MP issue with Extending Edifbnft.bst (new building types/bonuses)

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MP issue with Extending Edifbnft.bst (new building types/bonuses)

Post by thunderchero »

Hi everyone,

while testing with Chris play MUM in MP we ran into a repeatable sync error.

this is a very strange error and took awhile for us to narrow down the triggers
this is what triggers it;
power up "Shipbuilding, builds special ships" structure
place ship in build queue

on turn process sync error

Code: Select all

Version Under Test: 72
File: ..\..\source\comms\hartbeat.c, Line: 118, Synchroniztion Error on turn 1 with my empire 1 and player Empire 0:

My data:
 				seed = 360918191; crcTF = 59564; crcShip = 18710; crcMilSector = 56146; crcSolarBld = 1066, crcDiplo = 0;

player data: 				seed = 360918191; crcTF = 59564; crcShip = 18710; crcMilSector = 56146; crcSolarBld = 56900, crcDiplo = 0;

Initialize State: 31
Player Empire: 1	Starting Seed: 1651087153
Galaxy shape: 3	Galaxy Size: 2
tmpm
no crash; mod has build queue
UDM
no crash; mod has build queue
nbu
no crash; mod has build queue, % tech bonus
UCW
crash; mod has build queue, % tech bonus, extended tech levels, Extending Edifbnft.bst (50 types)
MUM
crash; mod has build queue, % tech bonus, extended tech levels, Extending Edifbnft.bst (50 types)

Edit; tested on MUM before build queue was added and got same crash turn 1

after not getting anywhere I nop the sub that calls sync error at 50AD74 and tested. turn continued without crash for a few turns (built 3-4 ships myself)

I suspect I am missing a calculation that uses x10 (tech levels) when in MP game for joining player? but single player value has been found?

Edit 2; I removed this patch for Extending Edifbnft.bst no crash and structure still give proper bonus. I am still using the edited edifbnft.bst so some bonuses do not display in game and doubt if they work (not tested) so getting closer
also for some reason I think this might be an edited code sct gave me to turn on % ship industry local?
so will look at issue more tomorrow.

Code: Select all

NAME: Extending Edifbnft.bst (new building types/bonuses)
AUTHOR: Spocks-cuddly-tribble
DESC: this patch Extending Edifbnft.bst  (new building types/bonuses)
DESC: patch file name: Extending_Edifbnft_bst.patch
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=265&t=2317#p32866
TAG: mirror universe patch
 
# >>  = vanilla/original value

# <<  = new value

>> 0x0004fbdc 8b 04 85 60 42 5b 00 01 d0 5a c3 00
>> 0x0003e5b4 8a 44 02
>> 0x0003e5b8 25 ff 00 00 00 66 8b 94 45 86 00
>> 0x0003e5c4 00 31 c0 8a 45 72 8b ac 24 74 01 00 00 8b 04 85 6c fc 58 00 01 e8
>> 0x0003e5db 8c 24 68 01 00 00 81 e2 ff ff 00 00
>> 0x00043afa 66 8b 58 10 66 8b 51 50 01 d3
>> 0x00043b05 89 58 10
>> 0x00043b14 54 24 2c 66 8b 70 04 66 8b 92 98
>> 0x00043b20 00 00 01 d6 66 89 70 04 8b 54 24 2c
>> 0x00043b32 92
>> 0x0018da6e 00
>> 0x0018da70 04
>> 0x0018da72 00
>> 0x0018da74 08 00 00
>> 0x0018da78 0c
>> 0x0018da7a 00
>> 0x0018da7c 24
>> 0x0018da7e 00
>> 0x0018da80 28
>> 0x0018da82 00
>> 0x0018da84 2c
>> 0x0018da86 00
>> 0x0018da88 18
>> 0x0018da8a 00
>> 0x0018da8c 1c 00 00 00 20 00 00 00 38
>> 0x0018da96 00
>> 0x0018da98 40
>> 0x0018da9a 00
>> 0x0018da9c 44
>> 0x0018da9e 00
>> 0x0018daa0 10
>> 0x0018daa2 00
>> 0x0018daa4 14
>> 0x0018daa6 00
>> 0x0018daa8 48
>> 0x0018daaa 00
>> 0x0018daac 58
>> 0x0018daae 00
>> 0x0018dab0 54
>> 0x0018dab2 00
>> 0x0018dab4 5c 00 00
>> 0x0018dab8 30
>> 0x0018daba 00
>> 0x0018dabc 34
>> 0x0018dabe 00
>> 0x0018dac0 b8
>> 0x0018dac2 00 00 60
>> 0x0018dac6 00
>> 0x0018dac8 64 00 00
>> 0x0018dacc 68
>> 0x0018dace 00
>> 0x0018dad0 6c
>> 0x0018dad2 00 00 70 00 00 00 4c 00 00 00 74 00 00 00 78 00 00 00 b0 00 00 00 7c 00 00 00 ac 00 00 00 80 00 00 00 3c 00 00 00 50 00 00 00 8c 00 00 00 94 00 00 00 a4 00 00 00 98 00 00 00 88 00 00 00 90 00 00 00 a0 00 00 00 b4 00 00 00 bc 00 00 00

<< 0x0004fbdc c1 e0 02 03 02 8b 04 10 03 c2 5a c3
<< 0x0003e5b4 8d 54 10
<< 0x0003e5b8 0f b6 45 72 66 8b 04 45 6c fc 58
<< 0x0003e5c4 80 fc 01 7f 23 7c 08 80 7a 34 03 75 1b b4 00 03 84 24 74 01 00 00
<< 0x0003e5db 12 66 8b 94 55 86 00 00 00 0f b7 0e
<< 0x00043afa 8b 51 50 66 01 50 10 8b 51 54
<< 0x00043b05 01 50 12
<< 0x00043b14 51 58 66 01 50 14 8b b1 98 00 00
<< 0x00043b20 66 01 70 04 8b 51 30 66 01 50 06 90
<< 0x00043b32 91
<< 0x0018da6e 04
<< 0x0018da70 08
<< 0x0018da72 0c
<< 0x0018da74 ff 02 28
<< 0x0018da78 2c
<< 0x0018da7a 18
<< 0x0018da7c 1c
<< 0x0018da7e 20
<< 0x0018da80 38
<< 0x0018da82 40
<< 0x0018da84 44
<< 0x0018da86 10
<< 0x0018da88 14
<< 0x0018da8a 48
<< 0x0018da8c ff 02 ff 02 ff 02 ff 02 8c
<< 0x0018da96 b8
<< 0x0018da98 60
<< 0x0018da9a 64
<< 0x0018da9c 68
<< 0x0018da9e 6c
<< 0x0018daa0 70
<< 0x0018daa2 4c
<< 0x0018daa4 74
<< 0x0018daa6 78
<< 0x0018daa8 b0
<< 0x0018daaa 7c
<< 0x0018daac ac
<< 0x0018daae 80
<< 0x0018dab0 3c
<< 0x0018dab2 50
<< 0x0018dab4 ff 02 94
<< 0x0018dab8 a4
<< 0x0018daba 98
<< 0x0018dabc 88
<< 0x0018dabe 90
<< 0x0018dac0 a0
<< 0x0018dac2 a8 01 bc
<< 0x0018dac6 a8
<< 0x0018dac8 14 01 5c
<< 0x0018dacc 54
<< 0x0018dace 58
<< 0x0018dad0 30
<< 0x0018dad2 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02 ff 02


this might be a tough one to find
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Re: All in one 2.0.1 beta 3 available

Post by thunderchero »

Hi Everyone,

I did some more testing this time on vanilla, and I was able to replicate issue

To replicate issue I added the Extending Edifbnft.bst patch. This patch is spread out in a couple of posts

I am thinking this code change has issues in MP
Below code decreases trek.exe address-map entry size from 4 to 2 bytes (i.e. 90 slots). Additionaly, it features a switch marker for outputs not to store in systInfo resp. for ship construction only
viewtopic.php?p=32929#p32929

If I remove the code in that post no sync error.

now just not sure how to fix. I am hoping now SCT has some time :wink:
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Re: All in one 2.0.1 beta 3 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Wed Apr 27, 2022 5:26 pmthis might be an edited code sct gave me to turn on % ship industry local?
I think ECM uses the 'Extending Edifbnft.bst' base patch with 'Shipbuilding, builds special ships' static bonus code modification with 'shipbuilding bonus preview fix', but no '% ship industry local'. So testing ECM in MP could answer this question.

EDIT: Your next post already ruled that out. BUT if the new switch marker 'for ship construction only' is cause for the sync error '% ship industry local' should cause the same issue.

thunderchero wrote: Thu Apr 28, 2022 10:16 amI am hoping now SCT has some time :wink:
I can't fix this on the fly. But try (with the patch):

Code: Select all

0043F1CF     75 1B                JNZ SHORT 43F1EC  // if not 3 = build ship -> not stored -> jmp EB

0x3E5CF (75) -> EB // ignore ship bonuses
If this solves the sync error we know where to start i.e. we can re-activate the old ship bonus code (with preview glitch). But it's a bit work and I don't know how much extra work new %ship bonus code will be.


EDIT: Also check for conflicts when using intel and/or research tech bonuses: viewtopic.php?p=33046#p33046
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: All in one 2.0.1 beta 3 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Thu Apr 28, 2022 3:38 pm I can't fix this on the fly. But try (with the patch):

Code: Select all

0043F1CF     75 1B                JNZ SHORT 43F1EC  // if not 3 = build ship -> not stored -> jmp EB

0x3E5CF (75) -> EB // ignore ship bonuses
If this solves the sync error we know where to start i.e. we can re-activate the old ship bonus code (with preview glitch). But it's a bit work and I don't know how much extra work new %ship bonus code will be.
no sync error when patch above applied :wink: (MUM beta3)
Spocks-cuddly-tribble wrote: Thu Apr 28, 2022 3:38 pm I think ECM uses the 'Extending Edifbnft.bst' base patch with 'Shipbuilding, builds special ships' static bonus code modification with 'shipbuilding bonus preview fix', but no '% ship industry local'. So testing ECM in MP could answer this question.
no sync error (ECM un edited)
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Re: All in one 2.0.1 beta 3 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Thu Apr 28, 2022 4:41 pmno sync error (ECM un edited)
I just noticed for some reason ECM has 'shipbuilding bonus preview-bug' not fixed (Build Queue update bug was more annoying?).


My data empire 1: crcSolarBld = 1066
player data Empire 0: crcSolarBld = 56900


Does the crash only happen when using '% ship industry local'?

Is this the new bonus Id 2E '% Shipbuilding' or some special mod changing Id 2B "Shipbuilding, builds special ships"?

Problem is we'd need to test any combination/trigger with all new and/or bug-fixed output types for sync errors.


Workaround to keep new building bonuses code and avoid sync error:

1.) Don't use the new bonus ID 0x2E = '% Shipbuilding' or any mod adding a % Shipbuilding bonus

2.) Use old code for static build ship bonus:

trek.exe at 0x18DAC2 (0x18DA6C +2*2B[utopia bonus ID]) -> (A8 01 when static bonus / 14 01 when % bonus) -> set B4 00 (old static ship bonus code)


Example to change new output ID 0x2E '% Shipbuilding' to old static bonus code: trek.exe at 0x18DA6C +2*2E -> 14 01 -> B4 00 (sync issues?)
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: All in one 2.0.1 beta 3 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Thu Apr 28, 2022 9:35 pm Does the crash only happen when using '% ship industry local'?
the structure I am powering up is utopia bonus ID #43 or 2B on my list. I named it "Shipbuilding Industry (Local)" tested and it give correct set value.

Edit;
% Industry (Local) when powered will get sync error

also just to be clear,
I can power up either structure as long as I am not building a ship.
if I power and build a ship on same turn sync error
if I have structure powered and build a ship on a different turn sync error
if i have ship building and next turn power up structure no sync error (canceled build and added ship to build queue sync error)

edit2
Spocks-cuddly-tribble wrote: Thu Apr 28, 2022 9:35 pm trek.exe at 0x18DAC2 (0x18DA6C +2*2B[utopia bonus ID]) -> (A8 01 when static bonus / 14 01 when % bonus) -> set B4 00 (old static ship bonus code)
0x18DAC2 A8 01 -> B4 00 sync error
Spocks-cuddly-tribble wrote: Thu Apr 28, 2022 9:35 pm Example to change new output ID 0x2E '% Shipbuilding' to old static bonus code: trek.exe at 0x18DA6C +2*2E -> 14 01 -> B4 00 (sync issues?)
0x18DA6C this location is 00 00 at start of systInfo bonuses address-map so thought this was location error?
tested
0x018dac8 14 01 -> B4 00 sync error
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Re: All in one 2.0.1 beta 3 available

Post by Spocks-cuddly-tribble »

To be on the safe side for the diagnosis test old code for static build ship bonus with the patch (cf above post):

With patch trek.exe at 0x18DAC2 (A8 01 or 14 01) AND at 0x18DAC8 (14 01) -> set B4 00 each (old static ship bonus code from utopia)

Will bonus ID #43 or 2B and/or 2E '% Shipbuilding' still cause sync error?


IF 0x18DAC2 was set to 14 01 (utopia code set to % bonus) also test -> A8 01

No sync error means it's new % ship code only i.e. we can keep ' shipbuilding bonus preview fix' for static utopia bonus (and ECM will use it) :wink:


thunderchero wrote: Thu Apr 28, 2022 10:40 pm% Industry (Local) when powered will get sync error
You mean only in context with new build ship feature?

Or will the default bonus type % Industry (Local), IIRC for vanilla benzites, also cause sync issues with patch?
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: All in one 2.0.1 beta 3 available

Post by thunderchero »

Sorry I am still a little slow,

but just tested this;

if I set below separately, sync error on each test
if I set both below in the same test, no sync error (both structure give static bonus as expected and either or both can be powered)

0x18DAC2 A8 01 -> B4 00

0x018dac8 14 01 -> B4 00
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Re: All in one 2.0.1 beta 3 available

Post by thunderchero »

from now on this will be what I am testing on

vanilla 800 x 600

patches

Code: Select all

trek.exe at 0x4FBDC new code 0xC bytes:

C1 E0 02 03 02 8B 04 10 03 C2 5A C3

Code: Select all

trek.exe at 0x3E5B4 new code 0x33 bytes:

8D 54 10 4C 0F B6 45 72 66 8B 04 45 6C FC 58 00 80 FC 01 7F 23 7C 08 80 7A 34 03 75 1B B4 00 03 84 24 74 01 00 00 8B 12 66 8B 94 55 86 00 00 00 0F B7 0E

Code: Select all

trek.exe 0x18DA6C new address-map 0xB4 bytes:

00 00 04 00 08 00 0C 00 FF 02 28 00 2C 00 18 00 1C 00 20 00 38 00 40 00 44 00 10 00 14 00 48 00 FF 02 FF 02 FF 02 FF 02 8C 00 B8 00 60 00 64 00 68 00 6C 00 70 00 4C 00 74 00 78 00 B0 00 7C 00 AC 00 80 00 3C 00 50 00 FF 02 94 00 A4 00 98 00 88 00 90 00 A0 00 A8 01 BC 00 A8 00 14 01 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02 FF 02
starting new game in mp
cards joining player nothing done on this screen except "turn"
feds host player power up utopia and place ship in build queue, "turn"

sync error on turn process
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Re: All in one 2.0.1 beta 3 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Fri Apr 29, 2022 11:29 amfrom now on this will be what I am testing on
Don't waste more time for this.

0x18DAC2 -> A8 01 = sync error with utopia powered only (no other ship bonus)

Your test is bad news for buildship % bonus and static preview fix.


The way it currently stands is that my above workaround is still only option to avoid sync error. No % ship bonus and static bonus with old code B4 00


Workaround to keep other new building bonuses code and avoid sync error:

1.) Don't use the new bonus ID 0x2E = '% Shipbuilding' or any mod adding a % Shipbuilding bonus

2.) Use old code for static build ship bonus:

trek.exe at 0x18DAC2 (0x18DA6C +2*2B[utopia bonus ID]) -> (A8 01 when static bonus / 14 01 when % bonus) -> set B4 00 (old static ship bonus code)


Example to change new output ID 0x2E '% Shipbuilding' to old static bonus code: trek.exe at 0x18DAC8 (14 01) -> B4 00 (but same as just using ID 2B)

0x18DA6C is base for index calculation +2* output ID (e.g. 0x18DA6C +2*2E = 0x18DAC8)


Btw, this might explain the strange (display bugged) vanilla utopia code. They had to use a hot-fix workaround to prevent sync error trigger (most likely some systInfo outputs vs ordInfo data MP issue). :mad: :dwn:
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: All in one 2.0.1 beta 3 available

Post by thunderchero »

4 mods currently use Extending Edifbnft.bst patch

Mirror universe mod
Ultimate mod 5
Uncivil wars
Galaxy mod

all 4 mod use both shipbuilding industry local (static bonus) and % shipbuilding industry local.

:sad:

I am guessing code space is not the issue?

just throwing out an idea here;
leave table 4 bytes create new area in relocation
can we give % shipbuilding industry local a different id other than 14 01 so it only need to check ship in queue?
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Re: All in one 2.0.1 beta 3 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Fri Apr 29, 2022 9:29 pmall 4 mod use both shipbuilding industry local (static bonus) and % shipbuilding industry local.
As told, you still can use static ship bonus (with above edit) but no % bonus for MP.

thunderchero wrote: Fri Apr 29, 2022 9:29 pmleave table 4 bytes create new area in relocation
can we give % shipbuilding industry local a different id other than 14 01 so it only need to check ship in queue?
The new adr table is not the problem. It's just a switch how to store/use different output IDs in systInfo.

You need to analyse the exact reason for the sync error.

New ship bonus code(s) change the system output for bonuses (and later industry) IF [systInfo+80h] (order ID) = 3 (ship under construction)

Question is why is there a deviation between host/player 'crcSolarBld' values and how to fix this or disable the check?

And how does old utopic code prevent this (adding bonus AFTER sync check)?

Theoretical approach: IF [systInfo+80h] was an UI-only value THEN it would cause a MP output deviation with new ship bonuses and they would not work for AI i.e. +0 (inconvenient save game analysis).

Also in vanilla there is a systInfo switch for preview/current values, combined with a strange worker/energy update glitch for system outputs, so my ship codes might update the systInfo system industry output only via GUI input, triggering the sync error (save game -> AI should not get ship bonuses)?
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: All in one 2.0.1 beta 3 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Sat Apr 30, 2022 9:14 am Question is why is there a deviation between host/player 'crcSolarBld' values and how to fix this or disable the check?
I posted earlier how to disable sync error message
thunderchero wrote: Wed Apr 27, 2022 5:26 pm after not getting anywhere I nop the sub that calls sync error at 50AD74 and tested. turn continued without crash for a few turns (built 3-4 ships myself)
just re-tested on vanilla and went 40 turns without sync error
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Re: All in one 2.0.1 beta 3 available

Post by Spocks-cuddly-tribble »

Ability to disable a check doesn't necessarily mean understanding the reason triggering it. There still might be an issue with my code (e.g. AI) and/or the disabled check leads to frustrations because other corrupted MP games can run unnoticed for a long time.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: All in one 2.0.1 beta 3 available

Post by thunderchero »

If someone is interested in looking at the saved games? :wink:

vanilla patched as in this post
viewtopic.php?p=56285#p56285

here is saved games after sync error would have happened (disabled call at 50AD74 for sub Comms_HartBeat_510260)

host player saved game (feds) saved on host players system
game4.sav
(144.02 KiB) Downloaded 55 times
joining player saved game (cards) saved on joining players system
Game5.sav
(144.02 KiB) Downloaded 53 times
I looked at the saves myself a little in the systInfo file for sol at
Offset 0x0228 to 0x022B = + Industry (local static bonus -> missing feature?) host player has C8 (200 output bonus of utopia) but joining player does not.

they also have mismatched values at (fed industry + bonus joining player -200)
Offset 0x02C4 to 0x02C7 = Industry output total after bonuses
Offset 0x0084 to 0x0085 = invested industry
Offset 0x0092 to 0x00A7 unknown (Offset 0x0098 fed industry + bonus joining player -200 from host)

edit next test
I swapped values for A8 01 static bonus / 14 01 % bonus in table so utopia would give % bonus
Offset 0x0194 to 0x0197 = +% industry was missing on joining player

the 3 other locations were also mismatched again, but no values on either at Offset 0x0228 to 0x022B

edit
last test vanilla unedited
all values matched and bonus value was at as expected
Offset 0x0234 to 0x0237 = Shipbuilding bonus to industry (e.g. utopia planetia)

edit;
saved before turn processing neither saved game systInfo file had been updated with industry or bonus
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