Author Topic: Official v7.00 Bugs Reporting Thread  (Read 44246 times)

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Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #105 on: December 19, 2015, 07:19:28 AM »
Reactor design option in tech window. There are two entries for size 1.

Fixed for v7.1
 

Offline sloanjh

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Re: Official v7.00 Bugs Reporting Thread
« Reply #106 on: December 19, 2015, 07:36:02 AM »
Fixed for v7.1

Does this (7.1 vs. 7.0.1) mean the next patch will have a DB change?

John
« Last Edit: December 19, 2015, 07:43:31 AM by sloanjh »
 

Offline MarcAFK

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Re: Official v7.00 Bugs Reporting Thread
« Reply #107 on: December 19, 2015, 07:40:52 AM »
Does this (7.1 vs. 7.0.1) mean the next patch will have a DB fix?

John
I can answer this one!
It will be 7.1. Some of the bug fixes will need a DB change. I hope to work on it over the weekend.
" Why is this godforsaken hellhole worth dying for? "
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Offline sloanjh

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Re: Official v7.00 Bugs Reporting Thread
« Reply #108 on: December 19, 2015, 07:44:44 AM »
Ah - guess I haven't gotten to that one yet :)

John
 

Offline alvin853

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Re: Official v7.00 Bugs Reporting Thread
« Reply #109 on: December 19, 2015, 09:50:59 AM »
Some events don't show up in the event ticker on the System Map screen.  Stuff like geological survey result (orbital) and some others.  I don't really care for most of them, but also the message that ship has been sent to refuel because of conditional orders doesn't show up, which stops auto-advancement of time, and I always have to figure out first that time has actually stopped
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #110 on: December 19, 2015, 12:41:05 PM »
Error in RecoverSurvivors
Error 3421 generated by DAO.Field
Data Type conversion error

Fixed for v7.1.
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #111 on: December 19, 2015, 12:44:47 PM »
Another bug, once a fighter has been added as part of the preferred loadout of a class on the class design window, it can no longer be removed from being part of the loadout. Even if all hangar space is removed, the strike craft still cannot be deleted from the preferred loadout.

I can't reproduce this. I just added some fighters to a carrier then double-clicked to remove them. Worked normally.
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #112 on: December 19, 2015, 12:53:30 PM »
The number of minerals being sent from civilian mining complexes doesn't seem right.  The amount of minerals doesn't correctly add up to the total for each packet.  It rather seems that the total somehow is calculated over all civilian mining complexes: The first mining complex sends 41 tons, the 2nd one (by order of establishment) sends 7 tons, but the total reads 48, the 3rd is sending 20 tons and total reads 68 and so on. . .


I've checked this but can't replicate it. The packet sizes are being recorded in the DB correctly and displayed on the map correctly.
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #113 on: December 19, 2015, 01:06:25 PM »
Also Ceres' orbital path is classed as "Dwarf Planet" and gets disabled when unchecking the "Dwarf Planet" option in Display, but both the body itself and the name only disappear when unchecking the "Planet" option.  Same goes for multiple other "Dwarf Planets" in Sol system.

Fixed for v7.1
 

Offline alvin853

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Re: Official v7.00 Bugs Reporting Thread
« Reply #114 on: December 19, 2015, 01:13:59 PM »
Having greater than 0, but less than 1 inactive research lab, e.g. while moving them to a different planetary body, should not create events for 0.xx inactive research labs, especially since they stop auto turns.
 

Offline alvin853

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Re: Official v7.00 Bugs Reporting Thread
« Reply #115 on: December 19, 2015, 01:25:41 PM »
I've checked this but can't replicate it. The packet sizes are being recorded in the DB correctly and displayed on the map correctly.

Here's again what I'm talking about. They have to be civilian mining colonies, works perfectly fine with my own colonies. Purchase their mine output, send it somewhere and check the numbers on the mineral packets.
 

Offline Red Dot

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Re: Official v7.00 Bugs Reporting Thread
« Reply #116 on: December 19, 2015, 01:26:30 PM »
Not a bug per se but the ratio of 4:1 for Ground officer promotions has not been implemented.  The 3 factions I am playing in 7. 0 are still getting promoted on a 5:1 basis.

Cheers,

Red Dot
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #117 on: December 19, 2015, 01:28:32 PM »
Abandoning a colony that still houses a team causes an infinite error loop.

Fixed for v7.1
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #118 on: December 19, 2015, 01:31:33 PM »
Having greater than 0, but less than 1 inactive research lab, e.g. while moving them to a different planetary body, should not create events for 0.xx inactive research labs, especially since they stop auto turns.

Agreed. Changed for v7.1.
 

Offline Steve Walmsley (OP)

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Re: Official v7.00 Bugs Reporting Thread
« Reply #119 on: December 19, 2015, 01:37:25 PM »
Here's again what I'm talking about. They have to be civilian mining colonies, works perfectly fine with my own colonies. Purchase their mine output, send it somewhere and check the numbers on the mineral packets.

Thanks - found it now. Fixed for v7.1