Author Topic: Official v6.10 Bugs Thread  (Read 51614 times)

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Offline Jorgen_CAB

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Re: Official v6.10 Bugs Thread
« Reply #105 on: October 28, 2012, 04:42:56 PM »
I get an error message every time I open the System Map. Or rather every time I enter the Sol system on the System map or I run any time increment and have the sol system on the view on the System Map.

The error say...

Error in ShowMinerals
Error 35602 was generated by Nodes
Key is not unique in collection

This error just appeared out of nowhere so I have no clue what started it. I have played about five years into this campaign.
« Last Edit: October 28, 2012, 05:40:57 PM by Jorgen_CAB »
 

Offline waresky

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Re: Official v6.10 Bugs Thread
« Reply #106 on: October 28, 2012, 04:59:16 PM »
It should be, just copy the images from the 6.1 patch zip over into the Planetjpeg directory. There are a couple of missing images from the flags directory that Steve has already said will be in 6.2 but that should cover all of the reported missing image problems.

Done.

Ty v much!
 

Offline Conscript Gary

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Re: Official v6.10 Bugs Thread
« Reply #107 on: October 28, 2012, 07:21:18 PM »
That comes under the category of "cheating at solitaire" :)

It's not really any different than unlocking the class using SM mode and doing the same thing. However, I've disabled the New Armour button in v6.2 to avoid accidently unlocking a class.

Steve



Disabled entirely? It was useful for modernizing ship designs for refit, even if it did drive the cost up. SM mode only, or maybe an option to pick and choose armor tech, would be appreciated.

Steve , I'm definitely running 6.10 . I'm not sure if the requirement changed or was incorrectly calculated during design though , I just compared it with a similar design.

As a workaround until it gets squashed, in my secondhand experience redesigning and re-researching the missile should fix the costs.
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #108 on: October 28, 2012, 07:44:35 PM »
Disabled entirely? It was useful for modernizing ship designs for refit, even if it did drive the cost up. SM mode only, or maybe an option to pick and choose armor tech, would be appreciated.

Only disabled when a class is Locked.

Steve
 

Offline Conscript Gary

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Re: Official v6.10 Bugs Thread
« Reply #109 on: October 28, 2012, 08:21:15 PM »
Ah, gotcha.
Also, minor typo in the technology description for Capacitor Recharge Rate 5 (haven't checked the others)
Quote
The amount of power which am energy weapon will recharge every 5 seconds

edit: Another bug. If the 'Show Waypoint Locations' checkbox in the display pane of the system map is unchecked, the Waypoints list won't update.
« Last Edit: October 28, 2012, 08:45:22 PM by Conscript Gary »
 

Offline Nathan_

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Re: Official v6.10 Bugs Thread
« Reply #110 on: October 29, 2012, 11:59:41 AM »
One of the orders I make a great deal of use of is transit and divide fleet, for various survey craft. Likewise copy orders to subordinate formations is quite useful as well, however I am running into an issue where refueling orders(and apparently only refueling orders) are just getting dropped by subordinate fleets. They'll move back to earth, the order to refuel at earth will be in their list, but their fuel reserves won't change. I have to remember to incorporate subfleets before refueling which still works.
 

Offline SteelChicken

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Re: Official v6.10 Bugs Thread
« Reply #111 on: October 29, 2012, 12:51:58 PM »
Issue with ground combat on a ruin and your colony.

Mars - has ruins (partially intact colony)
Started exploiting ruins.
After a while, also colonized it.   As usual, occasionally opened up vaults of robotic soldiers.
This went on for a while, without issue...

Then it looked like the population surrendered and all my ground forces vanished....saw some interesting messages during all of it.
I had A LOT of troops, 4 A.I, 4 M.I., 8 Construction, 2 rep battalions, etc, I didn't lose the battle.

I didn't even noticed these messages at first.
25th March 2034 06:17:16   Sol   Casualties inflicted on enemy ground unit. Estimated losses: 22%. ID: Assault Battalion #1006 (Unknown Race)
25th March 2034 06:17:16   Sol   The alien population on Mars has surrendered!
25th March 2034 06:17:16   Sol   Due to the loss of Mars    84.0307  has been looted by the conquering barbarians

By the time I did notice all my ground forces were gone:
28th December 2034 12:17:16   Sol   Mars has moved to a political status of Subjugated - this caught my attention

I'll poke around in the Divisions table and see what I can find.


edit:
in 5.7, sometimes new double copies of colonies would be created, and ground units would be moved there.  This is likely related...as no second colony was created in this 6.1 game.

edit2:
after looking in the Divisions table, the units were definitely deleted.


« Last Edit: October 29, 2012, 01:41:34 PM by SteelChicken »
 

Offline Nathan_

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Re: Official v6.10 Bugs Thread
« Reply #112 on: October 29, 2012, 06:27:14 PM »
Error in reloadMGFromCollier
Error 3167
record was deleted

Error 3020
Update or cancelUpdate without addNew or edit

Issuing:
Reload own fleet with colliers
launch missile ats
Reload own fleet with colliers

orders at a jump point occasionally produces these errors, though not every time. I'm firing buoys at jump points with my missile ships, who also have more traditional missiles in their magazines as well(just the two types JP Sat and missile).

Update: I think the issue is that the colliers are reloading from each other. I just got in a situation where 1 collier overloaded itself from another collier, and it destroyed some ammo in both of them.
« Last Edit: October 31, 2012, 06:18:23 PM by Nathan_ »
 

Offline IanD

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Re: Official v6.10 Bugs Thread
« Reply #113 on: October 30, 2012, 04:15:19 AM »
Quote
Quote from: Steve Walmsley on October 27, 2012, 01:07:58 PM
Please could you look at the designs for the civilian ships and see if anything is missing that you would normally expect to see (engines, cargo handling systems, etc). Just click the Show Civilian Designs option on the F5 Class window.

Steve
For the record, this is hidden if you're on reduced-height windows.
- Yes I finally worked that out!  ::)

For the record this was a conventional start with four Earth bound empires rapidly reduced to two. There was a civilian shipping line for the empires while still a conventional empire, but no ships until the requisite engine tech had been designed, they did not build "conventional" engined vessels. The Error in AutomatedDesign - Error 3201 began to occur as soon as the civilians began to build their own ship classes, it only happens with the lead ship of the class. I did not get the error with player build ships. Lately I have seen the same error with no new ship class or ship being built. This in not NPR shipping lines because at the moment only Precursors are switched on. I have looked at the designs and they look OK to me, I have included the latest civilian designs in case I am being dense, they all generated this error when first introduced. The only thing that occurs to me is that none of the player races had a shipyard with the capacity to build these vessels.

Edit 1: I am playing with SM on in case that makes a difference.

Edit 2: The player race now has a civilian shipyard large enough to build some of the civilian designs and a civilian design capable of being built in that shipyard has just been introduced without the error message, so it appears to be linked to the inability of the player race shipyards to build the civilian designs.


Code: [Select]
Bolds Large C3 class Colony Ship    47,550 tons     302 Crew     1924.8 BP      TCS 951  TH 2400  EM 0
2523 km/s     Armour 1-116     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 25    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 3    
Cryogenic Berths 100000    

150 EP Commercial Ion Drive (16)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 1,250,000 Litres    Range 39.7 billion km   (181 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Bolds Large F3 class Freighter    72,650 tons     212 Crew     1037.2 BP      TCS 1453  TH 2400  EM 0
1651 km/s     Armour 1-155     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 9    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 2    
Cargo 50000    

150 EP Commercial Ion Drive (16)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 1,250,000 Litres    Range 25.9 billion km   (181 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Bolds Small C3 class Colony Ship    23,950 tons     156 Crew     1029.4 BP      TCS 479  TH 1200  EM 0
2505 km/s     Armour 1-74     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 27    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 0    
Cryogenic Berths 50000    

150 EP Commercial Ion Drive (8)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 650,000 Litres    Range 40.9 billion km   (189 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Bolds Small F3 class Freighter    36,550 tons     111 Crew     591.4 BP      TCS 731  TH 1200  EM 0
1641 km/s     Armour 1-98     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 10    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 3    
Cargo 25000    

150 EP Commercial Ion Drive (8)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 650,000 Litres    Range 26.8 billion km   (189 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Constantino Large C3 class Colony Ship    44,850 tons     278 Crew     1828.8 BP      TCS 897  TH 2100  EM 0
2341 km/s     Armour 1-112     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 25    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 2    
Cryogenic Berths 100000    

150 EP Commercial Ion Drive (14)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 1,100,000 Litres    Range 37.0 billion km   (182 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Evans L3 class Spaceliner    23,200 tons     614 Crew     1093.3 BP      TCS 464  TH 1050  EM 0
2262 km/s     Armour 1-72     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 29    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 3    
Passengers 1250    Cargo Handling Multiplier 10    

150 EP Commercial Ion Drive (7)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 300,000 Litres    Range 19.5 billion km   (99 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Evans Large C3 class Colony Ship    44,850 tons     278 Crew     1828.8 BP      TCS 897  TH 2100  EM 0
2341 km/s     Armour 1-112     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 25    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 2    
Cryogenic Berths 100000    

150 EP Commercial Ion Drive (14)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 1,100,000 Litres    Range 37.0 billion km   (182 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Evans Large F3 class Freighter    69,950 tons     188 Crew     941.2 BP      TCS 1399  TH 2100  EM 0
1501 km/s     Armour 1-151     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 8    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 2    
Cargo 50000    

150 EP Commercial Ion Drive (14)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 1,100,000 Litres    Range 23.7 billion km   (182 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Evans Small C3 class Colony Ship    22,800 tons     164 Crew     992.5 BP      TCS 456  TH 1050  EM 0
2302 km/s     Armour 1-71     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 27    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 2    
Cryogenic Berths 50000    Cargo Handling Multiplier 10    

150 EP Commercial Ion Drive (7)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 550,000 Litres    Range 36.4 billion km   (182 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Evans Small F3 class Freighter    35,150 tons     99 Crew     527.7 BP      TCS 703  TH 1050  EM 0
1493 km/s     Armour 1-95     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 9    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 5    
Cargo 25000    

150 EP Commercial Ion Drive (7)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 550,000 Litres    Range 23.6 billion km   (182 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Michel Large F3 class Freighter    64,850 tons     170 Crew     819 BP      TCS 1297  TH 1500  EM 0
1156 km/s     Armour 1-143     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 8    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 3    
Cargo 50000    Cargo Handling Multiplier 15    

150 EP Commercial Ion Drive (10)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 800,000 Litres    Range 18.6 billion km   (186 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Michel Small C3 class Colony Ship    20,100 tons     140 Crew     894.1 BP      TCS 402  TH 750  EM 0
1865 km/s     Armour 1-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 28    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 2    
Cryogenic Berths 50000    Cargo Handling Multiplier 10    

150 EP Commercial Ion Drive (5)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 400,000 Litres    Range 30.0 billion km   (186 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Michel Small F3 class Freighter    32,450 tons     75 Crew     429.9 BP      TCS 649  TH 750  EM 0
1155 km/s     Armour 1-90     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 8    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 1    
Cargo 25000    

150 EP Commercial Ion Drive (5)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 400,000 Litres    Range 18.6 billion km   (186 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Neves Small F3 class Freighter    35,150 tons     99 Crew     527.7 BP      TCS 703  TH 1050  EM 0
1493 km/s     Armour 1-95     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 9    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 5    
Cargo 25000    

150 EP Commercial Ion Drive (7)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 550,000 Litres    Range 23.6 billion km   (182 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Peveler Large C3 class Colony Ship    37,050 tons     236 Crew     1609.2 BP      TCS 741  TH 1200  EM 0
1619 km/s     Armour 1-98     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 27    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 6    
Cryogenic Berths 100000    Cargo Handling Multiplier 15    

150 EP Commercial Ion Drive (8)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 650,000 Litres    Range 26.5 billion km   (189 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes



Code: [Select]
Peveler Small C3 class Colony Ship    18,750 tons     128 Crew     840.2 BP      TCS 375  TH 600  EM 0
1600 km/s     Armour 1-62     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 28    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 0    
Cryogenic Berths 50000    Cargo Handling Multiplier 10    

150 EP Commercial Ion Drive (4)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 350,000 Litres    Range 28.2 billion km   (203 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Code: [Select]
Peveler Small F3 class Freighter    31,350 tons     83 Crew     402.8 BP      TCS 627  TH 600  EM 0
956 km/s     Armour 1-88     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 8    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 0    
Cargo 25000    Cargo Handling Multiplier 10    

150 EP Commercial Ion Drive (4)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 350,000 Litres    Range 16.8 billion km   (203 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


« Last Edit: October 30, 2012, 07:05:36 AM by IanD »
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Offline rdgam

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Re: Official v6.10 Bugs Thread
« Reply #114 on: October 30, 2012, 10:58:00 AM »
I have noticed if the empire gets its engine tech from an ally (or espionage) the civilians do not advance thier engine tech.
I have one empire allied with other thats doing the engine tech.  They are on ion engines but most of the civilians are replacing F1 with F1,  except for the new line that is stuck on F2.
 

Offline IanD

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Re: Official v6.10 Bugs Thread
« Reply #115 on: October 30, 2012, 12:29:44 PM »
Every time I create a team of any sort I am now seeing-
Error in cmdTeam_Click
Error 3421 was generated by DAO.Field
Data Type conversion error
Please report to etc"

The error is not restricted to one player race but affects both. I saw this in the 5.6 version as well, but after. I could probably get rid of of it by replacing all officers etc, but it would be a pain to lose all my experienced scientists.
« Last Edit: October 30, 2012, 12:35:21 PM by IanD »
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Offline IanD

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Re: Official v6.10 Bugs Thread
« Reply #116 on: October 30, 2012, 01:18:31 PM »
Every time I create a team of any sort I am now seeing-
Error in cmdTeam_Click
Error 3421 was generated by DAO.Field
Data Type conversion error
Please report to etc"

The error is not restricted to one player race but affects both. I saw this in the 5.6 version as well, but after. I could probably get rid of of it by replacing all officers etc, but it would be a pain to lose all my experienced scientists.

The above error may be related to a new one that has just arisen which appears to include crew morale as if any ship is away from Earth I get multiple:-
"ErrorinCheckCrewMorale
Error 3421 was generated by DAO.Field
Data Type conversion error
Please report to etc"

One error message is generated every time increment for each ship away from port.

Edit 1: The two error messages may not be related. the ErrorinCheckCrewMorale only appears if the ships in question have a negative crew grade bonus!
Edit 2: Ignore Edit 1 a change in crew grade to 0 or a positive number does not prevent the error message when ships leave maintenance facilities behind. I have found that a base in orbit of the home planet generates the error message if there are not enough maintenance facilities on planet to maintain it.The message disappears once there are sufficient facilities.
« Last Edit: November 01, 2012, 03:34:58 AM by IanD »
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Offline varsovie

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Re: Official v6.10 Bugs Thread
« Reply #117 on: October 30, 2012, 05:36:05 PM »
That is maybe me that is really unlucky, but the geosurvey teams doesn't seems to work at all.  I've used them on nearly 50 worlds (planet, asteroids. . . ) and they NEVER found new minerals or better availlability.  I've even noted the last 10 time before and after the team's survey, and no change at all. 

My teams have a competence between 120% and 140%.
 

Online Erik L

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Re: Official v6.10 Bugs Thread
« Reply #118 on: October 30, 2012, 06:17:51 PM »
That is maybe me that is really unlucky, but the geosurvey teams doesn't seems to work at all.  I've used them on nearly 50 worlds (planet, asteroids. . . ) and they NEVER found new minerals or better availlability.  I've even noted the last 10 time before and after the team's survey, and no change at all. 

My teams have a competence between 120% and 140%.

They take time to do their jobs :)
 

Offline ollobrains

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Re: Official v6.10 Bugs Thread
« Reply #119 on: October 30, 2012, 09:49:42 PM »
can confirm they take time but do work, size of body scanning and a few other factors are in play now i believe