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Home » news » forums » Space Empires V » Space Empires V General

lockup? any way around it?

Submitted by Marnok on Fri, 2007-03-09 03:11. Space Empires V General

Hi, just started a new game with excellent Balance Mod.

It's much better than the default, for me - actually facing some resistance!

Trouble is, on my current turn, the processing stops on Player 3. It runs through the green bar about 75%, then does a red bar, then finishes the green bar, another red bar, and stops. I left it a good 10 minutes and nothing moved on. Tried this 3 times now.

Is there any way past this? Will it do me any good to go back an autosave or two and replay turns? Can I take manual control of Empire 3 in some way (of course the problem might be at the start of Empire 4?)

I'll be glum if I have to restart the game, with the risk of this happening again.

‹ Multi tracking does it exist in SEV? Planet Ship ›
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Re: lockup? any way around it?

Submitted by evilginger on Fri, 2007-03-09 04:00.

If it’s a single player game you can take control of any AI empire using the player’s option on the game options menu. The default password is "master” and you will need a save prior to the lock up which it sounds like you have.

Though I believe its fixed the problem that you seem to be having sounds like the old eternal combat problem stock had pre v1.20 where it would grind to a halt like this in an AI turn taking control of an AI some timers cured this by preventing the combat which cased the lock up but not always and there was nothing to say it would not happen again once you gave the AI back control. It might help to upgrade to BM 1.04 as I understand its completely backwards compatible with 1.03. It might be worth talking to Captain Knock as this is the first time I have heard of this issue since it was fixed in 1.20.

Hope that helps

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TakAhLah's picture
Mod Designer

Re: lockup? any way around it?

Submitted by TakAhLah on Fri, 2007-03-09 04:03.

Thats a shame...it reminds me of the times before the gd patches came out. You are all patched up aren't you?

I did use to take control of the empires to get past it but it doesn't always work...I'll tell you how to do it so you can give it a try.

Go to players options...pressing escape should bring up the menu.
Select players.
You should now be able to see all the empires in your game and you can turn them to human control.
To do this I thing you'll have to enter a pass work which is "master" unless you changed it.
Leave the menu and go on playing. You'll need to enter the pass word again when the login for the other empires comes up.
If you get pass your sticking point you can then turn them back to the AI

Hope this helps

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Re: lockup? any way around it?

Submitted by Marnok on Fri, 2007-03-09 04:29.

OK thanks, I'll try this and see if I can get past it. I am fully patched (v1.25, BM1.04) and I was at the start of this game. Fingers crossed it will all be OK. I'll also try and play with my eyes shut so I don't spoil the game with otherwise unknowable information! I shall of course report back once I've tried it.

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Re: lockup? any way around it?

Submitted by Marnok on Fri, 2007-03-09 05:01.

Actually I got impatient so I tried this right away.

It seems the battle in question involved a carrier full of fighters bombarding a planet. The fighters had small meson blasters which it seems allows them to attack indefinately. The planet had no defences so it was just a case of watching the fighters slowly chip away at the planet. (Imagining the news broadcasts on the planet, debating whether or not alien invasion is actually a worse threat than natural erosion) I watched proceedings on 8x and they ended at 01:07:50:093 with the planet still on 200/200 structure. (down from a few thousand).

so, perhaps the battle would've finished eventually on auto if I had been more patient? If this happens a lot, maybe I should mod the small meson blaster to use 1 supply so fighters will eventually run away (just worried there might be 2 fleets with the same weapons, and some avoid-being-hit-or-damaged tech..)

Anyway, I am over that hurdle and will try to carry on playing. Thanks evilginger and TakAhLah.

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Captain Kwok's picture
Mod Designer

Re: lockup? any way around it?

Submitted by Captain Kwok on Fri, 2007-03-09 08:21.

The combat still shouldn't be lasting over an hour though. You can try setting "Space Combat Ends Only When Time Up Or No Enemies" to TRUE in settings.txt, since retreat is enabled.

Also, does that race have the supply conservation racial trait? Unfortunately when coupled with 1 supply usage (as most small energy weapons have) it truncates to 0 usage and likely why the ships were able to fire for so long.

-----

Space Empires Depot | SE:V Balance Mod

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Re: lockup? any way around it?

Submitted by Marnok on Fri, 2007-03-09 09:09.

Captain Kwok wrote:
The combat still shouldn't be lasting over an hour though. You can try setting "Space Combat Ends Only When Time Up Or No Enemies" to TRUE in settings.txt, since retreat is enabled.

Aye Aye Cap'n. I'll try this next.

Captain Kwok wrote:
Also, does that race have the supply conservation racial trait? Unfortunately when coupled with 1 supply usage (as most small energy weapons have) it truncates to 0 usage and likely why the ships were able to fire for so long.

I beleive so. I'll double check, but that would explain it.

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