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System connection/numbering is super weird in this version. Started a new game, 1. 7. Random Stars, 100 star limit, 50/15 for local. I wanted to 'map' a galaxy by space master exploring all the jump points. Firstly, I could go over 100 systems. I stopped at 101, but definitely could have gone more. Secondly, only one exploration led back to another system, which was sol (and had an unexplored point). Third, I noticed in a previous version that if your system theme runs out of names, it will start labeling them "System #x" where x is presumably the internal system id. (which isn't available to display easily anymore)In 1. 7, this results in "System #0" every time except one, which was for some reason "System #-3"I know Sol is canonically id'd as system 0, so I'm guessing that this is tied to the fixes for the other Sol related jump point connection issues.
Steve, maybe you can take a look into the other topic here:http://aurora2.pentarch.org/index.php?topic=10889.0Someone brought up a possibility to rename default modules from the game (like Maintenance, Fuel, Cargo, etc.) - which might be a bug in the game; though it would be nice if default modules could be renamed.Here is a copy of the post (if you don't want to read the whole topic):Quote from: skoormit on April 20, 2020, 07:19:32 AMQuote from: Migi link=topic=10889. msg125389#msg125389 date=1587240872You can rename components like fuel tanks and engineering spaces, if you do it from the class design window. I reported this as a bug (on the assumption that it could screw with the DB) but either Steve didn't notice or it's implicitly working as intended. If they re-sort by name after they are renamed, this is my new favorite hidden feature, and I hope it doesn't get patched. I really dislike that they are "out of order" by size, which makes comparing consecutive sizes (e. g. when fine-tuning fighter and FAC designs) way too fiddly. EDIT: Yes! After renaming, close and re-open the Class Design window. Voila! Components are re-ordered by name. I now have:Fuel Storage0- FighterFuel Storage1- TinyFuel Storage2- Smalletc. . .
Quote from: Migi link=topic=10889. msg125389#msg125389 date=1587240872You can rename components like fuel tanks and engineering spaces, if you do it from the class design window. I reported this as a bug (on the assumption that it could screw with the DB) but either Steve didn't notice or it's implicitly working as intended. If they re-sort by name after they are renamed, this is my new favorite hidden feature, and I hope it doesn't get patched. I really dislike that they are "out of order" by size, which makes comparing consecutive sizes (e. g. when fine-tuning fighter and FAC designs) way too fiddly. EDIT: Yes! After renaming, close and re-open the Class Design window. Voila! Components are re-ordered by name. I now have:Fuel Storage0- FighterFuel Storage1- TinyFuel Storage2- Smalletc. . .
You can rename components like fuel tanks and engineering spaces, if you do it from the class design window. I reported this as a bug (on the assumption that it could screw with the DB) but either Steve didn't notice or it's implicitly working as intended.
Fighters cause auto-turn interrupts, which makes it impossible to use auto turns when you're building fighters because they're normally built just about every tick.
Adding the empty space above technologies under the technology category in the Research tab throws an error #585. As far as I know this doesn't cause any other issues. However, adding that empty space to the queue of an existing research project will result in an error #2169. This will cause the game to throw an error #2169 whenever you open the Economics window and will corrupt your game if you decide to save. A Research Queue tab is created but is entirely empty. If you cancel the research project to get rid of everything in that queue, that appears to fix the bug entirely and will prevent the save from getting corrupted. If you don't fix the issue when you save the game will throw error #1429 upon savingThe map will be empty and pressing any menu button other than View Current Game and Create New Game (opens normally) will throw an error #155 And clicking on the map itself will throw error #1621Edit: I spoilered and posted 4 images in this message, any idea why they don't appear?
Quote from: Vivalas link=topic=10934. msg125883#msg125883 date=1587328263Fighters cause auto-turn interrupts, which makes it impossible to use auto turns when you're building fighters because they're normally built just about every tick. Remind me about this after 1. 7. 1 is released. I can change it, but it will be a database update.
First, game runs much much smoother/faster in latest branch. Economics Tab (Medium):After renaming a system (example above), the moons/planets that were already colonies retain the previous name in economics tab.
Event Log (Minor):On death / retirement, current assignment should be listed as previous assignment. On death, current assignment will properly show what they were doing/researching. On retirement, current assignment will NOT show what they were doing/researching.
Ship Construction (Minor):When specifying a ship as a tanker/harvest, there is no minimum fuel level set. While you can set the minimum fuel via another tab, choosing it as a tanker should auto-reserve 10% of the max fuel capacity. Otherwise, starting as a "tanker" yields 0 fuel on creation and when emptying (via manual or set orders) will empty all, without reserving the 10% needed to complete the return trip.
Research Screen (Very Minor):If in a rush or lazy (i. e. dragging the mouse to select multiple units instead of choosing ones individually), you can select a non-research (I. E. the blank box). Error pops up with "Function #585: Object reference not set to an instance of an object.
Colony Creation (Minor??): (edit: While this is known by Emperer God Overlord Steve, I've yet to attempt to break the game with it)You can create multiple colonies of the same planet/moon by hitting "create colony" multiple times. I have not tested to see what comes of this.
Still seems that there is no notification or pause on completion of orders by a vessel.My Geo survey vessel completed surveying all planets and moons as requested then stopped with no orders. However I never received a notification or a pause in time in the Events window.DavidR
Quote from: Vivalas on April 19, 2020, 03:31:03 PMFighters cause auto-turn interrupts, which makes it impossible to use auto turns when you're building fighters because they're normally built just about every tick.Remind me about this after 1.7.1 is released. I can change it, but it will be a database update.
Real Stars compaign, conventional, no NPR, 1st year, created GF structure only, there was no errors before 1st increment, and there is:Function #2181: Attempted to Divide by Zero.Have no clue what is it.
Quote from: davidr on April 20, 2020, 04:48:58 AMStill seems that there is no notification or pause on completion of orders by a vessel.My Geo survey vessel completed surveying all planets and moons as requested then stopped with no orders. However I never received a notification or a pause in time in the Events window.DavidRVery weird. I am seeing it and code is there. I've added some breakpoints in the code so I will track it and try to catch the error.
1. 70 bugWhen creating Ship class, there is some kind of problem with MSP and Maintance Life when Maintnance storage and Enginering Spaces are pressent on the same ship. Adding Maintance Storage and Enginering spaces gives diffrent results depending on order of placement and amount of trying to repeat same order of placement. Below I present results from my tests. ES= Enginering Spaces MSB= Maintance Storage BayStandard ES ---> Large MSB = Maint Life 1,38 Years MSP 2 025 AFR 524% IFR 7,3% 1YR 1 154 5YR 17 313(ES not replaced every test) (1 try) standard MSB --> Large MSB = Maint Life 1,37 Years MSP 2 025 AFR 530% IFR 7,4% 1YR 1 162 5YR 17 423 (2 try) standard MSB --> Large MSB = Maint Life 0,37 Years MSP 425 AFR 530% IFR 7,4% 1YR 1 162 5YR 17 423 (3 try) standard MSB --> Large MSB = Maint Life 1,37 Years MSP 2 025 AFR 530% IFR 7,4% 1YR 1 162 5YR 17 423 (4 try) standard MSB --> Large MSB = Maint Life 0,37 Years MSP 425 AFR 530% IFR 7,4% 1YR 1 162 5YR 17 423 Confirmed to happen with diffrent combination of sizes. Tried many times, but it is hard to get same results. Seems like placment of ES resets the cicle, or changes it to one of two possibile cicles? Not sure. tried to check diffrent combinations, but results were a mess. Done on ship attached to post. UPDATE:seems like amount of ES and MSB determines when cicle changes. 2 modules are changing ---> (1try = result 1 // 2try = result 2 // 3try = result 1 // 4try = result 2)3 modules are changing ---> (1try = result 1 // 2try = result 1 // 3try = result 2 // 4try = result 1)