Author Topic: 2.4 Bugs  (Read 7065 times)

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Offline Erik L

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« Reply #15 on: November 04, 2007, 05:37:45 PM »
Quote from: "sloanjh"
PS - Have you moused over the "remove PDCs" button yet? :-)


Lol yes. And I've had to use it too.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #16 on: November 05, 2007, 02:11:54 PM »
If you obsolete a class to a new one, the shipayrds throw errors when you try to refit old class to new class.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Ancient History

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« Reply #17 on: November 07, 2007, 02:17:01 PM »
Hi,

I'm not sure if this is a 2.4 bug or just something I'm doing wrong.  Every game I've played has my race steadily decreasing in wealth production.  For instance over a one year period I noticed my annual wealth dropping from 8071 to 738, while my population continued to increase from 1071.7 million to 1090.9 million, Income per captia dropped from 7.53 to .68 durring that time.  Population income dropped from 672.3 to 61.5 with a near constant drop of 55 per turn and my expenditures dropped from 230.2 to 77.3.  

So despite having an increasing population size and not building anything for over a year, my per turn income went from +442 to -16.  So, is this a bug with the system or am I doing something wrong?  Thanks.
« Last Edit: December 31, 1969, 06:00:00 PM by Ancient History »
 

Offline Erik L

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« Reply #18 on: November 07, 2007, 02:54:32 PM »
Quote from: "Ancient History"
Hi,

I'm not sure if this is a 2.4 bug or just something I'm doing wrong.  Every game I've played has my race steadily decreasing in wealth production.  For instance over a one year period I noticed my annual wealth dropping from 8071 to 738, while my population continued to increase from 1071.7 million to 1090.9 million, Income per captia dropped from 7.53 to .68 durring that time.  Population income dropped from 672.3 to 61.5 with a near constant drop of 55 per turn and my expenditures dropped from 230.2 to 77.3.  

So despite having an increasing population size and not building anything for over a year, my per turn income went from +442 to -16.  So, is this a bug with the system or am I doing something wrong?  Thanks.



Research, Industrial Production, Ship construction, ordnance, fighter construction... pretty much everything, counts against income. If you look on the income tab of the economic screen, you can change it to the "last year" and see where the creds are going.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Steve Walmsley

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« Reply #19 on: November 08, 2007, 09:32:37 AM »
Quote from: "Ancient History"
Hi,

I'm not sure if this is a 2.4 bug or just something I'm doing wrong.  Every game I've played has my race steadily decreasing in wealth production.  For instance over a one year period I noticed my annual wealth dropping from 8071 to 738, while my population continued to increase from 1071.7 million to 1090.9 million, Income per captia dropped from 7.53 to .68 durring that time.  Population income dropped from 672.3 to 61.5 with a near constant drop of 55 per turn and my expenditures dropped from 230.2 to 77.3.  

So despite having an increasing population size and not building anything for over a year, my per turn income went from +442 to -16.  So, is this a bug with the system or am I doing something wrong?  Thanks.

Its not a bug I am aware of. To try and find out what is happening could you give me the following information.

On the Summary tab for your main population, what values do you have for Annual Wealth Creation (about the 5th item on the left-hand column), Requested Protection Level and Actual Protection Level (which are the bottom two items in the left-hand column) and the five bottom items on the right-hand column (Economic Production Modifier, Manufacturing Efficiency Modifier and the three Political Status Modifiers)

On the Income/Exp Data what is in the three text boxes across the top?
Also, select the Last Year option and list what you see in the two grid controls showing income and expenditure.

If I had to hazard a guess, it may be that you have a very low political stability because your population is demanding more protection than you are providing but the above information should help me figure out what it is.

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

Offline Ancient History

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« Reply #20 on: November 08, 2007, 10:28:17 PM »
Hi Steve,

Thanks for the insight.  You are correct.  It was my political stability.  That will teach me skimp on the military.  Thanks.
« Last Edit: December 31, 1969, 06:00:00 PM by Ancient History »
 

Offline Father Tim

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« Reply #21 on: November 08, 2007, 11:27:11 PM »
The 'Shipyards' entry on the 'SM Mods' tab of the F2 (Population & Production) window is no longer functional.  It has no effect on the number of shipyards or slipways of any/each shipyard.
« Last Edit: December 31, 1969, 06:00:00 PM by Father Tim »
 

Offline SteveAlt

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« Reply #22 on: November 09, 2007, 02:19:31 AM »
Quote from: "Ancient History"
Hi Steve,

Thanks for the insight.  You are correct.  It was my political stability.  That will teach me skimp on the military.  Thanks.

BTW, the best (cheapest) way to get a high PPV on heavily populated worlds is to build PDCs. Also, the designs that makes civilians most happy are not necessarily the best designs from an military effectiveness point of view because the local politicians want to see lots of weapons and aren't bothered about details like fire control or sensors.

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

Offline SteveAlt

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« Reply #23 on: November 09, 2007, 02:20:54 AM »
Quote from: "Father Tim"
The 'Shipyards' entry on the 'SM Mods' tab of the F2 (Population & Production) window is no longer functional.  It has no effect on the number of shipyards or slipways of any/each shipyard.

I had forgotten about that. I need to find some way for the SM to modify the new shipyards and slipways.

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

Offline Brian Neumann

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« Reply #24 on: November 09, 2007, 06:13:33 AM »
I was just playing around with the gunboats and realized that the thermal masking tech does not seem to make a difference on the thermal signature of the ship itself.  It look like the masking is working on the design screen but with three different engines at different levels of masking (50%, 25%, and 16%) they all had the same thermal signature on the ship design screen.

Brian

Update.  This seems to be a problem for all ships, not just gunboats.
11/8/07 6:45pm est
Brian
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline sloanjh (OP)

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« Reply #25 on: November 10, 2007, 07:39:42 PM »
I just awarded my first medal.  Shouldn't medals show up as a log entry in the officer's history?

John
« Last Edit: December 31, 1969, 06:00:00 PM by sloanjh »
 

Offline Charlie Beeler

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« Reply #26 on: November 11, 2007, 09:21:03 AM »
Has anyone been having problems with movement orders and damage allocation after a ship is destroyed in combat?

I've been doing some quick and dirty games to play with beam v missile and beam v fighter/missile combat.  So my problems may be of my own making.
« 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 sloanjh (OP)

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« Reply #27 on: November 11, 2007, 11:24:12 AM »
Weirdness on the "commands" view for the officer screen (F4).  If I go to "commands", then toggle off "Include Ground Units" using the check box, I have multiple entries of the same ship.  It feels like there's an array that got loaded up by the DB query that isn't getting resized down when its squished by filtering out the ground unit commands.  If I sort in different ways (using the radio buttons e.g. location or type) it doesn't fix the problem.  Note that this is an NPR (and I've got my player race set to default), so it's also conceivable that there's a query using an incorrect race ID floating around.  The workaround is to leave the view with ground units off and come back.

BTW, while you're in there, could you do an alphabetized sub-sort on the results in the "commands" screen (and vacancies too)?  I think that's one of the reasons I have trouble finding things on this screen.

Also, the "Rank" column should maybe sort on required rank, rather than commander rank.

Finally, staff assignments don't show up in this view.

Thanks,
John
« Last Edit: December 31, 1969, 06:00:00 PM by sloanjh »
 

Offline sloanjh (OP)

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« Reply #28 on: November 11, 2007, 07:41:42 PM »
It looks like staff positions are stomping the PlanetaryLocationID field in the Commander database with a "0" - it looks like the commander isn't being put back on a planet when he leaves the staff.  This is showing up as commanders not being available to form teams from the Personnel tab of the F2 screen - they're invisible from the point of view of the "Team Type" pull-down.  The workaround is to use the F4 screen to change the commanders location to the planet on which you're trying to form the team.

I don't know if this has other side effects.

Note that I've been running with the "Allow Assignments to any Location" box checked.

John
« Last Edit: December 31, 1969, 06:00:00 PM by sloanjh »
 

Offline Erik L

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« Reply #29 on: November 14, 2007, 10:22:24 AM »
Clicking on a shipyard tooled for an obsolete class generates an error invalid index.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »