en:games:star_trek_armada_1:de-sync_and_crash_test
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en:games:star_trek_armada_1:de-sync_and_crash_test [2024-02-24-14-55] – [Using Other Super Weapons (Rebutted)] 7saturn | en:games:star_trek_armada_1:de-sync_and_crash_test [2024-02-28-17-16] – [Using Self-Destruct While Under the Influence of Holo-Emitter (Still Investigated)] 7saturn | ||
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Over time these discrepancies can amount to vastly different game states, up to the point where one player may already finish the match by destroying all opposing units and stations, while for another the game continues very much, as there are still units or stations left. This is also the reason why the game advices to stop the match. There is actually little point in continuing, as all players are potentially already in essentially their own single-player games. | Over time these discrepancies can amount to vastly different game states, up to the point where one player may already finish the match by destroying all opposing units and stations, while for another the game continues very much, as there are still units or stations left. This is also the reason why the game advices to stop the match. There is actually little point in continuing, as all players are potentially already in essentially their own single-player games. | ||
==== Suspected Causes of De-Syncs ==== | ==== Suspected Causes of De-Syncs ==== | ||
- | Over time people suspected a number of reasons why a game may go de-sync. Most of the are basically only anecdotal in nature: | + | Over time people suspected a number of reasons why a game may go de-sync. Most of them are basically only anecdotal in nature: |
- | * De-constructing ships in yards: It could be observed, even when playing | + | * De-constructing ships in yards: It could be observed |
* Using [[Transwarp Drive]]: It was reported, that making heavy use of Transwarp Drive may also produce de-syncs. These reports could not be reproduced yet (see [[# | * Using [[Transwarp Drive]]: It was reported, that making heavy use of Transwarp Drive may also produce de-syncs. These reports could not be reproduced yet (see [[# | ||
* Using super weapons: This one could not be confirmed, yet. While there is strong evidence, that using the [[Transwarp Gate]] in games with AI players causes [[# | * Using super weapons: This one could not be confirmed, yet. While there is strong evidence, that using the [[Transwarp Gate]] in games with AI players causes [[# | ||
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==== Test Results De-Sync ==== | ==== Test Results De-Sync ==== | ||
This one has so far only one systematic test to show for, regarding the Transwarp Drive. | This one has so far only one systematic test to show for, regarding the Transwarp Drive. | ||
- | === De-Syncs by Transwarp Drive == | + | === De-Syncs by Transwarp Drive === |
- | Even when transferring 8 groups of 8 [[Interceptor|Interceptors]] | + | Even when transferring 8 groups of 8 [[Interceptor|Interceptors]] |
+ | |||
+ | Also in other matches when making not as excessive use of them, the matches went on just fine. | ||
+ | == Recommendation == | ||
+ | This definitely needs further testing involving other players, that have reported the problem (notably // | ||
=== De-Syncs by Deconstruction === | === De-Syncs by Deconstruction === | ||
This one has not been tested systematically, | This one has not been tested systematically, | ||
- | |||
== Suspicions Deconstruction De-Sync == | == Suspicions Deconstruction De-Sync == | ||
* The order just got lost via network. | * The order just got lost via network. | ||
* This may also only occur in subsequent matches. Meaning, in the first match everything works just fine, while in later matches, that are conducted without having restarted the game, the problem may occur. This definitely needs further testing and observations | * This may also only occur in subsequent matches. Meaning, in the first match everything works just fine, while in later matches, that are conducted without having restarted the game, the problem may occur. This definitely needs further testing and observations | ||
+ | == Recommendations Regarding De-Construction == | ||
+ | As this is an integral part of the game (just imagine Borg being forced to not de-construct captured ships), **further testing is urgently needed**. Not using de-construction is kind of a no-option. But having at least an idea if the problem is real and/or can be avoided would be valuable. | ||
===== Crashes ===== | ===== Crashes ===== | ||
The game is known to crash for certain causes, that can occur random, but can also kind of be provoked. So there is a systematic component behind them. These crashes happen without an advanced warning or an error message. The game just suddenly shuts down, bringing the player back to their desktop. | The game is known to crash for certain causes, that can occur random, but can also kind of be provoked. So there is a systematic component behind them. These crashes happen without an advanced warning or an error message. The game just suddenly shuts down, bringing the player back to their desktop. | ||
==== Suspected Causes of Crashes ==== | ==== Suspected Causes of Crashes ==== | ||
- | Here are some observations, | + | Here are some observations, |
- | * < | + | * < |
* Using [[Transwarp Gate]]: This one is a little bit peculiar, as it does not happen right away and not always. Once a player uses the TWG, the game still continues. But at some point it just crashes. This may also happen at the very moment a TWG is used, but it is not a necessity. | * Using [[Transwarp Gate]]: This one is a little bit peculiar, as it does not happen right away and not always. Once a player uses the TWG, the game still continues. But at some point it just crashes. This may also happen at the very moment a TWG is used, but it is not a necessity. | ||
+ | * Using a lot of [[Ultritium Burst]] cast at the same time (e.g. an entire 8 Diamond squad) is reported to cause crashes, but not always. | ||
+ | * [[Self-Destruct]] used after getting affected by [[Holo-Emitter]] is said to cause crashes (source is player // | ||
+ | * Issuing alert status changes after getting affected by [[Holo-Emitter]] is said to cause crashes (source is player // | ||
+ | * Changing the alert level while being affected by Holo-Emitter is also said to cause crashes (source is player // | ||
==== Test Results Crashes ==== | ==== Test Results Crashes ==== | ||
=== ALT + TAB (Confirmed) === | === ALT + TAB (Confirmed) === | ||
- | This one is very well confirmed. Do not use < | + | This one is very well confirmed. |
+ | == Recommendation ALT + TAB == | ||
+ | Do not use < | ||
=== Using Transwarp Gate (Semi-Confirmed) === | === Using Transwarp Gate (Semi-Confirmed) === | ||
- | == Known Facs == | + | == Known Facts TWG == |
- | The Transwarp Gate is a bit of a mystery as of yet. When using it in multi-player games without an AI even after some 10 - 20 uses, the game went on stably until the end. A test match with player //Defiant// clearly showed that. | + | The [[Transwarp Gate]] is a bit of a mystery as of yet. When using it in multi-player games without an AI even after some 10 - 20 uses, the game went on stably until the end. A test match with player // |
But when using it in conjunction with the AI, regardless of being an //Instant Action// match, or an actual multi-player match, the game will crash, even after using the TWG only once. It may take a while, e.g. some 15 minutes, but eventually it will happen. This also means, if the match finishes very shortly after issuing TWG, you may not be hit by a crash. But when making heavy use of it or having a long match, probability is very high, the game will crash. | But when using it in conjunction with the AI, regardless of being an //Instant Action// match, or an actual multi-player match, the game will crash, even after using the TWG only once. It may take a while, e.g. some 15 minutes, but eventually it will happen. This also means, if the match finishes very shortly after issuing TWG, you may not be hit by a crash. But when making heavy use of it or having a long match, probability is very high, the game will crash. | ||
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Obviously somehow the AI seems to be involved. Also it is very peculiar, that the AI never uses the TWG itself, even when having it built. Suspicion: The AI tries to use TWG points, that are no longer open. Technically the TWG points are very similar to worm holes, that are rather static in nature. In multi-player they do not suddenly occur or vanish. But a TWG point lasts not very long. If by any chance the AI does not remove TWG points from its known map objects, then it stands to reason it tries using them, long after they got removed, which may very well lead to crashes. | Obviously somehow the AI seems to be involved. Also it is very peculiar, that the AI never uses the TWG itself, even when having it built. Suspicion: The AI tries to use TWG points, that are no longer open. Technically the TWG points are very similar to worm holes, that are rather static in nature. In multi-player they do not suddenly occur or vanish. But a TWG point lasts not very long. If by any chance the AI does not remove TWG points from its known map objects, then it stands to reason it tries using them, long after they got removed, which may very well lead to crashes. | ||
== Recommendation TWG == | == Recommendation TWG == | ||
- | Do not use it, at least not when having AI players participate in the match. | + | * Do not use it, at least not when having AI players participate in the match. |
+ | * Further test matches on the map // | ||
+ | |||
+ | === Using Self-Destruct While Under the Influence of Holo-Emitter (Still Investigated) === | ||
+ | == Known Facts SD+HE == | ||
+ | A test was conducted on map // | ||
+ | |||
+ | **Important notice**: Self-Destruct could not be cast, while already under the influence of Holo-Emitter. So in a normal match, the order can only be like casting Self-Destruct and then being affected by Holo-Emitter. This leaves an interesting edge case that could be a race condition: If the Self-Destruct is issued at the same time while Holo-Emitter is cast, the player using Holo-Emitter might get the information a tad to late, so that from their perspective they issue Holo-Emitter and the opponent still casts Self-Destruct. Maybe this is the cause for the reports of that problem. But this would imply, that this is a rather rare event, as hitting this exact time frame, while casting Self-Desctruct may be a problem, is highly unlikely. | ||
+ | == Recommendation Self-Destruct While Affected by Holo-Emitter == | ||
+ | At this time, no recommendation can be give, except that maybe further testing is required. | ||
+ | === Changing Alert Status While Under the Influence of Holo-Emitter (Still Investigated) === | ||
+ | == Known Facts AS+HE == | ||
+ | A test was conducted on map // | ||
+ | == Recommendation Alert Status Change While Affected by Holo-Emitter == | ||
+ | At this time, no recommendation can be give, except that maybe further testing is required. | ||
=== Using Other Super Weapons (Rebutted) === | === Using Other Super Weapons (Rebutted) === | ||
== Known Facts Super Weapons == | == Known Facts Super Weapons == |
en/games/star_trek_armada_1/de-sync_and_crash_test.txt · Last modified: 2024-03-03-09-25 by 7saturn