Botf seems to have a problem with the correct calculation of the military score from an empire, if the cumulative value of all ships from these empire exceeds a specific threshold. If this happens, the calculation of the military score begins again with zero. So you have to build nearly the whole fleet again to reach your old military score (or just don't buy new ships and scrap the last builded one).
My example:
139 ships (cumulative value 1.257.106 Credits):
140 ships (cumulative value 1.259.366 Credits):
So the one new builded scout ship kills nearly all my points. This also have an effect to the endscore, after winning the match. I think that It is also possible, that this scorecrash have influence to the AI behaviour (but didn't prove it, my AI ally even was not as much intelligent before this happened and the other empires weren't able to do anything^^).
Does anyone have more information (or maybe a solution) for this bug?
Military points problem
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- thunderchero
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- Flocke
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no, I can confirm this bug, have experienced it also some years ago
Dunno if there's a solution around. Seems like it's a buffer overflow, so the used datatype is too small, just like with the building bug which got solved.
It's strange though, that there's no datatype around with such a credit output, so it must be a different calculated value for intel+stats.
btw, you might also post a screen of the stats (retire screen). On the turn, or some turns later, there should be a massive loss of your points.
sry I can't help with that bug, but it's definitely a BUG!
p.s. the savegame might help solving the bug, in case there's someone with a running asm debugger
Dunno if there's a solution around. Seems like it's a buffer overflow, so the used datatype is too small, just like with the building bug which got solved.
It's strange though, that there's no datatype around with such a credit output, so it must be a different calculated value for intel+stats.
btw, you might also post a screen of the stats (retire screen). On the turn, or some turns later, there should be a massive loss of your points.
sry I can't help with that bug, but it's definitely a BUG!
p.s. the savegame might help solving the bug, in case there's someone with a running asm debugger
- Flocke
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I don't think so. I have absolute no idea about the used formula.Peter1981 wrote:can you calculate a rough value for this problem
Think you'd first have to identify the calculation position in code somehow, then check with the debugger what's going on the turn before compared to the turn after. Would be quite tricky I guess.
Maybe the shipcount or their value helps identifying the code. I dunno.
Edit: With -Mudd it could first be checked if that problem always occures around the same cumulative credit value Turner mentioned, to assure the formula's dependence.
@Peter or did you mean the cumulative credit value that Turner posted above the screens?
I think the first step to solve this bug is to investigate how exactly the military score is calculated. I've made some tests and I think I've got it.
Military score = Value of the ships (without colony ships) + (Value of all stations * 0,3) + Value of all orbital batteries and shield generators
It seems to be that the number of ships has no influence to the score and the bug (in my test I've boosted the price for a sovereign up to 65535 and so I've needed only 21 of them to exceed the threshold).
Its also interesting that only the value of the orbitals and shield generators are counted. Shipyards, Ground combat buildings, Trainings facilities etc. don't have any (significant) influence.
Based on this new information I've calculated that the threshold is close by 1.310.500
I hope this could help locating the concerned code segment.
Military score = Value of the ships (without colony ships) + (Value of all stations * 0,3) + Value of all orbital batteries and shield generators
It seems to be that the number of ships has no influence to the score and the bug (in my test I've boosted the price for a sovereign up to 65535 and so I've needed only 21 of them to exceed the threshold).
Its also interesting that only the value of the orbitals and shield generators are counted. Shipyards, Ground combat buildings, Trainings facilities etc. don't have any (significant) influence.
Based on this new information I've calculated that the threshold is close by 1.310.500
I hope this could help locating the concerned code segment.