Recent Posts

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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on Today at 02:24:20 PM »
Would it be possible to group "Neutral Contact Updates" by Race, e.g. "Neutral Contact Update: Vorpaller Conspiracy"? That way we could hide notifications for races we're not concerned about and not hide ones we're keeping an eye on?

That would require a separate event type for each race, which isn't how event types currently work.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Garfunkel on Today at 12:47:11 PM »
Please make "Show Civilian Lines" tick box remember its setting in the Fleet Window. When playing a game without civilian shipping lines, I want that first, automatically generated shipping line, to always be invisible. But since I always close the fleet window before progressing time, I have to untick that box every time.
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What does it mean that I'm seeing a [PARTIAL] after a contact's name on the tactical map? It's a neutral NPC ship that's sitting at the same gate as a ship of mine that has active sensor (turned on), thermal and EM sensors. The contact switches back and forth between showing and not showing the [PARTIAL] tag.

It usually means that the contact is displaying only a part of the information you know about it. Usually this happens when you have a passive contact but no active sensor lock, I suppose in this case it might indicate that you have thermal and active contacts but no EM signature if that contact has known sensor or shield emissions.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nakorkren on Today at 12:16:05 PM »
Would it be possible to group "Neutral Contact Updates" by Race, e.g. "Neutral Contact Update: Vorpaller Conspiracy"? That way we could hide notifications for races we're not concerned about and not hide ones we're keeping an eye on?
5
What does it mean that I'm seeing a [PARTIAL] after a contact's name on the tactical map? It's a neutral NPC ship that's sitting at the same gate as a ship of mine that has active sensor (turned on), thermal and EM sensors. The contact switches back and forth between showing and not showing the [PARTIAL] tag.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Garfunkel on Today at 06:39:13 AM »
I've mentioned this before but I fear it has been lost in the noise.

If you start with Minerva in Sol and the game creates a gas giant with trojans, those trojans are listed in the Fleet Movement Orders view alongside inner system asteroids, which is a little annoying as it clutters the view when playing a super-early conventional start. They should, IMHO, come at the very end of the asteroids, seeing as they are the farthest away.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on Today at 04:21:05 AM »
Adding an informative event (without interruption) that a given ground troop has been unloaded/transported from a transport to a given planet.

This is useful especially for me when I am distributing several ground defensive troops in several places and it takes time for the transport to reach the destination and return (which I may forget), however what It would be important is the unloading info and that's missing.

Added for v2.6
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Skip121 on Today at 02:46:06 AM »
Hi Steve,

Thank you so much for this, the game is now working perfectly!

I'm definitely running v2. 5. 1, it's the first time this has happened and I'm about 85 years into the game roughly.

Thanks again!
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Kaiser on Yesterday at 01:35:30 PM »
Adding an informative event (without interruption) that a given ground troop has been unloaded/transported from a transport to a given planet.

This is useful especially for me when I am distributing several ground defensive troops in several places and it takes time for the transport to reach the destination and return (which I may forget), however what It would be important is the unloading info and that's missing.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Steve Walmsley on Yesterday at 11:59:33 AM »
Hi All,

I've encountered a weird issue with the game which started this morning

When opening Aurora I'm getting error pop-ups, the first one is '2. 5. 1 Function #1170: Object cannot be cast from DBNull to other types'.  This is then followed by hundreds of '2. 5. 1 Function #3040: Object reference not set to an instance of an object.
I can click through the pop-ups and eventually the game will load, but I've saved and exited and tried again and the errors simply start again.

I have no idea what the cause might be as I haven't done anything unusual in my playthrough and don't really know what it might be.  I'm wondering whether it's an NPR issue?

Any advice would be really appreciated as my current game has been working brilliantly until now and I've been really enjoying it so I'm desperate to save it!

#1170 is the function that loads system bodies. If that fails, the game won't work. If you know how to look at the database file, you can check for a null value in FCT_SystemBody.

Are you definitely on v2.5.1, as I recall something on these lines in an earlier version?
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