When missiles are unable to reach their targets (due to the target moving out of range or traversing through a JP), the missiles self-destruct but the salvo remains on the tactical map (indicating zero missiles) and does not disappear when increments advance. This creates a massive amount of clutter both on the map and in the target list in the Ship Combat tab.
I think I’ve seen this reported before but could not find it in the bug fixes for 3.0.
SJW: Fixed for v3.0. There was existing clear-up code for zero-missile salvos, but it was not reached in some situations, such as above.
The system generation and display view was only opened after creating the DSP, not before.
My game is modified but at least one person who says they’re on an unmodified game claims to have followed the above steps and I’ve managed to reproduce it.
I should mention this is a known stars game with the original example game deleted from the DB.
I don’t actually know the specific mechanism that causes the Deep Space Population to disappear and if you save the game immediately after DSP creation then it seems like they are correctly saved to the DB and the bug doesn’t manifest.
Steve: after save-close-load, I find the missing DSP in FCT_Population, but the record points to a system body that is not in FCT_SystemBody (and the ID is one higher than the highest in that table).
This is confusing. Your fleet is more than the number of shipping vessels?
At any rate, 60 or 70 idle civ ships (yours or an NPRs) can cause a lot of slowdown.
Try a 2 minute tick.
If it is much faster than your 3 hour tick, the problem is likely idle civ freighters. (If they are from your shipping lines, create some contracts to give them something to do.)
If it is about the same, try a 30 second tick.
If it is much faster, the problem is likely civ colony ships. (If they are from your shipping lines, mark more colonies as colonist targets to give them something to do.)
If it is about the same, I’m out of ideas.
When a DSP is created, the game generates a tiny, invisible asteroid that never moves and serves as the basis for the population. That is a lot easier than creating a whole new way of handling populations.
Aurora doesn’t save everything about system bodies on every save. Instead, they have three statuses; loaded, updated and new. New ones are inserted. Loaded and updated are both updated but the latter updates more fields as it is generally used when using SM to change bodies or a system.
Asteroids have their own planet number in the game, which is 100 (like the 100th planet). This is for a few different reasons, but mainly helps with ordering in lists. Trojans are 101 and comets are 102.
Asteroids also have a orbit number denoting their order from the sun, like moons have from their parent planet. This is used for the name, like asteroid #57. New asteroids have orbit number zero, but system generation sets their orbit numbers after the rest of system generation is complete.
A similar check is done when players use SM mode to edit or add asteroids.
When system view loads, it performs a check on asteroids to see if any have zero orbit numbers to catch anything not picked up correctly elsewhere. If so, it fixes them, gives them an orbit number and sets them to ‘updated’ status.
The DSP asteroids are set to orbit zero like any new asteroid, but as their particular status is flagged in another field called ‘fixed body’, that zero is never updated.
Obviously, I didn’t remember all of that when I was creating DSP.
If you create a DSP and save it, everything is fine - because it changes new status to loaded and functions correctly thereafter. It doesn’t (usually) matter that the orbit number is changed by the system view, because they are tracked based on fixed body.
If you create a DSP, but open system view before you save, the check routine finds the DSP and ‘fixes’ it, including changing the ‘New’ status to ‘Updated’, so it never gets inserted in the database. It functions fine until you close the game, then vanishes.
Not sure if this is a bug or intended feature. If it is intended, it’s a little odd so I wanted to post it here anyway.
If I shoot at a hostile fleet until they surrender, I get no negative reputation.
If said surrendered ships are then shot at by their colleagues who didn’t surrender, I get negative reputation.
Is that intended? I capture ships and they are ok with that, but if they are shot at by their old pals, it’s not acceptable?
Edit:
I read a bit more about diplomacy - what i see on the diplomacy screen, I believe, is my opinion of them. It makes sense that them surrendering to me doesn’t anger me. Sorry for misunderstanding!
SJW: Yes, you can see your opinion of them. You can only determine their opinion of you via their actions. The type of demands they make, opening fire, granting treaties, etc..
Nops, I have checked my civ ships and all of them are hauling colonist and infrastructure between colonies.
The tick for 2 minutes is 2 seconds, but to cover a period of 5 days I should run 3600 times the tick to cover 5 days, so it implies 7200 seconds (120 minutes).
Boy, at this pace I prefer to swap from 5 days intervals to 1 month interval and paid the price of the 20 seconds but at least run a year in only 4 minutes (apart from my interactions)
Try a 2 minute tick.
If it is much faster than your 3 hour tick, the problem is likely idle civ freighters. (If they are from your shipping lines, create some contracts to give them something to do.)
There is something extremely odd going on then, because increasing the number of sub-pulses within an increment should make a major difference to the length of the increment.