could you elaborate more on this?
my first thought would be to add code to force AI to not read old orders or clear old order before process begins.
Moderator: thunderchero
could you elaborate more on this?
Removing this might do what you want: 407132 jnz short loc_407110thunderchero wrote: ↑Sun May 23, 2021 7:47 amforce AI to not read old orders or clear old order before process begins.
this code change had no effect on turn processing, I misread Flocke post I thought he had already tested changing orders of a taskforce.Spocks-cuddly-tribble wrote: ↑Sun May 23, 2021 12:58 pm Removing this might do what you want: 407132 jnz short loc_407110
this is where I think we got lucky with build queue project. even though it is a static build queue area, the increase was the last entry of each system, so no prior offsets was changed. only the size of area and offsets used by build queue within that area
wrong, there comes the next systemthunderchero wrote: ↑Wed May 26, 2021 8:12 amthis is where I think we got lucky with build queue project. even though it is a static build queue area, the increase was the last entry of each system, so no prior offsets was changed. only the size of area and offsets used by build queue within that area
reason why UE manages to list the systems is that current UE implementation is broken and does some try and error checks on the expected system idthunderchero wrote: ↑Wed May 26, 2021 8:12 amI have not download your latest changes yet, I last downloaded and built master on 5-18. UE still reads all system data that I can see. but since I expect there still was issues I did not test moving systems yet.
ordInfo 0x10-0x13 order type: 7 = add/remove or new trade route (so cancel build should by type 7 OF system order type 0?)Flocke wrote: ↑Thu May 20, 2021 12:49 pm0x00-0x03 orderId: similar to the resultId from result.lst this looks to be incremented starting from a race offset [raceId*max_uint/6] 0x04-0x07 turn: likely the turn this order got issued, where 0 ist first turn (C1=>194, current=195) (already known) 0x08-0x0B race: the race id this event is related to (already known) 0x10-0x13 type: the order type 0 for system orders (already known) 1 ?? none in save7, but refer result.lst 2 for ship or task force orders (already known) 3 ?? none in save7, but refer result.lst 4 ?? by guess for intel results, refer result.lst 5 for diplomatic orders 7 for cancel build orders
Yes, systInfo entries are loaded via star system ID used as index value.
Ah no, sry, what I meant is that the trade route code might expect the system id of the sectors to be in order of the sectors, counted left to right, top to bottom. This could be in case it iterates the sectors and looks up systInfo by the iteration counter instead of the system ID.Spocks-cuddly-tribble wrote: ↑Wed May 26, 2021 6:03 pmYes, systInfo entries are loaded via star system ID used as index value.
I assumed UE changes only the system coordinates in entries, but not the system entry order i.e. system ID values in entries.
I continued to investigate this. This seems to occure whenever you touch the empsInfo file. Already when I extract it and add it back without having changed anything, the next autosave looses the romulan empire info.thunderchero wrote: ↑Thu May 27, 2021 7:50 pmI don't know if you found the issue for "System is not dest or source of trade route"
this issue may not have anything to do with moving systems, the issue in this post can be duplicated in a different way