Author Topic: Official v5.50 Bugs Thread  (Read 85385 times)

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Offline Whivy

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Re: Official v5.50 Bugs Thread
« Reply #135 on: August 12, 2011, 01:55:21 PM »
And i thought i tried everything. . .  thanks you then, it works =)
 

Offline Whivy

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Re: Official v5.50 Bugs Thread
« Reply #136 on: August 12, 2011, 02:20:52 PM »
damn, now i got a real bug.

Instead of seing the sol system, i only see empty space, if i try to zoom, move or just click on the system name i got Error in CentreOnLocation overflow.  If i really try to move despite this message, i got a run time error 6 overflow, then crash.
 

Offline Beersatron

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Re: Official v5.50 Bugs Thread
« Reply #137 on: August 12, 2011, 03:10:49 PM »
Try the zoom/reset icon on the top left of the system view screen - it should reset you to the center-star at a zoomed level that works.
 

Offline Whivy

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Re: Official v5.50 Bugs Thread
« Reply #138 on: August 12, 2011, 04:15:08 PM »
Indeed, it works, thx.

But still, this is a bug =p
 

Offline Jacob/Lee

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Re: Official v5.50 Bugs Thread
« Reply #139 on: August 12, 2011, 11:07:11 PM »


The game is spitting out one of these errors every time increment right now, I have no warships so it is coming from an NPR. There's a battle somewhere, time increments have lowered to 10 seconds.

Newest patch. 5.52.
I'm getting this every. Single. Time a battle rolls around right now, anyone else?
 

Offline Sloshmonger

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Re: Official v5.50 Bugs Thread
« Reply #140 on: August 13, 2011, 12:45:19 AM »
On Intelligence and Races screen:

1) Autopsy results are being cut off on Reduced Height

2) The Autopsy Status is not updating properly.  If an Empire 1 has had an autopsy performed, then Empire 2 is selected and has not had an autopsy performed, the "Autopsy Performed" does not disappear. 
 

Offline deoved

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Re: Official v5.50 Bugs Thread
« Reply #141 on: August 13, 2011, 12:57:58 PM »
Commercial Shipyards building points generation halved in 5. 50/52.    But only Commercial ones, Military Shipyards build ships with same speed as before.    It is BUG or WAD?
 

Offline ndkid

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Re: Official v5.50 Bugs Thread
« Reply #142 on: August 15, 2011, 02:35:28 PM »
I'm getting repeated Error in CheckForRuins in my current 5.52 game. Error 3421: Data Type Conversion error. There is a planet that I believe will contain ruins, but I am not currently in a system with one, so my guess is that the defenders of said planet are managing to cause the problem themselves, or possibly with other outside help.

EDIT: I think I now have a little more data on this bug. I am in combat with a squad of missle-throwing ships (a few 12000-ish tons, a few 6000-ish tons) that have run out of missiles, allowing my laser-only ships to close to range. For each shot that hits and does damage, I'm getting one of these CheckForRuins errors. This is in addition to often getting them when my time increments are shortened due to NPRs fighting each other.
« Last Edit: August 22, 2011, 12:10:00 PM by ndkid »
 

Offline laz

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Re: Official v5.50 Bugs Thread
« Reply #143 on: August 16, 2011, 09:47:20 AM »
Commercial Shipyards building points generation halved in 5. 50/52.    But only Commercial ones, Military Shipyards build ships with same speed as before.    It is BUG or WAD?

I'm having the same problem as well both in 5.50 and 5.52
 

Offline Tssha

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Re: Official v5.50 Bugs Thread
« Reply #144 on: August 16, 2011, 01:38:52 PM »
I've got about 9 civilian colony ships landing 50 000 colonists each on a colony that can only support 0. 31m more colonists.    That's about 2-3 more transports than necessary.    Mars could happily take the other three.    Since civilian transports assessing colony capacity is reported to be a new feature, I must conclude that there's a bug in there somewhere. 

That's 7 from one line (Duffek Services) and 5 from the other (Argyle Colony Corporation). 

But I can confirm they don't transport to colonies already over their Infrastructure limits.    At least that hasn't changed. 


EDIT:  I don't know how they managed it, but they filled the planet up to 1. 95m when it only had enough capacity for 1. 66m.   Growth rate is -10. 24%.   Unrest. . . rising.  :(
« Last Edit: August 16, 2011, 01:55:10 PM by Tssha »
 

Offline Klapaucius87

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Re: Official v5.50 Bugs Thread
« Reply #145 on: August 16, 2011, 01:42:01 PM »
When i change the colonisation status of a planet it change back to dafult when i close the screen. 
It happen even if i change it, select another planet and get back to the first.
 

Offline o_O

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Re: Official v5.50 Bugs Thread
« Reply #146 on: August 17, 2011, 06:24:08 AM »
Quote from: laz link=topic=3895. msg38377#msg38377 date=1313506040
I'm having the same problem as well both in 5. 50 and 5. 52

My commercial yards are producing everything at a rate of 200, regardless of its size.   It does still seem to be improved by tech and leader bonuses.

 

Offline ollobrains

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Re: Official v5.50 Bugs Thread
« Reply #147 on: August 17, 2011, 06:26:11 AM »
Quote from: Jacob/Lee link=topic=3895. msg38228#msg38228 date=1313208431
I'm getting this every.  Single.  Time a battle rolls around right now, anyone else?

Exactly same error message on 5. 52 on my game a few things should be noted, when clicking on mars.   Population 0. 11m, ive got civvy transports bringing in about 50 infursturture per turn.

Had a terrerforming building in the industrial tab and have 2 civvy transporters brining in civilian terrorforming installations  ( which im intersted in they dont seem to go into the terraforming count, or come off the industrial production) not sure it actually does anything to have youre civlian industry making terraforming installations and then having them moved
 

Offline ollobrains

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Re: Official v5.50 Bugs Thread
« Reply #148 on: August 17, 2011, 06:27:08 AM »
Quote from: ollobrains link=topic=3895. msg38424#msg38424 date=1313580371
Exactly same error message on 5.  52 on my game a few things should be noted, when clicking on mars.    Population 0.  11m, ive got civvy transports bringing in about 50 infursturture per turn. 

Had a terrerforming building in the industrial tab and have 2 civvy transporters brining in civilian terrorforming installations  ( which im intersted in they dont seem to go into the terraforming count, or come off the industrial production) not sure it actually does anything to have youre civlian industry making terraforming installations and then having them moved

could it be affected by resource supplies and or transport capacity of civlian haulers ?
 

Offline ollobrains

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Re: Official v5.50 Bugs Thread
« Reply #149 on: August 17, 2011, 06:32:48 AM »
soemthing else ive noticed in 5. 52 ive constructed an asteroid miner moved it out to an asteroid have engines, cargo containers etc.   Has been geo surveyed. . . . .  no option in the orders or fallback orders menu to actually mine the asteroid wondering if this is a bug or a failed/yet to be implemented part of the game