Author Topic: 2.5 Bugs  (Read 11265 times)

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Offline Erik L (OP)

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2.5 Bugs
« on: January 24, 2008, 10:43:15 AM »
This one probably isn't a bug, but after creating a new game, the game info screen still showed the default game (Game # 103).
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L (OP)

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« Reply #1 on: January 24, 2008, 01:25:51 PM »
Event Update window.

Event type - Civilian Constructio

Issue - Field seems to be a tad short for the data stuffed in.

As a side, is there any window to view all civilian construction? Are the civs limited by jump gates, or lack there of? Are there any limitations on where they will build?
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L (OP)

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« Reply #2 on: January 24, 2008, 03:22:53 PM »
The 20% fuel option doesn't seem to work. Set my survey group with a conditional at 20% fuel, refuel at the nearest colony with fuel. Simple minded gits surveyed on until they ran out.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L (OP)

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« Reply #3 on: January 24, 2008, 04:05:18 PM »
Technology Report.
High Power Microwave does not populate the grid below. It stayed with the Plasma Carronade info.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L (OP)

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« Reply #4 on: January 24, 2008, 04:31:25 PM »
Not sure if this is a bug or working as intended.

The officers do not get auto-assigned to slots on vacancies (death, retirement). When I click the Auto-assign button, it fills vacancies (except staff positions).
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Haegan2005

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« Reply #5 on: January 25, 2008, 09:33:39 PM »
I used the instant order of battle and put in 5 ships twice and received 30 instead. I put in 2 for the survey ships and got 24 instead. Did I do soething wrong? It works fine in 2.0, but methods change as versions grow. Ideas?
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Steve Walmsley

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« Reply #6 on: January 26, 2008, 09:49:35 AM »
Quote from: "Erik Luken"
Event Update window.

Event type - Civilian Constructio

Issue - Field seems to be a tad short for the data stuffed in.

As a side, is there any window to view all civilian construction? Are the civs limited by jump gates, or lack there of? Are there any limitations on where they will build?

Field was one character too short - fixed for next version. This shouldn't have been in v2.5 but I forgot to comment out the check for civilian construction :)

This facility doesn't do anything in version 2.5. In later versions it will act as the construction location for civilian traffic, with larger civilian spaceports meaning more traffic. I need to think about this a little more but I will probably allow jump-capable civilian ships after the parent civ has had them for several years.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #7 on: January 26, 2008, 09:50:19 AM »
Quote from: "Erik Luken"
The 20% fuel option doesn't seem to work. Set my survey group with a conditional at 20% fuel, refuel at the nearest colony with fuel. Simple minded gits surveyed on until they ran out.

This will only work if there is a colony in the same system.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Kurt

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« Reply #8 on: January 26, 2008, 12:21:08 PM »
Quote from: "Haegan2005"
I used the instant order of battle and put in 5 ships twice and received 30 instead. I put in 2 for the survey ships and got 24 instead. Did I do soething wrong? It works fine in 2.0, but methods change as versions grow. Ideas?


Check and see if you really only have a 2 or 5 in the amount box.  I have had this same error, and ultimately I found it was because I had the number I wanted, followed by another number that I couldn't actually see in the box because there were a lot of spaces or carriage returns (lines).  

The way I figured this out was to highlight the number I put in by clicking the mouse cursor to the left of the number, then dragging it to the right to select everything entered into the field.  What I found was that there was another number that would appear after either spaces or line breaks.  

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline Steve Walmsley

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« Reply #9 on: January 26, 2008, 12:36:06 PM »
Quote from: "Kurt"
Quote from: "Haegan2005"
I used the instant order of battle and put in 5 ships twice and received 30 instead. I put in 2 for the survey ships and got 24 instead. Did I do soething wrong? It works fine in 2.0, but methods change as versions grow. Ideas?

Check and see if you really only have a 2 or 5 in the amount box.  I have had this same error, and ultimately I found it was because I had the number I wanted, followed by another number that I couldn't actually see in the box because there were a lot of spaces or carriage returns (lines).  

The way I figured this out was to highlight the number I put in by clicking the mouse cursor to the left of the number, then dragging it to the right to select everything entered into the field.  What I found was that there was another number that would appear after either spaces or line breaks.  

I checked and it is a multi-line textbox so Kurt is probably correct as to the cause. I have changed it to single-line for the next version.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #10 on: January 26, 2008, 12:44:11 PM »
Quote from: "Erik Luken"
Not sure if this is a bug or working as intended.

The officers do not get auto-assigned to slots on vacancies (death, retirement). When I click the Auto-assign button, it fills vacancies (except staff positions).

Not sure why this isn't working. The Check Assignment code runs after the Check Commander Health code so any positions left vacant should be picked up. Deaths in combat won't get picked up until the following 5-day increment but anyone retiring or dying through ill-health or accident during the 5-day increment should be replaced immediately.

How is the auto-assign shaping up so far apart from the above?

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Erik L (OP)

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« Reply #11 on: January 26, 2008, 12:49:52 PM »
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
Not sure if this is a bug or working as intended.

The officers do not get auto-assigned to slots on vacancies (death, retirement). When I click the Auto-assign button, it fills vacancies (except staff positions).
Not sure why this isn't working. The Check Assignment code runs after the Check Commander Health code so any positions left vacant should be picked up. Deaths in combat won't get picked up until the following 5-day increment but anyone retiring or dying through ill-health or accident during the 5-day increment should be replaced immediately.

How is the auto-assign shaping up so far apart from the above?

Steve


It doesn't seem to fill staff positions. Though it will empty them. I can't say I've seen it do any automatic assignments, just when I click, but it seems to do okay. Some choices I wouldn't make, but that's the point I think :)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Steve Walmsley

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« Reply #12 on: January 26, 2008, 01:53:02 PM »
Quote from: "Erik Luken"
Quote from: "Steve Walmsley"
How is the auto-assign shaping up so far apart from the above?
It doesn't seem to fill staff positions. Though it will empty them. I can't say I've seen it do any automatic assignments, just when I click, but it seems to do okay. Some choices I wouldn't make, but that's the point I think :)

It should handle automated assignments every 5-day increment. I know this is a stupid question but is the automated feature it switched on (just under the Empire name on the commander window)

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Erik L (OP)

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« Reply #13 on: January 26, 2008, 02:04:11 PM »
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
Quote from: "Steve Walmsley"
How is the auto-assign shaping up so far apart from the above?
It doesn't seem to fill staff positions. Though it will empty them. I can't say I've seen it do any automatic assignments, just when I click, but it seems to do okay. Some choices I wouldn't make, but that's the point I think :)
It should handle automated assignments every 5-day increment. I know this is a stupid question but is the automated feature it switched on (just under the Empire name on the commander window)

Steve


I'll have to check Monday.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Kurt

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« Reply #14 on: January 27, 2008, 11:16:48 AM »
I think I've discovered a big fat exploit.  

A nifty new feature for 2.5 is that a race can gather sensor data on tech systems that they can see.  This is converted into RP's, which can then be downloaded into research centers.  This is a very cool feature, but it has given me quite a bit to think about in terms of letting other races get close to my ships/bases.

At any rate, RP's are gathered for individual systems, like, say, "Fire Control Speed Rating 4,000 kps", and the RP's gathered are subtracted off of the total amount of RP's you have to research to develop the system.  

The exploit is related to the fact that you can continue accumulating RP's for that system even when you've accumulated enough to develop the system.  In other words, the amount of RP's needed to develop the system will go into negative numbers, and when you do develop the system, those negative RP's will be applied to whatever you develop next.  Free RP's!

The solution is either to make sure that no research project can have negative RP's, or, when any given research project reaches zero or negative RP's it is automatically developed rather than having to wait for the player to schedule it for R&D.  

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »