GUI Queue Numbers are wrong at some point - yet another issue

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mrgenie
Brigadier Gen.
Posts: 923
Joined: Jul 08 2008

GUI Queue Numbers are wrong at some point - yet another issue

Post by mrgenie »

Another issue on the queue number strange behavior.

As you can clearly see on this image the total queue value of the "missile designs" doesn't add up to the pending one.

The reason was easy since I told my minister to NOT take control of anything except this small group of units visible in
this screen. I told the minister to have full control of ALL the units visible here including 1 single rocket launcher
and gave him full rocket launch permission.


Btw, took me 5 years to figure out how to tell the minister to launch rockets as he pleases (think someone should
update the wiki on this very complex game)

Anyway, I noticed each time a rocket is launched, in the "missile design" queue 1 is added. Like for every rocket
that's being shot he wants immediately to replace that rocket.

BUT, I told my minister also NOT to auto build anything. So my guess is, he puts lost units in the queue to autobuild
but since autobuild is disabled, the numbers don't match or don't add up or how do I say that?

Anyway, I just assume, something similar might cause the bug on numbers not adding up in the land unit build as well.

Maybe there lost units the minister also tries to autobuild and auto replace.. or whatever.. but that's also
all put to manual. I don't want the minister to build anything.

So my best guess on these numbers not adding up, the 655 bug, etc.. is some mechanism in the game tells the Minister
to attempt to replace lost units.. but the auto build queues are not set to auto build..

so He tries to add something somewhere..

maybe the land unit queue goes to a null pointer = BIG MEGA BUG maybe also the reason for the very seldom random
crash ..null pointer actually can mean:"shoot everything in your program down and try to destroy everything..."
might as well just say:"nothing happens, goes to empty RAM.."

so a null pointer is the most thing you NEVER want in a code really..

but this also might lead that missiles add up an "empty queue" in the "production queue" but 655 or even bigger
values in the design queue.


Anyway, I think there's the root of all evil of this strange behavior on the queuing issue.

My best shot if I had to debug this:"look for the routine where it tells the minister to replace lost units via
the auto build. Add a simple if:
if (currentUnitisLand & !autoMinisterBuildLand)
{
return;
}

if (currentUnitisAir & !autoMinisterBuildAir)
{
return;
}

if (currentUnitisMissile & !autoMinisterBuildMissile)
{
return;
}

if (currentUnitisSea & !autoMinisterBuildSea)
{
return;
}

quick and fast method to simply ignore the method to replace the lost unit
via autobuild.
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mrgenie
Brigadier Gen.
Posts: 923
Joined: Jul 08 2008

Re: GUI Queue Numbers are wrong at some point - yet another issue

Post by mrgenie »

This is another example.

the production queue on the left is building 203 new fighters (3 lost which I added to replace and 200 new generation fighters to upgrade my air force)
There are NO BOMBERS in that queue!

But during a bombing campaign against remaining Chinese forces near east Pakistan to contain Chinese expansion I lost 14 bombers against his air defense.

I originally had 250 bombers.
So 236 remained and 14 lost.

Obviously the minister put 14 more in the production queue according to the "design screen"

but this is impossible and they are NOT in the production queue because I disabled the auto build feature!

I upgrade completely manually and are in manual control of builds so I build only what makes sense for my purposes.


So that's 1 reason for a bug causing the numbers in the design not adding up. This remains during reloading btw.

So it's a permanent bug.
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evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: GUI Queue Numbers are wrong at some point - yet another issue

Post by evildari »

looks like that rogue AI issue i got - although disabled (not only for AI) for all players in unit datafiles (nobuild=1) only the AI was able and did build such disabled facility.
And in your case although not allowed, it tries at least .. sounds like the recently rogue EU voting of the german agriculture ministry against the will of the supreme chancellor...
One easy check (am i allowed to do that?) could easily prevent such "behaviour".
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
mrgenie
Brigadier Gen.
Posts: 923
Joined: Jul 08 2008

Re: GUI Queue Numbers are wrong at some point - yet another issue

Post by mrgenie »

EVILDARI wrote:looks like that rogue AI issue i got - although disabled (not only for AI) for all players in unit datafiles (nobuild=1) only the AI was able and did build such disabled facility.
And in your case although not allowed, it tries at least .. sounds like the recently rogue EU voting of the german agriculture ministry against the will of the supreme chancellor...
One easy check (am i allowed to do that?) could easily prevent such "behaviour".
You are misinformed. Christian Schmidt voted in favor of Glyphosate not against the supreme chancellor. Actually Merkel as usual has no public opinion until she knows what the people will support her for. This belongs to the Resort Umweltministerium under SPD Barbara Hendricks and she is against the ‘yes’ so Schmidt voted in favor of what the SPD said was their agenda and he should have contacted the Umweltministerium before voting.

The Arbeitsordnung of the Groko, agreement between CDU and SPD said he should have also held a meeting with Merkel on the topic. It doesn’t say what Merkel thinks, usually nothing.

So what you’re referring to is not against Merkel but against the SPD controlled Umweltministerium under Hendricks.

Your information I suppose comes from left winged propaganda media? Don’t believe what ideological press writes! All ideologies, socialism, Faschismus, nationalism, they are all full of **** and so are their propaganda media. The facts are usually boring and not worth mentioning
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evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: GUI Queue Numbers are wrong at some point - yet another issue

Post by evildari »

Well, i did not want to start a political debate, i just thought its a nice coincidence having a rogue ai minister in a game and then something similar happens in real life.
And yes i know they should have *not* voted (neither yes nor no)as it was the established guideline of the cabinet in this case - in that sight this voting was against merkel (I think i shouldnt cut corners here). My usual daily leftist propaganda newsletter is called "Handelsblatt" , but then most journalists are all humans with opinions and agendas...
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
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