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Topic Summary

Posted by: Ragnarsson
« on: Today at 04:57:08 PM »

Changing the "Research Speed" game option to a value greater than 100 breaks research wealth costs in-game, causing research to consume no wealth at all.
Values of 100 or less function as expected.

Replication: Within any game, new or existing, simply set the "Research Speed" game option to a value greater than 100. Ensure any research project is active and pass at least one construction cycle. Observe the Expenditures table of the Wealth/Trade tab. If this is a new game, you will observe no research expenditure occurring at all. If this is an existing game you will see the amount spent on Research begin to decline, disappearing entirely after whatever time-frame you have selected (1 month, 3 month, etc.) has passed.
Posted by: skoormit
« on: Today at 03:20:12 PM »

Double-clicking the "Mineral Shortage" event opens the Econ window to the Mining tab with the homeworld selected, even if the shortage is at a different colony.
Posted by: Ghostly
« on: Today at 01:45:49 PM »

Lost Contact locations are often broken.

In my current game, I have many lost contacts displaying in positions in which I would never have seen them.
In some (maybe all) of these instances, the displayed location relative to the system center matches the relative position of the NPR's HW relative to its system center.
Presumably these ships are currently in orbit of their HW, and my contact info is updating with their current coordinates (but not their current system), even though I do not have a current contact for them, and even though my last contact with them occurred in a different system.

One possible clue:
I believe these ships were all last seen in the system adjacent to their HW.
They were on sensors in this system, near the JP to their home system, and I lost contact when I transited to their home system.
I remained in their home system for a only a few minutes, and transited back, at which point they would have been reestablished on sensors.

So, maybe there's an edge case in the code when a contact is established due to transit.
Possibly in this case the system of contact is recorded as the system that the transited ship left, rather than its current system.
And somehow, when contact is lost subsequently to that, the contact is not removed from the list of active contacts.

I don't fully understand this bug either, just wanted to share my observations:

https://imgur.com/a/APA25vX

4 lost contacts displayed in a position where they were never detected, their position relative to the star matches that of 91 Pegasi V and its moons, where the NPR has a few colonies. The 91 Pegasi system is adjacent to the Kuiper 41 where they were detected, and incidentally it is their home system, though their HW is the planet 91 Pegasi III.

https://imgur.com/a/bA2PszN

A partial contact being displayed in two places at the same time, its actual position relative to the star (JP to the system where the fake contact is displayed) matches that of the fake contact.

Ultimately, it does seem to be a case of contacts getting duplicated upon transit (it's not rare that I get two notifications for a single ship transitting a JP where I have a sensor buoy, this might be related) and existing in two systems at once. Although I'm not sure what would cause them to get updated way past a player's detection capabilities like in case 1, as I've never had any detection around the 5th planet.
Posted by: skoormit
« on: Today at 04:31:34 AM »

Double-clicking the "Inactive Lab" event opens the Econ window to the Research tab with the homeworld selected, even if the event is at another colony.
Posted by: skoormit
« on: Yesterday at 07:31:06 AM »

Right-clicking on the main map (or the galactic map) and selecting a colony opens the Econ window with that colony selected.
Except sometimes it opens the Econ window with no colony selected.

Of the colonies in my game, it works correctly for:
  • Colonies with non-zero population.
  • Civilian Mining Colonies.
  • Colonies with orbital miners in orbit.

It opens with no colony selected for:
  • Colonies with only ground units and/or a deep space tracking station
  • Colonies with only a mass driver
  • DSPs (I have one with nothing at all, and one with only maintenance capacity)
Posted by: skoormit
« on: Yesterday at 07:11:21 AM »

Double-clicking the "Overallocation of Labs" event opens the Econ window to the Mining tab instead of the Research tab.
Posted by: Louella
« on: October 26, 2024, 12:15:42 PM »

Possible bug.

Capturing enemy colony ships by boarding, or forcing them to surrender, the player can obtain alien colonists.

However, it is not possible to create a colony to use these colonists on, the species is not added to the list of options for creating a new colony.
Posted by: Steve Walmsley
« on: October 25, 2024, 06:21:54 AM »

The "X" icon at the extreme top-right of the "Create New Race" screen is non-functional, it does not close the screen as anticipated. The "Cancel" button functions properly to close the screen, so it's obviously not a huge issue.

Specifically, I observe this when SM mode is active and selecting the "Create Race" button from the "System Generation and Display" screen. The "Create New Race" screen that is opened is the one that has the non-functional "X".

That is working as intended, to ensure that cancelling is done cleanly. It is mentioned in the Known Issues post.
Posted by: Kiero
« on: October 25, 2024, 04:47:35 AM »

Genetic modification centers works regardless if they are on or not in the Industry tab.
Posted by: Ragnarsson
« on: October 22, 2024, 03:34:53 AM »

The "X" icon at the extreme top-right of the "Create New Race" screen is non-functional, it does not close the screen as anticipated. The "Cancel" button functions properly to close the screen, so it's obviously not a huge issue.

Specifically, I observe this when SM mode is active and selecting the "Create Race" button from the "System Generation and Display" screen. The "Create New Race" screen that is opened is the one that has the non-functional "X".
Posted by: skoormit
« on: October 20, 2024, 05:41:08 AM »

The input fields for "Range Bands" and "Target Speed" (far right side of Class Design window) allow multiline input.
If you inadvertently input a multiline value in either box, you will receive runtime errors.

Quote
2.5.1 Function #237: Input string was not in a correct format.

These errors can be hard to diagnose.
They do not indicate the source, and the input fields only display the bottom line of the input value (unless you return focus to the field and move the cursor up a line).
Posted by: skoormit
« on: October 18, 2024, 10:31:15 AM »

Lost Contact locations are often broken.

In my current game, I have many lost contacts displaying in positions in which I would never have seen them.
In some (maybe all) of these instances, the displayed location relative to the system center matches the relative position of the NPR's HW relative to its system center.
Presumably these ships are currently in orbit of their HW, and my contact info is updating with their current coordinates (but not their current system), even though I do not have a current contact for them, and even though my last contact with them occurred in a different system.

One possible clue:
I believe these ships were all last seen in the system adjacent to their HW.
They were on sensors in this system, near the JP to their home system, and I lost contact when I transited to their home system.
I remained in their home system for a only a few minutes, and transited back, at which point they would have been reestablished on sensors.

So, maybe there's an edge case in the code when a contact is established due to transit.
Possibly in this case the system of contact is recorded as the system that the transited ship left, rather than its current system.
And somehow, when contact is lost subsequently to that, the contact is not removed from the list of active contacts.
Posted by: Alsadius
« on: October 14, 2024, 07:34:00 AM »

A pretty minor one, but if you have a bunch of construction units and a small number of ruined installations to recover on a planet, you can get more recoveries than you have available installations. It seems to roll for all construction units first, and even though it will say that the ruins are fully exploited, it'll keep giving you more stuff after that.

In my case, I was doing some testing that happened to involve 102 construction units on a planet with 8 ruins. At the next construction phase, it showed me 8 "Factory Restored" events, a "Ruins Exploited" event, and then six more "Factory Restored" events after that. And it wasn't just cosmetic, the rewards did show up on the planet. (Each of those units was 1x INF-HQ2000 + 6x VEH-2xCON, if that matters.)
Posted by: Louella
« on: October 13, 2024, 03:16:24 PM »

What are Function #115 and Function #1658 ?

The error window only says "object reference not set to instance of an object"
Posted by: Randy
« on: October 10, 2024, 09:39:42 AM »

The View Technology screen, when looking at CIWS components, does not show the actual ECCM built into a CIWS.

The correct value appears on the class design screen (looking at the CIWS in either race or class components view), and on the Create Research Project screen. Its easy to reproduce - just create a CIWS with any ECCM...

I'm guessing its just a display issue because it does appear correct in the other locations.

Also noticed that the TN start generated tech (and I'm guessing that AI generated tech as well) can build components impossible for the player to design.
For example, active sensor of size 3.6 or resolution of 111... 

Not a big deal, just seems strange that we can encounter such components, but can never create them ourselves...  ;)