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Late game bugs.

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8 years ago
Apr 28, 2017, 5:17:31 PM

Hi ES2 Devs,


I have tried to play several games now throughout the various updates and one thing is consistent, I have never been able to finish a game.  Every game I start works until turn 100+ or so, then things turn progressively buggy until one of the following happens ...

  • Click next turn and the game hangs processing the turn, forever.
  • Builds on planets turns red (description text turns red, build time is infinity exclamation point) and cannot be processed or deleted from the production queue.  Red items block production and must be moved to the bottom.
  • Several fleets will arrive at their destinations and become uncommandable (not observed since update V 0.3.6 S2 Alpha-Public).
  • Game hangs, though save,quit,settings menu will still work.  Quitting will produce the black screen with the version at the bottom, but will never disappear.  Task manager must be used to shut down game.

It should also be noted that as gameplay progresses, the amount of RAM used by the ES2 process also grows to about 3 Gigs.  The race I played did not seem to have any bearing on when/how the game becomes unplayable.


I'm pretty certain that leaving these bugs in at release time will result in negative press reception for the game.


UPDATE: Turn 85 and the build queues are acting up (second bullet point above).  Not to the point of making the game unplayable yet, game still exits properly.  Have one planet that has "Geo-industrial Plants" in the state described above.  Also have colonization projects still in queues, but planet is already open for colonization.  Some build queues do not seem to be processing at all, leaving everything still queued up despite being buildable in 1 turn.

Updated 8 years ago.
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8 years ago
Apr 28, 2017, 9:42:01 PM
Khan wrote:
  • Builds on planets turns red (description text turns red, build time is infinity) and cannot be processed or deleted from the production queue.  Red items block production and must be moved to the bottom.


Is it possible that these where buildings with build limitations? For example the Trade-HQ or Wonders could only build so many times and after that your discription happens on all other planets with these buildings in queue. But I think this buildings should be deleted or the player should get a notification.

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8 years ago
Apr 29, 2017, 4:41:49 AM

Nope, these are basic vanilla improvements present on all my other colonies, not any of the special ones.  I do notice this appears to happen more frequently on conquered planets (I hate subjective measurements, but it's the best I can do).  There is no pattern to which structures will turn red in the production queue.

Updated 8 years ago.
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8 years ago
May 3, 2017, 12:15:14 PM

The games seems to have problems with high values in general. I like to use cheat engine in new games to give myself massive resources just to see what's best at at endgame, not to waste the trial and error time. Fast way to replicate the production que bug at least is to play UEF and buy out most of the technology and then the buildings on systems. I've had the production que get stuck as early as turn 20 with ~8-10 systems all having something in the production que. (and when i say "something" i mean i'd scout, find the 4-5 planet system for the teraforming and then spam colonize, wich means at those 8-10 systems and had 10-20 building boughtout in the que). Seems to be an issue with multiple ques finishing production simultaniously. Maybe the engine doesn't know where all the spontanious production came from or can't calculate FIDSI values properly and won't allow the buildings to finnis because of it. Point is the production que doesn't get stuck based on game lenght. It gets stuck based on simultaneous production. People are seeing this bug generaly late game because they're moping up empires invading multiple planets simultaniously and have the Dust to buyout buildings on all the new planets.


Also opened up the dev console and revealed the map at one point (huge) around turns 75-100 the game chugged , HARD i'm running an i7 with 16 gigs of ram and a 870 and framerate was spikeing violently. Notification windows would take a good 5-10 seconds to open and close and scrolling on the map would kill (i mean 1 fps) the framerate to the point where it'd take 20-30 mins to finish 1 turn. Probably a memory leak.

Updated 8 years ago.
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8 years ago
May 6, 2017, 10:33:36 PM

What's really annoying is when it happens to in system colonization the system becomes colonized but the item stays in the build que.

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8 years ago
May 7, 2017, 2:05:10 PM

Still present in V 0.3.7 S2 BETA-Public.  I wish I could finish a game!  This time I notice a variation on what "Power of Two" stated above.

  • Not only did I have full productions queues bought out not producing, but they did not even show up in the completed/pending builds at the beginning of the turn; nor was there an indication of what was blocking the queue.
  • The items in red were already built in the colony structures list.

An interesting point to note, this time I have not conquered a single planet.  I hope the developers will play out a game to the late stage so they can debug, find and fix whatever is causing this.


This does not bode well with the release date looming on the horizon.


UPDATE: I was trying to figure out if there was a common theme here and I'm wondering if all this has anything to do with the "Distributed Energy/Microwave Pipes" bug?

Updated 8 years ago.
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8 years ago
May 7, 2017, 2:13:23 PM
Just had it happen in turn 2 by unlocking all techs with the dev console, it only appears late game because that's when you normally get all the tech.
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8 years ago
May 8, 2017, 6:17:03 AM
grumble314 wrote:
Just had it happen in turn 2 by unlocking all techs with the dev console, it only appears late game because that's when you normally get all the tech.


Mhm, seems to have something do with having to much tech unlocked / unlocked to quickly , played a horatio game to turn 121 "normaly" , on fast, had most tech unlocked (all but 1 to not win a scientific victory) and build ques worked fine, don't get me wrong game couldn't be finished as at turn 121, AI would get stuck in a infinite battle loop but...  some testing is required as i first noticed it as The UE , buying out tech. I'm not a programer but is it possible there's a disconect , when buying out tech by... whatever means, between what the GUI displays as buildable and what some other code thinks should be buildable?


Also the memory leak is still present, past a certain point games needs to be restarted every couple of hours to not nose dive unto unplayable framerates.

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