Author Topic: v2.1.1 Bugs Thread  (Read 31115 times)

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Offline Kiero

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Re: v2.1.1 Bugs Thread
« Reply #225 on: September 07, 2023, 01:20:04 AM »
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Miscellaneous Components can now be researched normally and will appear in the Logistics category.

Miscellaneous components do not appear in the Logistic Tab anymore.
 
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Offline Bryan Swartz

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Re: v2.1.1 Bugs Thread
« Reply #226 on: September 10, 2023, 09:15:52 PM »
Terraforming installations are counting as one fewer than the number I actually have. 

Mars w/5 installations has a capacity of 0.0045 atm;  Luna with 1 has no capacity. 

I move one of them: 

Mars w/4 has 0.0034, a reduction of a fourth rather than a fifth.  Luna with 2 has 0.0043. 

I move another: 

Mars w/3 has 0.0023, one-third lower instead of one-quarter.  Luna with 3 has 0.0086, a doubling rather than a 50% increase. 

And so on. 
 

Offline kyonkundenwa

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Re: v2.1.1 Bugs Thread
« Reply #227 on: September 10, 2023, 11:18:17 PM »
Terraforming installations are counting as one fewer than the number I actually have.   
Sounds like you lost a portion of an installation at some point. You could fix it in SM mode by setting the number of installations at each location to an integer value, or you could just wait and see if the "missing" installation appears once all installations have been transported and all the decimals get added up.
 
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Offline Bryan Swartz

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Re: v2.1.1 Bugs Thread
« Reply #228 on: September 11, 2023, 01:22:43 AM »
Thanks - I didn't think it would affect two different locations if it was just a rounding error, but SM says it is.  That will go away in 2.2 then. 
 

Offline IceKobold

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Re: v2.1.1 Bugs Thread
« Reply #229 on: September 13, 2023, 09:05:27 AM »
I'm not sure if this is a bug, or just something I don't understand.   But I have a group of hostile contacts which I keep losing contact with each pulse (regardless of length)  and then re-establishing contact with 5 seconds into the next pulse. . . even when they're deep inside my active sensor range.   It's too quick for them to be transiting an unknown warp point and coming back, right?  Let me know if there's anything else that'd be useful.
 

Offline nuclearslurpee

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Re: v2.1.1 Bugs Thread
« Reply #230 on: September 13, 2023, 09:40:27 AM »
I'm not sure if this is a bug, or just something I don't understand.   But I have a group of hostile contacts which I keep losing contact with each pulse (regardless of length)  and then re-establishing contact with 5 seconds into the next pulse. . . even when they're deep inside my active sensor range.   It's too quick for them to be transiting an unknown warp point and coming back, right?  Let me know if there's anything else that'd be useful.

This is not a bug. These are Raiders; looks like they are popping into the system through their super-sneaky not-a-jump-point, seeing your active sensor, getting scared, and immediately jumping out.

Steve - It might make sense to change this AI behavior even though it's not a bug. This is the same kind of thing as the AI jumping through a jump gate every 5 seconds and that was changed as it leads to a similarly poor gameplay experience. Maybe this is already fixed in 2.2 though, I recall there is a change so the AI remembers contacts for a while now.
 

Offline IceKobold

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Re: v2.1.1 Bugs Thread
« Reply #231 on: September 13, 2023, 12:27:36 PM »
Quote from: nuclearslurpee link=topic=13078. msg165809#msg165809 date=1694616027
Quote from: IceKobold link=topic=13078. msg165808#msg165808 date=1694613927
I'm not sure if this is a bug, or just something I don't understand.    But I have a group of hostile contacts which I keep losing contact with each pulse (regardless of length)  and then re-establishing contact with 5 seconds into the next pulse.  .  .  even when they're deep inside my active sensor range.    It's too quick for them to be transiting an unknown warp point and coming back, right?  Let me know if there's anything else that'd be useful.

This is not a bug.  These are Raiders; looks like they are popping into the system through their super-sneaky not-a-jump-point, seeing your active sensor, getting scared, and immediately jumping out.

Oh.   That explains why they first appeared in the Sol system then, I guess.   I thought I had Raiders turned off, though. . . oops, no, I left them on this game.
 

Offline ExChairman

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Re: v2.1.1 Bugs Thread
« Reply #232 on: September 14, 2023, 05:39:04 AM »
Something strange, I have downloaded everything, installed it, then I make my own game. productionpoints and researchpoints is about 100 times more than it should, in both conventional and trans-Newtonian start...
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Offline nuclearslurpee

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Re: v2.1.1 Bugs Thread
« Reply #233 on: September 14, 2023, 05:52:25 AM »
Something strange, I have downloaded everything, installed it, then I make my own game. productionpoints and researchpoints is about 100 times more than it should, in both conventional and trans-Newtonian start...

Check your decimal separator.
 
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Offline ExChairman

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Re: v2.1.1 Bugs Thread
« Reply #234 on: September 14, 2023, 08:40:54 AM »
Something strange, I have downloaded everything, installed it, then I make my own game. productionpoints and researchpoints is about 100 times more than it should, in both conventional and trans-Newtonian start...

Check your decimal separator.

Upgraded to win 11 and totaly forgot about that...
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Offline bankshot

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Re: v2.1.1 Bugs Thread
« Reply #235 on: September 17, 2023, 08:11:15 PM »
Terraforming installations are counting as one fewer than the number I actually have.   
Sounds like you lost a portion of an installation at some point. You could fix it in SM mode by setting the number of installations at each location to an integer value, or you could just wait and see if the "missing" installation appears once all installations have been transported and all the decimals get added up.

I found that when you move terraforming installations you need to either have more cargo holds than required for all of them or you'll want to have a fleet with cargo holds in multiples of 3.  Since it takes 3 cargo holds to transport one installation it will transport .333333... and then when you come back for the rest you get .66666... and .99999... the leftover bit can get lost. 
 

Offline Ragnarsson

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Re: v2.1.1 Bugs Thread
« Reply #236 on: September 17, 2023, 09:27:22 PM »
I found that when you move terraforming installations you need to either have more cargo holds than required for all of them or you'll want to have a fleet with cargo holds in multiples of 3.  Since it takes 3 cargo holds to transport one installation it will transport .333333... and then when you come back for the rest you get .66666... and .99999... the leftover bit can get lost.
This will be changed in the next version, as per the notes at http://aurora2.pentarch.org/index.php?topic=13090.0

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Terraforming Installations changed to 50,000 cargo points.