Author Topic: Official v7.00 Bugs Reporting Thread  (Read 44218 times)

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Offline Deedasmi

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Re: Official v7.00 Bugs Reporting Thread
« Reply #90 on: December 18, 2015, 04:57:02 PM »
Yeah, a long time ago.  It just showed up in the tech list.  Not sure what I researched that unlocked it though.
 

Offline Mor

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Re: Official v7.00 Bugs Reporting Thread
« Reply #91 on: December 18, 2015, 06:49:00 PM »
Some UI naming inconsistencies, from the top of my head:

Galactic map, planet types: Use Plantoids and small moons.
System map, body info; System generation and Display: Use Dwarf planets and chunks.

Mainbar: Commanders.
Population and production: Officers
Actual window: Leaders.
 

Offline Mor

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Re: Official v7.00 Bugs Reporting Thread
« Reply #92 on: December 18, 2015, 10:02:41 PM »
Again not bug per se, but UI issue during new Game Creation.

A. Using Real Stars System, disables Local system chance\spread. If I understand correctly the tooltip, it should also disable maximum Number of Systems.

B. I believe that Changing the setting of Starting Race to SpaceMaster Empire should disable a lot of parameters like like tollerance, population etc that would be ignored anyway.
 

Offline DIT_grue

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Re: Official v7.00 Bugs Reporting Thread
« Reply #93 on: December 19, 2015, 01:53:50 AM »
EDIT: On that note, I did a conventional start and it doesn't appear I can research the tractor beam tech.  Is there a pre-req? There isn't one documented anywhere.  Thanks!
The tech-tree images someone did up have it as an outgrowth of the Cargo Handling System.
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #94 on: December 19, 2015, 06:03:44 AM »
Just started a fresh game with the blank database, selected Automatic sensor updates and hit 5 seconds, then was assaulted with
"Error in UpdateAllSensorsAuto"
Error 91, object variable or with block variable not set.
However I recycled a folder containing my old game which may have screwed something, I'll try again with a completely fresh install.

Fixed the auto-detection problems for v7.1
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #95 on: December 19, 2015, 06:15:40 AM »
Typ0 in the class design window. Instead of Liters it says Litres.

Litres is the British spelling :)
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #96 on: December 19, 2015, 06:20:40 AM »
Not necessarily a bug. But when starting a conventional start game.
If earth generates with sorium availability of less than 1.0, game will be stuck interrupting due to "sorium shortage in fuel production" until I edit the planet to have 1.0, or find an administrator with a high enough mining bonus to offset your base inability to keep up with demand. (could also just stop fuel production, but the early game fuel generation is usually pretty important when building the first highly inefficient surveyors and freighters.

I've changed the conventional start so there are 100 ton stockpiles for each mineral.
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #97 on: December 19, 2015, 06:21:33 AM »
I think there might be a slight problem with npr carriers at the moment. I get the error 438, then the error 91 4 times, then the error 92, then repeat forever without end (literally).
As a side note, the increment before, SM tells me increment was shortened due to potential missile interception and sub-pulse due to fleet interception.

Fixed for v7.1
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #98 on: December 19, 2015, 06:24:30 AM »
Error in WormholeMoves
Error 3265 gnerated by DAO.fields
Item not found in this collection.

I can't see anything obvious in the code. Was this preceded or followed by any other errors?
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #99 on: December 19, 2015, 06:36:39 AM »
Minor Typ0!

Just noticed the description for Particle Beams

Beam Strength 2     Rate of Fire: 10 seconds     Maximum Range: 60 000 km
Launcher Size: 5 HS    Launcher HTK: 2
Power Requirement: 5    Power Recharge per 5 Secs: 3
Cost: 16    Crew: 15
Materials Required: 3.2x Duranium  3.2x Boronide  9.6x Corundium

Development Cost for Project: 350RP

Doesn't seem right somehow.

Fixed for v7.1
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #100 on: December 19, 2015, 06:44:49 AM »
This one has been in existence a while :-

In the Design Engine Pop-up , ticking the box re show size in tons ( instead of HS ) has no effect , the narrative remains showing the size in HS.

DavidR

Fixed for v7.1. Also fixed a few other systems with the same problem.
 

Offline MarcAFK

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Re: Official v7.00 Bugs Reporting Thread
« Reply #101 on: December 19, 2015, 06:47:53 AM »
I'm going to repost this one from the 6.4 thread because I don't think I saw anything related I. The change log.
A high gravity planet displayed as being low gravity on the economic window, I didn't check yet if it was colonizable with underground infrastructure.
Edit: I just checked in 7.0
 A planet with 2.1 gravity was listed as low gravity and adding 300 UI allowed 1 million colonists.
« Last Edit: December 19, 2015, 07:23:03 AM by MarcAFK »
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
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Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #102 on: December 19, 2015, 07:08:34 AM »
I don't think this is new because I've been seeing it as long as I've been playing. I'm not 100% convinced it's even a bug. But here goes:

Sector command radius isn't enforced.

I've got a level-1 Sector Command at Earth.  Procyon system is three jumps away. On the galactic map, in the Main Information Display panel, I'm able to set the sector there to "Earth Sector" and I observe that the commander bonuses for mining (presumably others, but I only checked mining) apply.

Workaround is easy: Enforce the range yourself.

Is this in fact a bug? Or have I got the wrong idea about what the range of the sector command means?

Systems should be assigned using the Sector Window, which only allows assignment of eligible systems.

I'd forgotten this drop down existed :) as it is a holdover from a much earlier version of the game. So not specifically a bug - more of an oversight on my part.

I've replaced the dropdown with a text field that displays the sector and, for v7.1, I've added a button to open the sector window (you have to open it from the main menu bar at the moment).
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #103 on: December 19, 2015, 07:13:06 AM »
Automatic detection seems to be broken, every new game I've started fails as soon as I set it to auto.

Fixed for v7.1
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #104 on: December 19, 2015, 07:14:51 AM »
Here's another "bug" though; I have an administrator named "Adele Desjardins (surname)".  Probably the "(surname)" bit should be removed from the name list.  :)

Fixed for v7.1