Author Topic: Failure in Progress  (Read 4270 times)

Offline LordSloth

  • Sr. Member Mark III
  • ****
  • Posts: 430
Re: Failure in Progress
« Reply #30 on: July 12, 2013, 09:49:21 AM »
http://www.arcengames.com/mantisbt/view.php?id=11943

Three files wrapped up by 7zip: Before, After, Unhandled Errors Log.

Offline LordSloth

  • Sr. Member Mark III
  • ****
  • Posts: 430
Re: Failure in Progress or how to crash standard output.
« Reply #31 on: July 12, 2013, 11:57:16 PM »
To make a long story short, the Unhandled Errors popped up again. I fixed it.

Well, this is a surprise. I think I tracked down the source of the unhandled errors, if not the cause...

Reinforcement Logging. If I go back to my unhandled errors, do nothing, the errors start popping up at exactly 23:12:18.

If I turn off the reinforcement logging either before or after the errors pop up, they go away, even if I fast forward through another three minutes.

If I back up my reinforcement log,  delete the original LogicLog_AIMechanic_Reinforcements_Main_Thread, which weighs in at 68-69 megabytes, and enable the reinforcement logging, the problem still occurs. It looks like I'll be closing my original ticket and maybe opening a related new one.

What kind of information/files could you use in particular? And I think I'll delete them before generation on account of not wanting to upload or edit a 68 MB log.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,506
Re: Failure in Progress
« Reply #32 on: July 13, 2013, 10:38:34 AM »
I replied on the mantis record (which you can leave open), basically this wouldn't be causing the memory problems so much as "the straw that broke the camel's back".

That said, sometimes just keeping the load below back-breaking is enough :)

In general reinforcement-logging is a step above advanced-logging in terms of impact on the load of the game, and shouldn't be left on if you're having troubles, though I could have made that clearer.

Anyway, glad you can play :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline LordSloth

  • Sr. Member Mark III
  • ****
  • Posts: 430
Re: Failure in Progress
« Reply #33 on: July 13, 2013, 07:09:02 PM »
A small update:

24 Hour Game Achievement: Achieved.
Four City Hubs total. In addition to the two chokes, I've put one over a Dark Spire Vengeance Generator, and the fourth and last so far went up in the Super Terminal system (complete with spare Armor Golem).

Super Terminal Hacking started off light enough that I was able to spare my fleet for EGSF duties, which was critical. My western choke/hub, Hacedre does quite fine thanks to spider turrets, gatling spam, mercenaries, and most importantly, enough distance between my wormhole and any others to buy defenders time. My northern choke/hub, Samuva... goes down horrifyingly fast. The wormhole to (neutral) Mbwofen is horrifying close. And simply put, the 57 million health shields don't count for much when Dire Implosion and Infiltration guardians come with the Hub Construction Retaliation.

It's.... a bit horrifying. I think I started seeing multiple Dire Guardians as soon as my second city, but definitely by my fourth.

Meanwhile, Nowqa (located in the center of my home cluster) is going swimmingly - but I may have to cancel the hack earlier than planned thanks to CPAs... I'll be maintaining multiple saves. I'm thinking defending the hack with the Armored Golem, 3 Cursed Golems, and 9 Neinzul Enclaves, a few forts, and the hub facility modules. The main body of my fleet doesn't even have to FRD at the moment, so I'll see what happens if I pull it out and support it with the Botnet. This is before the hacking changes, fortunately, since I'm at Extreme Hacking.

With 4 cities, 10 shipyards, should be able to support 5 Cruisers. My Cruisers are specced out for "Brawler"... Lasers, 2 Heavy Beam MKII, 1 Plasma Siege MK1. My Destroyers are specced for three railgun modules and two lasers. None of them have any shields.

On second thought (after those screenshots were taken and after this post was posted, I'm killing the SuperTerm now. I've got regression all over the flanks of my empire, and not enough power to activate my Botnet.
« Last Edit: July 13, 2013, 07:27:02 PM by LordSloth »

Offline The Hunter

  • Full Member Mark II
  • ***
  • Posts: 153
  • H/K Mk5
Re: Failure in Progress
« Reply #34 on: July 15, 2013, 03:30:13 PM »
Dire gaurdians spawn in hacking response? Good to know. By the way, how did you did those 'Alert: X enemy ships on Y' messages? ???

Offline LordSloth

  • Sr. Member Mark III
  • ****
  • Posts: 430
Re: Failure in Progress
« Reply #35 on: July 15, 2013, 06:20:32 PM »
...I don't think they do, I would have noticed it. That said, I'm in a mildly old version (7.001). What I meant to say is:
Dire Guardians spawn as part of an Exo-Galactic Strike Force... in particular, the special wave that spawns when a City Hub is constructed.

The alert is under "CTRLS" in the bottom left, but only under the planetary tab.

It might be the result of a crazy work schedule, general fatigue, but I actually ended up being less and less capable of tracking everything going on. I think the solution to that would be a more developed logistics/spider/sniper turret ring outside my choke worlds, in order to buy me that much more time to defeat in detail.

I wiped quite a few planets only to find out/remember that the transceiver shard is a -lot- closer to the AI homeworld, and popped some CSG systems, but I'm going to try to rollback, impose a little extra order on all the incompetent chaos, and see if I can make the EGSF a bit less of a pain to deal with now that I'm at five cities and a capitol, with considerably reduced AIP. Those spire city force fields really do go down amazingly fast to EGSFs with Dire Guardians... I just need to buy time to properly react to and process the things since my 'split forces' plan isn't working so hot any more.