weird ship upgrade behaviour

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vincele
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weird ship upgrade behaviour

Post by vincele »

Hello,

I've recently restarted VS usage,

svn up to date linux 64 on core2 duo with intel graphics, more info upon request

I had bought a jumpdrive and used it succesfully previously, but now that I've earned some cash, I wanted to upgrade ship (llama.begin)
but when doing so, the jumpdrive is non functional any more.

What's happening is that the ship has warp capa bank storage of 270833 MJ and energy cost for jumpdrive travel is 166666 MJ which is nice and working ok.
If I sell, for example, the quad shield II, the WCBS drops to 187500 MJ and ECFJDT goes to 250000 MJ, which is rendering my JD non operable.
If I add back the same quad shield II, the WCBS & ECFJDT stays at those levels, that looks like there is a problem somewhere...

Anyone has an explanation for that behaviour, or is it a bug ?

I kept a copy of the savefile just in case someone wants to reproduce. Just ask and I'll send, or file a bug with it attached...
TBeholder
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Re: weird ship upgrade behaviour

Post by TBeholder »

Which VS version? And did saves remain from before a version change?
Abstractly, it looks like data/units/units.csv is corrupted.
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klauss
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Re: weird ship upgrade behaviour

Post by klauss »

The jump drive needs upgraded SPEC capacitors to work. It should never have worked initially, that's a bug.
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vincele
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Re: weird ship upgrade behaviour

Post by vincele »

as I said VS svn trunk aka :

Repository Root: https://vegastrike.svn.sourceforge.net/ ... vegastrike
Repository UUID: 9476613a-4e0a-0410-bcee-947800e9c4d1
Revision: 13600

No version changes, but a recompile or at least a relinking of the binaries.

But what was the original bug that made the JD work :
either WCBS of 270833 MJ or ECFJDT being at 166666 MJ or both were buggy to begin with ?
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Re: weird ship upgrade behaviour

Post by klauss »

Your brand-new ship should have 166GJ of SPEC energy, instead of 270GJ. With 166GJ, you wouldn't have been able to jump and possibly get stranded in the process.
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vincele
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Re: weird ship upgrade behaviour

Post by vincele »

I just tested another campaign start, got the same ship, 270 GJ spec energy and immediately bought a JD which cost 166 GJ per jump...

edit : added Llama.begin extract from unit.csv
Last edited by vincele on Fri Jul 12, 2013 7:50 am, edited 1 time in total.
klauss
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Re: weird ship upgrade behaviour

Post by klauss »

I know. That happens for all new games. It shouldn't. But it does. Nobody got around to fixing it.
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vincele
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Re: weird ship upgrade behaviour

Post by vincele »

Ah OK, is that already logged in the bug tracker ? should it ?

care to clue me in as where to start trying finding the cause for that ?

where is the csv parsing code ?
where is the Llama.begin instance being created ?

I may give it a go
vincele
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Re: weird ship upgrade behaviour

Post by vincele »

Tried several other things :

New campaign, upgrade ship, sell some dumbfires or laser => spec energy still at 270 GJ
sell anything else and spec energy goes to 187500 MJ,not tried all, but the few I tried did that.

BTW where does this 187500 MJ come from if it should go to 166666 MJ ?
vincele
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Re: weird ship upgrade behaviour

Post by vincele »

I got a heap of :
ERROR: NULL Unit used in Python script; returning default value...
messages doing that, maybe it was a during reload after selling DF, laser & armor
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Re: weird ship upgrade behaviour

Post by klauss »

vincele wrote:Tried several other things :

New campaign, upgrade ship, sell some dumbfires or laser => spec energy still at 270 GJ
sell anything else and spec energy goes to 187500 MJ,not tried all, but the few I tried did that.

BTW where does this 187500 MJ come from if it should go to 166666 MJ ?
That's a very good question.

I had assumed the bug stemmed from a bad number in units.csv for Llama.begin, but now I'm not entirely sure. My working copy is a tad unclean (working on some units.csv refactorings), so I can't check now.

AFAIK, the new_game savegame that defines how you start, doesn't specify a value, so it should be the one sitting in units.csv.
vincele wrote:I got a heap of :
ERROR: NULL Unit used in Python script; returning default value...
messages doing that, maybe it was a during reload after selling DF, laser & armor
That's when python tries to work on a dead unit. Don't worry about that.
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TBeholder
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Re: weird ship upgrade behaviour

Post by TBeholder »

Last SVN. Starting...
"warp capacitor bank storage: 270833" "active SPEC energy requirement: 2000"
sellling weapons, purchasing jump drive - the same and
"energy cost for jumpnode travel: 166 666"
selling shield
"warp capacitor bank storage: 187500" "energy cost for jumpnode travel: 250 000"
loading an old save - the same. selling warp cap - 20877
buying something - changes are consistent.
Most likely? Wrong parameters are set on Llama.begin and when the hardware is removed, they get recalculated to what they should be.
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