I can't find any combat log where I've launched any interceptor at all. Can you post a screenshot, Magnate?Ophiuchus wrote: ↑Sat Apr 25, 2020 3:12 pmYes, a bug. Please note some turn when this happens, so we can check in the savefiles later.
Freeorion is being ruined for me and there is a simple fix
Moderator: Oberlus
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Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Re: Freeorion is being ruined for me and there is a simple fix
Re: Freeorion is being ruined for me and there is a simple fix
So it's clear in the combat logs on turns 60, 62 and 64, so the savefiles you want from Oleg are turns 59, 61 and 63. Each time, each of Oberlus's Arceptors launches five interceptors in round 1 instead of four, and the remaining three in round 2.
Last edited by Magnate on Sat Apr 25, 2020 4:32 pm, edited 1 time in total.
Re: Freeorion is being ruined for me and there is a simple fix
Voila.
- Attachments
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- interceptorbug.png (236.35 KiB) Viewed 1607 times
Re: Freeorion is being ruined for me and there is a simple fix
Thank you, Magnate.
I don't know what I was doing while looking for the combat logs...
(BTW, I find a so weird/moronic that I produced those arceptors with 2 interceptor hangar and only 1 launch bay. What the heck was I thinking? I want all interceptors out on second bout! Meh...).
Anyway, the problems seems to be that launch bays are getting the upgrades twice, one from each techs and one from the interceptor hangar file:
ship_parts/FighterHangar/FT_HANGAR_1.focs.txt
techs/ship_weapons/fighters/SHP_FIGHTERS_[2-4].focs.txt
Buuug!
I don't know what I was doing while looking for the combat logs...
(BTW, I find a so weird/moronic that I produced those arceptors with 2 interceptor hangar and only 1 launch bay. What the heck was I thinking? I want all interceptors out on second bout! Meh...).
Anyway, the problems seems to be that launch bays are getting the upgrades twice, one from each techs and one from the interceptor hangar file:
ship_parts/FighterHangar/FT_HANGAR_1.focs.txt
Code: Select all
SetMaxCapacity partname = "FT_BAY_1" value = (
3 +
Statistic If Condition = OwnerHasTech Name = "SHP_FIGHTERS_2" +
Statistic If Condition = OwnerHasTech Name = "SHP_FIGHTERS_3" +
Statistic If Condition = OwnerHasTech Name = "SHP_FIGHTERS_4"
)
Code: Select all
SetMaxCapacity partname = "FT_HANGAR_1" value = Value + (PartsInShipDesign name = "FT_HANGAR_1" design = Target.DesignID)
Which effects should prevail? Techs or Hangar?
Re: Freeorion is being ruined for me and there is a simple fix
The first one is the effect which increases the launch bay capacity and is anchored on the launch bay. The second is the one which increases hangar capacity and is anchored to the tech. I doubt the split is the direct problem. The first effect seems to misbehave although i really cant see how.Oberlus wrote: ↑Sat Apr 25, 2020 11:49 pmtechs/ship_weapons/fighters/SHP_FIGHTERS_[2-4].focs.txtCode: Select all
SetMaxCapacity partname = "FT_BAY_1" value = (
Code: Select all
SetMaxCapacity partname = "FT_HANGAR_1" value = Value + (PartsInShipDesign name = "FT_HANGAR_1" design = Target.DesignID)
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Freeorion is being ruined for me and there is a simple fix
I need more sleep...
Re: Freeorion is being ruined for me and there is a simple fix
If the owner part is misbehaving... is anybody in your universe already having plasma tech?
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Freeorion is being ruined for me and there is a simple fix
I'll have plasma interceptors next turn. I'll report back when I can see the effects in the launch bay.
Re: Freeorion is being ruined for me and there is a simple fix
My guess would be that they still launch five interceptors per bay.
What i meant at the time of you launching five interceptors when you had only laser fighters. Did anyone else have already plasma fighers at that time?
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Freeorion is being ruined for me and there is a simple fix
Yes I had plasma fighters tech, and his ships were showing 8 interceptors (which is correct while he had only laser fighters) but launching 5 instead of 4.
Re: Freeorion is being ruined for me and there is a simple fix
Had a hunch this could happen if an enemy has already the higher tech because of a bug in the combination of the conditions (would be very weird). Could not reproduce this in single player. This bug also happened in our first test multiplayer game and then kind of not happened (or nobody payed attention) - so i guess this can only happen in multiplayer.
As the launch rate is one too high (instead of too low) this cant be your-tech-is-only-effective-next-turn style off-by-one problems.
That is also the only non-default effect applying to FT_BAY_1.
The only way to get this five points is if effect should be if exactly two of the OwnerHasTech Name = "SHP_FIGHTERS_X" conditions are true.
I do not have the time for more analysis now, please open a bug and i can look into after a (multiplayer) save game showing the bug is provided.
As the launch rate is one too high (instead of too low) this cant be your-tech-is-only-effective-next-turn style off-by-one problems.
That is also the only non-default effect applying to FT_BAY_1.
The only way to get this five points is if effect should be if exactly two of the OwnerHasTech Name = "SHP_FIGHTERS_X" conditions are true.
I do not have the time for more analysis now, please open a bug and i can look into after a (multiplayer) save game showing the bug is provided.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Freeorion is being ruined for me and there is a simple fix
I hate the chaff strategy too. I suggested this, if I remember correctly. a long time ago.
And there does not need to be a third targeting option. At the end of combat ALL
unarmed ships are automatically destroyed.
Re: Freeorion is being ruined for me and there is a simple fix
The winner kills all could be a valid idea. The good thing would be that you can ensure that you loose no troop or colony ships if you send enough escorts. That may be also a bad thing.
This would basically mean structure has no value for non-military ships. Only speed, stealth and cost matters (number of slots for troop ships). And you can kill 1000 ships with a single mass driver.
Of course as already mentioned the new kind of chaff would basically be ships with a single mass driver.
We could delay targeting non-military ships for a bout/range to reduce the chaff effect while keeping structure/shields meaningful for non-military ships.
First though I suggest lets see where higher hull cost takes us.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!