Well, I also hit this:
c:\dev\boost_1_44_sven\boost\random\bern...distribution.hpp
Line: 50
Expression: _p >= 0
It is very reproducible, but since I don't run a vanilla game, a save is probably not useful.
What happens is that I try to fight a Marauder base+planet, the fight goes well as far as ...
Search found 11 matches
- Wed Apr 05, 2023 1:23 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1844
- Views: 3335910
- Wed Mar 29, 2023 8:47 pm
- Forum: Modding
- Topic: Planet trading, refits and AI
- Replies: 11
- Views: 49851
Re: Planet trading, refits and AI
Okay, I'll try to summarise my questions after all the rambling:
Is there a console or stack tracing hidden somewhere? Edit: I mean, general error stack tracing is already there, but an environment where I can call things and they trace any issues they might have.
Is it possible to see AI ...
Is there a console or stack tracing hidden somewhere? Edit: I mean, general error stack tracing is already there, but an environment where I can call things and they trace any issues they might have.
Is it possible to see AI ...
- Mon Mar 27, 2023 9:32 pm
- Forum: Modding
- Topic: Planet trading, refits and AI
- Replies: 11
- Views: 49851
Re: Planet trading, refits and AI
Well, after some testing I found the main culprit: some big-brained AI developer made scouts not move if their retreat time was bigger than 1, and even bigger-brained me made the default into 2 without checking. :oops:
I also might have seen a completely vanilla functional_tricks.lua in a mod ...
I also might have seen a completely vanilla functional_tricks.lua in a mod ...
- Sun Mar 26, 2023 8:09 pm
- Forum: Modding
- Topic: Planet trading, refits and AI
- Replies: 11
- Views: 49851
Re: Planet trading, refits and AI
Well, I am in the middle of updating to more modern versions of SiS and the DLC mod and...
Something has pretty much broken AI fleets. Only the Orthin are capable of taking their entire starting fleet and at best start patrolling between two nearby stars. The rest sit on their home worlds, colonise ...
Something has pretty much broken AI fleets. Only the Orthin are capable of taking their entire starting fleet and at best start patrolling between two nearby stars. The rest sit on their home worlds, colonise ...
Planet UI
How would one go about reducing the size of the planet pane in planet details, and increasing the size of the 'info' pane, the small sliver wedged between the planet and production panes that has all the useful info?
Re: Infinity?
You're right, see the edit from earlier.gaerzi wrote: That's the kind of phenomenon that makes me think the real error is earlier.
The error message just pointed me in the wrong direction, is all.
Now, if I could manage to get the tech tree lines to behave...

Re: Infinity?
Edit: False alarm. I indeed had an infinity (due to dividing with 0 factories) in another part of the code. :oops:
/edit
The issue is not that I can't handle a non-numeric value. It's that I don't understand what's going on at all .
The typical example is like this:
Mods\DLCSteamRules210217 ...
/edit
The issue is not that I can't handle a non-numeric value. It's that I don't understand what's going on at all .
The typical example is like this:
Mods\DLCSteamRules210217 ...
Infinity?
I tried porting my old changes over to the beta (r38808) and generally mess around with the newer version of the DLC mod. Suddenly, I'm getting errors claiming "unexpected non-finite value in recorded table". Is it some kind of FP magic, and how do I debug this?
- Fri Mar 29, 2019 1:26 pm
- Forum: Modding
- Topic: Planet trading, refits and AI
- Replies: 11
- Views: 49851
Re: Planet trading, refits and AI
Four observations:
It was never my intention to allow unrestricted planet trading. I agree that it's hard to even guess what the value of a planet should be, and even harder to teach it to the AI. Unless you are Google, in which case you can probably make a reasonable black-box neural net ...
It was never my intention to allow unrestricted planet trading. I agree that it's hard to even guess what the value of a planet should be, and even harder to teach it to the AI. Unless you are Google, in which case you can probably make a reasonable black-box neural net ...
- Wed Mar 27, 2019 12:10 am
- Forum: Modding
- Topic: Planet trading, refits and AI
- Replies: 11
- Views: 49851
Re: Planet trading, refits and AI
Thanks for the explanations!
I figured out the research_paths.lua bit shortly before reading your post. I'll see if it will make a difference.
So planet trade is half-functional right now... are there plans to fully include it at some point in the future? And is the current list of solutions to ...
I figured out the research_paths.lua bit shortly before reading your post. I'll see if it will make a difference.
So planet trade is half-functional right now... are there plans to fully include it at some point in the future? And is the current list of solutions to ...
- Tue Mar 26, 2019 3:39 pm
- Forum: Modding
- Topic: Planet trading, refits and AI
- Replies: 11
- Views: 49851
Planet trading, refits and AI
Hey!
Question number one: how does planet trade via diplomacy work? More specifically, where are the costs for tradable planets calculated? I haven't been able to even give away planets for free; and I'd like to allow planet gifting to any major faction and buying planets from close allies ...
Question number one: how does planet trade via diplomacy work? More specifically, where are the costs for tradable planets calculated? I haven't been able to even give away planets for free; and I'd like to allow planet gifting to any major faction and buying planets from close allies ...