Feel free to report any of these to the bug tracker, they will get lost
here.

> 
> * The server segfaults sometimes. I haven't found a way to reproduce
> it, but it only seems to happen when I use tpclient-pywx (not my own
> bot) and send a scout to enemy territory. However last time I managed
> to get my scout in an enemy system and the server happily worked
> further for a few turns, so I'm not sure it's relevant. The earliest
> I've seen it happen is on turn 10. Really, it seems a bit random.

Can you build with debugging on, and save the core dump next time it
falls over?

> * Related to that, if I send my scout to an enemy star system, isn't
> there supposed to be combat? Or do only battleships fight?

Probably.  Need to double check the rules.  But scouts have no weapons
I believe - so scout vs scout is just the two ship's crews making rude
gestures at each other.

> * tpclient-pywx crashes when trying to delete a message, with a
> message like "<Node(3e)-<objects.Message - Message @ 0x9707dec (seq:
> 26 length: 182)> <0x3d 0x3f>> was not found in the list!". Might be a
> server bug, should be easy to reproduce.

Bug report it... 

> * The threshold-acceleration is a bit strange. The way I understand
> it, if all players let the server know they are finished, it should
> switch to turn_length_over_threshold. However, it already seems to do
> that after my bot has signified it is ready, making testing a bit
> hard

Probably another bug.

> * And there's the RFTS colonization bug, noticed earlier by Victor. I
> think it's just colonists in transports that aren't added to the
> population after a colonize order, which leaves a planet unmanned. Or
> it could be because the parameters are so bad (basically 0 of every
> needed resource at colonization) that the population dies immediately.
> This definitely needs investigation.

A bug I'm sure.  Has it been reported to the BTS?

> Whew. I hope we can clear some of these things out!

Maybe just the one...
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