Post reply

Warning - while you were reading 20 new replies have been posted. You may wish to review your post.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: skoormit
« on: Today at 11:09:16 AM »

Some CMCs Missing from Populations List on Commanders Window

You have them set to "No Assignment" in the Governor tab.

Oy. Don't know how I overlooked that.

Many thanks!
Posted by: nuclearslurpee
« on: Today at 02:54:40 AM »

When you jump to a Jump Point and then immediately queue a return jump followed by a move to another location, the following sequence occurs:

A message indicates that jump shock prevents further jumping.
Subsequently, no further actions take place.

This persists even after five days and several game segments. Under the current mechanics, while it is correct that the ship cannot jump back immediately due to jump shock, the subsequent orders are not cancelled.

Logic suggests that either the jump shock should cancel all subsequent orders and halt turn processing, or the game should attempt another jump at the next sub-pulse.

This one probably needs a DB. I use this sequence of orders very frequently and after the first interrupt(s) the jump shock ends and the ship transits as normal, so it's probably not easy to reproduce at all.
Posted by: vorpal+5
« on: Today at 01:05:22 AM »

When you jump to a Jump Point and then immediately queue a return jump followed by a move to another location, the following sequence occurs:

A message indicates that jump shock prevents further jumping.
Subsequently, no further actions take place.

This persists even after five days and several game segments. Under the current mechanics, while it is correct that the ship cannot jump back immediately due to jump shock, the subsequent orders are not cancelled.

Logic suggests that either the jump shock should cancel all subsequent orders and halt turn processing, or the game should attempt another jump at the next sub-pulse.
Posted by: kyonkundenwa
« on: Today at 12:27:40 AM »

Some CMCs Missing from Populations List on Commanders Window

You have them set to "No Assignment" in the Governor tab.
Posted by: skoormit
« on: Yesterday at 10:09:11 AM »

Some CMCs Missing from Populations List on Commanders Window

In my game I have 18 CMCs.

In the Commanders window, with Civilian Administrators selected in the bottom-right pane (and anyone in the list clicked on) and Populations selected in the bottom-center pane, the list of available assignments is missing three CMCs.

I suspect (but am not certain) that the missing three are all on bodies which I had previously placed my own colony on (and later removed).

DB is attached.
The missing CMCs are:

Huang Mining Corporation (ZZZPrime III)
Terblanche Minerals Group (Abacus V - Moon 12)
McNay Resources (Baal-A III)
Posted by: GodEmperor
« on: May 07, 2024, 02:59:15 AM »

See attached pic
I see in the attached pic that your decimal separator looks suspiciously like a comma instead of a dot.
Known issues, the very first one: http://aurora2.pentarch.org/index.php?topic=10637.0
How the hell did game run fine by now? Weird. Guess ill try to change it and see if its fixed now.

EDIT: well ill be damned it actually was , and i never noticed.. Somehow it changed from dot at some point O.o
Thx.
Posted by: kyonkundenwa
« on: May 06, 2024, 07:24:58 PM »

See attached pic
I see in the attached pic that your decimal separator looks suspiciously like a comma instead of a dot.
Known issues, the very first one: http://aurora2.pentarch.org/index.php?topic=10637.0
Posted by: GodEmperor
« on: May 06, 2024, 06:38:23 PM »

Did anyone ever encounter a bug with species Population Density and Growth/Research rate/factory modifiers ? For some reason when i loaded the save my Humans suddenly had 100.00 both density and growth.
Various tested runs ( both TN and conv civs ) also show that game suddenly adds two zeroes to those parameters.
See attached pic - ignore the grav/temp deviations, i was trying to see if it will change too but it doesnt apparently..

EDIT : seems to happen right from the start with all four parameters - density/growth/research rate/factory production modifiers at the race creation screen - i set them all to 5.00 and in game its suddenly 500.00, i leave them at default and in game they are 100.00.

2.5.1
Absolute clear install, not even so much as a additional picture or medal.

Posted by: vorpal+5
« on: May 05, 2024, 09:06:46 AM »

Sorry, civilian ...
Posted by: Garfunkel
« on: May 05, 2024, 07:04:20 AM »

You can select a commercial fleet as the target of your new fighter production. It seems a 'dangerous' and totally un-necessary option to me.
Commercial carriers are a thing, for hauling replacement fighters to the frontlines. Or do you mean a civilian fleet?
Posted by: vorpal+5
« on: May 05, 2024, 12:05:51 AM »

You can select a commercial fleet as the target of your new fighter production. It seems a 'dangerous' and totally un-necessary option to me.
Posted by: paolot
« on: May 04, 2024, 09:50:42 AM »

Not a bug, but an odd rounding IMO.   :-\
See the cost of the jump drive in the image.
Posted by: Garfunkel
« on: May 03, 2024, 12:19:36 AM »

In the System Body Modification window off the System Generation and Display window, player cannot adjust Radiation level. Attempting to change the number to something other than zero does not work. Closing and re-opening the window does not change things. Dust Level can be changed in this manner without issues. It is also not just a visibility issue, as changing radiation to 50,000 and then running time until the next construction cycle shows that nothing happens to the colony on that body: environment tab shows 0 radiation and population growth is not affected.
Posted by: Pesinario
« on: May 02, 2024, 09:38:16 PM »

I believe it's a bug, however it makes a lot of sense as a (probably unintended) feature:
When disassembling conventional cryogenic transport modules, you get research points for the cryogenic transport tech, even before researching Trans-newtonian technology (And can get the full tech! ;D )
Also i checked and it doesn't work for:
  • Conventional Active Sensors - Strength 2 (Or their missile fire control variants)
  • Conventional Geological Survey Sensors - Strength 0. 2
  • Troop Transport Bay - Conventional
  • Cargo shuttles (Non-TN)
Posted by: vorpal+5
« on: May 02, 2024, 02:58:10 AM »

On a new session (luckily for me, as I reverted to the previous save) I fiddled with old security formations on Mars, by showing all elements, and grouping 4 formations into a single one. The end result somehow was that I had the remaining formation with a 25k HQ leading another 25k HQ, which seems not very legit to me. But oh well ... Then it went worse.

I closed the window and reopened it, and Mars was only showing the header, and nothing else, although clicking on Mars showed all elements there, but without any formation.

I did not save as it was feeling very buggy. So my question is probably, do people encounter these organizational bugs in land units or not? This was the first time I did some reorg, and bam a bug, so I guess it's not ultra-rare?