Supremacy new release

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Iceman
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Re: Supremacy new release

Post by Iceman » Tue Feb 11, 2020 6:24 pm

No no no! No breaks. I need the feedback. I try to test every change I make but sometimes it's just not possible.

I just discovered another bug. If you rush buy an item and then cancel it, and add another item to the queue (without rushing it), when you end turn the item is rushed anyway... trying to fix it.

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Iscaran
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Re: Supremacy new release

Post by Iscaran » Tue Feb 11, 2020 7:37 pm

If you rush buy an item and then cancel it, and add another item to the queue (without rushing it), when you end turn the item is rushed anyway... trying to fix it.
Can you render the CANCEL button inactive after buying an item ? That would rushing things would be "permanent" the moment you click them.

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Re: Supremacy new release

Post by Iceman » Tue Feb 11, 2020 8:01 pm

Sure. If everyone is ok with it?

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Re: Supremacy new release

Post by Sodbuster2020 » Tue Feb 11, 2020 8:16 pm

One or more errors occurred.


Server stack trace:
at Supremacy.Game.GameEngine.DoProduction(GameContext game) in C:\Projects\Supremacy\Mainline\SupremacyCore\Game\GameEngine.cs:line 2223
at Supremacy.Game.GameEngine.DoTurn(GameContext game) in C:\Projects\Supremacy\Mainline\SupremacyCore\Game\GameEngine.cs:line 317
at Supremacy.WCF.SupremacyService.<>c__DisplayClass53_0.<DoTurnCore>b__0() in C:\Projects\Supremacy\Mainline\SupremacyService\SupremacyService.cs:line 639
at System.Linq.Observable.<>c__DisplayClass130.<>c__DisplayClass132.<ToAsync>b__12f()

Exception rethrown at [0]:
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
at Supremacy.WCF.SupremacyService.<DoTurnCore>d__53.MoveNext() in C:\Projects\Supremacy\Mainline\SupremacyService\SupremacyService.cs:line 642

Exception rethrown at [1]:
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccess(Task task)
at System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter.GetResult()
at Supremacy.WCF.SupremacyService.<ProcessTurn>d__52.MoveNext() in C:\Projects\Supremacy\Mainline\SupremacyService\SupremacyService.cs:line 523

Exception rethrown at [2]:
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__1(Object state)
at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()

----------------------------------------

Index must be within the bounds of the List.
Parameter name: index

at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.Collections.Generic.List`1.Insert(Int32 index, T item)
at Supremacy.Collections.IndexedCollection`1.InsertItem(Int32 listIndex, T item, Boolean upgradeableLockAlreadyHeld) in C:\Projects\Supremacy\Mainline\SupremacyCore\Collections\IndexedCollection.cs:line 367
at Supremacy.Collections.IndexedCollection`1.Add(T item) in C:\Projects\Supremacy\Mainline\SupremacyCore\Collections\IndexedCollection.cs:line 343
at Supremacy.Buildings.BuildingDesign.TrySpawn(MapLocation location, Civilization owner, TechObject& spawnedInstance) in C:\Projects\Supremacy\Mainline\SupremacyCore\Buildings\BuildingDesign.cs:line 255
at Supremacy.Economy.BuildProject.Finish() in C:\Projects\Supremacy\Mainline\SupremacyCore\Economy\BuildProject.cs:line 431
at Supremacy.Economy.StructureUpgradeProject.Finish() in C:\Projects\Supremacy\Mainline\SupremacyCore\Economy\StructureBuildProject.cs:line 117
at Supremacy.Game.GameEngine.<>c__DisplayClass38_0.<DoProduction>b__0(Civilization civ) in C:\Projects\Supremacy\Mainline\SupremacyCore\Game\GameEngine.cs:line 2148

----------------------------------------

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Sodbuster2020
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Re: Supremacy new release

Post by Sodbuster2020 » Tue Feb 11, 2020 8:16 pm

lock down the buy button sounds great

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Re: Supremacy new release

Post by Iceman » Tue Feb 11, 2020 8:31 pm

Done. Ask and you shall receive :wink:

The IndexedCollection crash will still happen, as the major civs are still building stuff, but it should hopefully happen less frequently. I'll restrict what the majors can build to the essential (for now), to try to get the game a bit more stable (even if at the expense of AI competitiveness).

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Re: Supremacy new release

Post by Sodbuster2020 » Tue Feb 11, 2020 8:46 pm

One or more errors occurred.


Server stack trace:
at Supremacy.Game.GameEngine.DoProduction(GameContext game) in C:\Projects\Supremacy\Mainline\SupremacyCore\Game\GameEngine.cs:line 2223
at Supremacy.Game.GameEngine.DoTurn(GameContext game) in C:\Projects\Supremacy\Mainline\SupremacyCore\Game\GameEngine.cs:line 317
at Supremacy.WCF.SupremacyService.<>c__DisplayClass53_0.<DoTurnCore>b__0() in C:\Projects\Supremacy\Mainline\SupremacyService\SupremacyService.cs:line 639
at System.Linq.Observable.<>c__DisplayClass130.<>c__DisplayClass132.<ToAsync>b__12f()

Exception rethrown at [0]:
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
at Supremacy.WCF.SupremacyService.<DoTurnCore>d__53.MoveNext() in C:\Projects\Supremacy\Mainline\SupremacyService\SupremacyService.cs:line 642

Exception rethrown at [1]:
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccess(Task task)
at System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter.GetResult()
at Supremacy.WCF.SupremacyService.<ProcessTurn>d__52.MoveNext() in C:\Projects\Supremacy\Mainline\SupremacyService\SupremacyService.cs:line 523

Exception rethrown at [2]:
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__1(Object state)
at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()

----------------------------------------

Index must be within the bounds of the List.
Parameter name: index

at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.Collections.Generic.List`1.Insert(Int32 index, T item)
at Supremacy.Collections.IndexedCollection`1.InsertItem(Int32 listIndex, T item, Boolean upgradeableLockAlreadyHeld) in C:\Projects\Supremacy\Mainline\SupremacyCore\Collections\IndexedCollection.cs:line 367
at Supremacy.Collections.IndexedCollection`1.Add(T item) in C:\Projects\Supremacy\Mainline\SupremacyCore\Collections\IndexedCollection.cs:line 343
at Supremacy.Buildings.BuildingDesign.TrySpawn(MapLocation location, Civilization owner, TechObject& spawnedInstance) in C:\Projects\Supremacy\Mainline\SupremacyCore\Buildings\BuildingDesign.cs:line 255
at Supremacy.Economy.BuildProject.Finish() in C:\Projects\Supremacy\Mainline\SupremacyCore\Economy\BuildProject.cs:line 431
at Supremacy.Game.GameEngine.<>c__DisplayClass38_0.<DoProduction>b__0(Civilization civ) in C:\Projects\Supremacy\Mainline\SupremacyCore\Game\GameEngine.cs:line 2148

----------------------------------------

Iceman
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Re: Supremacy new release

Post by Iceman » Tue Feb 11, 2020 8:58 pm

Uploaded a new patch.
@Iscaran: I reverted the refresh rate back to the previous value, if you could check if it affects (goes back to previous) CPU load, that'd be cool. Just to make sure.

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Re: Supremacy new release

Post by Sodbuster2020 » Thu Feb 13, 2020 11:24 am

One or more errors occurred.


Server stack trace:
at Supremacy.Game.GameEngine.DoProduction(GameContext game) in C:\Projects\Supremacy\Mainline\SupremacyCore\Game\GameEngine.cs:line 2223
at Supremacy.Game.GameEngine.DoTurn(GameContext game) in C:\Projects\Supremacy\Mainline\SupremacyCore\Game\GameEngine.cs:line 317
at Supremacy.WCF.SupremacyService.<>c__DisplayClass53_0.<DoTurnCore>b__0() in C:\Projects\Supremacy\Mainline\SupremacyService\SupremacyService.cs:line 639
at System.Linq.Observable.<>c__DisplayClass130.<>c__DisplayClass132.<ToAsync>b__12f()

Exception rethrown at [0]:
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
at Supremacy.WCF.SupremacyService.<DoTurnCore>d__53.MoveNext() in C:\Projects\Supremacy\Mainline\SupremacyService\SupremacyService.cs:line 642

Exception rethrown at [1]:
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccess(Task task)
at System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter.GetResult()
at Supremacy.WCF.SupremacyService.<ProcessTurn>d__52.MoveNext() in C:\Projects\Supremacy\Mainline\SupremacyService\SupremacyService.cs:line 523

Exception rethrown at [2]:
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__1(Object state)
at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()

----------------------------------------

Index must be within the bounds of the List.
Parameter name: index

at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.Collections.Generic.List`1.Insert(Int32 index, T item)
at Supremacy.Collections.IndexedCollection`1.InsertItem(Int32 listIndex, T item, Boolean upgradeableLockAlreadyHeld) in C:\Projects\Supremacy\Mainline\SupremacyCore\Collections\IndexedCollection.cs:line 367
at Supremacy.Collections.IndexedCollection`1.Add(T item) in C:\Projects\Supremacy\Mainline\SupremacyCore\Collections\IndexedCollection.cs:line 343
at Supremacy.Buildings.BuildingDesign.TrySpawn(MapLocation location, Civilization owner, TechObject& spawnedInstance) in C:\Projects\Supremacy\Mainline\SupremacyCore\Buildings\BuildingDesign.cs:line 255
at Supremacy.Economy.BuildProject.Finish() in C:\Projects\Supremacy\Mainline\SupremacyCore\Economy\BuildProject.cs:line 431
at Supremacy.Game.GameEngine.<>c__DisplayClass38_0.<DoProduction>b__0(Civilization civ) in C:\Projects\Supremacy\Mainline\SupremacyCore\Game\GameEngine.cs:line 2148

----------------------------------------

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Iscaran
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Re: Supremacy new release

Post by Iscaran » Thu Feb 13, 2020 5:33 pm

Iceman wrote: Uploaded a new patch.
@Iscaran: I reverted the refresh rate back to the previous value, if you could check if it affects (goes back to previous) CPU load, that'd be cool. Just to make sure.

Does it break save game compatibility relative to the feb 2nd version ?

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Re: Supremacy new release

Post by Iceman » Thu Feb 13, 2020 5:50 pm

Yes. There was some cleaning up.

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Re: Supremacy new release

Post by Iceman » Fri Feb 14, 2020 8:35 am

New release available. It will require starting new games.
The IndexedCollection issue has NOT been fixed yet.

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Iscaran
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Re: Supremacy new release

Post by Iscaran » Fri Feb 14, 2020 4:48 pm

OK. I'll test the new release including your change you wanted to have tested after I have played some more in this game version :-). Dont want to throw away this match.
Btw...I had now 2 Comet strikes in a row in the same system:


Events
47 - Terrorism prevented in Qo'onos
63 - Duranium Found in Lynsis
75 - Donation
75 - Embezzlement
106 - Terrorism prevented in Qo'onos
117 - Terrorist Attack in Rasalas
118 - Commercial Terrorism prevented in Qo'onos
135 - Commercial Terrorism prevented in Qo'onos
137 - Terrorist Attack in Sulvin
151 - Earthquake on Beta Ceti
153 - Archaeological Dig in Cassiopeia (+200 Cr)
155 - Alien Fossils in Boraal (+200 Biotech)
163 - Archaeological Dig in Nehru (+200 Cr)
174 - Comet strike on Kora II - Planet destroyed (No damage, according to event text Planet with 30 Pop destroyed however)
185 - Religious Holiday in Algiedi
187 - Solar Flare in Rasalas
190 - Plague in Nervala (54 Mio. killed)
200 - Comet Strike Kora IV - Planet turned barren

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Re: Supremacy new release

Post by Iceman » Fri Feb 14, 2020 5:41 pm

Iscaran wrote:
Fri Feb 14, 2020 4:48 pm
Btw...I had now 2 Comet strikes in a row in the same system:
174 - Comet strike on Kora II - Planet destroyed (No damage, according to event text Planet with 30 Pop destroyed however)
If the planet is not terraformed, there aren't any casualties, and the SitRep reflects that. If it is, there are.
When you say planet with 30 pop, I'm guessing it is the max pop the planet would hold *if* it was terraformed? And it wasn't when it got hit?

200 - Comet Strike Kora IV - Planet turned barren
Comet Strikes don't change planet types, they destroy them - they're turned into asteroid belts.
Are you sure this wasn't an Asteroid Impact event?

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Re: Supremacy new release

Post by Sodbuster2020 » Sat Feb 15, 2020 1:53 pm

Would you consider putting in a small growth rate to assimilated borg planets when your playing as the borg

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