Author Topic: Official v7.10 Bugs Reporting Thread  (Read 214040 times)

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Offline Erik L

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Re: Official v7.10 Bugs Reporting Thread
« Reply #525 on: September 16, 2016, 02:44:07 PM »
In my latest save, I have encountered the "Gumpo Empire", who apparently do not care about research at all, for their capital has 19 labs that have yet to pick a research.    As suggested by Icehawke on discord I gave them a research to do, but once this completed they didn't continue on their own.   .    :/

"[9:19 PM] Icehawke: It almost sounds as if they are set up as a player race"

As I suspected, they are not marked as an NPR race. :)They are a player race.
 

Offline TMaekler

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Re: Official v7.10 Bugs Reporting Thread
« Reply #526 on: September 18, 2016, 03:22:36 AM »
Might have been reported before: when Maintenance Facilities are switched off in the "Industry Status Tab", it does not show "Inactive" in the "Summary Tab" like it does with all the other industries.
 

Offline serger

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Re: Official v7.10 Bugs Reporting Thread
« Reply #527 on: September 18, 2016, 03:31:48 AM »
And when Terraforming Installations are switched off - it also disables terraforming stations in orbit.
 

Offline Steve Walmsley (OP)

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Re: Official v7.10 Bugs Reporting Thread
« Reply #528 on: September 18, 2016, 06:29:16 AM »
Very upsetting surprise. In this campaign - my first long, thorough campaign in Aurora - I planned from the beginning to build fighter-centric fleet. And I built it finally, and at the same moment, when my nation faced with 3-times outnumbering enemy - I find out, that all my senior commanders and most of commanders at all must be thrown out, because they all have Fighter Operations bonuses (because I chose and train that quality for the best part of these 30 years), and that quality turned out to be injurious without any possibility to "make a face" with some RP?!
Very confusing.

Is it any way to patch this bug? Maybe with Spacemaster mode or any other way?

I'm not very clear on what the bug is. Why do the commanders have to be thrown out because they all have Fighter Operations bonuses?
 

Offline serger

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Re: Official v7.10 Bugs Reporting Thread
« Reply #529 on: September 18, 2016, 09:08:59 AM »
Because, as we found out, Fighter Operations bonus have an opposite effect. It decelerates rearming instead of accelerating it - up to increasing rearming counter (if acting Fighter Operations bonuses are strong enough) instead of decreasing it, so rearming may be infinite.
 

Offline serger

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Re: Official v7.10 Bugs Reporting Thread
« Reply #530 on: September 18, 2016, 12:02:10 PM »
Tested in another campaign with another fighter and carrier models. All the same: Fighter Operations bonus increases reload time instead of decreasing it.
Addenda: Fighter Operations have no effect (nor positive, nor negative) on fighters overhaul time. Could be worse anyway.

UPD. Addenda 2: Fighter Operations bonus of fighter C.O. have the same harmful effect on reload time, as bonus of carrier C.O. and their Fleet staff bonus. God, I have hundreds of these fighter commanders, and good part of them have this bonus...
« Last Edit: September 18, 2016, 12:34:33 PM by serger »
 

Offline Zenrer

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Re: Official v7.10 Bugs Reporting Thread
« Reply #531 on: September 19, 2016, 03:36:35 AM »
Seem to have an issue when trying to add "Compressed Fuel Storage System - Small".  Every time the component is added to a ship, a "Compressed Fuel Storage System" is added as well.  When trying to remove either of the components, 1 of each gets removed, always maintaining a 1:1 ratio.  This also happens in reverse, where adding a normal system will add a small system as well. 
 

Offline serger

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Re: Official v7.10 Bugs Reporting Thread
« Reply #532 on: September 19, 2016, 12:06:25 PM »
To the point, I have possible bug with Compressed Fuel too.
Once I has a log message about Compressed Fuel Storage System digging out dead city, but there was no component in Stockpiles and no tech added too.
 

Offline Steve Walmsley (OP)

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Re: Official v7.10 Bugs Reporting Thread
« Reply #533 on: September 19, 2016, 12:41:25 PM »
Because, as we found out, Fighter Operations bonus have an opposite effect. It decelerates rearming instead of accelerating it - up to increasing rearming counter (if acting Fighter Operations bonuses are strong enough) instead of decreasing it, so rearming may be infinite.

Understood. While I can't fix that in the code, you could open the database and reverse the values in the Commander table (0.67 instead of 1.5 for example) which would fix it in the short term. This would be a little painful though as you would have to keep it updated.  Depends on how much you want to continue the game.

I'll fix the issue in the C# version.
 

Offline serger

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Re: Official v7.10 Bugs Reporting Thread
« Reply #534 on: September 19, 2016, 01:09:41 PM »
Thank you. I know that you don't like to share a password of Aurora base with smb unfamiliar, I understand your reason well and don't pretend to such share. I already threw out all my officers with high Fighter Operations levels and started to change Fleet doctrine at all to have less dependence on missile fighters. I hope to enjoy with this campaingn until C# version is released, for wich moment I'm waiting eagerly and admiringly.
 

Offline TMaekler

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Re: Official v7.10 Bugs Reporting Thread
« Reply #535 on: September 22, 2016, 01:26:45 PM »
In the Commanders-Screen, when you want to tranfer an officer to another race, the dialog opening contains a list of possible target nations, but that list is based upon with which nation you opened the Commanders-Screen. When you have switched to another nation the list of possible target nations is not updated or ever changed. So you can't send the officer to the nation with which you opened the dialog.
 

Offline Foolcow

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Re: Official v7.10 Bugs Reporting Thread
« Reply #536 on: September 22, 2016, 05:19:05 PM »
The "Maximum Number of Systems" parameter in the startup screen is not working; it seems to default to 1000 no matter what.

To reproduce: Start a new game, set Maximum Number of Systems to 250, 4 NPRs at start, real world star systems off. Immediately after setup is complete, turn spacemaster on and go into the system summary view. The NPRs' starting system numbers have been randomly selected between 1 and 1000, as will all new systems throughout the game.
 

Offline GregoryT

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Re: Official v7.10 Bugs Reporting Thread
« Reply #537 on: September 24, 2016, 10:07:41 PM »
I found a bug in the NPC Missile Fire orders.   

I had a size 100 passive buoy in a system & an NPC found it & destroyed it.  The problem I have with this is I the NPC used all of its missiles to destroy a single buoy.  I had 12 increments of 25 seconds after it found the buoy, then a message stating Nuclear Detonation Strength 25 detected [x15].  In the SMEventLog after the last 25 second increment it said "No missiles of this type are available from the ship's magazines" When I sent a squadron of ships into the system the NPC tried to ram my ships since it was totally out of missiles.

The NPC fired 180 missiles to kill 1 buoy.
 

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Re: Official v7.10 Bugs Reporting Thread
« Reply #538 on: September 25, 2016, 06:32:28 AM »
"43rd Construction Brigade has recovered 9x 0cm C3 Near Ultraviolet Laser on Cookie Point"
"0cm C3 Near Ultraviolet Laser (1)    Range 0km     TS: 6250 km/s     Power 0-3     RM 3    ROF 0        0 0 0 0 0 0 0 0 0 0"
No new tech or errors on disassembly.
 

Offline chrislocke2000

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Re: Official v7.10 Bugs Reporting Thread
« Reply #539 on: September 25, 2016, 10:41:03 AM »
Option 2 with added chance of deaths from population loss looks like a good mix to me