Author Topic: 2.3 bugs  (Read 10737 times)

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Offline Pete_Keller (OP)

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« Reply #30 on: October 17, 2007, 11:05:51 PM »
Quote from: "Brian"
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
My only gripe is if I leave my colony ships (both of them) orbiting the homeworld for a year, they accumulate 1 year of time since overhaul.  I would think that freighters also would not accumulate TSO time if orbiting a planet with the appropriate facilities.
I prevented MF working on freighters because I didn't want them to use minerals on ships that could be reset to max spares and zero clock for free. I could add a check for them to reset their clock/spares automatically during the 5-day segment if in orbit of a CFF.

Steve
That would be great

Brian


Ditto

Pete
« Last Edit: December 31, 1969, 06:00:00 PM by Pete_Keller »
 

Offline Charlie Beeler

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« Reply #31 on: October 18, 2007, 06:15:24 AM »
Quote from: "Steve Walmsley"
Freighters don't use maintenance facilities and don't need overhauls. Just give the fleet containing the freighters a Freighter Maintenance Check order at a populaiton with a Commercial Freight Facility. This will replenish all spares and reset the clock instantly. This is to avoid a lot of micromanagement of freighters and colony ships so you concentrate your logistics effort on warships, survey ships etc.

Steve


I feel like an idiot now.  I'd been wondering what the CFF was for and just hadn't gone searching yet.   :oops:   I'd only been loosely following the rules changes for the last year and not playing at all.  Finally got some time this week to really dive in.
« Last Edit: December 31, 1969, 06:00:00 PM by Charlie Beeler »
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Steve Walmsley

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« Reply #32 on: October 18, 2007, 08:39:26 AM »
Quote from: "Charlie Beeler"
I feel like an idiot now.  I'd been wondering what the CFF was for and just hadn't gone searching yet.   :). Its such a complex game with no official rulebook, I am amazed people figure out as much as they do.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline SteveAlt

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« Reply #33 on: October 20, 2007, 06:19:30 PM »
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
My only gripe is if I leave my colony ships (both of them) orbiting the homeworld for a year, they accumulate 1 year of time since overhaul.  I would think that freighters also would not accumulate TSO time if orbiting a planet with the appropriate facilities.
I prevented MF working on freighters because I didn't want them to use minerals on ships that could be reset to max spares and zero clock for free. I could add a check for them to reset their clock/spares automatically during the 5-day segment if in orbit of a CFF.

I have added this for v2.4

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline Pete_Keller (OP)

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« Reply #34 on: October 22, 2007, 09:44:20 PM »
two bugs and a minor suggestion.

Bug 1) Population problem

Population                                9.87m
  Agrculture and Environmental (15.0%)   1.48m
  Service Industries (31.5%)             3.11m
  Manufacturing (53.5%)                  5.28m


Manufacturing Sector Breakdown
  Shipyard Workers                       2.00m  = 1 SY
  Construction Workers                   0.25m  = 5 CF
  Fuel Refinery Workers                  0.05m  = 1 FR
  Worker shortage                       -1.02m

I also have Level 2 Deep Space Tracking Station, 1 commercial freight facility, 42 automated mines, and 5 mass drivers.

=====

Bug 2) I have 2 destroyers in major overhauls, and they both (within 5 days of each other) had system failures.

=====

Suggestion 1) "Sex" of ships should be selectable (Russian ships are male).


Pete
« Last Edit: December 31, 1969, 06:00:00 PM by Pete_Keller »
 

Offline Þórgrímr

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« Reply #35 on: October 22, 2007, 10:19:32 PM »
Quote from: "Pete_Keller"
Bug 2) I have 2 destroyers in major overhauls, and they both (within 5 days of each other) had system failures.
Pete


Thats the error I was getting. glad to see someone else besides me can now confirm that bug.



Cheers,
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Randy

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« Reply #36 on: October 24, 2007, 12:17:54 AM »
Theres also the problem that ships in refits will process default orders, and possibly any other queued orders - without ending the minor refit...

(I kept having survey ships that were going to explore a new WP after the refit was done transitign the warp point while still being refit...
« Last Edit: December 31, 1969, 06:00:00 PM by Randy »
 

Offline SteveAlt

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« Reply #37 on: October 28, 2007, 01:11:00 PM »
[quote="
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline SteveAlt

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« Reply #38 on: October 28, 2007, 01:12:21 PM »
Quote from: "Randy"
Theres also the problem that ships in refits will process default orders, and possibly any other queued orders - without ending the minor refit...

(I kept having survey ships that were going to explore a new WP after the refit was done transitign the warp point while still being refit...

Queued orders will not be carried out but I hadn't covered default orders or conditional orders. In v2.4, no default or conditional orders will be checked for fleets that have at least one ship in an overhaul.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline SteveAlt

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« Reply #39 on: October 28, 2007, 05:10:51 PM »
Quote from: "Pete_Keller"
Bug 1) Population problem

Population                                9.87m
  Agrculture and Environmental (15.0%)   1.48m
  Service Industries (31.5%)             3.11m
  Manufacturing (53.5%)                  5.28m


Manufacturing Sector Breakdown
  Shipyard Workers                       2.00m  = 1 SY
  Construction Workers                   0.25m  = 5 CF
  Fuel Refinery Workers                  0.05m  = 1 FR
  Worker shortage                       -1.02m

I also have Level 2 Deep Space Tracking Station, 1 commercial freight facility, 42 automated mines, and 5 mass drivers.

2m pop is required for the commercial freight facility, which wasn't being shown on the summary (corrected for v2.4). This fixed an anomaly in my game but that still doesn't fix the above because even the extra 2m should result in available workers of +0.98, not -1.02, which means there is an extra 2m somewhere. Please could you check the SM mods window to see if you have two commercial freight facilities.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline Pete_Keller (OP)

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« Reply #40 on: October 29, 2007, 08:31:00 PM »
Quote from: "SteveAlt"
2m pop is required for the commercial freight facility, which wasn't being shown on the summary (corrected for v2.4). This fixed an anomaly in my game but that still doesn't fix the above because even the extra 2m should result in available workers of +0.98, not -1.02, which means there is an extra 2m somewhere. Please could you check the SM mods window to see if you have two commercial freight facilities.

Steve


Yes I had 2 commercial freight facilities (both were abandoned facilities)

Pete
« Last Edit: December 31, 1969, 06:00:00 PM by Pete_Keller »
 

Offline Pete_Keller (OP)

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« Reply #41 on: October 29, 2007, 08:41:23 PM »
Quote from: "SteveAlt"
[quote="
« Last Edit: December 31, 1969, 06:00:00 PM by Pete_Keller »
 

Offline Pete_Keller (OP)

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« Reply #42 on: October 30, 2007, 08:38:34 AM »
Error in PopulatePopGU - divide by zero error.

I get this error when I select a colony.

I did not receive this error before I sent an Engineer Division to the planet.

I have saved a copy of the database, and the error still occurs.  Let me know if you want the copy of the database.

Pete
« Last Edit: December 31, 1969, 06:00:00 PM by Pete_Keller »
 

Offline Randy

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« Reply #43 on: October 30, 2007, 09:54:42 AM »
Quote
Error in PopulatePopGU - divide by zero error.


I got this error too - but it goes away as soon as there is enough pop to have surplus workers.

  Do you have any facilities (eg mines) present?

  I had shipped a bunch of mines some engineers and population. But there was not enough population to run all the mines and I got this error everythime I looked at the planet in the F2 screen, or whenever the 5 day production was done...
« Last Edit: December 31, 1969, 06:00:00 PM by Randy »
 

Offline Pete_Keller (OP)

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« Reply #44 on: October 30, 2007, 08:40:21 PM »
Quote from: "Randy"
Quote
Error in PopulatePopGU - divide by zero error.

I got this error too - but it goes away as soon as there is enough pop to have surplus workers.

  Do you have any facilities (eg mines) present?

  I had shipped a bunch of mines some engineers and population. But there was not enough population to run all the mines and I got this error everythime I looked at the planet in the F2 screen, or whenever the 5 day production was done...


Nope, I have surplus workers.  I am not getting the error every 5 days, only when I want to look at the colony.

What is funny, I sent engineers to another colony and this did not happen.

Pete
« Last Edit: December 31, 1969, 06:00:00 PM by Pete_Keller »