Author Topic: v5.56/v5.60 Official Bugs Thread  (Read 65295 times)

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Offline Marthnn

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #120 on: February 20, 2012, 06:32:47 PM »
... let us know if u get unrest due to minority status my suggestion is setup a new colony move the conqueored population off to their own little rock ...
There is no infrastructure or population on either colonies, and it is not yet terraformed to an ideal world. I will simply make sure the "conquered" colony is empty and abandon it. At worst, SM mode is there to fix this kind of things.
 

Offline ollobrains

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #121 on: February 20, 2012, 07:49:31 PM »
Good point on SM - perhaps theres room for split colonies on planets that steve could expand this game element at some point for the time being SM mode is there.
 

Offline Nathan_

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #122 on: February 22, 2012, 12:01:45 AM »
Rank 4 officers don't seem to add their crew training bonus for taskforce training.
 

Offline Thiosk

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #123 on: February 22, 2012, 12:18:01 AM »
Rank 4 officers don't seem to add their crew training bonus for taskforce training.

AH YOU FIGURED IT OUT.

Holy crap on a sandwitch i couldn't figure out why I was putting my top training officers on ships and strangly one out of 6 would simply not train.  It took 7 years to train up one ship.

I didn't note the officer rankings, but this must be it.
 

Offline TheDeadlyShoe

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #124 on: February 22, 2012, 12:33:46 AM »
im pretty sure its that they get all stuck up if they're the same rank/higher as the task force commander.
 

Offline sloanjh

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #125 on: February 22, 2012, 08:50:45 AM »
im pretty sure its that they get all stuck up if they're the same rank/higher as the task force commander.

What he said.  A staff officer must be of lower rank than the fleet commander.  If not (due to promotions), the staff officer doesn't get booted from his slot, but (IIRC) he stops contributing his skill values to the fleet numbers.

John
 

Offline ollobrains

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #126 on: February 22, 2012, 07:16:58 PM »
what about an automatic option to rerate higher ranked lower members to the top in any fleet changes ? might be difficult and time consuming to program though
 

Offline Nathan_

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #127 on: February 23, 2012, 07:52:01 PM »
Construction factories seem to produce and consume ship/pdc parts and certain facilities at the wrong rate once the construction value gets high enough. I have noticed this with PDC parts(too few produced), terraforming modules + terraforming OHs(500 parts produced, 10-50 part OHs built, 450 parts left over), and with naval complexes(ordering two only produces one yard). I have 3007 construction factories producing 119807.9 BP per year, and each construction order occupied a single slot rather than multiple slots.
 

Offline Erik L

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #128 on: February 28, 2012, 07:11:15 PM »
Not sure if this has been reported, but when building a max tech, max sized, jump capable ship, there are numerous overflow errors.
 

Offline ollobrains

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #129 on: February 28, 2012, 09:19:28 PM »
Error In exectutive orders

Error 5 was generated by aurora
Invalid procedure call or argument

Please report so here i am not sure what is causing this using 5.6
 

Offline Thiosk

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #130 on: February 28, 2012, 09:25:40 PM »
Error In exectutive orders

Error 5 was generated by aurora
Invalid procedure call or argument

Please report so here i am not sure what is causing this using 5.6


Error in execute orders?
Error 5 invalid procedure call or argument.

Previous solution:
I have several taskforces under a move to taskforce order, where that taskforce was just destroyed. This error probably has to do with you telling a ship to go somewhere it cannot possibly go.  Clear all orders of  your task groups and clear your civ industry orders if that doesn't work.
 

Offline ollobrains

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #131 on: February 28, 2012, 09:32:13 PM »
actually with some testing figured it out when i had one task force out of fuel sent one ship fuel ship to absorb it and a jump gate builder behind that to absorb it first ship became a new task group ( the first task group vanished) so when the third ship arrived to absorb the first fleet as well which is non existant the error was generated.

Removing that order before it arrives fixes it.

So having narrowed it down when steve fixes it should be easy enough to generate a cant find the ship message and all orders cease and the ship stops instead of generating the error report
 

Offline IanD

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #132 on: March 01, 2012, 08:04:35 AM »
Just noticed in the F2 Research tab that while you research gauss tech in Missiles & Kinetic Weapons, The gauss cannons in turrets appear in Energy Weapons!  ::)  But CIWS appear in Missile & Kinetic Weapons.

« Last Edit: March 01, 2012, 08:06:34 AM by IanD »
IanD
 

Offline Hawkeye

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #133 on: March 01, 2012, 09:55:04 AM »
I noticed this too, but thought, because the turret tracking speed tech is in the energy weapon area, this is WAD (i.e. the gauss cannon is allready designed, you are now designing the turret that holds them, thus it is in the energy weapon field).
Ralph Hoenig, Germany
 

Offline Thiosk

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #134 on: March 02, 2012, 11:35:00 PM »
Error 11 in turret design
division by zero.


No reduced size laser turrets?  sadness.