Author Topic: v1.12.0 Bugs Thread  (Read 69522 times)

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Offline Steve Walmsley (OP)

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Re: v1.12.0 Bugs Thread
« Reply #405 on: January 25, 2021, 05:09:38 AM »
howdy all, after playing a campaign in v1. 12. 0 for about 25 in game years, I've started to get a text box appearing anytime I advance in time.  "Function #1414: The Given Key was not present in the dictionary" is what I'm getting.  Any solutions? Thanks in advance

#1414 is unfortunately the largest function in the code - ExecuteOrders - so there is no easy way to identify the problem beyond that a fleet somewhere is trying to interact with something that no longer exists. Have you recently deleted something that was the target of a fleet order?
 
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Offline Steve Walmsley (OP)

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Re: v1.12.0 Bugs Thread
« Reply #406 on: January 25, 2021, 05:10:57 AM »
Can you add something that says a NPR is pre-industrial? It would be pretty obvious to any ship in orbit, but isn't as obvious in-game due to the population still having an EM signature.

An ELINT Module will tell you how many installations are at a population.
 

Offline Droll

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Re: v1.12.0 Bugs Thread
« Reply #407 on: January 25, 2021, 05:11:17 AM »
1.12

The ancient constructs tab is always empty despite there being active constructs in the empire (with a colony >10m pop). Bonuses seem to be working so its just the UI.
To reproduce just have any empire that has an ancient construct under its control.

I added the tab but never got around to coding it :)

Why must you hurt me in this way
 

Offline nuclearslurpee

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Re: v1.12.0 Bugs Thread
« Reply #408 on: January 25, 2021, 07:07:31 AM »
Why must you hurt me in this way

It provides a fun diversion from hurting you in all the other ways this game does!  ;D
 

Offline majorT

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Re: v1.12.0 Bugs Thread
« Reply #409 on: January 25, 2021, 02:39:41 PM »
Quote from: Steve Walmsley link=topic=11945. msg147513#msg147513 date=1611572978
Quote from: majorT link=topic=11945. msg147409#msg147409 date=1611514027
howdy all, after playing a campaign in v1.  12.  0 for about 25 in game years, I've started to get a text box appearing anytime I advance in time.   "Function #1414: The Given Key was not present in the dictionary" is what I'm getting.   Any solutions? Thanks in advance

#1414 is unfortunately the largest function in the code - ExecuteOrders - so there is no easy way to identify the problem beyond that a fleet somewhere is trying to interact with something that no longer exists.  Have you recently deleted something that was the target of a fleet order?

This could be the cause yes, recently I had some issues with colonists being loaded/unloaded so I had done some reorganization.  Either way I think it might be some civ ships with these order problems R I P.  Oddly enough I receive the error only after using a time advancement larger than I believe 5 minutes.  Anything from 5 seconds to that limit works without giving a pop up message
 

Offline xenoscepter

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Re: v1.12.0 Bugs Thread
« Reply #410 on: January 26, 2021, 07:32:55 AM »
 - A super-minor annoyance that might be a bug, might be WAI, or might simply be an oversight, but if you re-name a component after you have researched it, the name does not change if you go to remove it on the Research Screen. So a "10cm Laser, IR" renamed to "10cm Laser, IR Mark One" would still be "10cm Laser, IR" if I go to the Research Screen and try to remove it from the "Completed Research" Projects. I have confirmed this to be the case in 1.12, but I ran into it as early as the introduction of Prototype parts. Mainly because I make typos or decide to use a different or refined naming convention, or just change my mind on what I want something to be called; and then it makes it a pain to go and delete those Prototypes to declutter the Ship Design window. :)

 - That all said, I can confirm that it does change the name in the Technology Screen. :)
 

Offline TMaekler

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Re: v1.12.0 Bugs Thread
« Reply #411 on: January 26, 2021, 07:57:42 AM »
When refitting a ship into a new class, you can change the name of the ship in the task list, but once the refit is done, the name of the ship isn't changed.
 

Offline Droll

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Re: v1.12.0 Bugs Thread
« Reply #412 on: January 26, 2021, 05:47:53 PM »
1.12

A fleet with too many reaction bonuses stacked is completely unable to move and is even unable to perform tasks such as activating shields at their current location (when given as a move command and not though the combat menu)

In the DB attached the affected fleet was the "Carrier Group - 13th Star Lords". Their fleet commander is "Thierry Arene" (ID 111292) who had a reaction bonus of 35%. Reducing this bonus to 10% through DB magic made the fleet start moving again. So if you want to reproduce revert my workaround.

Also useful to note is my admin command structure that this fleet falls under:
GEN - 35% Reaction bonus
   GEN - 35% Reaction bonus
      NAV - 25% Reaction bonus
         NAV - 50% Reaction bonus
            NAV - 35% Reaction bonus
               Affected fleet - 35% Reaction bonus (fleet CO)
                  DD HNS Porpoise - 50% Reaction bonus (Captain, highest in the fleet, haven't checked the fighters though)
 
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Offline Erik L

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Re: v1.12.0 Bugs Thread
« Reply #413 on: January 26, 2021, 06:01:04 PM »
1.12

When dragging a unit/formation out of their command structure to the planetary level, it moves but does not stay there. There currently does not seem to be a way to move a unit out of a command structure without moving it to another one.

Offline nuclearslurpee

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Re: v1.12.0 Bugs Thread
« Reply #414 on: January 26, 2021, 06:18:46 PM »
1.12

When dragging a unit/formation out of their command structure to the planetary level, it moves but does not stay there. There currently does not seem to be a way to move a unit out of a command structure without moving it to another one.

The visual behavior is a glitch, but you can move a unit out of its command hierarchy with the "Clear Hierarchy" button.
 

Offline Celarious

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Re: v1.12.0 Bugs Thread
« Reply #415 on: January 26, 2021, 10:20:15 PM »
v1. 12
Game length: 27 years
Real Stars
TN start
Reproducible easily
Function #730, #722

If a fleet is set to have a primary conditional order of "Refuel, Resupply and Overhaul at Colony" when the Deployment Exceeded condition is met, the next 8+ hour time increment will throw the following two errors:

1.  12.  0 Function #730: Object reference not set to an instance of an object. 
1.  12.  0 Function #722: Object reference not set to an instance of an object. 

This is reproducible 100% of the time.   The actual order then seems to change to just overhauling.   The fleet has a commercial and military ship.   No other errors are thrown after this, unless I select another conditional order and change it back to the one mentioned above. 

 

Offline captainwolfer

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Re: v1.12.0 Bugs Thread
« Reply #416 on: January 29, 2021, 07:21:36 PM »
1.12

Had an Elint ship gathering intel on an NPR homeworld. I managed to steal the technical details of a component called a Swarm Extraction Module

Given the name and that this is flat out better in every way than the normal orbital mining module, I assume the NPR (Which was a normal NPR called the Korsk Republic) should not have had this tech.

The database is attached, the save used is Star League, note that I let a lot of in-game time pass before I realized I should file a bug report.

 

Offline Steve Walmsley (OP)

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Re: v1.12.0 Bugs Thread
« Reply #417 on: January 30, 2021, 05:52:35 AM »
Had an Elint ship gathering intel on an NPR homeworld. I managed to steal the technical details of a component called a Swarm Extraction Module

Yes, it shouldn't have had access to the tech. Fixed now.
 
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Offline ExChairman

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Re: v1.12.0 Bugs Thread
« Reply #418 on: January 30, 2021, 03:13:30 PM »
Auto-asssign Tech points seems to be broken... Tested several lvls up to 8 000 000 all starts with basic techs, seems to be using 2-300 000 tech points at most...
Veni, Vedi, Volvo
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Offline nuclearslurpee

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Re: v1.12.0 Bugs Thread
« Reply #419 on: January 30, 2021, 03:16:35 PM »
Auto-asssign Tech points seems to be broken... Tested several lvls up to 8 000 000 all starts with basic techs, seems to be using 2-300 000 tech points at most...

Is it using the correct amount of tech points for the default starting conditions(ranging from 80k RP at 500m pop to 200k RP at 1250m+ pop)? If so, it is probably WAI, the game is not configured to deal with e.g. 8 million RPs as the auto-assignment of tech points will use an NPR design script which is very much hard-coded and not adaptable to extreme starting conditions.