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Nonresponsive Units


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#1 josh6

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Posted 02 April 2012 - 05:03 PM

I ran into a problem. I'm a little over 2 years into the Galaxy Far away Campaign. I Finally got to Kessell as the empire. During that battle I realized that when I clicked on some of my ships that were newly spawned out of my Capitals or reinforcements, nothing would happen- I can't control them. After that battle all of my new constuctions have that problem too. They can't move off the system. I went back a save and just auto resolved space battles and I can aviod this problem. But by doing this I take a lot more losses than I would otherwise. And the whole fun of the game to me is playing space battles.

Does anyone know why this is happening or how to stop it?

Campaign Stats:
35 Planets
Week 138
Units: 546/642

#2 Phoenix Rising

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Posted 02 April 2012 - 07:52 PM

See here. I think it's the same issue. Could you post your system specs?

#3 josh6

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Posted 02 April 2012 - 09:18 PM

Windows 7 Home Premium HP p6404y AMD Phenom II X4 820 Processor 2.80GHz RAM 8.00 GB

Thanks

Edited by Phoenix Rising, 03 April 2012 - 12:56 AM.
Linked for reference.


#4 Phoenix Rising

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Posted 03 April 2012 - 01:03 AM

That does fit the theory that your CPU isn't quite fast enough. We'll know with more responses.

#5 Guest_Narzurus_*

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Posted 16 April 2012 - 11:10 AM

Hi all,

The nonresponsive units is not a new problem, its plagued pretty much every FoC mod that i have played, and i have been playing various ones on and off for years and in that time i have gone thru several computers.
I have a 3.2 gig I7 sandy bridge with 8 gig of 1600 ddr3 and 5600 Ti video card. PR 1.2 barely even strains my computer the cpu load is always low and the ram never goes above 30% usesage. I have come across this bug now in 1.2 Seems the best way to get around it is to play smaller games with less planets an hope you can finish before the bug kicks in.

I have seen many a post on various other mods and many people have different opinions.

If you look at some of the posts at http://empireatwar.f...;97499x#1794678 you can see discussions on the unit stuck glitch.
Post by mobbmann the creator of ACM

Tyler,
unfortunatly I think this is beyond vista... I really think I am starting to figure out what the issue is but I'm going to exhaust every avenue...I think it might be a couple of different things actually ... number 1, this game does not use ram properly over 2 gigs... I might incorporate a fix for that since petroglyph cant seem to pull their thumb out of their collective @sses to fix it. Second, because of the ram limit all the additional planets and unit count might use it all up ... when it reaches the ram cap data starts falling off... it's a just a guess right now and I'm following up making sure that is not the case... if someone who has had the bug in the past please try downloading the ram patch for this game that someone already made and see if that helps... it lets your system use 4 gigs of ram for the game...while I'm on the issue please include how much system ram you currently have on your computer... if someone only has 2 gigs and has this bug then it isnt the ram usage... once again heres the bug submission format and pls note the changes for ram and Operating system.


I'm not sure if anyone has managed to fix the problem, maybe PR will be the first.
You still have the best FoC mod around, keep up the good work.

Narz

#6 Phoenix Rising

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Posted 16 April 2012 - 09:19 PM

Good to know. The only difference here is that PR v1.2 incorporates the RAM patch and I take it ACM v2.4 does not.

#7 1871

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Posted 30 April 2012 - 08:22 PM

i'm having the same problem on GFFA, week 121-123. I'm the PRM have about 53 planets all i'm given at start plus everything south of byss and south of nal hutta, plus denon.

I'm running cpu 3.40 GHz AMD Phenom II X4 965, 4 Gig memory. XP sp3 build 2600. geforce 550 ti card. I have all the land units researched fully, most of the medium cruisers, large cruisers, fighters/bombers/freighters all researched to 4 upgrades. have bulwark, and all the MC battleships, heavy cruisers upgraded to 2nd upgrade.

I guess it's comforting that i'm not the only one having this weird problem.

#8 Kitkun

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Posted 04 May 2012 - 06:40 PM

Sounds like it might have something to do with the amount of forces. I was at week 260 before I ended my campaign and never once had this problem. But I tech fast and expand slowly, and accidentally left it running for a few hours, so had maybe a dozen planets.

Core 2 Duo E8400 @ 2x 3.0 GHz
Geforce GTS 450
3Gb RAM

Edited by Kitkun, 04 May 2012 - 06:42 PM.

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#9 1871

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Posted 06 May 2012 - 02:23 PM

Sounds like it might have something to do with the amount of forces. I was at week 260 before I ended my campaign and never once had this problem. But I tech fast and expand slowly, and accidentally left it running for a few hours, so had maybe a dozen planets.

Core 2 Duo E8400 @ 2x 3.0 GHz
Geforce GTS 450
3Gb RAM


r u saying it might be breaking cause i have too many 80+ unit fleets? I do have 6 fleets of that size and 2 land forces with 10+ divisions realy to smash the imperials.

yeah, now that i think about it that is a lot of units huh?

#10 Phoenix Rising

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Posted 07 May 2012 - 05:26 AM

If anything, it's probably the amount of unit variation per planet or fleet. Read the optimization news post from v1.2 development.

#11 1871

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Posted 08 May 2012 - 05:41 PM

wow... just read through the "optimization news post". I learned a lot about how the AI and the game should work... Thanks

So, my having many variations of lots of ships in my fleets is most likely the cause of my unresponsive fleets now in the game, huh?

So i was thinking to correct this problem until i get my new SLI set computer built, I could just get the older ships into 80 fleets and take care of some more lightly defended systems, then i'd just be making more fleets of the updated ships... also make the fleets up of more ships of less classes, huh? In other words... 1 BB, 2/3 mc80s, 6 mc40s, 4 dreads. and that makeup shoulod give me enough support fighter/bomber/transports/freighters to have a good battle, huh?

I can see where just doing that would make it much easier for my vid card gpu to handle the GFFA gc.

SO i take it I can just go back to the last saved game that has me still in great control and start from there?

If my fix doesn't seem practical please let me know or if you like it. Whatever happens i will give you as detailed feedback a si can if any of the fix might help in some small optimizational correction for 1.3.

Thanks, I love learningabout modding whenevewr i play a game :))

#12 Fregge

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Posted 08 May 2012 - 06:56 PM

I would be surprised, if this works.
When I investigated the issue, I created several test environments in which I almost removed every single unit (to be more specific, I removed everything, including my and the enemies units and buildings, except for one enemy starbase and a small attack fleet of my own). The bug wasn't affected at all.

As I said in the other thread, my guess is, after a certain amount of units were drawn into a tactical battle, the bug occurs. It makes no difference, how these units were "created", if they were reinforced, created through a .lua script (in which there would be no reference on the galactic level) or spawned by a ship or building (garrison). And furthermore, ALL units are considered, yours and the enemies.

Of course, you're free to try, but I'd suggest, you save your energy and direct it to LucasArts and Petroglyph. ;)

BR, Fregge

#13 1871

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Posted 08 May 2012 - 08:03 PM

Hey Fregge, i think your corrct. I went back to an older saved game and went in a different offensive direction. I took the chain north east of nal hutta to mn cal and i've taken byss and emperor now.

But it's the way i've taken them. I still have no units show up if i try a space or land battle, BUT if i use auto resolve for space and land, then i usually win with very limited losses.

I dont understand it, but if we r to be able to enjoy PR 1.2 this problem HAS to be favorably resolved. :(

#14 Phoenix Rising

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Posted 08 May 2012 - 11:51 PM

Have to agree with you, Fregge. Just to confirm though, if you switch your settings to auto-resolve always, the freeze never occurs? Is it possible to prevent it by switching halfway through a game, or is it too late by then?

#15 Piet-Tia

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Posted 09 May 2012 - 07:02 AM

As I said in the other thread, my guess is, after a certain amount of units were drawn into a tactical battle, the bug occurs. It makes no difference, how these units were "created", if they were reinforced, created through a .lua script (in which there would be no reference on the galactic level) or spawned by a ship or building (garrison). And furthermore, ALL units are considered, yours and the enemies.

This may be a very good explanation why some people get this bug more often the others. As I mentioned in another thread I use the vanguard slot more often. I usually warp in with a single corvette and after assessing the situation get some reinforcements, usually not many. Also I always destroy enemy ships that warp in first - they are more vulnerable and they don't have time to deploy many fighters. That and the fact that I like to upgrade my units to the max before building them (which means I need fewer of them) may cause my "tactical unit counter" to run slower. I once had 500 transports to get me more money but they never participated in any battle and I managed to get through most of GFFA as the rebels (and I play really slowly which means: many, maaany weeks) without this problem occurring.

Just a suggestion then. Changing your playing style may help. :)

#16 Fregge

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Posted 09 May 2012 - 07:20 AM

Have to agree with you, Fregge. Just to confirm though, if you switch your settings to auto-resolve always, the freeze never occurs?

That's my experience. When a tactical battle is announced to be imminent and is resolved automatically still on the galactic level, the issue should never occur.

Is it possible to prevent it by switching halfway through a game, or is it too late by then?

In all the games, the bug showed up to me, it was of no use to load an earlier savegame. Sooner or later, it would occur anyway...

BR, Fregge

#17 1871

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Posted 10 May 2012 - 05:00 PM

well here is a new twist... remember the above mentioned saved game where i went in a different offensive direction and had great success using auto resolve.... well i loaded that game today and i had some more success, then losses. so i decided to attack corulag, (it's still a yellow system) and the darn space tactical battle worked. I had full control of all my fleet during the entire battle.

After that battle though my land forces started to disapear. I mean i would move some into orbit or from one orbit slot to another and once they were moved they disappeared from the game.

So IDK what is going on..... maybe your game is psycho :p~~~~~~~~~~

#18 1871

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Posted 10 May 2012 - 06:49 PM

just noticed something... out of the 14 mods i have installed for foc.. only your mod uses file extensions that don't conform to the suggested format of making mods using .text, .xml and .dat file extentions

Could your attempt to write your mod in the same fashion as the original eaw game format be part of the problem?

And I'm putting your mod up agains Nomada's 4.5.4 Alliance mod, which is the only one that is as diverse in scale of so many different ships.

#19 Phoenix Rising

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Posted 10 May 2012 - 08:58 PM

PR's file structure is more similar to FoC's than any other mod's.

#20 johnchm.10

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Posted 10 November 2012 - 07:44 AM

if the sheer number of unit variations is an issue, then could some consolidation help?
by that i mean taking some of the upgrades where only one thing is upgraded, and combining that upgrade with another upgrade
ive been keeping track of the stats of the ships of the Rebels from the Z95s up to the Recusant, at this moment, and there are 43 of 235 upgrades where only one statistic gets upgraded. most of these are with the smaller, more common ships, which may compound the problem, as there are more planets that can support smaller yards compared to that of the large yards. i havent counted the rest of the ships as i havent yet upgraded them, but still. figure 40 of ~250, just for the Rebels. i didnt even get to the Imperials or the independents
granted some of these are canon upgrades or they add something significant like changing proton torpedoes to advanced torpedoes or proton rockets, but for others, like mk 3 upgrade for the A-wing, add only 25 SDB(or is it SBD), and the cost of that upgrade almost isnt worth it.
so figure there are about 250 variations per faction, and with 3 factions having the same number of variations, you get 750 variations. now if you could get rid of say 10% of the ships, assuming that the numbers of variations are identical, etc., would that help with the game performance?



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