Author Topic: v2.4.0 Bugs Thread  (Read 3674 times)

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Online nuclearslurpee

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Re: v2.4.0 Bugs Thread
« Reply #30 on: December 21, 2023, 03:58:19 PM »
Known Stars is turned on. Though, I wonder if it is because I choose just Archipelago for the NPR homeworld terrian.

Edit: Ah, yeah it seems that was what caused it.

Yeah, Archipelago is a rough terrain for a home world because the usable land area tends to be virtually nil, leading to massive overcrowding. I think Steve added a check at some point to make sure a NPR wouldn't spawn on a planet that couldn't support its population, or something along those lines, so that interaction may be what caused this.

IIRC the check is supposed to just cap the population to the carrying capacity but when I reported that bug back then it was in the context of generated NPRs not game-start NPRs.

You're probably right. I suspect that based on the Create Habitable Systems dev post, there is an endless loop where the habitable planet checker requires <70% hydro, but Archipelago requires... more than that.
 

Offline lumporr

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Re: v2.4.0 Bugs Thread
« Reply #31 on: December 21, 2023, 05:27:28 PM »
I can also confirm that I've been having issues related to restricting homeworld types with Custom NPRs in Known Stars universes.
 

Offline Oafsalot

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Re: v2.4.0 Bugs Thread
« Reply #32 on: December 21, 2023, 07:20:21 PM »
Concerning Decoy Missiles:

You can't load them onto colliers, so you can't move them between colonies except by making a ship full of Decoy Launchers and moving them with load/unload ordinance.

This means I have been unable to test reloading Decoy Launchers in space from Ordinance Transfer Systems. Is this supposed to be the case?
 

Offline Droll

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Re: v2.4.0 Bugs Thread
« Reply #33 on: December 21, 2023, 07:50:07 PM »
Concerning Decoy Missiles:

You can't load them onto colliers, so you can't move them between colonies except by making a ship full of Decoy Launchers and moving them with load/unload ordinance.

This means I have been unable to test reloading Decoy Launchers in space from Ordinance Transfer Systems. Is this supposed to be the case?

I reported this in the 2.3.1 thread and it's intended. You can see below that Steve does eventually plan on doing something about that. Right now you have to build decoys on-site I'm afraid or use SM to teleport decoys around. Though I guess your decoy launcher carrier also works, as hyper specialised as it is.

I'm posting this as a bug because I think this is an unintended side effect of the way decoys are designed.

Decoys can't be loaded into a magazine, when trying to add the decoys to a ships ordnance template, I just get 0 despite available space. This makes it impossible to transport decoys via magazine from one population to another, which is quite annoying if you have static defense bases that use countermeasures. I get that we shouldn't be able to reload decoy launchers through a ships magazine, but we should still be able to transport them to distant populations.

SJW: Decoys aren't 'missiles' in the traditional sense, so this is working as intended. I agree though that some form of transport for decoys is needed.
 

Offline mtm84

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Re: v2.4.0 Bugs Thread
« Reply #34 on: December 21, 2023, 11:22:36 PM »
Not sure if WAI or not, but I created a new game in 2.4 with the auto assign tech points option, and I ended up with small compressed fuel tanks.  Is that a normal research project now?

SJW: Fixed for v2.5.0
« Last Edit: December 23, 2023, 09:02:14 AM by Steve Walmsley »
 

Offline Garfunkel

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Re: v2.4.0 Bugs Thread
« Reply #35 on: December 22, 2023, 07:18:06 AM »
Not sure if WAI or not, but I created a new game in 2.4 with the auto assign tech points option, and I ended up with small compressed fuel tanks.  Is that a normal research project now?
No, that's a bug. I thought it had been fixed already.
 

Offline buczbucz

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Re: v2.4.0 Bugs Thread
« Reply #36 on: December 22, 2023, 09:37:30 AM »
if you don't have any fleets set up you can make infinite ships at 1 shipyard.  It doesn't matter how many slipways you have there.

First, there is an error when you give out construction orders, but then after you refresh shipyards window (by closing and opening it again), you can see there are ships being built and your available slipways can display as a negative number.

SJW: Fixed for v2.5.0
« Last Edit: December 23, 2023, 09:05:44 AM by Steve Walmsley »
 

Offline Steve Zax

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Re: v2.4.0 Bugs Thread
« Reply #37 on: December 22, 2023, 01:40:55 PM »
if you don't have any fleets set up you can make infinite ships at 1 shipyard.  It doesn't matter how many slipways you have there.

First, there is an error when you give out construction orders, but then after you refresh shipyards window (by closing and opening it again), you can see there are ships being built and your available slipways can display as a negative number.

Oh THAT is fun! Don't fix it !
 

Offline Desdinova

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Re: v2.4.0 Bugs Thread
« Reply #38 on: December 22, 2023, 03:09:56 PM »
I've been experiencing a weird problem in my current game with ships disappearing when being towed by tugs. It's happened a couple times so far:

Gave an order to tug a space station with hangar decks and four squadrons of fighters embarked. When released, two of the squadrons had disappeared.

Just now, I disabled, boarded and captured a pair of raider ships. Gave an order to tug them back to Earth, but when the tugs reached them, they disappeared.

I haven't been able to reproduce this yet.
 

Offline Garfunkel

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Re: v2.4.0 Bugs Thread
« Reply #39 on: December 22, 2023, 06:46:12 PM »
Was it a case of multiple/nesting sub-fleets?
 

Offline JacenHan

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Re: v2.4.0 Bugs Thread
« Reply #40 on: December 23, 2023, 01:16:40 AM »
This may or may not be a bug, but it's been noted the last couple days on Discord that Missile Retargeting is allowing a missile to make multiple attack attempts in a 5-second increment, seemingly doing an attack run every 1-second sub-pulse until it hits. If PD can still only fire once every 5 seconds, this is a pretty big buff to retargeting that may not be intended.

Example from user Exultant on Discord launching a single missile at a target making multiple attacks in one 5-second increment:



SJW: Fixed for v2.5.0
« Last Edit: December 23, 2023, 08:44:28 AM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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Re: v2.4.0 Bugs Thread
« Reply #41 on: December 23, 2023, 05:43:57 AM »
This may or may not be a bug, but it's been noted the last couple days on Discord that Missile Retargeting is allowing a missile to make multiple attack attempts in a 5-second increment, seemingly doing an attack run every 1-second sub-pulse until it hits. If PD can still only fire once every 5 seconds, this is a pretty big buff to retargeting that may not be intended.

Example from user Exultant on Discord launching a single missile at a target making multiple attacks in one 5-second increment:



Yes, this is a bug. I'll take a look over the weekend. Retargeting should be once per 5-second increment, but this is very likely caused by the 1-second sub-pulses.
 

Online nuclearslurpee

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Re: v2.4.0 Bugs Thread
« Reply #42 on: December 23, 2023, 07:40:35 AM »
This may or may not be a bug, but it's been noted the last couple days on Discord that Missile Retargeting is allowing a missile to make multiple attack attempts in a 5-second increment, seemingly doing an attack run every 1-second sub-pulse until it hits. If PD can still only fire once every 5 seconds, this is a pretty big buff to retargeting that may not be intended.

Example from user Exultant on Discord launching a single missile at a target making multiple attacks in one 5-second increment:

Yes, this is a bug. I'll take a look over the weekend. Retargeting should be once per 5-second increment, but this is very likely caused by the 1-second sub-pulses.

This could be a big deal since people are doing tests that show retargeting is massively better than anything else (e.g., multiple warheads) on AMMs. Since I don't think the intention was to create a clearly best option with the new mechanics, if this bug is responsible it would avoid having to do a bunch of extra rebalancing work if solved.
 

Offline Steve Walmsley (OP)

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Re: v2.4.0 Bugs Thread
« Reply #43 on: December 23, 2023, 08:14:02 AM »
This may or may not be a bug, but it's been noted the last couple days on Discord that Missile Retargeting is allowing a missile to make multiple attack attempts in a 5-second increment, seemingly doing an attack run every 1-second sub-pulse until it hits. If PD can still only fire once every 5 seconds, this is a pretty big buff to retargeting that may not be intended.

Example from user Exultant on Discord launching a single missile at a target making multiple attacks in one 5-second increment:

Yes, this is a bug. I'll take a look over the weekend. Retargeting should be once per 5-second increment, but this is very likely caused by the 1-second sub-pulses.

This could be a big deal since people are doing tests that show retargeting is massively better than anything else (e.g., multiple warheads) on AMMs. Since I don't think the intention was to create a clearly best option with the new mechanics, if this bug is responsible it would avoid having to do a bunch of extra rebalancing work if solved.

Yes, I noticed that too. If it can attack 5x per increment, then it will be much more effective than intended.

EDIT: Now restricted to one attack per increment, as per original rules post
« Last Edit: December 23, 2023, 08:45:25 AM by Steve Walmsley »
 
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Offline Haphazard

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Re: v2.4.0 Bugs Thread
« Reply #44 on: December 23, 2023, 09:07:29 AM »
I have a survey ship with the standing order "Survey Next Three System Bodies or Locations" that is surveying a set of trojan asteroids in descending numerical order instead of by distance.  There is another survey ship in the same system with the same standing orders.  What is even stranger is that this ship was surveying in the inner parts of the system before deciding to make the long trek out to the trojans, and there are many bodies and locations much closer in.  The system only has one lagrange point in the one set of trojans, if that has any effect.