Thanks for the reports kyonkundenwa and others, nearly every issue reported resulted in a bug getting fixed! Version 95 is up, with the following changes:
Here are a couple. Using win64, version 92.
Not a bug, but there doesn't seem to be any way to tell what version you're using. Not in the about, not in a readme, etc. Please tell me if I am just not looking in the right place.
Added this to Game Info window and About window.
Clicking "reorder" in the Commanders menu crashes the game. I don't think I've ever clicked it in Aurora but I just couldn't resist this time.
Fixed
I caught an officer that the event log reported (on recruitment) as having an intelligence bonus but actually had an operations bonus instead.
Fixed
On that note when an officer in the Public Affairs position increased his Diplomacy bonus it was reported in the events as a "Public Affairs" bonus increase. . . I don't remember what it says in Aurora but it's confusing verbiage regardless, it might be worthwhile to unify diplomacy/public affairs under a single name.
It copies Aurora's verbeage but I'm open to revisiting this later
The only maintenance failure I seem to get is the catastrophic one where the vessel explodes.
Fixed. This was a tricky bug to find, glad to have it squished.
I've started a couple games and in each game had one of a couple small grav surveyors with a 5+ year shelf life (according to the class design report) explode in the first year or two, without seeing any other failures of any kind.
This may or may not be fixed indirectly by a couple of my other fixes.
The research screen has some issues. Cancelling a research doesn't reset the scientist back into the scientist window until the screen refreshes by selecting a different research category. Cancelling a research sometimes creates a duplicate research topic at a different level of completeness; both disappear once you select one of them for researching again.
Fixed, by adding a more aggressive UI refresh (a function in the code called "refresh_others") after Cancel is clicked. I've added "refresh_others" to about a hundred or so other UI controls that needed it as well, but haven't explicitly tested every one. "refresh_others" is nearly the same as the Refresh All button with a couple optimizations, and it may not always refresh the F9 and Galactic Map windows since those are expensive to update. This should take care of a lot of potential issues where a Refresh All is needed to fix what is being displayed.
Manually changing the number of labs to be assigned sometimes results in 0 labs being assigned once you click "create".
Couldn't reproduce, but it might be fixed with the "refresh_others" fix above.
Here are some updates to my previous post and some more problems. Win64 v94 now.
Update: somewhere in a decade of turns an officer working at Fleet Intelligence got an increase in Intelligence bonus, so it is possible for officers to have that bonus, but in that decade not a single newly recruited officer arrived with an intelligence bonus.
Fixed by the above fix to recruitment
Update: after that same decade of watching my grav survey ships explode one by one from catastrophic failures I saw my first non-catastrophic failure (an engine) which was repaired from MSP as expected. Even so, I would say there is something wrong with the catastrophic failure frequency.
Yep, when spares were available it was working. Catastrophe frequency fixed as mentioned earlier.
I see a lot of commanders (scientists and naval officers) get bonuses where instead of the increase being a multiple of 5%, like normal, it's multiple of 5% minus 1%. This leads to scientists who have a 34% bonus to biology, or a naval officer who has a 49% bonus to operations, etc. In Aurora, as far as I know, all bonus increases are either multiples of +5% (normal job) or they are a flat +1% (team member).
Fixed. This is another nasty bug I'm glad to have squished. The code int(1.15 * 100) was resolving to 114. Not necessarily the engine's fault, it uses raw floating point number types because 3D engines prioritize speed over accuracy, and math with raw floating point numbers can get weird.
I replaced about 200 cases where I was converting floating point numbers to integers using the default 'int' with my own custom code called 'int_floor', in which int_floor(1.15 * 100) = 115, so that should eliminate some future bugs.
There seems to be a problem with the GRAV survey default order. Whenever the game announces that a system has been fully surveyed, if I go check on the system my surveyor will be redoing a survey point that had already been completed. Once it finishes that survey point again it will halt and announce that it can't find any valid survey targets, as expected. This also happens with multiple surveyors working in concert, they will each queue up as their final survey target the survey point that the other vessel is working on, so even after the system is fully surveyed they will run over to the other vessel's survey point and redo it before announcing their failure to find a valid target.
Fixed
Something similar can happen with GEO surveying but I've only noticed it a few times, possibly because geo surveying a given target is typically very fast. The geo surveyor will queue up the final target twice in a row and survey it twice.
Fixed
Industries don't stay shut down when turned off in the Civilians & Ind Status tab, the timer starts ticking as soon as you click "shut down" so 180 days later they are back to running again. I'm about to ship my fuel refineries to Venus so they stop using all my Sorium.
Fixed
Renaming components in the "Design Tech" window doesn't work (or I can't get it to work). The prefix line is editable and works exactly as expected, but when I edit the pregenerated name (e. g. "150 EP Ion Drive" to "Test") my changes aren't reflected in the research topic name after I click "Create", the research topic name just uses the prefix line + pregenerated name.
Fixed
Adding any hangar module to a vessel changes the displayed "maint life" to 10000. 00 years.
Couldn't reproduce. Maybe fixed by one of my other changes. If still happening can you give more details?
Vessels don't fail their "load [specific installation]" orders when there is none to be loaded. I noticed this after my cargo TG kept on repeating its orders to carry automated mines to Venus years after Earth had run out of automated mines, so the TG was just flying back and forth empty.
Fixed
Officers don't automatically promote when using manual assignments, and can't be manually promoted.
Fixed
Jump engine sizes above 100 wrap around to 1, such that selecting an engine size of 105 (the next after 100) creates a size 1 engine.
Fixed
I don't know if this was a design decision or not but Quasar military/commercial jump engine rules are different from Aurora which goes against your stated goals for the project. In Aurora any vessel with commercial-rated thrusters can jump via a commercial-rated jump drive, regardless of the vessel's overall military/commercial classification, while any vessel of the appropriate size can jump via a military-rated jump drive. In Quasar military vessels can only jump via military-rated drives and commercial vessels can only jump via commercial-rated drives.
This also has in-game implications in that a person might consider using commercial jump drive and engines on a really large military vessel (a carrier or something) in order to avoid researching a really large military jump drive which comes with a huge research cost. Can't do that with the current Q4x mechanics.
One correction, in Quasar, commercial ships should be able to jump via military drives. But yes, this is essentially a design decision because I coded this part how I understood the rules to be, without explicitly testing every possibility in Aurora. In this case I will accept the difference from Aurora because throwing a commercial engine on a carrier to get around long research times seems pretty gamey to me and I find it hard to believe this is an intended behavior.
In View Technology window, when you select Missile Launchers it is not possible to select researched technologies. So for example by default there is ICBM Silo and it is impossible to select to make it obsolete or rename it.
Fixed
https://imgur.com/a/dR7uvqW
There seems to be something with the system numbers. I'm playing a setup with max 500 systems, yet i have system numbers from 1 to at least 4408
Fixed
https://imgur.com/a/aE1u4ks
Don't know if this is a setup thing, but it doesn't seems to happen for me in Aurora. The Bottoms in the system screen exceed the windows size and the font doesn't scale well when zoomed
Window size fixed. I'm aware of the font scaling pixelation on F9 but it happens to not be a straightforward fix so it's pretty far down on my list. Aurora 7.1 font scaling on F9 looks better, but there are still some ultra-pixelly fonts at certain sizes.
Thanks again for all the reports.