Author Topic: v2.0.1 Bugs Thread  (Read 3744 times)

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Offline SerBeardian

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Re: v2.0.1 Bugs Thread
« Reply #15 on: August 06, 2022, 10:50:02 PM »
Just finished streaming 2.0.1 and found a few things:

Hostility Mod and Aether Raiders options in game generation lack tooltips.

Rakhas stalled out game generation for me - sample size 1, worked after turning them off. (attached screenshot of game settings that stalled it, race settings were identical otherwise)

Luna generated with a liquid hydrosphere at -11.7 degrees. Would expect it to be Ice Sheet.

Civilian Shipping of Terraforming Installations failed to adjust the supply/demand when picked up/dropped off. Shipping worked fine otherwise, but would result in civilians complaining about being unable to load until I manually cleared the supply.

SJW: Luna, civilian shipping and tooltips all fixed.
« Last Edit: August 07, 2022, 08:12:18 AM by Steve Walmsley »
 

Offline lumporr

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Re: v2.0.1 Bugs Thread
« Reply #16 on: August 07, 2022, 12:31:57 AM »
When clicking from one naval admin command to another, the required bonuses for the naval admin command you click first will sometimes overwrite the bonuses of the naval admin command you click second.

I've encountered this as well, though it doesn't actually seem to overwrite anything - if you haven't manually set the admin skill to something, it seems to just display the last admin skill that was set. If you manually set every command's admin skills, it won't overwrite anything.

But, another bug: when detaching a fighter from a squadron, its speed is always set to 1km and must manually be raised to full speed. This is a little tedious for scout fighters (or buoy deployment craft) within a larger squadron.

SJW: Both fixed for v2.1
« Last Edit: August 07, 2022, 08:24:21 AM by Steve Walmsley »
 

Offline boolybooly

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Re: v2.0.1 Bugs Thread
« Reply #17 on: August 07, 2022, 04:43:53 AM »
was clicking away merrily and this popped up several times in a row

was going to upload a save but on exit and reload the error is gone, let me know if there is anything else I can do to help

here is the message anyway FYI, hope it helps

SJW: Fixed for v2.1. Its an AI problem that won't affect players.
« Last Edit: August 07, 2022, 09:36:30 AM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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Re: v2.0.1 Bugs Thread
« Reply #18 on: August 07, 2022, 05:41:01 AM »
I'll start working through these today. The next release will be a database release, but I am no rush as there are no obvious game-breaking bugs so far (a dangerous thing for me to say).
« Last Edit: August 07, 2022, 06:30:09 AM by Steve Walmsley »
 
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Offline Steve Walmsley (OP)

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Re: v2.0.1 Bugs Thread
« Reply #19 on: August 07, 2022, 06:17:35 AM »
Game creation hangs up after creating player races (regardless of number of player races, I tried 1 and 2) if you uncheck "Eccentric Orbits" and "Gas Giant Effects".

I can't recreate this one - seems to work fine for me. Anyone else have issues?
 

Offline Kiero

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Re: v2.0.1 Bugs Thread
« Reply #20 on: August 07, 2022, 06:31:14 AM »
Double-clicking on an event from the event list in the tactical window is not working anymore (not for a location "system", it still works for production or research events for example.)
 

Offline pwhk

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Re: v2.0.1 Bugs Thread
« Reply #21 on: August 07, 2022, 06:34:54 AM »
Survey ships classed as "None" for auto-assignment purposes? (Aurora seems to fail to consider Conventional Geological Survey Sensors as survey sensors?)

Code: [Select]
Luhu class Survey Ship (P)      4,101 tons       71 Crew       279.8 BP       TCS 82    TH 250    EM 0
3048 km/s      Armour 1-22       Shields 0-0       HTK 19      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 3.73 Years     MSP 542    AFR 134%    IFR 1.9%    1YR 61    5YR 910    Max Repair 62.50 MSP
Zhong Xiao    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Yao & Luo Nuclear Radioisotope Engine  EP125.00 (2)    Power 250.0    Fuel Use 63.25%    Signature 125.00    Explosion 10%
Fuel Capacity 750,000 Litres    Range 52 billion km (197 days at full power)

Conventional Geological Survey Sensors (1)   0.2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes


SJW: Fixed for v2.1. The issue was fractional value for the conventional sensors.
« Last Edit: August 07, 2022, 06:39:48 AM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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Re: v2.0.1 Bugs Thread
« Reply #22 on: August 07, 2022, 06:36:50 AM »
Double-clicking on an event from the event list in the tactical window is not working anymore (not for a location "system", it still works for production or research events for example.)

What was the event?
 

Offline pwhk

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Re: v2.0.1 Bugs Thread
« Reply #23 on: August 07, 2022, 06:39:28 AM »
Survey ships classed as "None" for auto-assignment purposes? (Aurora seems to fail to consider Conventional Geological Survey Sensors as survey sensors?)

Code: [Select]
Luhu class Survey Ship (P)      4,101 tons       71 Crew       279.8 BP       TCS 82    TH 250    EM 0
3048 km/s      Armour 1-22       Shields 0-0       HTK 19      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 3.73 Years     MSP 542    AFR 134%    IFR 1.9%    1YR 61    5YR 910    Max Repair 62.50 MSP
Zhong Xiao    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Yao & Luo Nuclear Radioisotope Engine  EP125.00 (2)    Power 250.0    Fuel Use 63.25%    Signature 125.00    Explosion 10%
Fuel Capacity 750,000 Litres    Range 52 billion km (197 days at full power)

Conventional Geological Survey Sensors (1)   0.2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes


Update: looks like it is because it has a geological survey rating of "0". Adding 5 Conventional Geological Survey Sensors make the ship classed correctly as the ship now have "1" geological survey rating.

SJW: Yes, correct. Fixed now.
« Last Edit: August 07, 2022, 06:40:18 AM by Steve Walmsley »
 

Offline Kiero

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Re: v2.0.1 Bugs Thread
« Reply #24 on: August 07, 2022, 06:50:16 AM »
Double-clicking on an event from the event list in the tactical window is not working anymore (not for a location "system", it still works for production or research events for example.)

What was the event?

It was a survey completion event.
 

Offline Steve Walmsley (OP)

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Re: v2.0.1 Bugs Thread
« Reply #25 on: August 07, 2022, 07:01:12 AM »
Double-clicking on an event from the event list in the tactical window is not working anymore (not for a location "system", it still works for production or research events for example.)

What was the event?

It was a survey completion event.

Ah - don't think that one ever worked :)   I'll take a look.

SJW: Fixed now, along with a few similar issues.
« Last Edit: August 07, 2022, 09:09:54 AM by Steve Walmsley »
 

Offline Demonius

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Re: v2.0.1 Bugs Thread
« Reply #26 on: August 07, 2022, 07:05:11 AM »
My save from late/early? this night got totally borked. Not sure if its useful for analyzing or just a bad file write. I did do the change to the cost of terraforming facilities with SQLite Browser.

Game drops errors 1170, 3040, 1550 and then endless 917 on load.

I did explore 2 star systems beyond Sol and got attacked by a raider due to "NPR encounter raiders" option, likely.

Value separator was set to british on game creation.
 

Offline Steve Walmsley (OP)

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Re: v2.0.1 Bugs Thread
« Reply #27 on: August 07, 2022, 07:15:19 AM »
My save from late/early? this night got totally borked. Not sure if its useful for analyzing or just a bad file write. I did do the change to the cost of terraforming facilities with SQLite Browser.

Game drops errors 1170, 3040, 1550 and then endless 917 on load.

I did explore 2 star systems beyond Sol and got attacked by a raider due to "NPR encounter raiders" option, likely.

Value separator was set to british on game creation.

1170 is loading system bodies from the database, 3040 is colony cost calculation, 1550 is orbital movement, 917 is a distance calculation

It looks like something in the system bodies table in the DB was corrupted, which affected the loading of system bodies, which affected colony cost, orbital movement, etc.

It's possible you inadvertently changed something - or maybe if the SQLite browser was still open it might have had some sort of lock on the database - as system bodies are one of the first tables to be opened.
 

Offline Demonius

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Re: v2.0.1 Bugs Thread
« Reply #28 on: August 07, 2022, 07:22:07 AM »
I also noticed the "hide fleets in orbit" checkbox has to be ticked twice to undo its effect on reload - it shows as not ticked on reload even though it was ticked on save.

SJW: Fixed for v2.1
« Last Edit: August 07, 2022, 09:42:06 AM by Steve Walmsley »
 

Offline Impassive

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Re: v2.0.1 Bugs Thread
« Reply #29 on: August 07, 2022, 07:39:39 AM »
Tool Tips for the renamed engine techs at the bottom of the research screen are incorrect and reference the old improved engine techs when you select them before researching :)

SJW: Fixed for v2.1. It was the power plant techs that were the problem.
« Last Edit: August 07, 2022, 09:51:15 AM by Steve Walmsley »