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Posted by: skoormit
« on: Today at 10:05:07 AM »

I can check, but it was more than one year ago and the longest travel time is 4 months. And still, it would not explain the 'freeze' on current AM count when producing an extra 0.2

Attach your DB if you like. I'll send my SQL Raiders to find the missing 0.2 automines.
Posted by: vorpal+5
« on: Today at 07:54:39 AM »

I can check, but it was more than one year ago and the longest travel time is 4 months. And still, it would not explain the 'freeze' on current AM count when producing an extra 0.2
Posted by: skoormit
« on: Today at 07:28:34 AM »

A quirk or a bug?

I somehow managed to load then lose 0.2 auto-mines somewhere, perhaps I dumped them in the wrong place.
So Earth now has 8.8 auto-mines.
I tell myself, ok no worries, I'll adjust my ongoing order and add +0.2 to "complete back" my current amount.
I did nothing, even when the order was finished. I ended up with 8.8 AM on Earth.
Then I issued a new order, to specifically order 0.2 AM only.
Guess what, no change, the order was finished and I was still with 8.8 AM on Earth.

Check your civ ships and see if the final 0.2 is actually on the way.
I have noticed that sometimes the order "finishes" according to the order list, even though some freighters are still en route.
Posted by: vorpal+5
« on: Today at 05:04:02 AM »

A quirk or a bug?

I somehow managed to load then lose 0.2 auto-mines somewhere, perhaps I dumped them in the wrong place.
So Earth now has 8.8 auto-mines.
I tell myself, ok no worries, I'll adjust my ongoing order and add +0.2 to "complete back" my current amount.
I did nothing, even when the order was finished. I ended up with 8.8 AM on Earth.
Then I issued a new order, to specifically order 0.2 AM only.
Guess what, no change, the order was finished and I was still with 8.8 AM on Earth.
Posted by: skoormit
« on: Yesterday at 11:09:16 AM »

Some CMCs Missing from Populations List on Commanders Window

You have them set to "No Assignment" in the Governor tab.

Oy. Don't know how I overlooked that.

Many thanks!
Posted by: nuclearslurpee
« on: Yesterday at 02:54:40 AM »

When you jump to a Jump Point and then immediately queue a return jump followed by a move to another location, the following sequence occurs:

A message indicates that jump shock prevents further jumping.
Subsequently, no further actions take place.

This persists even after five days and several game segments. Under the current mechanics, while it is correct that the ship cannot jump back immediately due to jump shock, the subsequent orders are not cancelled.

Logic suggests that either the jump shock should cancel all subsequent orders and halt turn processing, or the game should attempt another jump at the next sub-pulse.

This one probably needs a DB. I use this sequence of orders very frequently and after the first interrupt(s) the jump shock ends and the ship transits as normal, so it's probably not easy to reproduce at all.
Posted by: vorpal+5
« on: Yesterday at 01:05:22 AM »

When you jump to a Jump Point and then immediately queue a return jump followed by a move to another location, the following sequence occurs:

A message indicates that jump shock prevents further jumping.
Subsequently, no further actions take place.

This persists even after five days and several game segments. Under the current mechanics, while it is correct that the ship cannot jump back immediately due to jump shock, the subsequent orders are not cancelled.

Logic suggests that either the jump shock should cancel all subsequent orders and halt turn processing, or the game should attempt another jump at the next sub-pulse.
Posted by: kyonkundenwa
« on: Yesterday at 12:27:40 AM »

Some CMCs Missing from Populations List on Commanders Window

You have them set to "No Assignment" in the Governor tab.
Posted by: skoormit
« on: May 10, 2024, 10:09:11 AM »

Some CMCs Missing from Populations List on Commanders Window

In my game I have 18 CMCs.

In the Commanders window, with Civilian Administrators selected in the bottom-right pane (and anyone in the list clicked on) and Populations selected in the bottom-center pane, the list of available assignments is missing three CMCs.

I suspect (but am not certain) that the missing three are all on bodies which I had previously placed my own colony on (and later removed).

DB is attached.
The missing CMCs are:

Huang Mining Corporation (ZZZPrime III)
Terblanche Minerals Group (Abacus V - Moon 12)
McNay Resources (Baal-A III)
Posted by: GodEmperor
« on: May 07, 2024, 02:59:15 AM »

See attached pic
I see in the attached pic that your decimal separator looks suspiciously like a comma instead of a dot.
Known issues, the very first one: http://aurora2.pentarch.org/index.php?topic=10637.0
How the hell did game run fine by now? Weird. Guess ill try to change it and see if its fixed now.

EDIT: well ill be damned it actually was , and i never noticed.. Somehow it changed from dot at some point O.o
Thx.
Posted by: kyonkundenwa
« on: May 06, 2024, 07:24:58 PM »

See attached pic
I see in the attached pic that your decimal separator looks suspiciously like a comma instead of a dot.
Known issues, the very first one: http://aurora2.pentarch.org/index.php?topic=10637.0
Posted by: GodEmperor
« on: May 06, 2024, 06:38:23 PM »

Did anyone ever encounter a bug with species Population Density and Growth/Research rate/factory modifiers ? For some reason when i loaded the save my Humans suddenly had 100.00 both density and growth.
Various tested runs ( both TN and conv civs ) also show that game suddenly adds two zeroes to those parameters.
See attached pic - ignore the grav/temp deviations, i was trying to see if it will change too but it doesnt apparently..

EDIT : seems to happen right from the start with all four parameters - density/growth/research rate/factory production modifiers at the race creation screen - i set them all to 5.00 and in game its suddenly 500.00, i leave them at default and in game they are 100.00.

2.5.1
Absolute clear install, not even so much as a additional picture or medal.

Posted by: vorpal+5
« on: May 05, 2024, 09:06:46 AM »

Sorry, civilian ...
Posted by: Garfunkel
« on: May 05, 2024, 07:04:20 AM »

You can select a commercial fleet as the target of your new fighter production. It seems a 'dangerous' and totally un-necessary option to me.
Commercial carriers are a thing, for hauling replacement fighters to the frontlines. Or do you mean a civilian fleet?
Posted by: vorpal+5
« on: May 05, 2024, 12:05:51 AM »

You can select a commercial fleet as the target of your new fighter production. It seems a 'dangerous' and totally un-necessary option to me.