Author Topic: v2.5.1 Bugs Thread  (Read 12367 times)

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Offline rainyday

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Re: v2.5.1 Bugs Thread
« Reply #15 on: January 30, 2024, 06:49:00 PM »
Sorry for the double post, but I've been experimenting some more after work and I *can* reliably reproduce the issue from the attached save. I tried it at least 10 times. Here are the steps:

1. Load up the attached save.

2. Go to the 113 Aquarii System. In the upper right corner of this system, you'll find the fleet "Cruiser Squadron 1 (Achilles)" parked about 70 million kilometers from an Unexplored jump point. They are sitting on the "Wreck of Unicorn-E R59 class" which makes this really easy to demonstrate.

3. Pass 1 Hour. The NPR should reappear. Wait about two minutes and they jump out again.

4. Give the fleet a move order to Waypoint #3.  They're in "United Combat Command" -> 1st Fleet -> Expeditionary Forces Command -> Cruiser Squadron 1.

5. In about 20 minutes the missiles will show up on thermals. They appear about 10 million kilometers from the fleet so you can watch them come in for awhile.

6. Pass some more time and you will see the missiles tracking unerringly towards the "Wreck of Unicorn-E R59" rather than the fleet which has now moved.

7. The instant the missiles reach the Wreck, one of my ships 2 million kilometers away explodes.


The NPRs really like this trick as they have repeated it multiple times now. They've killed more of my ships with this bug than they did in the entire assault on their home system.  ;D

EDIT:  If anyone else runs into this, the trick is to accelerate TOWARDS the incoming missiles. They will go right past towards your original location (I think this is expected behavior, but a bit weird) and you have twice as much time to shoot AMMs at them. A bit cheesy perhaps, but there isn't much else you can do.
« Last Edit: January 30, 2024, 08:15:00 PM by rainyday »
 

Offline AbsolutelyNoFires

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Re: v2.5.1 Bugs Thread
« Reply #16 on: February 01, 2024, 08:23:27 PM »
On 21st June 2156, the vessel FAC-55 Electro-Intercept 027 exploded due to maintenance failures.   

On 17th August 2156, a damage report appeared for FAC-55.   

This is similar to a 2.   1.   1 bug I reported.   

https://aurora2.   pentarch.   org/index.   php?topic=13078.   msg163401#msg163401

I think sometimes, when a ship exploded due to maintenance failures, then the next-ish time that a ship experiences a maintenance failure, the event printed on-screen points to the previous explodey ship.
« Last Edit: February 01, 2024, 08:38:13 PM by AbsolutelyNoFires »
 

Offline ExecCrawfish

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Re: v2.5.1 Bugs Thread
« Reply #17 on: February 02, 2024, 05:06:30 PM »
If the player captures NPR civilian shipping carrying trade goods, there's no way to unload or delete them.

SJW: Fixed for v2.6. Trade goods will be deleted if a ship is captured or otherwise transferred to another race.
« Last Edit: February 16, 2024, 05:51:15 AM by Steve Walmsley »
 

Offline Therewolfmb

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Re: v2.5.1 Bugs Thread
« Reply #18 on: February 03, 2024, 11:18:05 PM »
If you tow a ship that is towing another ship, the 1st towed ship will stay in tow but it's mass will be ignored.

Example:
Ship A : 100,000
Ship B : 25,000 Tug EP 5000
Ship C : 25,000 Tug EP 5000

If Ship B tows ship A, the speed will be (5000EP/2500HS) = 2,000km/s
If Ship C now tows ship B, the speed will be (5000EP/1000HS) = 5,000km/s, but Ship A will still move with ship B and C.

In attached DB file.

SJW: The bug is allowing the tractor chain in the first place. Should be fixed for v2.6.
« Last Edit: February 16, 2024, 05:55:28 AM by Steve Walmsley »
 

Levi Field

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Re: v2.5.1 Bugs Thread
« Reply #19 on: February 04, 2024, 09:52:57 AM »
If you create a fighter base and land fighters on it as a squadron, then tow that fighter base to another location the fighters will be towed along as intended but will be permanently assigned to the original fleet the FB was towed from, though the game doesn't indicate this being the case in any way, the original fleet will continue to exist in the original location but will show as empty.  If this original, supposedly empty fleet is deleted, then the fighters that are now in a different fleet 2 systems away will disappear from the game.
 

Offline Steve Zax

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Re: v2.5.1 Bugs Thread
« Reply #20 on: February 04, 2024, 01:15:17 PM »
I believe that has been stated to be working as intended.
I am prepared to be corrected


(exploit minimax : Make the "middle ship" JUST a tractor beam {and associated crew and such} )
 

Offline paolot

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Re: v2.5.1 Bugs Thread
« Reply #21 on: February 04, 2024, 02:39:31 PM »
I have met a problem while I was selecting a commander for a ship.
In the attached image, you can see, in the list on the right, the name I selected: "R7 Qunitus Otacilius Hybrida".
While, in the list on the left, it is still highlighted the previous name I selected: i.e., the selection on the left didn't update at the new selected name.
The same happens also for other names.
DB also attached.

I installed 2.5.0, and updated the .exe to 2.5.1.
This game started using the 2.5.1.
I am now 26 years in the game.
No mods or DB editing, apart importing some names lists (that I am not using in this game).

EDIT: Closing and reopening the game seems having solved the issue.
Now, I can find "R7 Qunitus Otacilius Hybrida" in the list on the left of the Commanders window.
« Last Edit: February 04, 2024, 05:10:24 PM by paolot »
 

Offline Therewolfmb

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Re: v2.5.1 Bugs Thread
« Reply #22 on: February 04, 2024, 03:00:14 PM »
I believe that has been stated to be working as intended.
I am prepared to be corrected


(exploit minimax : Make the "middle ship" JUST a tractor beam {and associated crew and such} )

Intended? Interesting. I figured it was a bug since it means I can move a 2,500,000t station for free. Was it left in as a purposeful exploit?
 

Offline Garfunkel

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Re: v2.5.1 Bugs Thread
« Reply #23 on: February 04, 2024, 06:42:36 PM »
No, that is a bug. It existed in VB6 and seems to have made a comeback in C# now.

If you create a fighter base and land fighters on it as a squadron, then tow that fighter base to another location the fighters will be towed along as intended but will be permanently assigned to the original fleet the FB was towed from, though the game doesn't indicate this being the case in any way, the original fleet will continue to exist in the original location but will show as empty.  If this original, supposedly empty fleet is deleted, then the fighters that are now in a different fleet 2 systems away will disappear from the game.
Can you provide Steve with your DB where this happens? Might help him to fix it.

SJW: This problem was fixed in v2.5.1, so need to make sure it is the same version.
« Last Edit: February 16, 2024, 06:21:57 AM by Steve Walmsley »
 

Offline Talon

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Re: v2.5.1 Bugs Thread
« Reply #24 on: February 05, 2024, 08:11:46 AM »
Several times now I've had my commercial shipping completely empty colonies of their populations, and then have a huge string of colony ships still continue going to those bodies and then failing to collect colonists because none are available.   
This was with colonies which had more than enough infrastructure to support the population, and jobs demand for the people to fill, so I'm not sure why it's happening and it doesn't seem like intended behavior.   

I can't cause it to be repeated on demand, but it has happened I think three times in my campaign now.  To reverse it I have to use one of my manually controlled colony ships to drop off some colonists, then the AI start repopulating the planet

SJW: Not a bug. Change the colony to 'Stable' on the Civilian tab of the Economics window and the civilians will stop loading colonists there.
« Last Edit: February 05, 2024, 09:58:13 AM by Steve Walmsley »
 

Offline pedter

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Re: v2.5.1 Bugs Thread
« Reply #25 on: February 06, 2024, 05:55:01 PM »
I've run into two issues while attempting to figure out assault on an NPR homeworld.  I'll split the post so they're not combined.

Issue #1: CIWS are not removing missiles despite scoring kills.  I ran two tests against an NPR homeworld, one with a gauss turret vessel and the other with a CIWS vessel; I've attached annotated screenshots for both tests.
- No function number
- No error text
- No specific window
- Conventional start
- Real stars
- US decimal and time formats (I have not reconfigured for UK standards)
- Approximately 72 years into the campaign
- Campaign started on v2. 5. 1

With the gauss turret vessel, the expected occurs: the NPR fires missiles against the vessel and the gauss turrets engage, scoring kills and removing missiles.  Extra kills are instead counted as overkill (as a result, kill count never exceeds missile count) while the armour takes the remainder of the hits (in this case, 2x strength-1 impacts per leaked size-2 missile).

However, with the CIWS vessel, when the NPR fires on the vessel and the CIWS engage, a large number of kills (vastly exceeding the number of missiles) and exactly zero overkill are both recorded but no missiles are removed.  This results in every inbound missile scoring hits on the armour as if the CIWS had not fired at all despite Events showing weapons fire and kills.

SJW: This problem was fixed in v2.5.1, so please confirm you are on that version.
« Last Edit: February 16, 2024, 06:30:57 AM by Steve Walmsley »
 

Offline ISN

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Re: v2.5.1 Bugs Thread
« Reply #26 on: February 06, 2024, 06:04:50 PM »
New species that you research do not seem to retain modifiers like population density or growth rate from the base species, instead reverting to 1.

SJW: Fixed for v2.6
« Last Edit: February 16, 2024, 06:25:06 AM by Steve Walmsley »
 

Offline pedter

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Re: v2.5.1 Bugs Thread
« Reply #27 on: February 06, 2024, 06:16:44 PM »
Issue #2: NPR size-2 AMMs are no engaging as AMMs and are only engaging as ASMs.
- No function number
- No error text
- No specific window
- Conventional start
- Real stars
- US decimal and time formats (I have not reconfigured for UK standards)
- Approximately 72 years into the campaign
- Campaign started on v2. 5. 1

While attempting to assault an NPR homeworld, I ran into the expected: 103x ~15,000t Gargoyle-class size-2 "AMM" platforms and 42x ~15,000t Asp-class platforms (I believe they're size-9 ASM and simply out of ammo from my prior engagement with them).  I've seen the same NPR's ~13,000t Ballista-class size-2 AMM escorts use these same launchers and missiles as proper AMMs so my expectation is that the Gargoyles are meant to fill the same AMM role.

However, the unexpected: the Gargoyles will engage everything from 58t fighters to 20,000t cruisers with their size-2 "AMMs" but will not engage missiles.  I succeeding in hitting their planet with ~500 of ~650 size-6 ASMs (~150 were caught by STO-PD from the planet) without a single one of the ~5,000 size-2 "AMM" launchers in orbit opening fire.  I've also hit both platform types with both size-1 and size-6 ASMs and the size-2 "AMM" launchers still will not fire.  On the other hand, moving a 20kt cruiser into range (just below 3mkm) and ~2,000 size-2 missiles instantly launch in an ASM role.

I assume this isn't intended behavior so I'll report it as a bug but it's nonetheless possible that this is WAI and ripe for abuse if the size-2 "AMMs" won't engage incoming missiles.
 

Offline welchbloke

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Re: v2.5.1 Bugs Thread
« Reply #28 on: February 07, 2024, 02:23:27 PM »
Not a bug exactly, but has anyone else had an issue downloading the 2.5.1 patch? Everytime I click on the link it tries to open a new tab and then doesn't start the download.
Welchbloke
 

Offline Kaiser

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Re: v2.5.1 Bugs Thread
« Reply #29 on: February 07, 2024, 03:06:21 PM »
Not a bug exactly, but has anyone else had an issue downloading the 2.5.1 patch? Everytime I click on the link it tries to open a new tab and then doesn't start the download.

The same, just right click on the link and save link as name... it works