secret_way

secret_way

Joined Member # 2160633
0 Posts 4 Replies 300 Reputation

It would be nice if there was a pinned topic called "How to post a bug report." I have seen a couple of issues in the two weeks I've been playing. But I'm reluctant to report further because I don't know if it will be effective. Do the devs read this forum? Is there a better way to contact them (or to get bugs into triage)? Is there a preferred format? A preferred location for hosting minidumps? I don't see any easily accessible answers to any of these quest

2 Replies 2,246 Views

Here is the screenshot. Notice how the first fleet has almost two dozen ships yet only shows four dots. Now check out how the third fleet has eight ships and shows eight dots.

3 Replies 2,626 Views

Hello, I'm not sure if technical is the right place for this question. Please feel free to move it. I was playing a game tonight and I noticed that my fleet grouping dots did not reflect the number of ships in my fleet correctly. I have a screenshot to demonstrate the specific behavior if needed. I had my main fleet with my cap and about ten light frigates. However, next to the fleet icon only two dots appeared. I hovered over that dot and the c

3 Replies 2,626 Views

Is this likely to be fixed in the latest version or shall I preserve the data for the developers to look at? Also, I noticed the replay itself deviated horribly from the game I actually played. For example, it did not record the takeover of neutral resource points in asteroid fields, nor did it record me building any lrm frigates although I actually spammed them.

1 Replies 2,202 Views

Hello, I just played a fun little game of sins with the computer. One thing I was wondering about is the mercy rule, or, to put it another way, the win condition. Normally after I am beating the computer pretty badly, the game will end with a victory for me. My lead has to be pretty epic to trigger the win. But the game I played tonight got me thinking that I don't understand the exact rules of the endgame. Gaia Crescent, me and a normal computer. &nb

8 Replies 5,655 Views

I've been wondering how to position my trade ports within my gravity well. Does it have any effect on their income? Initially I had thought that there would be a tradeoff between safety (distance from incoming phase lanes) and income (the speed with which trade ships can leave the system to carry their goods elsewhere). But the forum posts I have been reading mostly seem to think that income is only a function the number of ports and the length of the longest route. Th

16 Replies 8,930 Views

Are you sure it was junk and not just an object that looked like junk? Hmmm . . . I've never had to deal with using memory after it's deleted; since I'm still in school I have thus far managed to stay on the stack most of the time. If the part of memory that is causing the problem is deterministic (i.e. it happens at the same address every time you do it), then one possibility is laying down a watchpoint for when that memory is accessed. If you can do that

11 Replies 28,121 Views

If you have hyperthreading on, it's likely that the fifty percent CPU usage comes from your processor really being two logical processors, and the second logical processor not getting much usage. I'll bet that GalCiv is actually using 100% of the processor when this bug is occurring.

5 Replies 4,057 Views

One thing that you should keep in mind is that the algorithmic guarantees on the STL's map class are not hash style guarantees, but rather tree style. Insertion, deletion, and find are all O(ln n) rather than O(1). If you are using or then you are safer, but then again, the availability is gone from a cross platform perspective -- there is no hash map in the STL, so it might not be available on all compilers.

1 Replies 14,905 Views

I suppose that I can understand where you are coming from on issues of the STL. However, I do differ with you on your opinions. For instance, using vector instead of hard arrays has been show to offer very little in the way of performance costs. It has the added benefits of bounds checking when in debug mode so that you can't have issues of stack or heap corruption that you might have with a raw array. Also, if you are using .net 2003, I don't un

23 Replies 38,931 Views

Microsoft's compiler adds a certain character to the start and end of each block allocated on the heap. One way you can sometimes get useful checking done is by seeing if any of these characters have been overwritten in the areas where _CrtCheckMemory is being called. Also, if you are in _CrtCheckMemory, sometimes getting the pointer at which the check failed can give you some insight into what variables were set in the area. If you know what the values of the var

11 Replies 28,121 Views