Author Topic: Official v5.50 Bugs Thread  (Read 84623 times)

0 Members and 1 Guest are viewing this topic.

Offline Thibaut

  • Warrant Officer, Class 2
  • ****
  • T
  • Posts: 53
Re: Official v5.50 Bugs Thread
« Reply #60 on: August 08, 2011, 03:51:05 PM »
it seems some installation don't get built : i had scheduled 2 commercial shipyards, it's now at 0.92 left, so there should be one ready.

However, even though I closed the Economics window to force it to update, it's still nowhere to be found

edit : the second shipyard doesn't appear either , no error whatsoever, and the construction is reported complete
« Last Edit: August 09, 2011, 12:12:51 AM by Thibaut »
 

Offline user-unknown

  • Warrant Officer, Class 2
  • ****
  • Posts: 56
Re: Official v5.50 Bugs Thread
« Reply #61 on: August 08, 2011, 04:36:21 PM »
Quote from: Caesar link=topic=3895. msg37947#msg37947 date=1312756538
For some reason all my ships have the same ABR, regardless of their class size.

The ABR is modified by the racial shipbuilding technology, but besides that I can not change it.

I am playing a game with an unmodified database, most recent version.  I am running without starting NPR's and with two player races.  One on Earth like default, the other on a system I created using SM mode.

It is really annoying to have to wait for colony ships for over eight years.

Edit: I started the game (for both races) at a conventional start.  I wanted to start without shipyards, but it gave me one anyways.  I deleted the starting shipyards using the SM SY mod option.  It might be related to the problem.

I *think* I may be having the same issue from a Trans Newtonian start - currently have a size 55k x 3 shipyard and it's taken a stupidly long time on the build orders for 45k colony ships, i. e.  somewhere around 6 years .  ABR on job rows is listed as 373, but at top of page rate for 5000 ton ship is listed as 746. 2 (560 base rate x 1. 3325 sector/planetary governor bonus)

I haven't played that much before but I'm sure when I have built them in previous games they didn't take quite that long to build?
 

Offline Cassaralla

  • Warrant Officer, Class 1
  • *****
  • Posts: 97
  • Thanked: 1 times
Re: Official v5.50 Bugs Thread
« Reply #62 on: August 08, 2011, 05:10:07 PM »
Build times on F5 screen and F2 screen are not agreeing.  I have a 24kton battleship that F5 says takes 6.4 years to build but actually only takes 14 months on the F2 screen.
 

Offline Caesar

  • Warrant Officer, Class 2
  • ****
  • C
  • Posts: 73
  • Thanked: 3 times
Re: Official v5.50 Bugs Thread
« Reply #63 on: August 08, 2011, 06:20:46 PM »
I *think* I may be having the same issue from a Trans Newtonian start - currently have a size 55k x 3 shipyard and it's taken a stupidly long time on the build orders for 45k colony ships, i. e.  somewhere around 6 years .  ABR on job rows is listed as 373, but at top of page rate for 5000 ton ship is listed as 746. 2 (560 base rate x 1. 3325 sector/planetary governor bonus)

I haven't played that much before but I'm sure when I have built them in previous games they didn't take quite that long to build?


Build times on F5 screen and F2 screen are not agreeing.  I have a 24kton battleship that F5 says takes 6.4 years to build but actually only takes 14 months on the F2 screen.


I think we all have the same problem here.
The build times on the shipyards and the F5 screen are not the same for me either. This way it takes extremely long to get (larger) spaceships.
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5656
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Official v5.50 Bugs Thread
« Reply #64 on: August 08, 2011, 07:08:47 PM »
You aren't having mineral shortages, are you?
 

Offline ExChairman

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: Official v5.50 Bugs Thread
« Reply #65 on: August 08, 2011, 11:17:21 PM »
Having the same problem with building time, I used industry to prebuild 90% of the troop transport, it would take around 3 years to build those 30000 tons...
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

Offline Cassaralla

  • Warrant Officer, Class 1
  • *****
  • Posts: 97
  • Thanked: 1 times
Re: Official v5.50 Bugs Thread
« Reply #66 on: August 09, 2011, 05:32:19 AM »
You aren't having mineral shortages, are you?

No mineral shortages for me.  I should point out that my ships are building much faster than the Class Design screen says they should, not the slow build that others are mentioning.  No pre manufactured parts either, so it isn't that.
 

Offline waresky

  • Registered
  • Vice Admiral
  • **********
  • Posts: 1486
  • Thanked: 8 times
  • Alpine Mountaineer..ohh Yeah!
Re: Official v5.50 Bugs Thread
« Reply #67 on: August 09, 2011, 06:15:07 AM »
Hope Steve r at work for those damend bugs..

Srry Steve if u read this..: this version r infested..:D

Dnt wrry am play at more stable 4.9xx
 

Offline user-unknown

  • Warrant Officer, Class 2
  • ****
  • Posts: 56
Re: Official v5.50 Bugs Thread
« Reply #68 on: August 09, 2011, 07:47:10 AM »
Quote from: Erik Luken link=topic=3895. msg37981#msg37981 date=1312848527
You aren't having mineral shortages, are you?

No, plenty of minerals and labour available.
 

Offline sloanjh

  • Global Moderator
  • Admiral of the Fleet
  • *****
  • Posts: 2805
  • Thanked: 112 times
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Official v5.50 Bugs Thread
« Reply #69 on: August 09, 2011, 08:41:27 AM »
Build times on F5 screen and F2 screen are not agreeing.  I have a 24kton battleship that F5 says takes 6.4 years to build but actually only takes 14 months on the F2 screen.

Just to double-check: did you pre-build any components (e.g. engines) using your industry?  If so, then both the F5 and the SY screens will over-estimate the build time (they don't take the stored components into account).  The only way to find out how long it's really going to take when stored components are present is to launch the build (but don't cancel it after launching, 'cuz otherwise the components will be lost).  If you've got 75% of the cost pre-built, then the actualy build time should be only 25% of the "as advertized" time.

John
 

Offline Cassaralla

  • Warrant Officer, Class 1
  • *****
  • Posts: 97
  • Thanked: 1 times
Re: Official v5.50 Bugs Thread
« Reply #70 on: August 09, 2011, 09:22:53 AM »
Just to double-check: did you pre-build any components (e.g. engines) using your industry?  If so, then both the F5 and the SY screens will over-estimate the build time (they don't take the stored components into account).  The only way to find out how long it's really going to take when stored components are present is to launch the build (but don't cancel it after launching, 'cuz otherwise the components will be lost).  If you've got 75% of the cost pre-built, then the actualy build time should be only 25% of the "as advertized" time.

John

Nopes. Had no pre built parts made at all. Construction yards have pretty much been on automated mines and mass drivers since the start.

I'm currently expanding my main yard up to 60ktons to see if the 19 year build time F5 tells me on my dreadnaught is accurate or not.

/EDIT - Ok this speed build only seems to be true for my military ships.  For my civilian ships it is the opposite.  My troop transport has an F5 time of 0.63 years.  Real F2 time is 20 months.

/EDIT 2 oops forgot that my planetary governor has a +20% mod to shipbuilding but that still isn't enough to cut 6.4 years to 14 months.
« Last Edit: August 09, 2011, 09:37:38 AM by Cassaralla »
 

Offline ExChairman

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: Official v5.50 Bugs Thread
« Reply #71 on: August 09, 2011, 02:41:05 PM »
This ship has a building time in F5 of 3.98 Years... But when I start  to build in in 18 March
 2026, the ready time is 4th Oct. 2035....

Iwo Jima class Troop Transport    30,400 tons     443 Crew     2809.6 BP      TCS 608  TH 5000  EM 0
8223 km/s     Armour 10-86     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 0
MSP 58    Max Repair 125 MSP
Troop Capacity: 5 Battalions    Cargo Handling Multiplier 50   

Solid Core Anti-matter Drive E0.4 (10)    Power 500    Fuel Use 4%    Signature 500    Armour 0    Exp 1%
Fuel Capacity 300,000 Litres    Range 444.0 billion km   (625 days at full power)

CIWS-320 (5x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Commercial Vessel for maintenance purposes
------------------------------------------------------------------------------------------------------

This ship has a building time in F5 of 3.18 Years... But when I start  to build in in 18 March
 2026, the ready time is 11th Mars. 2040....


Normandie class Troop Transport    72,150 tons     596 Crew     4106.4 BP      TCS 1443  TH 5000  EM 0
3465 km/s     Armour 10-154     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 0
MSP 36    Max Repair 125 MSP
Troop Capacity: 21 Battalions    Cargo Handling Multiplier 50   

Solid Core Anti-matter Drive E0.4 (10)    Power 500    Fuel Use 4%    Signature 500    Armour 0    Exp 1%
Fuel Capacity 150,000 Litres    Range 93.6 billion km   (312 days at full power)

CIWS-320 (5x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Commercial Vessel for maintenance purposes

There is enough minerals and the commander gives +5% to shipbuilding....
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

Offline ndkid

  • Warrant Officer, Class 1
  • *****
  • n
  • Posts: 86
  • Thanked: 4 times
Re: Official v5.50 Bugs Thread
« Reply #72 on: August 09, 2011, 02:53:25 PM »
In 5.51, Researching Tokamak Fusion Reactors opened up Magnetic Confinement Fusion Reactor, even though I had not researched Magneto-plama Drive.
 

Offline Brian Neumann

  • Vice Admiral
  • **********
  • Posts: 1214
  • Thanked: 3 times
Re: Official v5.50 Bugs Thread
« Reply #73 on: August 09, 2011, 03:07:45 PM »
In 5.51, Researching Tokamak Fusion Reactors opened up Magnetic Confinement Fusion Reactor, even though I had not researched Magneto-plama Drive.
This is standard.  The only requirement on researching a power plant is the previous level power plant.  The requirment for the engine research is the current power plant tech, and the previous engine tech.

Brian
 

Offline user-unknown

  • Warrant Officer, Class 2
  • ****
  • Posts: 56
Re: Official v5.50 Bugs Thread
« Reply #74 on: August 09, 2011, 05:08:39 PM »
Another interesting new one: having a missile duel between my fleet (with about 120 anti missile launchers) and 2 15.5k ton possibly Precursor? NPR ships in orbit of a planet.  They seem to be sending out a stupid number of size 1 AMM missiles against my fleet, but I am getting the following error a large number of time each turn:

Code: [Select]
Error in AutomatedAntiMissileFire

Error 5 was generated by Aurora
Invalid procedure call or argument
Please report to etc. etc.

I think there may also be a bug with the interrupt code - after launching my first wave of missiles, I tried doing a 20 minute turn while waiting for my ASM missiles to travel the ~ 25million k to the target.  However, the turn took an extremely long time and when it ended the armour of a few of my ships had gone from full strength to utterly shredded and they had taken heavy damage - event log showed a  large number of WH1 missiles had struck my fleet without being intercepted at all?  I'd already fought a fairly large battle against some other ships in the system and the antimissiles and gauss PD turrets definitely work.  I'm now going through on 30 second turns and the launchers / turrets are firing, so it seems to be an issue with the potential interception events not being detected and interrupting the long turns properly?  I vaguely remember seeing someone else report a similar issue but can't find it now....