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Topic Summary

Posted by: mike2R
« on: Today at 06:05:37 PM »

On the Economics > Governor / Misc tab, there's an issue with editing the Fuel Warning and MSP Warning quantities.

The amounts are displayed with spaces where the thousand separator should be.  However if you edit them, unless you remove all the spaces, the amount is changed to 0 (once you leave the tab and go back to it).

(My localisation settings are for the UK)
I just tested this to check. It doesn't happen if you have the thousands separator as a comma. It may be a separate localization setting from the decimal separator.

You're quite right, I had a space as my "digit grouping seperator".
Posted by: dr125
« on: Today at 05:55:40 PM »

Not sure if this is a bug or WAD, but after researching crew efficiency, existing ship templates won't update, including making a copy of the template. A new template has to be created to  apply the new efficiency.

There's a new button on the Class Design window "Update CDE" which updates this (works like Update Armour).
Got it, thank you!
Posted by: Aloriel
« on: Today at 05:42:30 PM »

On the Economics > Governor / Misc tab, there's an issue with editing the Fuel Warning and MSP Warning quantities.

The amounts are displayed with spaces where the thousand separator should be.  However if you edit them, unless you remove all the spaces, the amount is changed to 0 (once you leave the tab and go back to it).

(My localisation settings are for the UK)
I just tested this to check. It doesn't happen if you have the thousands separator as a comma. It may be a separate localization setting from the decimal separator.
Posted by: mike2R
« on: Today at 05:26:14 PM »

Ignore, changing localisation settings resolved this.

On the Economics > Governor / Misc tab, there's an issue with editing the Fuel Warning and MSP Warning quantities.

The amounts are displayed with spaces where the thousand separator should be.  However if you edit them, unless you remove all the spaces, the amount is changed to 0 (once you leave the tab and go back to it).

(My localisation settings are for the UK)
Posted by: mike2R
« on: Today at 05:20:03 PM »

Not sure if this is a bug or WAD, but after researching crew efficiency, existing ship templates won't update, including making a copy of the template. A new template has to be created to  apply the new efficiency.

There's a new button on the Class Design window "Update CDE" which updates this (works like Update Armour).
Posted by: dr125
« on: Today at 03:40:22 PM »

Not sure if this is a bug or WAD, but after researching crew efficiency, existing ship templates won't update, including making a copy of the template. A new template has to be created to  apply the new efficiency.
Posted by: Life_b
« on: Today at 01:04:48 PM »

When I try advancing time I get the message:

2.6.0 Function #1414: the given key was not present in the dictionary

If I click okay it reappears. It prevents me from doing anything.
If I hold enter to spam click okay, after sometime it advances time.
The time advancement doesn't stop on the regular events (such as research complete)   
The game is 10 years in.
Posted by: GrandNord
« on: Today at 12:30:32 PM »

I have a bug when trying to delete an order template. An error message pops up and the template doesn't get deleted.

the error message is:

2.6.0 Function #3916: InvalidArgument=The value '0' is not valid for 'index'.
Name of the parameter : index.
Posted by: paolot
« on: Today at 08:23:01 AM »

Not really bugs in the settings for a new game:
- missing explanations for the Enhanced races and for "NPR Base Explored Transits", "NPR Random Explored Transits", "NPR Max Start Systems", "Pre-Industrial NPR %", "Industrial NPR %";
- explanations don't appear if the cursor is over the name of a setting, in the leftmost and central columns (exception: "Hostility Modifier");
- explanation should disappear when the cursor leaves a setting: now, the explanation of the last visited setting remains visible until a new setting is visited, that can cause misinterpretation;
- a border would be appreciated for the text boxes where to insert SM password and confirmation;
- in the explanation for "Local System Generation Chance %", there is the word "definied": maybe it should be "defined";
- why the default "Construction cycle time" is it set to 430,000 seconds, instead of 432,000 (= 5 days exactly)?
- in the explanation for "Limited Planet Distance", it appears the "LG" acronym: should it be "LP", Lagrange Point, instead?
Posted by: lumporr
« on: Today at 08:11:49 AM »

Yeah, there's some funkiness with missiles. I've had missiles that, once designed and instantly researched, popped out in the research tree as missile launchers. But anyway.

When creating a missile with a large warhead strength (50) and instantly research it, whenever I open the missile on the "Load Previous" tab of the Missile Design page, errors pops up with the following message:

2.6.0 Function #2609: Value was either too large or too small for an Int32.

Afterwards, when creating another missile, I get:

2.6.0 Function #2390: Object reference not set to an instance of an object.

After refreshing the page, I can no longer load any missiles, I receive the error each time, as well as similar errors whenever I'd view any missiles on any other page (i.e. ship designer, etc.)
Posted by: GrandNord
« on: Today at 07:44:12 AM »

Error when creating fighter pods.

On a fresh 2.6 install, in the sample game included in the db:

1) Insta-research Fighter Bombardment Pod tech (in the Ground Combat category).
2) Open the Missile Designer.
3) Tick the "Bombardment Pod" checkbox.
4) Click the Create button.

Result:
Error popup.

Error message:
"2.6.0 Function #2047: Object reference not set to an instance of an object."

After closing the error popup, the normal popup occurs.
"Missile Design Created. Research the new missile..."

The pod is listed as an available research item.

I think this bug was also present in 2.5 and 2.4. It might have been there earlier also, I don't remember.
Posted by: Oafsalot
« on: Today at 07:43:25 AM »

When recalling a missile design sometimes the missile separation range is set to 1500000000 (/- a zero or two) and you get not an int32 error. I had to alter it in the Db to 1500 to get it to recall. This didn't happen every time.
Posted by: Black
« on: Today at 07:12:45 AM »

Minor inconvenience - I modified atmosphere of Mars to be ideal habitable world. Some Carbon Dioxide remains in the atmosphere but it is below dangerous levels. It is not possible to use Create Race button as the presence of Carbon Dioxide prevents creation despite it not affecting habitability of the planet.
Posted by: skoormit
« on: Today at 06:54:52 AM »

Error when creating fighter pods.

On a fresh 2.6 install, in the sample game included in the db:

1) Insta-research Fighter Bombardment Pod tech (in the Ground Combat category).
2) Open the Missile Designer.
3) Tick the "Bombardment Pod" checkbox.
4) Click the Create button.

Result:
Error popup.

Error message:
"2.6.0 Function #2047: Object reference not set to an instance of an object."

After closing the error popup, the normal popup occurs.
"Missile Design Created. Research the new missile..."

The pod is listed as an available research item.
Posted by: Impassive
« on: Today at 06:45:56 AM »

When setting a ship class to use no theme so it just has hull number + class name and you go to construct from the shipyard and if you already have a ship in this class, you will get an error message that the name is already in use for a unit of that class.

From what I can see, the theme naming doesn't get set properly when using no theme as it will display different naming themes depending on which class you selected before one set with no theme.

Edit: I tested with Class Name Only and still gives error message on trying to queue up construction in shipyard, I believe it is checking for unique names