View Full Version : Vanishing Planets
Spoo
May 19th, 2007, 04:11 PM
I recently started playing again using Balance Mod 1.06 and the most recent patch (1.35). However, I now find that some of the planets vanish every few turns (whole systems are empty after a turn processes), requiring that I restart SE5. Also, I sometimes get an error message saying that the game can't find something-001.plr (this is a simultaneous game, but I'm the only player). This one freezes SE5. Not fun.
Any ideas?
se5a
May 19th, 2007, 04:36 PM
yeah, please email aaron a savegame explaining this.
narf poit chez BOOM
May 19th, 2007, 04:51 PM
*Munch*Munch* But all that iron is good for my stomach!
Raapys
May 19th, 2007, 05:34 PM
I've been wondering about that; is it fair to email Aaron about problems possibly only related to Mods?
douglas
May 19th, 2007, 06:05 PM
Yes. If you check the history file for SEIV you should find a note about fixing a bug with cloaking facilities on planets. Note that cloaking facilities do not exist in stock.
Spoo
May 19th, 2007, 07:31 PM
One problem is that I don't have a save showing either issue, since reloading the game fixes the problem.
Suicide Junkie
May 19th, 2007, 08:06 PM
Raapys said:
I've been wondering about that; is it fair to email Aaron about problems possibly only related to Mods?
SE lives on mods. And a bug is a bug.
se5a
May 19th, 2007, 09:29 PM
Spoo - as you keep playing and the game gets bigger, you will get to the point where you have to save and reload it every single turn.
I've told aaron of this bug and sent him savegames on it, but he's not looked at it yet.
Raapys
May 19th, 2007, 09:47 PM
True enough. I was just finding it a little odd the thought that Aaron would have to actually locate, download and install the relevant mod himself to be able to reproduce a bug and fix it.
Captain Kwok
May 19th, 2007, 09:50 PM
I usually send a .zip of the Balance Mod along with the bug report if it's required for the savegame.
Fyron
May 20th, 2007, 12:11 AM
Raapys said:
"I've been wondering about that; is it fair to email Aaron about problems possibly only related to Mods?"
I can't imagine how it would be a bad idea to report bugs in the game engine uncovered by modding. You've no idea how many implementation errors in the data files have been uncovered by modders, leading to stock game fixes.
"I was just finding it a little odd the thought that Aaron would have to actually locate, download and install the relevant mod himself to be able to reproduce a bug and fix it."
Which is why everyone (that I am aware of) provides data files or links to the mod files when reporting bugs uncovered by a modded data set.
Raapys
May 20th, 2007, 09:36 AM
Alright, thanks. I've previously been hesitant sending him bug reports not related to stock data files.
se5a
May 20th, 2007, 04:19 PM
that being said though, if the bug is obviously a softcode bug (something wrong with the data files, not the game engine itself) then you should let the mod dev know instead of Aaron.
Makinus
May 21st, 2007, 05:04 PM
Do you have google desktop (or a similar program) enabled? I found a similar problem in SEIV that was caused by Google Desktop blocking the files used during turn processing...
Spoo
May 21st, 2007, 07:22 PM
Makinus said:
Do you have google desktop (or a similar program) enabled? I found a similar problem in SEIV that was caused by Google Desktop blocking the files used during turn processing...
I don't have Google Desktop installed, but I'll try playing around with my anti virus settings in case it's interfering in some way.
EDIT: Nope. Got the missing *_plr_0001.plr error again. http://forum.shrapnelgames.com/images/smilies/frown.gif
se5a
May 22nd, 2007, 07:09 AM
no it's probibly a memory leak of somekind.
vBulletin® v3.8.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.