:54,537 DEBUG AI : AIInterface::InitTurn time: 2110
2013-02-09 19:14:54,538 DEBUG AI : ***************************************************************************
2013-02-09 19:14:54,538 DEBUG AI : ***************************************************************************
2013-02-09 19:14:54,538 DEBUG AI : Generating Orders
2013-02-09 19:14:54,538 DEBUG AI : EmpireID: 2 Name: Front_2_Beginner Turn: 1
2013-02-09 19:14:54,538 DEBUG AI : EmpireColors: 0 0 255 255
2013-02-09 19:14:54,538 DEBUG AI : CapitalID: 164 Name: Ivory Tower Dreven I Species: SP_TRITH
2013-02-09 19:14:54,538 DEBUG AI : ***************************************************************************
2013-02-09 19:14:54,539 DEBUG AI : ***************************************************************************
2013-02-09 19:14:54,539 ERROR AI : ClientNetworking::SendMessage can't send message when not connected
2013-02-09 19:14:54,539 ERROR AI : ClientNetworking::SendMessage can't send message when not connected
2013-02-09 19:14:54,540 ERROR AI : ClientNetworking::SendMessage can't send message when not connected
2013-02-09 19:14:54,540 DEBUG AI : Review of current Fleet Role/Mission records:
2013-02-09 19:14:54,540 DEBUG AI : --------------------
2013-02-09 19:14:54,540 DEBUG AI : Map of Roles keyed by Fleet ID: {185: 0, 187: 10, 189: 2, 183: 0}
2013-02-09 19:14:54,540 DEBUG AI : --------------------
2013-02-09 19:14:54,541 DEBUG AI : Map of Missions keyed by ID:
2013-02-09 19:14:54,541 DEBUG AI : 185 :
2013-02-09 19:14:54,541 DEBUG AI : 187 :
2013-02-09 19:14:54,541 DEBUG AI : 189 :
2013-02-09 19:14:54,542 DEBUG AI : 183 :
2013-02-09 19:14:54,542 DEBUG AI : --------------------
2013-02-09 19:14:54,542 DEBUG AI : -------------------------------------------------
2013-02-09 19:14:54,542 DEBUG AI : Border Exploration Update
2013-02-09 19:14:54,542 DEBUG AI : -------------------------------------------------
2013-02-09 19:14:54,543 DEBUG AI : *** system ID 18 ( Dreven ) ; previously a border system, new visibility_turns vector is [0, 1, 1, 0]
2013-02-09 19:14:54,545 DEBUG AI : previously knew of system 18 planets []
2013-02-09 19:14:54,545 DEBUG AI : * updating targetPop of planet 164 ( Ivory Tower Dreven I ) to 32.00 from 0.00
2013-02-09 19:14:54,623 DEBUG AI : * updating troops of planet 164 ( Ivory Tower Dreven I ) to 7.00 from 0.00
2013-02-09 19:14:54,623 DEBUG AI : now know of system 18 planets [164]
2013-02-09 19:14:54,625 DEBUG AI : *** system ID 18 ( Dreven ) ; -- is partially visible -- is visibly connected to homesystem -- has neighbors [43]
2013-02-09 19:14:54,625 DEBUG AI : ----------------------------------------------------------
2013-02-09 19:14:54,625 DEBUG AI : *** system ID 43 ( Urania ) ; previously a border system, new visibility_turns vector is [0, 1, 1, 0]
2013-02-09 19:14:54,626 DEBUG AI : previously knew of system 43 planets []
2013-02-09 19:14:54,627 DEBUG AI : now know of system 43 planets [136, 137, 133, 134, 135]
2013-02-09 19:14:54,627 DEBUG AI : *** system ID 43 ( Urania ) ; -- is partially visible -- is visibly connected to homesystem -- has neighbors [18, 60, 34]
2013-02-09 19:14:54,627 DEBUG AI : ----------------------------------------------------------
2013-02-09 19:14:54,627 DEBUG AI : *** system ID 60 ( Hematopf ) ; previously a border system, new visibility_turns vector is [0, 1, 1, 0]
2013-02-09 19:14:54,628 DEBUG AI : previously knew of system 60 planets []
2013-02-09 19:14:54,628 DEBUG AI : now know of system 60 planets [160, 161, 162]
2013-02-09 19:14:54,628 DEBUG AI : *** system ID 60 ( Hematopf ) ; -- is partially visible -- is visibly connected to homesystem -- has neighbors [56, 10, 43, 47]
2013-02-09 19:14:54,629 DEBUG AI : ----------------------------------------------------------
2013-02-09 19:14:54,629 DEBUG AI : *** system ID 34 ( Ankaa ) ; previously a border system, new visibility_turns vector is [0, 1, 1, 0]
2013-02-09 19:14:54,629 DEBUG AI : previously knew of system 34 planets []
2013-02-09 19:14:54,629 DEBUG AI : now know of system 34 planets [122]
2013-02-09 19:14:54,630 DEBUG AI : *** system ID 34 ( Ankaa ) ; -- is partially visible -- is visibly connected to homesystem -- has neighbors [33, 43, 38]
2013-02-09 19:14:54,630 DEBUG AI : ----------------------------------------------------------
2013-02-09 19:14:54,630 DEBUG AI : *** system ID 56 ( name unknown ) ; previously a border system, new visibility_turns vector is [0, 1, 0, 0]
2013-02-09 19:14:54,630 DEBUG AI : *** system ID 56 ( name unknown ) ; -- is not partially visible -- is visibly connected to homesystem
2013-02-09 19:14:54,630 DEBUG AI : ----------------------------------------------------------
2013-02-09 19:14:54,631 DEBUG AI : *** system ID 10 ( Eddington ) ; previously a border system, new visibility_turns vector is [0, 1, 1, 0]
2013-02-09 19:14:54,631 DEBUG AI : previously knew of system 10 planets []
2013-02-09 19:14:54,632 DEBUG AI : now know of system 10 planets [80, 77, 78, 79]
2013-02-09 19:14:54,632 DEBUG AI : *** system ID 10 ( Eddington ) ; -- is partially visible -- is visibly connected to homesystem -- has neighbors [60]
2013-02-09 19:14:54,632 DEBUG AI : ----------------------------------------------------------
2013-02-09 19:14:54,632 DEBUG AI : *** system ID 47 ( name unknown ) ; previously a border system, new visibility_turns vector is [0, 1, 0, 0]
2013-02-09 19:14:54,633 DEBUG AI : *** system ID 47 ( name unknown ) ; -- is not partially visible -- is visibly connected to homesystem
2013-02-09 19:14:54,633 DEBUG AI : ----------------------------------------------------------
2013-02-09 19:14:54,633 DEBUG AI : *** system ID 33 ( name unknown ) ; previously a border system, new visibility_turns vector is [0, 1, 0, 0]
2013-02-09 19:14:54,635 DEBUG AI : *** system ID 33 ( name unknown ) ; -- is not partially visible -- is visibly connected to homesystem
2013-02-09 19:14:54,636 DEBUG AI : ----------------------------------------------------------
2013-02-09 19:14:54,636 DEBUG AI : *** system ID 38 ( Zyrgon ) ; previously a border system, new visibility_turns vector is [0, 1, 1, 0]
2013-02-09 19:14:54,636 DEBUG AI : previously knew of system 38 planets []
2013-02-09 19:14:54,637 DEBUG AI : now know of system 38 planets [125]
2013-02-09 19:14:54,637 DEBUG AI : *** system ID 38 ( Zyrgon ) ; -- is partially visible -- is visibly connected to homesystem -- has neighbors [34, 20]
2013-02-09 19:14:54,637 DEBUG AI : ----------------------------------------------------------
2013-02-09 19:14:54,637 DEBUG AI : *** system ID 20 ( name unknown ) ; previously a border system, new visibility_turns vector is [0, 1, 0, 0]
2013-02-09 19:14:54,637 DEBUG AI : *** system ID 20 ( name unknown ) ; -- is not partially visible -- is visibly connected to homesystem
2013-02-09 19:14:54,638 DEBUG AI : ----------------------------------------------------------
2013-02-09 19:14:54,638 DEBUG AI : object is: <freeOrionAIInterface.IntPairVec object at 0x021A6420>
2013-02-09 19:14:54,638 DEBUG AI : obstructed starlanes are: [(43, 34)]
2013-02-09 19:14:54,639 DEBUG AI : Moved system 18 ( Dreven ) from unexplored list to explored list
2013-02-09 19:14:54,639 DEBUG AI : -------------------------------------------------
2013-02-09 19:14:54,640 DEBUG AI : newly explored systems:
2013-02-09 19:14:54,640 DEBUG AI : ID: 18 -- Dreven
2013-02-09 19:14:54,640 DEBUG AI : -------------------------------------------------
2013-02-09 19:14:54,640 DEBUG AI : ----------------------------------------------------------------------------------
2013-02-09 19:14:54,641 DEBUG AI : in CleanFleetRoles
2013-02-09 19:14:54,641 DEBUG AI : fleetList : [183, 185, 187, 189]
2013-02-09 19:14:54,641 DEBUG AI : -----------
2013-02-09 19:14:54,641 DEBUG AI : FleetUtils empire-owned fleetList : [185, 187, 189, 183]
2013-02-09 19:14:54,641 DEBUG AI : -----------
2013-02-09 19:14:54,641 DEBUG AI : statusList [{'rating': {'health': 5.0, 'attack': 0.0, 'tally': 0.0, 'overall': 0.0, 'nships': 1}, 'nships': 1, 'sysID': 18}, {'rating': {'health': 5.0, 'attack': 0.0, 'tally': 0.0, 'overall': 0.0, 'nships': 1}, 'nships': 1, 'sysID': 18}, {'rating': {'health': 15.0, 'attack': 2.0, 'tally': 30.0, 'overall': 30.0, 'nships': 1}, 'nships': 1, 'sysID': 18}, {'rating': {'health': 10.0, 'attack': 0.0, 'tally': 0.0, 'overall': 0.0, 'nships': 1}, 'nships': 1, 'sysID': 18}]
2013-02-09 19:14:54,642 DEBUG AI : -----------
2013-02-09 19:14:54,642 DEBUG AI : Fleet 183 (Scout Fleet) oldRating: 0 | newRating 0 | at system 18 (Dreven) | next system -1 (unknown)
2013-02-09 19:14:54,642 DEBUG AI : Fleet 185 (Scout Fleet) oldRating: 0 | newRating 0 | at system 18 (Dreven) | next system -1 (unknown)
2013-02-09 19:14:54,643 DEBUG AI : Fleet 187 (Battle Fleet) oldRating: 30 | newRating 30 | at system 18 (Dreven) | next system -1 (unknown)
2013-02-09 19:14:54,645 DEBUG AI : Fleet 189 (Colony Fleet) oldRating: 0 | newRating 0 | at system 18 (Dreven) | next system -1 (unknown)
2013-02-09 19:14:54,646 DEBUG AI : Fleets lost by system: {}
2013-02-09 19:14:54,646 DEBUG AI : -------
2013-02-09 19:14:54,646 DEBUG AI : Updating System Threats
2013-02-09 19:14:54,646 DEBUG AI : ---------
2013-02-09 19:14:54,648 DEBUG AI : Can't see into system 20 ( name unknown ) -- basing threat assessment on old info and lost ships
2013-02-09 19:14:54,648 DEBUG AI : Can't see into system 33 ( name unknown ) -- basing threat assessment on old info and lost ships
2013-02-09 19:14:54,650 DEBUG AI : Can't see into system 47 ( name unknown ) -- basing threat assessment on old info and lost ships
2013-02-09 19:14:54,650 DEBUG AI : Can't see into system 56 ( name unknown ) -- basing threat assessment on old info and lost ships
2013-02-09 19:14:54,655 DEBUG AI : ----------------------------------------------
2013-02-09 19:14:54,655 DEBUG AI : System Threat Assessments
2013-02-09 19:14:54,656 DEBUG AI : System 10 ( Eddington ) : {'neighbors': {60: 55.30613955586368}, 'neighborThreat': 0, 'myfleets': [], 'fleetThreat': 0, 'myFleetRating': 0, 'planets': {80: {'targetPop': 0.0, 'troops': 0.0}, 77: {'targetPop': 0.0, 'troops': 0.0}, 78: {'targetPop': 0.0, 'troops': 0.0}, 79: {'targetPop': 0.0, 'troops': 0.0}}, 'monsterThreat': 0, 'planetThreat': 0}
2013-02-09 19:14:54,656 DEBUG AI : System 18 ( Dreven ) : {'neighbors': {43: 65.44015862529447}, 'neighborThreat': 0, 'myfleets': [189, 187, 185, 183], 'fleetThreat': 0, 'myFleetRating': 70.0, 'planets': {164: {'targetPop': 32.0, 'troops': 7.0}}, 'monsterThreat': 0, 'planetThreat': 0}
2013-02-09 19:14:54,656 DEBUG AI : System 20 ( unknown ) : {'neighbors': {38: 75.26529790601728}, 'neighborThreat': 0, 'myfleets': [], 'fleetThreat': 0, 'myFleetRating': 0, 'planetThreat': 0}
2013-02-09 19:14:54,656 DEBUG AI : System 33 ( unknown ) : {'neighbors': {34: 99.5815717530124}, 'neighborThreat': 0, 'myfleets': [], 'fleetThreat': 0, 'myFleetRating': 0, 'planetThreat': 0}
2013-02-09 19:14:54,657 DEBUG AI : System 34 ( Ankaa ) : {'neighbors': {33: 99.5815717530124, 43: 41.46498601688035, 38: 46.519370623406644}, 'neighborThreat': 0, 'myfleets': [], 'fleetThreat': 0, 'myFleetRating': 0, 'planets': {122: {'targetPop': 0.0, 'troops': 0.0}}, 'monsterThreat': 560, 'planetThreat': 0}
2013-02-09 19:14:54,657 DEBUG AI : System 38 ( Zyrgon ) : {'neighbors': {34: 46.519370623406644, 20: 75.26529790601728}, 'neighborThreat': 0, 'myfleets': [], 'fleetThreat': 0, 'myFleetRating': 0, 'planets': {125: {'targetPop': 0.0, 'troops': 0.0}}, 'monsterThreat': 0, 'planetThreat': 0}
2013-02-09 19:14:54,657 DEBUG AI : System 43 ( Urania ) : {'neighbors': {18: 65.44015862529447, 60: 60.117197013891534, 34: 41.46498601688035}, 'neighborThreat': 0, 'myfleets': [], 'fleetThreat': 0, 'myFleetRating': 0, 'planets': {136: {'targetPop': 0.0, 'troops': 0.0}, 137: {'targetPop': 0.0, 'troops': 0.0}, 133: {'targetPop': 0.0, 'troops': 0.0}, 134: {'targetPop': 0.0, 'troops': 0.0}, 135: {'targetPop': 0.0, 'troops': 0.0}}, 'monsterThreat': 0, 'planetThreat': 0}
2013-02-09 19:14:54,657 DEBUG AI : System 47 ( unknown ) : {'neighbors': {60: 51.32952117718028}, 'neighborThreat': 0, 'myfleets': [], 'fleetThreat': 0, 'myFleetRating': 0, 'planetThreat': 0}
2013-02-09 19:14:54,658 DEBUG AI : System 56 ( unknown ) : {'neighbors': {60: 55.58962238056237}, 'neighborThreat': 0, 'myfleets': [], 'fleetThreat': 0, 'myFleetRating': 0, 'planetThreat': 0}
2013-02-09 19:14:54,658 DEBUG AI : System 60 ( Hematopf ) : {'neighbors': {56: 55.58962238056237, 10: 55.30613955586368, 43: 60.117197013891534, 47: 51.32952117718028}, 'neighborThreat': 0, 'myfleets': [], 'fleetThreat': 0, 'myFleetRating': 0, 'planets': {160: {'targetPop': 0.0, 'troops': 0.0}, 161: {'targetPop': 0.0, 'troops': 0.0}, 162: {'targetPop': 0.0, 'troops': 0.0}}, 'monsterThreat': 0, 'planetThreat': 0}
2013-02-09 19:14:54,658 DEBUG AI : Calling AI Modules
2013-02-09 19:14:54,658 DEBUG AI : calculating priorities
2013-02-09 19:14:54,659 DEBUG AI :
2013-02-09 19:14:54,659 DEBUG AI : Research Production (current/target) : ( 5.0 / 5.0 )
2013-02-09 19:14:54,660 DEBUG AI : Priority for Research: 60
2013-02-09 19:14:54,660 DEBUG AI : Plannning colonization for species name SP_TRITH
2013-02-09 19:14:54,661 DEBUG AI :
2013-02-09 19:14:54,661 DEBUG AI : fleetSupplyableSystemIDs: [18, 43, 60]
2013-02-09 19:14:54,661 DEBUG AI : fleetSupplyablePlanetIDs: [164, 136, 137, 133, 134, 135, 160, 161, 162]
2013-02-09 19:14:54,661 DEBUG AI :
2013-02-09 19:14:54,661 DEBUG AI : -------
2013-02-09 19:14:54,662 DEBUG AI : Empire Obstructed Starlanes:
2013-02-09 19:14:54,662 DEBUG AI : [(43, 34)]
2013-02-09 19:14:54,709 DEBUG AI : First Ring of annexable systems: ['Ankaa:34', 'Eddington:10', ':47', ':56']
2013-02-09 19:14:54,710 DEBUG AI : Unexplored Systems: [(33, 'name unknown'), (34, 'Ankaa'), (38, 'Zyrgon'), (10, 'Eddington'), (43, 'Urania'), (47, 'name unknown'), (20, 'name unknown'), (56, 'name unknown'), (60, 'Hematopf')]
2013-02-09 19:14:54,710 DEBUG AI : Explored SystemIDs: [18]
2013-02-09 19:14:54,710 DEBUG AI : Explored PlanetIDs: [164]
2013-02-09 19:14:54,711 DEBUG AI :
2013-02-09 19:14:54,711 DEBUG AI : Empire Owned PlanetIDs: [164]
2013-02-09 19:14:54,712 DEBUG AI : All annexable Owned or Populated PlanetIDs: set([])
2013-02-09 19:14:54,712 DEBUG AI : UnOwned annexable PlanetIDs: []
2013-02-09 19:14:54,712 DEBUG AI :
2013-02-09 19:14:54,713 DEBUG AI : Empire species roster:
2013-02-09 19:14:54,715 DEBUG AI : SP_TRITH on planets [164]; can colonize from 1 shipyards; has tags ['SELF_SUSTAINING', 'TELEPATHIC']
2013-02-09 19:14:54,715 DEBUG AI :
2013-02-09 19:14:54,715 DEBUG AI :
2013-02-09 19:14:54,716 DEBUG AI :
2013-02-09 19:14:54,716 DEBUG AI : Colony Targeted SystemIDs: []
2013-02-09 19:14:54,716 DEBUG AI : Colony Targeted PlanetIDs: []
2013-02-09 19:14:54,717 DEBUG AI : Colony FleetIDs: [189]
2013-02-09 19:14:54,717 DEBUG AI : Colony Fleets Without Missions: 1
2013-02-09 19:14:54,718 DEBUG AI :
2013-02-09 19:14:54,718 DEBUG AI : Outpost Targeted SystemIDs: []
2013-02-09 19:14:54,718 DEBUG AI : Outpost Targeted PlanetIDs: []
2013-02-09 19:14:54,719 DEBUG AI : Available Outpost Fleets: 0
2013-02-09 19:14:54,719 DEBUG AI : Outpost Fleets Without Missions: 0
2013-02-09 19:14:54,731 DEBUG AI :
2013-02-09 19:14:54,731 DEBUG AI : Settleable Colony Planets (score,species) | ID | Name | Specials:
2013-02-09 19:14:54,732 DEBUG AI : (100, 'SP_TRITH') | 160 | Hematopf I | []
2013-02-09 19:14:54,732 DEBUG AI : (60, 'SP_TRITH') | 77 | Eddington I | ['ECCENTRIC_ORBIT_SPECIAL']
2013-02-09 19:14:54,732 DEBUG AI : (60, 'SP_TRITH') | 78 | Eddington II | []
2013-02-09 19:14:54,732 DEBUG AI : (60, 'SP_TRITH') | 80 | Eddington IV | ['HIGH_AXIAL_TILT_SPECIAL']
2013-02-09 19:14:54,733 DEBUG AI : (30, 'SP_TRITH') | 133 | Urania I | []
2013-02-09 19:14:54,733 DEBUG AI : (30, 'SP_TRITH') | 134 | Urania II | []
2013-02-09 19:14:54,735 DEBUG AI : (30, 'SP_TRITH') | 136 | Urania III | []
2013-02-09 19:14:54,735 DEBUG AI : (30, 'SP_TRITH') | 137 | Urania IV | []
2013-02-09 19:14:54,736 DEBUG AI : (20, 'SP_TRITH') | 122 | Ankaa I | ['MONOPOLE_SPECIAL']
2013-02-09 19:14:54,736 DEBUG AI :
2013-02-09 19:14:54,741 DEBUG AI : Settleable Outpost PlanetIDs:
2013-02-09 19:14:54,741 DEBUG AI :
2013-02-09 19:14:54,747 DEBUG AI : All Visible and accessible Populated PlanetIDs (including this empire's): []
2013-02-09 19:14:54,748 DEBUG AI : Prime Invadable PlanetIDs: []
2013-02-09 19:14:54,748 DEBUG AI :
2013-02-09 19:14:54,748 DEBUG AI : Current Invasion Targeted SystemIDs: []
2013-02-09 19:14:54,821 DEBUG AI : Current Invasion Targeted PlanetIDs: []
2013-02-09 19:14:54,821 DEBUG AI : Available Invasion Fleets: 0
2013-02-09 19:14:54,821 DEBUG AI : Invasion Fleets Without Missions: 0
2013-02-09 19:14:54,822 DEBUG AI : Evaluating potential invasions, PlanetIDs: []
2013-02-09 19:14:54,822 DEBUG AI :
2013-02-09 19:14:54,822 DEBUG AI : No Invadable planets identified
2013-02-09 19:14:54,822 DEBUG AI : ==================================================
2013-02-09 19:14:54,823 DEBUG AI : Total Military Rating: 30
2013-02-09 19:14:54,823 DEBUG AI : ---------------------------------
2013-02-09 19:14:54,825 DEBUG AI : ==================================================
2013-02-09 19:14:54,825 DEBUG AI : Available Military Rating: 30
2013-02-09 19:14:54,825 DEBUG AI : ---------------------------------
2013-02-09 19:14:54,826 DEBUG AI : Empire Capital System: (18) Dreven -- threat : 0, military allocation: existing: 0 ; new: 0
2013-02-09 19:14:54,826 DEBUG AI : -----------------
2013-02-09 19:14:54,827 DEBUG AI : Empire-Occupied Systems: []
2013-02-09 19:14:54,827 DEBUG AI : -----------------
2013-02-09 19:14:54,827 DEBUG AI : Top Colony and Invasion Targeted Systems : ['| 60 Hematopf |', '| 10 Eddington |', '| 43 Urania |', '| 34 Ankaa |']
2013-02-09 19:14:54,827 DEBUG AI : -----------------
2013-02-09 19:14:54,827 DEBUG AI : Targeted system 60 ( Hematopf ) has local threat 0 ; existing military allocation 0 and new allocation 0
2013-02-09 19:14:54,828 DEBUG AI : Targeted system 10 ( Eddington ) has local threat 0 ; existing military allocation 0 and new allocation 0
2013-02-09 19:14:54,828 DEBUG AI : Targeted system 43 ( Urania ) has local threat 0 ; existing military allocation 0 and new allocation 0
2013-02-09 19:14:54,828 DEBUG AI : Targeted system 34 ( Ankaa ) has local threat 2240 ; existing military allocation 0 and new allocation 0
2013-02-09 19:14:54,828 DEBUG AI : -----------------
2013-02-09 19:14:54,828 DEBUG AI : Top Colony and Invasion Targeted Systems under total threat: 2240 -- total mil allocation-- existing: 0 ; new: 0
2013-02-09 19:14:54,828 DEBUG AI : -----------------
2013-02-09 19:14:54,829 DEBUG AI : Other Invasion Targeted Systems : []
2013-02-09 19:14:54,829 DEBUG AI : -----------------
2013-02-09 19:14:54,829 DEBUG AI : Other Targeted Systems : []
2013-02-09 19:14:54,829 DEBUG AI : -----------------
2013-02-09 19:14:54,829 DEBUG AI : Blockade Targeted Systems : []
2013-02-09 19:14:54,829 DEBUG AI : -----------------
2013-02-09 19:14:54,829 DEBUG AI :
2013-02-09 19:14:54,829 DEBUG AI : Other Empire-Interior Systems : []
2013-02-09 19:14:54,830 DEBUG AI : -----------------
2013-02-09 19:14:54,830 DEBUG AI : -----------------
2013-02-09 19:14:54,830 DEBUG AI : No Other Interior Systems with fleet threat
2013-02-09 19:14:54,830 DEBUG AI : -----------------
2013-02-09 19:14:54,830 DEBUG AI :
2013-02-09 19:14:54,830 DEBUG AI : Exploration-targeted Systems: []
2013-02-09 19:14:54,830 DEBUG AI : -----------------
2013-02-09 19:14:54,831 DEBUG AI :
2013-02-09 19:14:54,832 DEBUG AI : Empire-Accessible Systems not yet allocated military: ['| 34 Ankaa |', '| 38 Zyrgon |', '| 10 Eddington |', '| 43 Urania |', '| 18 Dreven |', '| 60 Hematopf |', '| 33 |', '| 47 |', '| 20 |', '| 56 |']
2013-02-09 19:14:54,832 DEBUG AI : -----------------
2013-02-09 19:14:54,832 DEBUG AI : -----------------
2013-02-09 19:14:54,832 DEBUG AI : No Other Empire-Accessible Systems with biased local threat
2013-02-09 19:14:54,832 DEBUG AI : -----------------
2013-02-09 19:14:54,832 DEBUG AI :
2013-02-09 19:14:54,832 DEBUG AI : Big-Monster Dens: []
2013-02-09 19:14:54,832 DEBUG AI : -----------------
2013-02-09 19:14:54,833 DEBUG AI : Remaining military strength allocation 30 will be allocated as 60000.0 % surplus allocation to top current priorities
2013-02-09 19:14:54,833 DEBUG AI : ------------------------------
2013-02-09 19:14:54,833 DEBUG AI : Final Military Allocations: {}
2013-02-09 19:14:54,833 DEBUG AI : -----------------------
2013-02-09 19:14:54,835 DEBUG AI :
2013-02-09 19:14:54,835 DEBUG AI : Industry Production (current/target) : ( 16.8 / 16.8 ) at turn 1
2013-02-09 19:14:54,836 DEBUG AI : Priority for Industry: 20
2013-02-09 19:14:54,836 DEBUG AI :
2013-02-09 19:14:54,836 DEBUG AI : Number of Scouts : 2
2013-02-09 19:14:54,836 DEBUG AI : Number of Unexplored systems: 1
2013-02-09 19:14:54,836 DEBUG AI : Priority for scouts : 0.0
2013-02-09 19:14:54,842 DEBUG AI : Exploration system considering following system-distance pairs:
2013-02-09 19:14:54,842 DEBUG AI : [ 43 : 65.4 ]
2013-02-09 19:14:54,842 DEBUG AI : explorable sys IDs: [43]
2013-02-09 19:14:54,843 DEBUG AI : already targeted: []
2013-02-09 19:14:54,843 DEBUG AI : needs coverage: [43]
2013-02-09 19:14:54,845 DEBUG AI : available scouts & AIstate locs: [(185, 18), (183, 18)]
2013-02-09 19:14:54,845 DEBUG AI : available scouts & universe locs: [(185, 18), (183, 18)]
2013-02-09 19:14:54,846 DEBUG AI : sent scouting fleets to sysIDs : [43]
2013-02-09 19:14:54,847 DEBUG AI : colony/outpost ship matching -- fleets [189] to planets [(160, (100, 'SP_TRITH')), (77, (60, 'SP_TRITH')), (78, (60, 'SP_TRITH')), (80, (60, 'SP_TRITH')), (133, (30, 'SP_TRITH')), (134, (30, 'SP_TRITH')), (136, (30, 'SP_TRITH')), (137, (30, 'SP_TRITH')), (122, (20, 'SP_TRITH'))]
2013-02-09 19:14:54,847 DEBUG AI : colony/outpost ship matching -- fleets [] to planets []
2013-02-09 19:14:54,849 DEBUG AI : ==================================================
2013-02-09 19:14:54,849 DEBUG AI : assigning military fleets
2013-02-09 19:14:54,849 DEBUG AI : ---------------------------------
2013-02-09 19:14:54,850 DEBUG AI : ---------------------------------
2013-02-09 19:14:54,850 DEBUG AI : Generating fleet orders
2013-02-09 19:14:54,850 DEBUG AI :
2013-02-09 19:14:54,850 DEBUG AI : Exploration Fleets : [185, 183]
2013-02-09 19:14:54,851 DEBUG AI : Colonization Fleets: [189]
2013-02-09 19:14:54,851 DEBUG AI : Outpost Fleets : []
2013-02-09 19:14:54,852 DEBUG AI : Attack Fleets : []
2013-02-09 19:14:54,852 DEBUG AI : Defend Fleets : []
2013-02-09 19:14:54,853 DEBUG AI : Invasion Fleets : []
2013-02-09 19:14:54,855 DEBUG AI : Military Fleets : [187]
2013-02-09 19:14:54,856 DEBUG AI : Orbital Defense Fleets : []
2013-02-09 19:14:54,856 DEBUG AI : Securing Fleets : [] (currently FLEET_MISSION_MILITARY should be used instead of this Role)
2013-02-09 19:14:54,856 DEBUG AI :
2013-02-09 19:14:54,856 DEBUG AI : Explored systems :
2013-02-09 19:14:54,857 DEBUG AI : name:Dreven id:18 supplied
2013-02-09 19:14:54,857 DEBUG AI : Unexplored systems:
2013-02-09 19:14:54,857 DEBUG AI : name: id:33
2013-02-09 19:14:54,857 DEBUG AI : name:Ankaa id:34
2013-02-09 19:14:54,857 DEBUG AI : name:Zyrgon id:38
2013-02-09 19:14:54,857 DEBUG AI : name:Eddington id:10
2013-02-09 19:14:54,857 DEBUG AI : name:Urania id:43 supplied
2013-02-09 19:14:54,858 DEBUG AI : name: id:47
2013-02-09 19:14:54,858 DEBUG AI : name: id:20
2013-02-09 19:14:54,858 DEBUG AI : name: id:56
2013-02-09 19:14:54,858 DEBUG AI : name:Hematopf id:60 supplied
2013-02-09 19:14:54,858 DEBUG AI :
2013-02-09 19:14:54,859 DEBUG AI : Exploration targets:
2013-02-09 19:14:54,859 DEBUG AI : fleet 185 ( Scout Fleet) [ explore mission ] : 1 ships , total Rating: 0 { system : [ 43] Urania}
2013-02-09 19:14:54,860 DEBUG AI : Colonization targets: None
2013-02-09 19:14:54,860 DEBUG AI : Outpost targets: None
2013-02-09 19:14:54,941 DEBUG AI : Invasion targets: None
2013-02-09 19:14:54,942 DEBUG AI : Military targets: None
2013-02-09 19:14:54,942 DEBUG AI : Orbital Defense targets: None
2013-02-09 19:14:54,946 DEBUG AI :
2013-02-09 19:14:54,946 DEBUG AI : issuing fleet orders:
2013-02-09 19:14:54,946 DEBUG AI : Checking orders for fleet 185
2013-02-09 19:14:54,946 DEBUG AI : fleet order[move] source:{ fleet : [ 185] Scout Fleet} | target { system : [ 18] Dreven}
2013-02-09 19:14:54,947 DEBUG AI : ** fleet order[move] source:{ fleet : [ 185] Scout Fleet} | target { system : [ 18] Dreven} -- Mission Type explore , current loc sys 18 - Dreven
2013-02-09 19:14:54,948 DEBUG AI : fleet order[move] source:{ fleet : [ 185] Scout Fleet} | target { system : [ 43] Urania}
2013-02-09 19:14:54,948 DEBUG AI : ** fleet order[move] source:{ fleet : [ 185] Scout Fleet} | target { system : [ 43] Urania} -- Mission Type explore , current loc sys 18 - Dreven
2013-02-09 19:14:54,949 DEBUG AI : Checking orders for fleet 187
2013-02-09 19:14:54,949 DEBUG AI : Fleet 187 has completed its mission; clearing all orders and targets.
2013-02-09 19:14:54,950 DEBUG AI : Full set of orders were:
2013-02-09 19:14:54,950 DEBUG AI : Checking orders for fleet 189
2013-02-09 19:14:54,950 DEBUG AI : Fleet 189 has completed its mission; clearing all orders and targets.
2013-02-09 19:14:54,950 DEBUG AI : Full set of orders were:
2013-02-09 19:14:54,951 DEBUG AI : Checking orders for fleet 183
2013-02-09 19:14:54,951 DEBUG AI : Fleet 183 has completed its mission; clearing all orders and targets.
2013-02-09 19:14:54,951 DEBUG AI : Full set of orders were:
2013-02-09 19:14:54,952 DEBUG AI :
2013-02-09 19:14:54,952 DEBUG AI : Research Queue Management:
2013-02-09 19:14:54,952 DEBUG AI :
2013-02-09 19:14:54,952 DEBUG AI : Total Current Research Points: 5.00
2013-02-09 19:14:54,952 DEBUG AI :
2013-02-09 19:14:54,952 DEBUG AI : Techs researched and available for use:
2013-02-09 19:14:54,958 DEBUG AI : DEF_ROOT_DEFENSE SHP_GAL_EXPLO SHP_ROOT_AGGRESSION
2013-02-09 19:14:54,958 DEBUG AI : SPY_DETECT_1 SPY_PLANET_STEALTH_MOD SPY_ROOT_DECEPTION
2013-02-09 19:14:54,958 DEBUG AI :
2013-02-09 19:14:54,958 DEBUG AI :
2013-02-09 19:14:54,972 DEBUG AI : Enqueued Tech: GRO_PLANET_ECOL
2013-02-09 19:14:54,975 DEBUG AI : Enqueued Tech: GRO_SUBTER_HAB
2013-02-09 19:14:54,976 DEBUG AI : Enqueued Tech: SHP_DOMESTIC_MONSTER
2013-02-09 19:14:54,978 DEBUG AI : Enqueued Tech: SHP_ORG_HULL
2013-02-09 19:14:54,979 DEBUG AI : Enqueued Tech: SHP_WEAPON_2
2013-02-09 19:14:54,980 DEBUG AI : Enqueued Tech: SHP_WEAPON_3
2013-02-09 19:14:55,060 DEBUG AI : Enqueued Tech: LRN_ALGO_ELEGANCE
2013-02-09 19:14:55,062 DEBUG AI : Enqueued Tech: CON_ENV_ENCAPSUL
2013-02-09 19:14:55,063 DEBUG AI : Enqueued Tech: PRO_FUSION_GEN
2013-02-09 19:14:55,066 DEBUG AI : Enqueued Tech: SHP_WEAPON_5
2013-02-09 19:14:55,067 DEBUG AI : Enqueued Tech: PRO_ROBOTIC_PROD
2013-02-09 19:14:55,069 DEBUG AI : Enqueued Tech: DEF_DEFENSE_NET_1
2013-02-09 19:14:55,070 DEBUG AI : Enqueued Tech: DEF_GARRISON_1
2013-02-09 19:14:55,072 DEBUG AI : Enqueued Tech: CON_ORBITAL_CON
2013-02-09 19:14:55,075 DEBUG AI : Enqueued Tech: SHP_WEAPON_6
2013-02-09 19:14:55,077 DEBUG AI : Enqueued Tech: GRO_SYMBIOTIC_BIO
2013-02-09 19:14:55,079 DEBUG AI : Enqueued Tech: LRN_ARTIF_MINDS
2013-02-09 19:14:55,081 DEBUG AI : Enqueued Tech: LRN_FORCE_FIELD
2013-02-09 19:14:55,082 DEBUG AI : Enqueued Tech: GRO_GENETIC_ENG
2013-02-09 19:14:55,086 DEBUG AI : Enqueued Tech: SHP_MULTICELL_CAST
2013-02-09 19:14:55,088 DEBUG AI : Enqueued Tech: PRO_ORBITAL_GEN
2013-02-09 19:14:55,090 DEBUG AI : Enqueued Tech: SHP_WEAPON_7
2013-02-09 19:14:55,092 DEBUG AI : Enqueued Tech: PRO_MICROGRAV_MAN
2013-02-09 19:14:55,096 DEBUG AI : Enqueued Tech: SHP_WEAPON_8
2013-02-09 19:14:55,098 DEBUG AI : Enqueued Tech: PRO_INDUSTRY_CENTER_I
2013-02-09 19:14:55,180 DEBUG AI : Enqueued Tech: DEF_GARRISON_2
2013-02-09 19:14:55,182 DEBUG AI : Enqueued Tech: SHP_ENDOCRINE_SYSTEMS
2013-02-09 19:14:55,186 DEBUG AI : Enqueued Tech: LRN_GRAVITONICS
2013-02-09 19:14:55,189 DEBUG AI : Enqueued Tech: CON_CONTGRAV_ARCH
2013-02-09 19:14:55,191 DEBUG AI : Enqueued Tech: DEF_GARRISON_3
2013-02-09 19:14:55,196 DEBUG AI : Enqueued Tech: PRO_INDUSTRY_CENTER_II
2013-02-09 19:14:55,199 DEBUG AI : Enqueued Tech: GRO_XENO_GENETICS
2013-02-09 19:14:55,202 DEBUG AI : Enqueued Tech: SPY_DETECT_2
2013-02-09 19:14:55,207 DEBUG AI : Enqueued Tech: SHP_CONT_SYMB
2013-02-09 19:14:55,210 DEBUG AI : Enqueued Tech: DEF_DEFENSE_NET_2
2013-02-09 19:14:55,215 DEBUG AI : Enqueued Tech: DEF_PLAN_BARRIER_SHLD_1
2013-02-09 19:14:55,299 DEBUG AI : Enqueued Tech: CON_METRO_INFRA
2013-02-09 19:14:55,303 DEBUG AI : Enqueued Tech: CON_SUBTER_CONST
2013-02-09 19:14:55,308 DEBUG AI : Enqueued Tech: GRO_MEDICAL_PATH
2013-02-09 19:14:55,312 DEBUG AI : Enqueued Tech: GRO_LIFECYCLE_MAN
2013-02-09 19:14:55,317 DEBUG AI : Enqueued Tech: SHP_MONOCELL_EXP
2013-02-09 19:14:55,321 DEBUG AI : Enqueued Tech: SHP_ENDOSYMB_HULL
2013-02-09 19:14:55,328 DEBUG AI : Enqueued Tech: PRO_SOL_ORB_GEN
2013-02-09 19:14:55,332 DEBUG AI : Enqueued Tech: DEF_DEFENSE_NET_REGEN_1
2013-02-09 19:14:55,418 DEBUG AI : Enqueued Tech: DEF_PLAN_BARRIER_SHLD_2
2013-02-09 19:14:55,422 DEBUG AI : Enqueued Tech: SHP_WEAPON_9
2013-02-09 19:14:55,429 DEBUG AI : Enqueued Tech: CON_ORBITAL_HAB
2013-02-09 19:14:55,436 DEBUG AI : Enqueued Tech: GRO_XENO_HYBRIDS
2013-02-09 19:14:55,450 DEBUG AI : Enqueued Tech: SHP_ASTEROID_HULLS
2013-02-09 19:14:55,458 DEBUG AI : Enqueued Tech: GRO_ADV_ECOMAN
2013-02-09 19:14:55,552 DEBUG AI : Enqueued Tech: GRO_TERRAFORM
2013-02-09 19:14:55,561 DEBUG AI : Enqueued Tech: LRN_PHYS_BRAIN
2013-02-09 19:14:55,568 DEBUG AI : Enqueued Tech: LRN_TRANSLING_THT
2013-02-09 19:14:55,577 DEBUG AI : Enqueued Tech: LRN_XENOARCH
2013-02-09 19:14:55,583 DEBUG AI : Enqueued Tech: GRO_GENETIC_MED
2013-02-09 19:14:55,671 DEBUG AI : Enqueued Tech: SHP_LEAD_PLATE
2013-02-09 19:14:55,679 DEBUG AI : Enqueued Tech: GRO_ECO_METAMORPH
2013-02-09 19:14:55,688 DEBUG AI : Enqueued Tech: GRO_NANOTECH_MED
2013-02-09 19:14:55,697 DEBUG AI : Enqueued Tech: PRO_NANOTECH_PROD
2013-02-09 19:14:55,706 DEBUG AI : Enqueued Tech: GRO_TRANSORG_SENT
2013-02-09 19:14:55,792 DEBUG AI : Enqueued Tech: SHP_BIOADAPTIVE_SPEC
2013-02-09 19:14:55,801 DEBUG AI : Enqueued Tech: PRO_SENTIENT_AUTOMATION
2013-02-09 19:14:55,810 DEBUG AI : Enqueued Tech: PRO_EXOBOTS
2013-02-09 19:14:55,819 DEBUG AI : Enqueued Tech: DEF_DEFENSE_NET_3
2013-02-09 19:14:55,908 DEBUG AI : Enqueued Tech: DEF_SYST_DEF_MINE_1
2013-02-09 19:14:55,918 DEBUG AI : Enqueued Tech: DEF_PLAN_BARRIER_SHLD_3
2013-02-09 19:14:55,928 DEBUG AI : Enqueued Tech: SPY_DETECT_3
2013-02-09 19:14:55,938 DEBUG AI : Enqueued Tech: LRN_NDIM_SUBSPACE
2013-02-09 19:14:56,027 DEBUG AI : Enqueued Tech: LRN_QUANT_NET
2013-02-09 19:14:56,038 DEBUG AI : Enqueued Tech: SHP_INTSTEL_LOG
2013-02-09 19:14:56,048 DEBUG AI : Enqueued Tech: SHP_REINFORCED_HULL
2013-02-09 19:14:56,059 DEBUG AI : Enqueued Tech: SHP_WEAPON_10
2013-02-09 19:14:56,148 DEBUG AI : Enqueued Tech: SHP_CONT_BIOADAPT
2013-02-09 19:14:56,159 DEBUG AI : Enqueued Tech: SHP_SENT_HULL
2013-02-09 19:14:56,170 DEBUG AI : Enqueued Tech: SHP_ZORTRIUM_PLATE
2013-02-09 19:14:56,261 DEBUG AI : Enqueued Tech: DEF_SYST_DEF_MINE_2
2013-02-09 19:14:56,272 DEBUG AI : Enqueued Tech: GRO_NANO_CYBERNET
2013-02-09 19:14:56,283 DEBUG AI : Enqueued Tech: GRO_CYBORG
2013-02-09 19:14:56,293 DEBUG AI : Enqueued Tech: GRO_GENOME_BANK
2013-02-09 19:14:56,414 DEBUG AI : Enqueued Tech: SHP_BASIC_DAM_CONT
2013-02-09 19:14:56,426 DEBUG AI : Enqueued Tech: CON_ARCH_PSYCH
2013-02-09 19:14:56,437 DEBUG AI : Enqueued Tech: CON_CONC_CAMP
2013-02-09 19:14:56,448 DEBUG AI : Enqueued Tech: PRO_SINGULAR_GEN
2013-02-09 19:14:56,547 DEBUG AI : Enqueued Tech: SHP_ADV_DAM_CONT
2013-02-09 19:14:56,558 DEBUG AI : Enqueued Tech: PRO_INDUSTRY_CENTER_III
2013-02-09 19:14:56,569 DEBUG AI : Enqueued Tech: DEF_GARRISON_4
2013-02-09 19:14:56,660 DEBUG AI : Enqueued Tech: DEF_DEFENSE_NET_REGEN_2
2013-02-09 19:14:56,671 DEBUG AI : Enqueued Tech: GRO_GAIA_TRANS
2013-02-09 19:14:56,684 DEBUG AI : Enqueued Tech: LRN_EVERYTHING
2013-02-09 19:14:56,773 DEBUG AI : Enqueued Tech: GRO_ENERGY_META
2013-02-09 19:14:56,787 DEBUG AI : Enqueued Tech: LRN_TIME_MECH
2013-02-09 19:14:56,800 DEBUG AI : Enqueued Tech: LRN_ART_BLACK_HOLE
2013-02-09 19:14:56,892 DEBUG AI : Enqueued Tech: CON_INFRA_ECOL
2013-02-09 19:14:56,912 DEBUG AI : Enqueued Tech: CON_ART_HEAVENLY
2013-02-09 19:14:56,926 DEBUG AI : Enqueued Tech: CON_ART_PLANET
2013-02-09 19:14:57,073 DEBUG AI : Enqueued Tech: PRO_CORE_MINE
2013-02-09 19:14:57,102 DEBUG AI : Enqueued Tech: LRN_STELLAR_TOMOGRAPHY
2013-02-09 19:14:57,118 DEBUG AI : Enqueued Tech: PRO_NEUTRONIUM_EXTRACTION
2013-02-09 19:14:57,223 DEBUG AI : Enqueued Tech: LRN_MIND_VOID
2013-02-09 19:14:57,239 DEBUG AI : Enqueued Tech: LRN_ENCLAVE_VOID
2013-02-09 19:14:57,251 DEBUG AI : Enqueued Tech: LRN_PSIONICS
2013-02-09 19:14:57,368 DEBUG AI : Enqueued Tech: LRN_DISTRIB_THOUGHT
2013-02-09 19:14:57,381 DEBUG AI : Enqueued Tech: DEF_SYST_DEF_MINE_3
2013-02-09 19:14:57,397 DEBUG AI : Enqueued Tech: DEF_PLAN_BARRIER_SHLD_4
2013-02-09 19:14:57,529 DEBUG AI : Enqueued Tech: SHP_WEAPON_13
2013-02-09 19:14:57,553 DEBUG AI : Enqueued Tech: SPY_DETECT_4
2013-02-09 19:14:57,569 DEBUG AI : Enqueued Tech: SHP_WEAPON_11
2013-02-09 19:14:57,721 DEBUG AI : Enqueued Tech: SHP_WEAPON_12
2013-02-09 19:14:57,736 DEBUG AI : Enqueued Tech: SHP_FRC_ENRG_COMP
2013-02-09 19:14:57,848 DEBUG AI : Enqueued Tech: SHP_ENRG_BOUND_MAN
2013-02-09 19:14:57,988 DEBUG AI : Enqueued Tech: SHP_QUANT_ENRG_MAG
2013-02-09 19:14:58,005 DEBUG AI : Enqueued Tech: SHP_SOLAR_CONT
2013-02-09 19:14:58,146 DEBUG AI : Enqueued Tech: SHP_WEAPON_14
2013-02-09 19:14:58,208 DEBUG AI : Enqueued Tech: SHP_WEAPON_15
2013-02-09 19:14:58,225 DEBUG AI : Enqueued Tech: SHP_WEAPON_16
2013-02-09 19:14:58,931 DEBUG AI : Enqueued Tech: SHP_WEAPON_17
2013-02-09 19:14:58,947 DEBUG AI : Empire is very defensive, so attempted to fast-track DEF_DEFENSE_NET_1, got result 1
2013-02-09 19:14:58,959 DEBUG AI : Empire is very defensive, so attempted to fast-track DEF_GARRISON_1, got result 1
2013-02-09 19:14:58,959 DEBUG AI :
2013-02-09 19:14:59,007 DEBUG AI : Techs in possibleResearchProjects list after enqueues to Research Queue:
2013-02-09 19:14:59,007 DEBUG AI : SPY_STEALTH_1
2013-02-09 19:14:59,007 DEBUG AI : SHP_IMPROVED_ENGINE_COUPLINGS
2013-02-09 19:14:59,007 DEBUG AI :
2013-02-09 19:14:59,008 DEBUG AI : enqueuing techs. already spent RP: 5.0 total RP: 5.0
2013-02-09 19:14:59,008 DEBUG AI :
2013-02-09 19:14:59,008 DEBUG AI :
2013-02-09 19:14:59,008 DEBUG AI :
2013-02-09 19:14:59,008 DEBUG AI : All techs:
2013-02-09 19:14:59,009 DEBUG AI : CON_ARCH_MONOFILS
2013-02-09 19:14:59,009 DEBUG AI : CON_ARCH_PSYCH
2013-02-09 19:14:59,009 DEBUG AI : CON_ART_HEAVENLY
2013-02-09 19:14:59,009 DEBUG AI : CON_ART_PLANET
2013-02-09 19:14:59,009 DEBUG AI : CON_CONC_CAMP
2013-02-09 19:14:59,009 DEBUG AI : CON_CONTGRAV_ARCH
2013-02-09 19:14:59,009 DEBUG AI : CON_ENV_ENCAPSUL
2013-02-09 19:14:59,009 DEBUG AI : CON_FRC_ENRG_CAMO
2013-02-09 19:14:59,009 DEBUG AI : CON_FRC_ENRG_STRC
2013-02-09 19:14:59,010 DEBUG AI : CON_GAL_INFRA
2013-02-09 19:14:59,010 DEBUG AI : CON_INFRA_ECOL
2013-02-09 19:14:59,010 DEBUG AI : CON_METRO_INFRA
2013-02-09 19:14:59,010 DEBUG AI : CON_NDIM_STRC
2013-02-09 19:14:59,010 DEBUG AI : CON_ORBITAL_CON
2013-02-09 19:14:59,010 DEBUG AI : CON_ORBITAL_HAB
2013-02-09 19:14:59,010 DEBUG AI : CON_ORGANIC_STRC
2013-02-09 19:14:59,010 DEBUG AI : CON_PLANET_DRIVE
2013-02-09 19:14:59,010 DEBUG AI : CON_STARGATE
2013-02-09 19:14:59,011 DEBUG AI : CON_SUBTER_CONST
2013-02-09 19:14:59,011 DEBUG AI : CON_TRANS_ARCH
2013-02-09 19:14:59,011 DEBUG AI : DEF_DEFENSE_NET_1
2013-02-09 19:14:59,011 DEBUG AI : DEF_DEFENSE_NET_2
2013-02-09 19:14:59,011 DEBUG AI : DEF_DEFENSE_NET_3
2013-02-09 19:14:59,011 DEBUG AI : DEF_DEFENSE_NET_REGEN_1
2013-02-09 19:14:59,011 DEBUG AI : DEF_DEFENSE_NET_REGEN_2
2013-02-09 19:14:59,011 DEBUG AI : DEF_GARRISON_1
2013-02-09 19:14:59,012 DEBUG AI : DEF_GARRISON_2
2013-02-09 19:14:59,012 DEBUG AI : DEF_GARRISON_3
2013-02-09 19:14:59,012 DEBUG AI : DEF_GARRISON_4
2013-02-09 19:14:59,012 DEBUG AI : DEF_PLANET_CLOAK
2013-02-09 19:14:59,012 DEBUG AI : DEF_PLAN_BARRIER_SHLD_1
2013-02-09 19:14:59,012 DEBUG AI : DEF_PLAN_BARRIER_SHLD_2
2013-02-09 19:14:59,012 DEBUG AI : DEF_PLAN_BARRIER_SHLD_3
2013-02-09 19:14:59,012 DEBUG AI : DEF_PLAN_BARRIER_SHLD_4
2013-02-09 19:14:59,012 DEBUG AI : DEF_PLAN_BARRIER_SHLD_5
2013-02-09 19:14:59,013 DEBUG AI : DEF_ROOT_DEFENSE
2013-02-09 19:14:59,013 DEBUG AI : DEF_SYST_DEF_MINE_1
2013-02-09 19:14:59,013 DEBUG AI : DEF_SYST_DEF_MINE_2
2013-02-09 19:14:59,013 DEBUG AI : DEF_SYST_DEF_MINE_3
2013-02-09 19:14:59,013 DEBUG AI : GRO_ADV_ECOMAN
2013-02-09 19:14:59,013 DEBUG AI : GRO_BIOTERROR
2013-02-09 19:14:59,013 DEBUG AI : GRO_CYBORG
2013-02-09 19:14:59,013 DEBUG AI : GRO_ECO_METAMORPH
2013-02-09 19:14:59,014 DEBUG AI : GRO_ENERGY_META
2013-02-09 19:14:59,014 DEBUG AI : GRO_GAIA_TRANS
2013-02-09 19:14:59,014 DEBUG AI : GRO_GENETIC_ENG
2013-02-09 19:14:59,015 DEBUG AI : GRO_GENETIC_MED
2013-02-09 19:14:59,015 DEBUG AI : GRO_GENOME_BANK
2013-02-09 19:14:59,015 DEBUG AI : GRO_LIFECYCLE_MAN
2013-02-09 19:14:59,016 DEBUG AI : GRO_MEDICAL_PATH
2013-02-09 19:14:59,016 DEBUG AI : GRO_NANOTECH_MED
2013-02-09 19:14:59,016 DEBUG AI : GRO_NANO_CYBERNET
2013-02-09 19:14:59,016 DEBUG AI : GRO_PLANET_ECOL
2013-02-09 19:14:59,016 DEBUG AI : GRO_SUBTER_HAB
2013-02-09 19:14:59,016 DEBUG AI : GRO_SYMBIOTIC_BIO
2013-02-09 19:14:59,016 DEBUG AI : GRO_TERRAFORM
2013-02-09 19:14:59,016 DEBUG AI : GRO_TRANSORG_SENT
2013-02-09 19:14:59,016 DEBUG AI : GRO_XENO_GENETICS
2013-02-09 19:14:59,017 DEBUG AI : GRO_XENO_HYBRIDS
2013-02-09 19:14:59,017 DEBUG AI : LRN_ALGO_ELEGANCE
2013-02-09 19:14:59,017 DEBUG AI : LRN_ARTIF_MINDS
2013-02-09 19:14:59,017 DEBUG AI : LRN_ART_BLACK_HOLE
2013-02-09 19:14:59,017 DEBUG AI : LRN_DISTRIB_THOUGHT
2013-02-09 19:14:59,017 DEBUG AI : LRN_ENCLAVE_VOID
2013-02-09 19:14:59,017 DEBUG AI : LRN_EVERYTHING
2013-02-09 19:14:59,017 DEBUG AI : LRN_FORCE_FIELD
2013-02-09 19:14:59,017 DEBUG AI : LRN_GATEWAY_VOID
2013-02-09 19:14:59,018 DEBUG AI : LRN_GRAVITONICS
2013-02-09 19:14:59,018 DEBUG AI : LRN_MIND_VOID
2013-02-09 19:14:59,018 DEBUG AI : LRN_NDIM_SUBSPACE
2013-02-09 19:14:59,018 DEBUG AI : LRN_OBSERVATORY_I
2013-02-09 19:14:59,018 DEBUG AI : LRN_PHYS_BRAIN
2013-02-09 19:14:59,018 DEBUG AI : LRN_PSIONICS
2013-02-09 19:14:59,018 DEBUG AI : LRN_PSY_DOM
2013-02-09 19:14:59,018 DEBUG AI : LRN_QUANT_NET
2013-02-09 19:14:59,019 DEBUG AI : LRN_SPATIAL_DISTORT_GEN
2013-02-09 19:14:59,019 DEBUG AI : LRN_STELLAR_TOMOGRAPHY
2013-02-09 19:14:59,019 DEBUG AI : LRN_TIME_MECH
2013-02-09 19:14:59,019 DEBUG AI : LRN_TRANSCEND
2013-02-09 19:14:59,019 DEBUG AI : LRN_TRANSLING_THT
2013-02-09 19:14:59,019 DEBUG AI : LRN_UNIF_CONC
2013-02-09 19:14:59,019 DEBUG AI : LRN_XENOARCH
2013-02-09 19:14:59,019 DEBUG AI : PRO_CORE_MINE
2013-02-09 19:14:59,019 DEBUG AI : PRO_EXOBOTS
2013-02-09 19:14:59,020 DEBUG AI : PRO_FUSION_GEN
2013-02-09 19:14:59,020 DEBUG AI : PRO_INDUSTRY_CENTER_I
2013-02-09 19:14:59,020 DEBUG AI : PRO_INDUSTRY_CENTER_II
2013-02-09 19:14:59,020 DEBUG AI : PRO_INDUSTRY_CENTER_III
2013-02-09 19:14:59,020 DEBUG AI : PRO_MICROGRAV_MAN
2013-02-09 19:14:59,020 DEBUG AI : PRO_NANOTECH_PROD
2013-02-09 19:14:59,020 DEBUG AI : PRO_NDIM_ASSMB
2013-02-09 19:14:59,020 DEBUG AI : PRO_NEUTRONIUM_EXTRACTION
2013-02-09 19:14:59,020 DEBUG AI : PRO_ORBITAL_GEN
2013-02-09 19:14:59,021 DEBUG AI : PRO_ROBOTIC_PROD
2013-02-09 19:14:59,021 DEBUG AI : PRO_SENTIENT_AUTOMATION
2013-02-09 19:14:59,021 DEBUG AI : PRO_SINGULAR_GEN
2013-02-09 19:14:59,021 DEBUG AI : PRO_SOL_ORB_GEN
2013-02-09 19:14:59,021 DEBUG AI : PRO_ZERO_GEN
2013-02-09 19:14:59,021 DEBUG AI : SHP_ADV_DAM_CONT
2013-02-09 19:14:59,021 DEBUG AI : SHP_ANTIMATTER_TANK
2013-02-09 19:14:59,021 DEBUG AI : SHP_ASTEROID_HULLS
2013-02-09 19:14:59,022 DEBUG AI : SHP_ASTEROID_REFORM
2013-02-09 19:14:59,022 DEBUG AI : SHP_BASIC_DAM_CONT
2013-02-09 19:14:59,022 DEBUG AI : SHP_BIOADAPTIVE_SPEC
2013-02-09 19:14:59,022 DEBUG AI : SHP_BIOTERM
2013-02-09 19:14:59,022 DEBUG AI : SHP_CAMO_AST_HULL
2013-02-09 19:14:59,022 DEBUG AI : SHP_CONTGRAV_MAINT
2013-02-09 19:14:59,022 DEBUG AI : SHP_CONT_BIOADAPT
2013-02-09 19:14:59,022 DEBUG AI : SHP_CONT_SYMB
2013-02-09 19:14:59,022 DEBUG AI : SHP_DEATH_SPORE
2013-02-09 19:14:59,023 DEBUG AI : SHP_DEUTERIUM_TANK
2013-02-09 19:14:59,023 DEBUG AI : SHP_DIAMOND_PLATE
2013-02-09 19:14:59,023 DEBUG AI : SHP_DOMESTIC_MONSTER
2013-02-09 19:14:59,023 DEBUG AI : SHP_ENDOCRINE_SYSTEMS
2013-02-09 19:14:59,023 DEBUG AI : SHP_ENDOSYMB_HULL
2013-02-09 19:14:59,023 DEBUG AI : SHP_ENRG_BOUND_MAN
2013-02-09 19:14:59,023 DEBUG AI : SHP_FLEET_REPAIR
2013-02-09 19:14:59,023 DEBUG AI : SHP_FRC_ENRG_COMP
2013-02-09 19:14:59,024 DEBUG AI : SHP_GAL_EXPLO
2013-02-09 19:14:59,024 DEBUG AI : SHP_IMPROVED_ENGINE_COUPLINGS
2013-02-09 19:14:59,024 DEBUG AI : SHP_INTSTEL_LOG
2013-02-09 19:14:59,025 DEBUG AI : SHP_LEAD_PLATE
2013-02-09 19:14:59,025 DEBUG AI : SHP_MASSPROP_SPEC
2013-02-09 19:14:59,025 DEBUG AI : SHP_MIDCOMB_LOG
2013-02-09 19:14:59,026 DEBUG AI : SHP_MIL_ROBO_CONT
2013-02-09 19:14:59,026 DEBUG AI : SHP_MINIAST_SWARM
2013-02-09 19:14:59,026 DEBUG AI : SHP_MONOCELL_EXP
2013-02-09 19:14:59,026 DEBUG AI : SHP_MONOMOLEC_LATTICE
2013-02-09 19:14:59,026 DEBUG AI : SHP_MULTICELL_CAST
2013-02-09 19:14:59,026 DEBUG AI : SHP_MULTISPEC_SHIELD
2013-02-09 19:14:59,026 DEBUG AI : SHP_NANOROBO_MAINT
2013-02-09 19:14:59,026 DEBUG AI : SHP_NOVA_BOMB
2013-02-09 19:14:59,026 DEBUG AI : SHP_N_DIMENSIONAL_ENGINE_MATRIX
2013-02-09 19:14:59,027 DEBUG AI : SHP_ORG_HULL
2013-02-09 19:14:59,027 DEBUG AI : SHP_QUANT_ENRG_MAG
2013-02-09 19:14:59,027 DEBUG AI : SHP_REINFORCED_HULL
2013-02-09 19:14:59,027 DEBUG AI : SHP_ROOT_AGGRESSION
2013-02-09 19:14:59,027 DEBUG AI : SHP_SCAT_AST_HULL
2013-02-09 19:14:59,027 DEBUG AI : SHP_SENT_HULL
2013-02-09 19:14:59,027 DEBUG AI : SHP_SINGULARITY_ENGINE_CORE
2013-02-09 19:14:59,027 DEBUG AI : SHP_SOLAR_CONT
2013-02-09 19:14:59,028 DEBUG AI : SHP_SPACE_FLUX_DRIVE
2013-02-09 19:14:59,028 DEBUG AI : SHP_TRANSSPACE_DRIVE
2013-02-09 19:14:59,028 DEBUG AI : SHP_WEAPON_10
2013-02-09 19:14:59,028 DEBUG AI : SHP_WEAPON_11
2013-02-09 19:14:59,028 DEBUG AI : SHP_WEAPON_12
2013-02-09 19:14:59,028 DEBUG AI : SHP_WEAPON_13
2013-02-09 19:14:59,028 DEBUG AI : SHP_WEAPON_14
2013-02-09 19:14:59,028 DEBUG AI : SHP_WEAPON_15
2013-02-09 19:14:59,028 DEBUG AI : SHP_WEAPON_16
2013-02-09 19:14:59,029 DEBUG AI : SHP_WEAPON_17
2013-02-09 19:14:59,029 DEBUG AI : SHP_WEAPON_2
2013-02-09 19:14:59,029 DEBUG AI : SHP_WEAPON_3
2013-02-09 19:14:59,029 DEBUG AI : SHP_WEAPON_4
2013-02-09 19:14:59,029 DEBUG AI : SHP_WEAPON_5
2013-02-09 19:14:59,029 DEBUG AI : SHP_WEAPON_6
2013-02-09 19:14:59,029 DEBUG AI : SHP_WEAPON_7
2013-02-09 19:14:59,029 DEBUG AI : SHP_WEAPON_8
2013-02-09 19:14:59,029 DEBUG AI : SHP_WEAPON_9
2013-02-09 19:14:59,030 DEBUG AI : SHP_ZORTRIUM_PLATE
2013-02-09 19:14:59,030 DEBUG AI : SPY_DETECT_1
2013-02-09 19:14:59,030 DEBUG AI : SPY_DETECT_2
2013-02-09 19:14:59,030 DEBUG AI : SPY_DETECT_3
2013-02-09 19:14:59,030 DEBUG AI : SPY_DETECT_4
2013-02-09 19:14:59,030 DEBUG AI : SPY_DETECT_5
2013-02-09 19:14:59,030 DEBUG AI : SPY_DIST_MOD
2013-02-09 19:14:59,030 DEBUG AI : SPY_LIGHTHOUSE
2013-02-09 19:14:59,030 DEBUG AI : SPY_PLANET_STEALTH_MOD
2013-02-09 19:14:59,031 DEBUG AI : SPY_ROOT_DECEPTION
2013-02-09 19:14:59,031 DEBUG AI : SPY_STEALTH_1
2013-02-09 19:14:59,031 DEBUG AI : SPY_STEALTH_2
2013-02-09 19:14:59,031 DEBUG AI : SPY_STEALTH_3
2013-02-09 19:14:59,032 DEBUG AI : SPY_STEALTH_4
2013-02-09 19:14:59,032 DEBUG AI :
2013-02-09 19:14:59,032 DEBUG AI : -------------------------------
2013-02-09 19:14:59,032 DEBUG AI : All unqueued techs:
2013-02-09 19:14:59,072 DEBUG AI : CON_ARCH_MONOFILS
2013-02-09 19:14:59,072 DEBUG AI : CON_ARCH_PSYCH
2013-02-09 19:14:59,072 DEBUG AI : CON_ART_HEAVENLY
2013-02-09 19:14:59,072 DEBUG AI : CON_FRC_ENRG_CAMO
2013-02-09 19:14:59,072 DEBUG AI : CON_FRC_ENRG_STRC
2013-02-09 19:14:59,072 DEBUG AI : CON_GAL_INFRA
2013-02-09 19:14:59,072 DEBUG AI : CON_INFRA_ECOL
2013-02-09 19:14:59,072 DEBUG AI : CON_NDIM_STRC
2013-02-09 19:14:59,072 DEBUG AI : CON_ORGANIC_STRC
2013-02-09 19:14:59,073 DEBUG AI : CON_PLANET_DRIVE
2013-02-09 19:14:59,073 DEBUG AI : CON_STARGATE
2013-02-09 19:14:59,073 DEBUG AI : CON_TRANS_ARCH
2013-02-09 19:14:59,073 DEBUG AI : DEF_PLANET_CLOAK
2013-02-09 19:14:59,073 DEBUG AI : DEF_PLAN_BARRIER_SHLD_5
2013-02-09 19:14:59,073 DEBUG AI : GRO_ADV_ECOMAN
2013-02-09 19:14:59,073 DEBUG AI : GRO_BIOTERROR
2013-02-09 19:14:59,073 DEBUG AI : GRO_ECO_METAMORPH
2013-02-09 19:14:59,073 DEBUG AI : GRO_LIFECYCLE_MAN
2013-02-09 19:14:59,074 DEBUG AI : GRO_MEDICAL_PATH
2013-02-09 19:14:59,074 DEBUG AI : GRO_NANOTECH_MED
2013-02-09 19:14:59,075 DEBUG AI : GRO_NANO_CYBERNET
2013-02-09 19:14:59,075 DEBUG AI : GRO_TRANSORG_SENT
2013-02-09 19:14:59,075 DEBUG AI : LRN_EVERYTHING
2013-02-09 19:14:59,076 DEBUG AI : LRN_GATEWAY_VOID
2013-02-09 19:14:59,076 DEBUG AI : LRN_MIND_VOID
2013-02-09 19:14:59,076 DEBUG AI : LRN_NDIM_SUBSPACE
2013-02-09 19:14:59,076 DEBUG AI : LRN_OBSERVATORY_I
2013-02-09 19:14:59,076 DEBUG AI : LRN_PSIONICS
2013-02-09 19:14:59,076 DEBUG AI : LRN_PSY_DOM
2013-02-09 19:14:59,076 DEBUG AI : LRN_SPATIAL_DISTORT_GEN
2013-02-09 19:14:59,076 DEBUG AI : LRN_TRANSCEND
2013-02-09 19:14:59,076 DEBUG AI : LRN_UNIF_CONC
2013-02-09 19:14:59,076 DEBUG AI : PRO_CORE_MINE
2013-02-09 19:14:59,077 DEBUG AI : PRO_NANOTECH_PROD
2013-02-09 19:14:59,077 DEBUG AI : PRO_NDIM_ASSMB
2013-02-09 19:14:59,077 DEBUG AI : PRO_ZERO_GEN
2013-02-09 19:14:59,077 DEBUG AI : SHP_ANTIMATTER_TANK
2013-02-09 19:14:59,077 DEBUG AI : SHP_ASTEROID_REFORM
2013-02-09 19:14:59,077 DEBUG AI : SHP_BIOTERM
2013-02-09 19:14:59,077 DEBUG AI : SHP_CAMO_AST_HULL
2013-02-09 19:14:59,078 DEBUG AI : SHP_CONTGRAV_MAINT
2013-02-09 19:14:59,078 DEBUG AI : SHP_DEATH_SPORE
2013-02-09 19:14:59,078 DEBUG AI : SHP_DEUTERIUM_TANK
2013-02-09 19:14:59,078 DEBUG AI : SHP_DIAMOND_PLATE
2013-02-09 19:14:59,078 DEBUG AI : SHP_ENRG_BOUND_MAN
2013-02-09 19:14:59,078 DEBUG AI : SHP_FLEET_REPAIR
2013-02-09 19:14:59,078 DEBUG AI : SHP_FRC_ENRG_COMP
2013-02-09 19:14:59,078 DEBUG AI : SHP_IMPROVED_ENGINE_COUPLINGS
2013-02-09 19:14:59,078 DEBUG AI : SHP_MASSPROP_SPEC
2013-02-09 19:14:59,078 DEBUG AI : SHP_MIDCOMB_LOG
2013-02-09 19:14:59,079 DEBUG AI : SHP_MIL_ROBO_CONT
2013-02-09 19:14:59,079 DEBUG AI : SHP_MINIAST_SWARM
2013-02-09 19:14:59,079 DEBUG AI : SHP_MONOMOLEC_LATTICE
2013-02-09 19:14:59,079 DEBUG AI : SHP_MULTISPEC_SHIELD
2013-02-09 19:14:59,079 DEBUG AI : SHP_NANOROBO_MAINT
2013-02-09 19:14:59,079 DEBUG AI : SHP_NOVA_BOMB
2013-02-09 19:14:59,079 DEBUG AI : SHP_N_DIMENSIONAL_ENGINE_MATRIX
2013-02-09 19:14:59,079 DEBUG AI : SHP_QUANT_ENRG_MAG
2013-02-09 19:14:59,079 DEBUG AI : SHP_SCAT_AST_HULL
2013-02-09 19:14:59,080 DEBUG AI : SHP_SINGULARITY_ENGINE_CORE
2013-02-09 19:14:59,080 DEBUG AI : SHP_SPACE_FLUX_DRIVE
2013-02-09 19:14:59,080 DEBUG AI : SHP_TRANSSPACE_DRIVE
2013-02-09 19:14:59,080 DEBUG AI : SHP_WEAPON_2
2013-02-09 19:14:59,080 DEBUG AI : SHP_WEAPON_4
2013-02-09 19:14:59,080 DEBUG AI : SPY_DETECT_5
2013-02-09 19:14:59,080 DEBUG AI : SPY_DIST_MOD
2013-02-09 19:14:59,080 DEBUG AI : SPY_LIGHTHOUSE
2013-02-09 19:14:59,081 DEBUG AI : SPY_STEALTH_1
2013-02-09 19:14:59,081 DEBUG AI : SPY_STEALTH_2
2013-02-09 19:14:59,081 DEBUG AI : SPY_STEALTH_3
2013-02-09 19:14:59,081 DEBUG AI : SPY_STEALTH_4
2013-02-09 19:14:59,081 DEBUG AI : Production Queue Management:
2013-02-09 19:14:59,081 DEBUG AI :
2013-02-09 19:14:59,081 DEBUG AI : Total Available Production Points: 16.7999992371
2013-02-09 19:14:59,086 DEBUG AI : --------------
2013-02-09 19:14:59,086 DEBUG AI : Current Scout Designs: ['SD_SCOUT']
2013-02-09 19:14:59,087 DEBUG AI : -----------
2013-02-09 19:14:59,087 DEBUG AI : Scout design names apparently needing to be added: ['Scout1-1', 'Scout1-2', 'Scout1-3', 'Scout1-4', 'Scout1-5', 'Scout1-6', 'Scout1-7', 'Scout1-8', 'Scout2-1', 'Scout2-2', 'Scout2-3', 'Scout2-4', 'Scout2-5', 'Scout2-6', 'Scout2-7', 'Scout2-8', 'Scout3-1', 'Scout3-2', 'Scout3-3', 'Scout3-4', 'Scout3-5', 'Scout3-6', 'Scout3-7', 'Scout3-8', 'Scout4-1', 'Scout4-2', 'Scout4-3', 'Scout4-4', 'Scout4-5', 'Scout4-6', 'Scout4-7', 'Scout4-8', 'Tracker1-1', 'Tracker1-2', 'Tracker1-3', 'Tracker1-4', 'Tracker1-5', 'Tracker1-6', 'Tracker1-7', 'Tracker1-8', 'Tracker2-1', 'Tracker2-2', 'Tracker2-3', 'Tracker2-4', 'Tracker2-5', 'Tracker2-6', 'Tracker2-7', 'Tracker2-8', 'Tracker3-1', 'Tracker3-2', 'Tracker3-3', 'Tracker3-4', 'Tracker3-5', 'Tracker3-6', 'Tracker3-7', 'Tracker3-8', 'Tracker4-1', 'Tracker4-2', 'Tracker4-3', 'Tracker4-4', 'Tracker4-5', 'Tracker4-6', 'Tracker4-7', 'Tracker4-8']
2013-02-09 19:14:59,087 DEBUG AI : -------
2013-02-09 19:14:59,087 ERROR AI : ClientNetworking::SendMessage can't send message when not connected

VLV
Space Krill
Posts: 6
Joined: Sat Feb 09, 2013 3:41 pm

Re: End turn button not working

#11 Post by VLV »

ok, so I tried version 1.4.1, and I got the same problem

this means that the problem is probably not the game's fault...

The problem might be from the services running or not running, which windows services does the game need?

I currently have these disabled:

Microsoft .NET Framework NGEN v2.0.50727_X86
Net.Msmq Listener Adapter
Net.Pipe Listener Adapter
Net.Tcp Listener Adapter
Net.Tcp Port Sharing Service
Routing and Remote Access
Smart Card
SQL Active Directory Helper Service
SQL Server Agent (SQLEXPRESS)
SQL Server Browser
Windows Error Reporting Service
Windows Search

(Run Services.msc ,for the services)

This probably also means that the problem is not hardware related, nor related with drivers and such...

I'll try activating all the non-disabled services to see if one of those might be the problem...

As far as I understood from the Log files, the AI seems to be working fine, but having problems in sending data to the main game... ,right ?

________________________________________
edit:

I forgot to say previously that, when closing version 1.4.2 trough menu (1.4.1 doesn't have this problem), I get the following error:

"Microsoft Visual C++ Runtime Library"
"Runtime error!(...)"
"This application has requested the runtime to terminate it in an unusual way.(...)"

And in v1.4.2 , after closing, there's still a "FreeOrionCA.exe" process running for each AI...
this didn't happen in v1.4.1

Karoushi
Space Squid
Posts: 67
Joined: Sat Feb 09, 2013 6:08 am

Re: End turn button not working

#12 Post by Karoushi »

Do you have any kind of firewall or anything? If so, disable them or add an exception for the game.

Did that samsung update go through?

http://www.samsung.com/us/support/owner ... 145-JP01US

Is that your laptop? Try some of those downloads.

This is what I got with bing.

http://downloadcenter.intel.com/Detail_ ... s&lang=eng

If the first link doesn't work. try the second one?

VLV
Space Krill
Posts: 6
Joined: Sat Feb 09, 2013 3:41 pm

Re: End turn button not working

#13 Post by VLV »

Karoushi wrote:Do you have any kind of firewall or anything? If so, disable them or add an exception for the game.

Did that samsung update go through?

http://www.samsung.com/us/support/owner ... 145-JP01US

Is that your laptop? Try some of those downloads.

This is what I got with bing.

http://downloadcenter.intel.com/Detail_ ... s&lang=eng

If the first link doesn't work. try the second one?
Yep that's my laptop :)

The update can't be done trough intel.
I've tried today trough Samsung, but the installation instructions are incorrect, since there's a step where they refer to a file that does not exist, lol, I sent a mail to Samsung support, and I'm awaiting response for this issue.
But I doubt the driver is the problem, since I remember playing v0.4.1 some months ago

The firewall is not the problem, deactivating it does no difference.

-> I believe the problem is related to the communication between the AI and the main game, since in the Log it looks as the AI did it's job, and then had an error transmitting it to the main game.
Also, I'm able to play the game with 0 AIs, I'm in turn 100 just fighting monsters XD ,but I miss the AI no matter how non 'I' it may be...

Karoushi
Space Squid
Posts: 67
Joined: Sat Feb 09, 2013 6:08 am

Re: End turn button not working

#14 Post by Karoushi »

"2013-02-09 19:14:47,027 DEBUG AI : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "An existing connection was forcibly closed by the remote host"

I'm going to say that it is something blocking the game somehow.

Router? Firewall or something, if you have software firewall or use windows firewall add an exception for the game. Going to have to get someone else with more knowledge about the games inner workings to get a better answer than that because if it isn't hardware or software then I don't know what to tell you.

Something is blocking it.

Gasbag
Space Krill
Posts: 1
Joined: Wed May 20, 2020 2:51 pm

Re: End turn button not working

#15 Post by Gasbag »

I have a similar problem. I am running on a dell desktop with 8Gb RAM 3.4Ghz and 64bit WIn 7. all drivers fine, even scandisk and defragged regularly to attempt to sort the matter out.
At around turn 250 it slowed down dramatically to save taking anywhere from 1 minute to 10 minutes to save. Same with turns. I have gone back hundreds of turns and redone the game to find it has the same issues arising.
I have persevered through several glitches and yes am on turn 1095..... 1095 grueling waiting for the turn to complete or the save to complete. All AI's bar one are dead. it has about 10 systems only. so there are no massive AIs out there taking their turns.

nor is there research to be done.

All research is done exept singularity of transcendence. I notice that when you get to 7 turns befor singularity of transcendence the game decides it will not complete any turn or any saves unless you wait even up to 2 hours.. if it does not lock up entirely. I have 5 turns till that completes so have paused it to find it now makes no difference. If I pause it at about 10 turns to complete it seems to prevent total lockup until I decide to destroy the last AI. then the hours pass without gameplay.....

Now it takes one hour to save IF it saves. It takes 1 hour if I am lucky, to have a turn....I have come back and the turn button is normal and you can slide the screen around with scrolling and look at stuff but make no changes,,.,,but if you go to save it shows that the AIs have still to make their moves.... If I load a game and done do anything at all, then leave the game by the resign function it takes ages to do. If it completes it is often a 50/50 chance that when you restore that save it is not there and in fact is the previous save that comes up.

there is also a bug that when you take the experimentor planet if you later at any time, 2 moves later or as I have found, even 900 turns later, ( I test ti regularly to find the same result so I reload and try again later) put an outpost on a gas giant near it, then anywhere up to 50 plus dragons appear and they swarm out in packs of 7 to 11 dragons all with 50k life .

I have changed settings to run the game minimally. I have not altered win7 or any settings or added anything to the game or system. I have updated drivers etc , so there really should not be anything that causes this to occur apart from hanging on Dead AIs moves. reducing fleets is not an option when there are no longer 5 AIs and it requires fleets to win. the removal of 4 AIs is the same as removing 60% of the load. unless the game still waits on them.. I have set everything on minimal, what else is there to do to sort it unless you have a patch ?

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