Thanks for the explanation, ignatius. It's nice to know I didn't imagine the "broken, then fixed" behavior.
Reversing to Orion - project 1oom
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I've got a new Windows binary! It includes Ignatius's new UI features, fixbugs bug fix and the spying/looting bugfix.
I made an attempt to fix Juffos's problem with the audio, which I haven't pushed to the repo yet, because I have no clue if it will actually work. The code seems to assume that we're requesting mixer channels, but the Mix_OpenAudio function is actually about output channels, not mixer channels. I don't know if it's bad to have more output channels than we asked for. I hope that it will just play the audio on the left and right channel and silence on the rest, but I have no clue at all if that's really what's going to happen. If you know anything about audio stuff, feel free to laugh at me if this is stupid. My test game started with only one star system in colony range which was ultra-poor. If that isn't a good omen, I don't know what is! (October 23rd, 2019, 16:01)Bionic Commando Wrote: Question on the AI -- how was it reverse engineered from the original game? Registry scanning, etc? You'd have to ask KilgoreTroutMaskReplicant, but he seems to have disappeared from the internet, at least under that name. My guess is that most of the code (AI and other) was reverse-engineerd by poking through a disassembly, and the cryptic variable names are stuff he didn't understand completely and just replicated, but I don't know.
@RFS:
small bug: When starting with the -nextturn option and a spy infiltration happens, neither the planetinfo box nor the overlay frame from starmap get drawn. ignatius
It works, and with sound! Great job!
I also have a reproducible freeze - load the attached save and press turn once, then send max troops (37) from Paladia to Beta Ceti and the game will freeze upon clicking ACCEPT. Task Manager shows 1oom taking all CPU a single core can give compared to the usual demand, so I suppose there is an infinite loop somewhere. A few feature requests for the governor as well: build factories up to half planet max - no idling factories when transporting pop as popgrow is best when the planet is half full. I would also appreciate the ability to "How many missilebases to build (everyw)here?", as going through probably dozens of planets can become a bother. Are there hotkeys for RELOC and TRANS? (October 27th, 2019, 02:30)Juffos Wrote: I also have a reproducible freeze - load the attached save and press turn once, then send max troops (37) from Paladia to Beta Ceti and the game will freeze upon clicking ACCEPT. Task Manager shows 1oom taking all CPU a single core can give compared to the usual demand, so I suppose there is an infinite loop somewhere. Thx for the bug report. I pushed and merge-requested a fix today. (October 27th, 2019, 02:30)Juffos Wrote: A few feature requests for the governor as well: build factories up to half planet max - no idling factories when transporting pop as popgrow is best when the planet is half full. I would also appreciate the ability to "How many missilebases to build (everyw)here?", as going through probably dozens of planets can become a bother. If you do what the OSG calls the "Brothers Karamasow Strategy", you can try setting ECO mode (in the gov menu) to "Never build pop". The gov. never builds facts in advance of pop, so if you remove the pop each turn to send to the other "Brother", you should be OK. (October 27th, 2019, 02:30)Juffos Wrote: Are there hotkeys for RELOC and TRANS? "l" and "x" (according to the code). ignatius
Here's a new binary without the freeze. I won't be able to post a new one until next week, but please keep the bug reports coming anyway!
Yesterday, I spent some time playing a game. It went well enough that I was sending a lot of transports against alien-held worlds, and I'm baffled by the altered behavior of the "You're sending more colonists than the planet can support" popup. In the original game, that popup occurred whenever I sent more colonists from a single planet than the target planet could currently support (e.g., sending 65 colonists to a size 60 planet). In my 1oom game, I didn't see the popup even though I was sending more than the current population. My first guess was that the game was somehow taking combat odds into account, since my odds were bad and it took several waves to capture the planet. In a later attack against a different race, I did get the popup, however, when I did conquer the planet. Now I'm starting to think that maybe the game is calculating the maximum population based on my current terraforming techs, since I had Advanced Soil Enrichment and was able to increase the population limit in the first case, but not in the second.
I'm not aware of any intentional changes in that department. I'll have a look this evening. Do you have a save file where I can reproduce the problem in a few turns?
(November 6th, 2019, 05:57)DaveV Wrote: Yesterday, I spent some time playing a game. It went well enough that I was sending a lot of transports against alien-held worlds, and I'm baffled by the altered behavior of the "You're sending more colonists than the planet can support" popup. In the original game, that popup occurred whenever I sent more colonists from a single planet than the target planet could currently support (e.g., sending 65 colonists to a size 60 planet). In my 1oom game, I didn't see the popup even though I was sending more than the current population. My first guess was that the game was somehow taking combat odds into account, since my odds were bad and it took several waves to capture the planet. In a later attack against a different race, I did get the popup, however, when I did conquer the planet. Now I'm starting to think that maybe the game is calculating the maximum population based on my current terraforming techs, since I had Advanced Soil Enrichment and was able to increase the population limit in the first case, but not in the second. With alien worlds as target, you should get the warning whenever max_pop3 < size of transport you are about to send (not cumulative). With your own worlds, it is max_pop3 < current_pop + transport_size. I don't know if MOO did it differently. Here it seems to work as expected. ignatius |