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  • buggy turn - what to do?

    see the turn thread.

    I've been able to move about half the units, but others are locked with "already moved" messages even though I haven't attempted anything with them yet (just hit the "wait" command as they've cycled round the units.)

    I sense a corruption in my files, as this shouldn't happen.

    In the locked category are the Mercury, and the colony pod waiting to board (and this is crucial to us to get to the Nexus before Lal establishes his next base nearby)

    Also locked is the new cruiser at Messena and the colony pod in Fort Soup - in deed, all those units that I put the "wait" command on

    I'm loathe to replay the turn as we did get a great podpop with the Invincible, but so many strategic decisions are hanging on moves this turn that I think it's all that we can do - and maybe someone else should replay it in case the same thing happens to me again

    It's been since the Midturn save posted here, so someone could pick up the turn from there - and play on - or I could try again this time without cycling through units (but risk it still happening)

    We can't get any better a result with a replay than we already got, so it shouldn't be a problem replaying the turn from the midturn.sav onwards

    G.

  • #2
    I have sent the following message to Drogue:

    PM from Googlie to Drogue:

    Drogue:

    see: here

    Since the midturn save I've cycled thru units, hitting the "wait" command (to freeze them) while I took screenies of various interactions.

    But some bug in my system now records them as having "moved" although clearly no movement has taken place.

    I've suggested that someone else (maniac, maybe) can play on the turn from the .sav onwards, or I can re-open that turn with a reload message and play from there, replicating all my moves (assuming that the frozen units can now rightly move)

    With an unfrozen unit I did pop a Unity pod that gave us a Missile speeder, so unless we were lucky we'd lose that (I'm not proposing I replay as often as it will take to replicate that result)

    The best result would be for Maniac to pick up the turn from that midgame save, and if we don't get a favorable podpop, then so be it

    Your ruling?

    Comment


    • #3
      Well that's unfortunate Googlie, looks like the SMAX-gods are against us PM:ing the mods was necessary, and I'm sure they're reasonable.

      Comment


      • #4
        I can play, but we'd get one or two reload messages IIRC, because in order to check the mindcontrol cost I've replicated the probe team-transport cruiser move series, which wasn't yet done in the midturn save Googlie posted.
        Contraria sunt Complementa. -- Niels Bohr
        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

        Comment


        • #5
          Deathline is in eight hours, so I already played further part of the turn. The two unity pods caused a tidal wave and 75 credits. Some moves still need to be done. I'll wait a bit longer with playing the rest of the turn to see how the discussion evolves.

          MY 2158 Midturn Battle Report


          Foreign actions
          • The Corporation steals Superconductor from the Hive. Yang declares war in response.
          • Lal trades SFF to the University in exchange for Optical Computers. Then Zakharov was more than willing to provide us with SFF.

          Build orders
          • Note most of these can still be changed next year without mineral loss. So they're more placeholders.
          • Olympus Academy trains Missile Infantry.
          • Fort Liberty starts training a hoplite - necessary for guarding the new base soon to be founded with the FS CP.
          • AU, GH, FS, MT, VV, RG production set to a crawler.

          Army
          • Moved road-pillaging scout back into Tegea Harbour, thus quelling incipient drone riots there.
          [*]Rolling Thunder II moves toward Minas Tirith.
          Navy
          • Moved Mercury into Climatic Resources bay and loaded Task force, anchoring for the night in the fungus 4 tiles east of CR - next to a Morgan skimship. Awaiting concensus whether to destroy it with the GeneralTacticus, or just hide there
          • Moved Pegasus adjacent to R-112 - awaiting concensus whether to destroy Hive probe team pre-boarding, or just to slip quietly away
          • Disco Volante moved 9 tiles south of 2Nuts, readying for rounding PK's Temple Cape en-route to Angels' Heaven.
          • GH transport cruiser moves to MT, picks up the probe team and drops it next to the Hive units.
          • Messenan Laser cruiser pops pod and unfortunately only gets swept away by a tidal wave.
          • SCC Hermes picks up the colony pod and hoplite near Argos and moves to the designated base location.
          • Unity foil goes to pick up the supercrawler.
          • SCC Invincible pops Unity pod and gets 75 credits. No materials pod, but still good of course.

          Engineering Corps
          • OA's crawler now works the minerals mine to the north, and the worker has been reassigned to the regular mine
          [*]Tomcat-MT orders cancelled, preparing to move safe north.[*]Tomcat-SCW1 starts constructing sensor array.[/list]
          Attached Files
          Contraria sunt Complementa. -- Niels Bohr
          Mods: SMAniaC (SMAC) & Planetfall (Civ4)

          Comment


          • #6
            Originally posted by Maniac
            Deathline is in eight hours, so I already played further part of the turn. The two unity pods caused a tidal wave and 75 credits. Some moves still need to be done. I'll wait a bit longer with playing the rest of the turn to see how the discussion evolves.

            MY 2158 Midturn Battle Report

            Build orders
            • Note most of these can still be changed next year without mineral loss. So they're more placeholders.
            • Olympus Academy trains Missile Infantry.
            • Fort Liberty starts training a hoplite - necessary for guarding the new base soon to be founded with the FS CP.
            • AU, GH, FS, MT, VV, RG production set to a crawler.

            Army
            • Moved road-pillaging scout back into Tegea Harbour, thus quelling incipient drone riots there
            • Rolling Thunder II moves toward Minas Tirith.

            Navy
            • Moved Mercury into Climatic Resources bay and loaded Task force, anchoring for the night in the fungus 4 tiles east of CR - next to a Morgan skimship. Awaiting concensus whether to destroy it with the GeneralTacticus, or just hide there

            • Moved Pegasus adjacent to R-112 - awaiting concensus whether to destroy Hive probe team pre-boarding, or just to slip quietly away
            I suggest we just board the Pegasus and leave the probe to visit the Gaians

            • Disco Volante moved 9 tiles south of 2Nuts, readying for rounding PK's Temple Cape en-route to Angels' Heaven.
            • GH transport cruiser moves to MT, picks up the probe team and drops it next to the Hive units.
            So let's adopt Maniac's plan and reboard the Transport, as well as boarding the other longstrider, then visit Yang to steal Superconductor

            • Messenan Laser cruiser pops pod and unfortunately only gets swept away by a tidal wave.
            But still has another 8 mps left - explore that northeastern Morgan coastline maybe?

            • SCC Hermes picks up the colony pod and hoplite near Argos and moves to the designated base location.
            • Unity foil goes to pick up the supercrawler.
            But leave it still working there for this turn as it can then board next (contributing its 3 nuts to the cause)

            Comment


            • #7
              I can finish the turn from here as it's now well into the night in Europe

              Comment


              • #8
                Ah, I just about finished the turn. I'll post a presend save soon. Keep watching: I've located the Hunter!
                Contraria sunt Complementa. -- Niels Bohr
                Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                Comment


                • #9
                  Hmm - interesting, I've copied Maniac's "2158 nearend" turn and now I don't get a reload message (I reinstalled smac and smax)

                  Comment


                  • #10
                    Yeah, I didn't get any reload message either when I opened my midturn2 turn.
                    Contraria sunt Complementa. -- Niels Bohr
                    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                    Comment


                    • #11
                      I think that sometimes when one changes the name of the .sav the old register entries get overwritten, resulting in no reload messages

                      Comment


                      • #12
                        Sounds like a plausible explanation.

                        Just in case, I've included an explanation in the turn tracking thread. They've got a right to know of course.
                        Contraria sunt Complementa. -- Niels Bohr
                        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                        Comment

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