Author Topic: Official v6.40 Bugs Reporting Thread  (Read 95169 times)

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Offline Jumpp

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Re: Official v6.40 Bugs Reporting Thread
« Reply #600 on: November 01, 2015, 06:46:26 PM »
I'm not actually sure this is a bug. I'm not sure what's going on. Everything just started going nutty. (I'm running version 6.4.3

I queued a 5-day turn, with auto turns checked. I got three longish (day or so) updates, then a string of 25-second updates, then a 5-day. Several things happened when that 5-day turn was done, some expected and some not:

1. Retooling one of my shipyard lines for a new ship was completed. (expected)
2. Three fuel harvesters were completed. (expected)
3. I got a message: "As a result of the population surrender, the <shipname> has surrendered as it was in orbit of the planet" for every ship at Earth. (unexpected)
4. These ships were all broken out into single-ship TGs, and all had their training level reset to 0%. (unexpected)

I'm not sure why any of this happened. I don't see any enemy forces on the planet, nor any enemy contacts of any kind anywhere. My ground forces are intact, and I remain in control of Earth. Near as I can tell, whatever happened, it has passed. I've reconstructed my task groups, and sent the ships out to train again. Things appear, I guess, to be back to normal?
 

Offline Jumpp

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Re: Official v6.40 Bugs Reporting Thread
« Reply #601 on: November 01, 2015, 08:05:27 PM »
Some additional craziness appeared a few turns later: Suddenly I've got duplicate versions of a bunch of ship classes, though the additional ones don't have ordnance set. Mostly, the existing ships kept the with-ordnance versions, while the shipyards got set to the no-ordnance versions.

Related: Some of the extra classes I was able to delete. Others, I'm stuck with. One of them, the Agincourt, got into a particularly difficult state. As of this moment there are three classes:

"WTF Agincourt" which has identical components to "Real Agincourt", but for reasons unclear to me has got slightly different maintenance profile:

Code: [Select]
WTF Agincourt class Frigate    8,000 tons     202 Crew     1353.8 BP      TCS 160  TH 960  EM 0
6000 km/s     Armour 4-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 30
Maint Life 1.89 Years     MSP 529    AFR 102%    IFR 1.4%    1YR 191    5YR 2862    Max Repair 480 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Magazine 432   

General Electric MP-960 (1)    Power 960    Fuel Use 55.21%    Signature 960    Exp 12%
Fuel Capacity 500,000 Litres    Range 20.4 billion km   (39 days at full power)

Hotchkiss S1-R10 Launcher (30)    Missile Size 1    Rate of Fire 10
Raytheon Missile Fire Control FC3-R1 (1)     Range 3.8m km    Resolution 1
AMM-1-1 Nike Mk1 (432)  Speed: 22,400 km/s   End: 4.9m    Range: 6.6m km   WH: 0    Size: 1    TH: 194/116/58

Raytheon Active Search Sensor MR6-R1 (70%) (1)     GPS 63     Range 6.9m km    MCR 755k km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Real Agincourt class Frigate    8,000 tons     202 Crew     1353.8 BP      TCS 160  TH 960  EM 0
6000 km/s     Armour 4-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 30
Maint Life 1.88 Years     MSP 529    AFR 102%    IFR 1.4%    1YR 192    5YR 2885    Max Repair 480 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Magazine 432   

General Electric MP-960 (1)    Power 960    Fuel Use 55.21%    Signature 960    Exp 12%
Fuel Capacity 500,000 Litres    Range 20.4 billion km   (39 days at full power)

Hotchkiss S1-R10 Launcher (30)    Missile Size 1    Rate of Fire 10
Raytheon Missile Fire Control FC3-R1 (1)     Range 3.8m km    Resolution 1
AMM-1-1 Nike Mk1 (432)  Speed: 22,400 km/s   End: 4.9m    Range: 6.6m km   WH: 0    Size: 1    TH: 194/116/58

Raytheon Active Search Sensor MR6-R1 (70%) (1)     GPS 63     Range 6.9m km    MCR 755k km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

and a third variant, the "Agincourt Mk3" which I just created by copying "Real Agincourt" and changing nothing except the name.

My 8000-ton shipyard was already tooled for "WTF Agincourt" and didn't offer the option to retool for "Real Agincourt." (Neither did the 16000-ton shipyard, for what that's worth.) When I tried to retool it for "Agincourt Mk3", I got an Error 6. On every succeeding turn, I get another Error 6 and the shipyard shows no progress.  (Just a blank space there under the progress column.)

This is sufficiently messy that I'm not going to try to fix it. I'm setting this one aside and starting over. I'll save it, just in case the db may turn out to be useful.
« Last Edit: November 02, 2015, 12:24:36 PM by Jumpp »
 

Offline Jumpp

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Re: Official v6.40 Bugs Reporting Thread
« Reply #602 on: November 05, 2015, 10:25:59 AM »
Edit: has the fighter overhaul bug been fixed yet? I've got a few fighters stuck in overhaul I can't cancel, their maintenance clocks going up, I thought landing them on a carrier until they were repaired would help but they're still on overhaul.

I'm seeing this too. I've got a bunch of fighters stuck in a PDC. I can't give them orders because they're in Overhaul. Their maintenance clocks were at several years when I ordered them to overhaul. Those clocks ticked down a lot, though I don't remember how low it got, and they never left the Overhaul state. Now their maintenance clocks are ticking up again.

Best idea I've got is to delete them all and SM up some new ones. Anyone know of a better workaround?

Edit: They're not "stuck" in the PDC. I can launch or land them. When they're landed, their maintenance clock ticks down. When they're launched, it ticks up. Right now, they're all landed, their maintenance clocks are at 0, and they're all still in Overhaul mode. Anyone have any idea why they won't finish overhaul? Is it because the PDC at which they're landed has no maintenance supplies? Or not enough spare crew berths for the flight crews?
« Last Edit: November 06, 2015, 08:09:18 PM by Jumpp »
 

Offline swarm_sadist

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Re: Official v6.40 Bugs Reporting Thread
« Reply #603 on: November 08, 2015, 07:48:06 PM »
Minor bug:

When you give a terraformer a 'Join' command to combine with another terraformer fleet at another planet, that terraformer is not counted as a terraformer in orbit until you order the entire fleet to re-move over the planet. Same thing happens with geosurvey, maintenance ships, recreation ships and so forth.
 

Offline MarcAFK

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Re: Official v6.40 Bugs Reporting Thread
« Reply #604 on: November 08, 2015, 07:53:19 PM »
A casualty is not always a fatality.
You're right, however I just got a lifeboat with 0 survivors, and one with more then the entire crew.
" 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. "
"Stop exploding, you cowards.  "
 

Offline plasticpanzers

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Re: Official v6.40 Bugs Reporting Thread
« Reply #605 on: November 09, 2015, 02:27:24 AM »
Not sure why timer keeps resetting.   When i hit 30 days it goes ahead a few seconds instead.    Even when leaving the game and going back in.
thanks!
 

Offline MarcAFK

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Re: Official v6.40 Bugs Reporting Thread
« Reply #606 on: November 09, 2015, 02:40:31 AM »
Not sure why timer keeps resetting.   When i hit 30 days it goes ahead a few seconds instead.    Even when leaving the game and going back in.
thanks!
You'll get shorter updates whenever there's events that need shorter increments. IE NPR battles or something.
" 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. "
"Stop exploding, you cowards.  "
 

Offline plasticpanzers

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Re: Official v6.40 Bugs Reporting Thread
« Reply #607 on: November 09, 2015, 03:43:49 AM »
found out that one of my ships was out of fuel and clock kept resetting.    even when i cancelled all orders for the ship it took alot of time
'clicks' for another ship to get there to refuel it.    thanks tho!
 

Offline MarcAFK

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Re: Official v6.40 Bugs Reporting Thread
« Reply #608 on: November 09, 2015, 05:41:47 AM »
That's not a bug, the game is stopping to let you deal with the fuel problem, you should clear the ships orders while waiting for the refuelling ship to arrive. If a ship has long orders that would be annoying to clear and recreate you could save them as a template then reload the orders after the fleet is refuelled. Though a pause option might be handy.
" 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. "
"Stop exploding, you cowards.  "
 

Offline Yonder

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Re: Official v6.40 Bugs Reporting Thread
« Reply #609 on: November 09, 2015, 11:07:06 AM »
Is Area Defense mode still bugged in 6.4? Steve's Solarian Empire game made it sound like he was using beam escorts in separate task forces, which implies the use of Area Defense fire, but last night my beam escort destroyers were completely ineffective until I set them to Final Defensive Fire mode.

This may not actually be a bug, I have more info. The issue is that the missiles need to start their turn in range AND end the turn in range in order to be fired upon. If there is only one stopping point, for example, if you have a 50k km range and the missile goes from 70k km, to 35k km, to hitting, then the Area Defense beam weapons will not engage, but that may be intended.
 

Offline SpaceMonkey

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Re: Official v6.40 Bugs Reporting Thread
« Reply #610 on: November 10, 2015, 01:19:15 PM »
As far as I was able to determine, no one seems to have reported this.
A typo in the combat assignments where it says automated fire in the top right portion of the overview, the mouse-over description reads:
If set for Synchronous fire, this ship will select ship targets and automatically open fire when in range.
I would presume that since it is a description for automated fire and not for synchronous fire, that it should read 'If set for automated fire'.
And in the Research overview, under power and propulsion, the capacitor recharge rate description reads:
The amount of power which am energy weapon will recharge every 5 seconds.
should be an instead of am.

Also in my current game I am using Known Star Systems, and in the Sirius System, Sirius AVI, a Gas Giant, has its list of moons begin at the number 8 instead of 1.
 

Offline MarcAFK

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Re: Official v6.40 Bugs Reporting Thread
« Reply #611 on: November 10, 2015, 02:28:12 PM »
Should genetic modification centers require population to run? I'm not sure that qualifys as a bug though.
I just noticed that stopping and restarting fuel production from the industry screen is instant, but using the civilians/industry status tab causes the 180 day reactivation timer. I'm sure it should require the timer in both cases.
" 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. "
"Stop exploding, you cowards.  "
 

Offline 83athom

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Re: Official v6.40 Bugs Reporting Thread
« Reply #612 on: November 10, 2015, 02:31:01 PM »
Should genetic modification centers require population to run? I'm not sure that qualifys as a bug though.
I just noticed that stopping and restarting fuel production from the industry screen is instant, but using the civilians/industry status tab causes the 180 day reactivation timer. I'm sure it should require the timer in both cases.
through the industry window it just stops production while through the civ window its like closing it down.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline MarcAFK

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Re: Official v6.40 Bugs Reporting Thread
« Reply #613 on: November 10, 2015, 02:51:53 PM »
Oh you're right, I'll assume that merely stopping production doesn't free up population, that makes sense then.
" 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. "
"Stop exploding, you cowards.  "
 

Offline Vandermeer

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Re: Official v6.40 Bugs Reporting Thread
« Reply #614 on: November 11, 2015, 06:18:05 PM »
By pure chance I have today spotted this double appearing object...



...but then saw slightly different statistics for size and gravity in the system window, researched it and found out that the original 1998 WW31 had a nearly identical named moon, (1998 WW31) 1, despite its small asteroid size.
I still went to log that here as I am not sure if the distance can be correct. The screenshot shows an incredible distance of over 2 AE here, and there are two other objects of respectable size close (though could be of on z-axis), who might interfere, so why aren't they moons too if you can have one at only 0.004g over 2 AE? Might be wrong though. Amazing detail anyway!
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy