Author Topic: Prerelease/Expans 2.001X (Z Reserves, Dist Nodes, SuperTerminals, Co-Processors)  (Read 5003 times)

Offline dumpsterKEEPER

  • Sr. Member Mark II
  • ****
  • Posts: 361
Quote from: x4000
The numbers are still being worked on in the font -- all of them were odd, until recently.  Can you explain exactly what you mean by Home ID, though?  Not sure what that is referring to.  For the gray color, that's one of the reasons why I removed that color.  But then people complained and wanted it back, so now it's back.  If you find it hard to read, don't use it -- I don't like it, either, but it's just there for those who had to have it back. ;)

Ah i mean this

It wasn't doing that before ;p

I modded with the game though, but i changed the fonts only to test if it remains to do that (it does) doesn't really matter with what font.. weird thing ;p

edit: With modded i mean i made the border of the planet summary disappear (i think as a dynamic resizing element it shouldn't have a border... Though as you can see without border it worked fine before ,p

I can confirm this also, and I haven't modded or changed the game at all. Note that it does the same thing for the label on the home command station itself, except the text gets cropped on the right side, so all you see is "Ho" and a tiny part of the "m." I'd assume it's the same issue, but thought I would point it out just in case it needs to be fixed in more than one place.

Edit: I've observed the erroneous offset is true for Starship Constructors and Mass Drivers as well, so it must be a systemic error with labels of this type.
« Last Edit: December 19, 2009, 01:27:24 am by dumpsterKEEPER »

Offline sparkler

  • Newbie
  • *
  • Posts: 9
i got this when clicking on host newgame



18/12/2009 23:03:27 (2.001X)
-----------------------------------Application_ThreadException-----------------------------------System.ArgumentException: An item with the same key has already been added.
   at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
   at Lidgren.Network.NetServer.AddConnection(Double now, NetConnection conn) in C:\vcother\lidgren-network\2009-7-07\lidgren-network\Lidgren.Network\NetServer.cs:line 329
   at Lidgren.Network.NetConnection.Approve(Byte[] localHailData) in C:\vcother\lidgren-network\2009-7-07\lidgren-network\Lidgren.Network\NetConnection.Approval.cs:line 36
   at Lidgren.Network.NetConnection.Approve() in C:\vcother\lidgren-network\2009-7-07\lidgren-network\Lidgren.Network\NetConnection.Approval.cs:line 14
   at AIWar.NetworkServerWrapper.CheckServer() in C:\vcprojs\AIWar\DX\NetworkServerWrapper.cs:line 177
   at AIWar.GameForm.RunNextCycle(Boolean DoRendering, Boolean DoScrollingAndInput) in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 568
   at AIWar.GameForm.gameLoop() in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 245
   at AIWar.GameForm.GameForm_Load(Object sender, EventArgs e) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:line 241
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Offline HellishFiend

  • Hero Member Mark II
  • *****
  • Posts: 758
My friend and I just captured a planet with an interplanetary munitions booster... and it didn't flip. It's still under control of the AI, and boosting their attack instead of ours. We're playing on difficulty 7, and we put a lot of effort into capturing the booster... Whether it flips or not could be the difference between winning and losing this game. Any chance of it getting fixed?

I've attached the game save, just in case you need it. The stuck booster is at p9 - Mugeo.

Yep, these are not something that you can actually capture for your own use -- it's just an AI weapon.  If a ship doesn't say "Captured On Planetary Ownership Change" (or whatever the wording is, it is very close to that) in its abilities list, then it isn't capturable.  Most of the new stuff is, but a few are not, such as this one.


 >:(

-New expansion-only Capturable Ship: Interplanetary Munitions Booster.  Triples the attack of all allied ship in its planet, as well as adjacent planets.
Time to roll out another ball of death.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Quote from: x4000
The numbers are still being worked on in the font -- all of them were odd, until recently.  Can you explain exactly what you mean by Home ID, though?  Not sure what that is referring to.  For the gray color, that's one of the reasons why I removed that color.  But then people complained and wanted it back, so now it's back.  If you find it hard to read, don't use it -- I don't like it, either, but it's just there for those who had to have it back. ;)

Ah i mean this

It wasn't doing that before ;p

I modded with the game though, but i changed the fonts only to test if it remains to do that (it does) doesn't really matter with what font.. weird thing ;p

edit: With modded i mean i made the border of the planet summary disappear (i think as a dynamic resizing element it shouldn't have a border... Though as you can see without border it worked fine before ,p

I can confirm this also, and I haven't modded or changed the game at all. Note that it does the same thing for the label on the home command station itself, except the text gets cropped on the right side, so all you see is "Ho" and a tiny part of the "m." I'd assume it's the same issue, but thought I would point it out just in case it needs to be fixed in more than one place.

Edit: I've observed the erroneous offset is true for Starship Constructors and Mass Drivers as well, so it must be a systemic error with labels of this type.

Yep, quite so -- fixed in the next release, Y.
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 x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
i got this when clicking on host newgame



18/12/2009 23:03:27 (2.001X)
-----------------------------------Application_ThreadException-----------------------------------System.ArgumentException: An item with the same key has already been added.
   at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
   at Lidgren.Network.NetServer.AddConnection(Double now, NetConnection conn) in C:\vcother\lidgren-network\2009-7-07\lidgren-network\Lidgren.Network\NetServer.cs:line 329
   at Lidgren.Network.NetConnection.Approve(Byte[] localHailData) in C:\vcother\lidgren-network\2009-7-07\lidgren-network\Lidgren.Network\NetConnection.Approval.cs:line 36
   at Lidgren.Network.NetConnection.Approve() in C:\vcother\lidgren-network\2009-7-07\lidgren-network\Lidgren.Network\NetConnection.Approval.cs:line 14
   at AIWar.NetworkServerWrapper.CheckServer() in C:\vcprojs\AIWar\DX\NetworkServerWrapper.cs:line 177
   at AIWar.GameForm.RunNextCycle(Boolean DoRendering, Boolean DoScrollingAndInput) in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 568
   at AIWar.GameForm.gameLoop() in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 245
   at AIWar.GameForm.GameForm_Load(Object sender, EventArgs e) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:line 241
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


This happens from time to time on some people's machines.  If you simply try again, it should work okay -- sorry about that, it's on my list to look at.
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 x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
My friend and I just captured a planet with an interplanetary munitions booster... and it didn't flip. It's still under control of the AI, and boosting their attack instead of ours. We're playing on difficulty 7, and we put a lot of effort into capturing the booster... Whether it flips or not could be the difference between winning and losing this game. Any chance of it getting fixed?

I've attached the game save, just in case you need it. The stuck booster is at p9 - Mugeo.

Yep, these are not something that you can actually capture for your own use -- it's just an AI weapon.  If a ship doesn't say "Captured On Planetary Ownership Change" (or whatever the wording is, it is very close to that) in its abilities list, then it isn't capturable.  Most of the new stuff is, but a few are not, such as this one.


 >:(

-New expansion-only Capturable Ship: Interplanetary Munitions Booster.  Triples the attack of all allied ship in its planet, as well as adjacent planets.

Yep, anything that is something that you don't build directly I've been calling capturable, whether you can capture it or not.  It's a bad habit, but the fact is most of those are capturable, even though a few (such as this one) are not.  Sorry for the confusion!
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 x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
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 HellishFiend

  • Hero Member Mark II
  • *****
  • Posts: 758
My friend and I just captured a planet with an interplanetary munitions booster... and it didn't flip. It's still under control of the AI, and boosting their attack instead of ours. We're playing on difficulty 7, and we put a lot of effort into capturing the booster... Whether it flips or not could be the difference between winning and losing this game. Any chance of it getting fixed?

I've attached the game save, just in case you need it. The stuck booster is at p9 - Mugeo.

Yep, these are not something that you can actually capture for your own use -- it's just an AI weapon.  If a ship doesn't say "Captured On Planetary Ownership Change" (or whatever the wording is, it is very close to that) in its abilities list, then it isn't capturable.  Most of the new stuff is, but a few are not, such as this one.


 >:(

-New expansion-only Capturable Ship: Interplanetary Munitions Booster.  Triples the attack of all allied ship in its planet, as well as adjacent planets.

Yep, anything that is something that you don't build directly I've been calling capturable, whether you can capture it or not.  It's a bad habit, but the fact is most of those are capturable, even though a few (such as this one) are not.  Sorry for the confusion!

Why isn't it capturable though? I understand that as-is, it would be overpowered, but I think that with a reasonable trade-off, it could be an interesting three way decision, weighing the pros and cons of capturing vs destroying vs avoiding, instead of just a two way decision (destroy or avoid).
Time to roll out another ball of death.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Why isn't it capturable though? I understand that as-is, it would be overpowered, but I think that with a reasonable trade-off, it could be an interesting three way decision, weighing the pros and cons of capturing vs destroying vs avoiding, instead of just a two way decision (destroy or avoid).

In my view, there are simply some ships that are impossible to balance if both the humans and the AIs have them.  Warheads are one -- these are another.  The purpose of this unit is to cause a strong penalty to human players if they don't scout appropriately -- yet more incentive to look to neighboring planets whenever a given planet is being attacked, rather than just scouting that planet and attacking it directly.  Raid Engines and Alarm Posts are in the same general vein.

There isn't any way that this could be implemented that might not have occasional disastrous results if humans could capture it -- if this was ever near an AI home planet, etc.  The advantage that this would bring for human players is just too high, and it doesn't have enough strategic interest, anyway -- obviously it is so strong that players would always want to capture it.  And the best way to negate its effects would be to swoop in, kill the command post on its planet, and then deal with the freed ships on a non-adjacent planet if at all possible.  Too many exploits, not enough strategic benefits, is why it's AI-only.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!