Author Topic: v1.30 Bugs Thread  (Read 47668 times)

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Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #285 on: April 14, 2020, 03:55:08 PM »
Resolve land combat resulting in numerous #1927. 

You could just run the attached file till the next combat round resolution.

Fixed. Thanks for DB.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #286 on: April 14, 2020, 03:56:21 PM »
In the "Ground Forces" window on the "Unit Class" if you click on "Base Unit Type" field (the header of the column for the actual unit types, not the real values) you get:

Function #2608: Object reference not set to an instance of an object.
Function #1838: Object reference not set to an instance of an object.

I assume it's trying to find allowed values for Armour Type and Component Type :)

I thought this was fixed for v1.3. Can you confirm version on misc tab please.
 

Offline Desdinova

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Re: v1.30 Bugs Thread
« Reply #287 on: April 14, 2020, 03:57:36 PM »
Engine power ignores fractions. This is mostly only noticable in the early game: a 500-ton geosurvey fighter with a 1 EP conventional engine will go 100 km/s, while a 500-ton geosurvey fighter with a 2.5 EP nuclear thermal engine will only go 200 km/s.
 

Offline Malorn

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Re: v1.30 Bugs Thread
« Reply #288 on: April 14, 2020, 04:01:12 PM »
Version 1. 30

I'm having an odd problem with fuel harvesters.  The standing order 'Move to Gas Giant with Sorium' does not appear to do anything, even with surveyed gas giants that have sorium.  If i manually move them, they collect fuel properly, but the standing order does nothing.

I've having a similar problem with 'Move to Asteroid Mineral Source' but that might be to lack of understanding of what that is supposed to do.
 

Offline Ancalagon

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Re: v1.30 Bugs Thread
« Reply #289 on: April 14, 2020, 04:01:35 PM »
Completing an overhaul does not fill a ship with MSP, as one would expect. Even if the colony has plenty of MSP in the stockpile.
 
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Offline mtm84

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Re: v1.30 Bugs Thread
« Reply #290 on: April 14, 2020, 04:05:02 PM »
Completing an overhaul does not fill a ship with MSP, as one would expect. Even if the colony has plenty of MSP in the stockpile.

You only get full service if the colony is in the Oregon system.
 
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Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #291 on: April 14, 2020, 04:05:16 PM »
V 1.30

Adding a sector command via SM in the economics-civilian economy view does not create a sector, the sector window stays completely empty (three empty boxes). Building one with industry works as expected.

Fixed.
 

Offline Anamori

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Re: v1.30 Bugs Thread
« Reply #292 on: April 14, 2020, 04:05:34 PM »
1. 30 Conventional Start
Low priority, Interruption Type, non-critical bug with civilian shiplines, freighters (Civilian produced infrastructure for export.  Loading/trading action "Pickup Failed")

(Specific civilian freighter) was unable to load Infrastructure from Ziemia as nothing was available for pickup.

Occurred soon after colonizing mars as military colony.  Luna (Renamed to Ksiezyc) at 70-80m pop.  Earth (Renamed to Ziemia) can't provide enough infrastructure for lunar demand.  Freighters try to pick up full load of infrastructure whenever there is at least one waiting for export on Earth.  This generate report that they can't load infrastructure due to lack of it (Non-full load would be my guess), creating interruptions.  When there are other possible exports/missions(Ordered via civilian economy) there are no interruptions.  My guess would be that priority on transporting infrastructure is overwriting check for "is there enough infrastructure to pick up" when civilian ships have nothing better to do.  Problem disappears on its own.

 If any other reference is needed there is my recording (Part of let's play) with polish narration where I try to understand and mitigate this interruption issue https://www. youtube. com/watch?v=0akI1ctRdyw&t=4m07s that will not post properly due to pre 10 post countermeasures. 
 

Offline xenoscepter

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Re: v1.30 Bugs Thread
« Reply #293 on: April 14, 2020, 04:06:03 PM »
The Armor Bug error is a Function #2801 Divide by Zero.

The 0km/s bug is the same.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #294 on: April 14, 2020, 04:07:01 PM »
Non-sol start, random stars, conventional start, got two opposing nations set up, everything works fine until I set either nation hostile with each other. Advancing the time 1 day causes them to recognise the hostile relations and advancing another day causes a terminal (repeating infinitely) "Function #1927: Object reference not set to an instance of an object" error.

They both have ground forces, I assume?
May I ask how many units you have? The same happened to me when I wanted to test the new ground combat features.
Also: Did you use enter to click those messages away or did you click them with the mouse cursor?

I don't know if this is intended, but if I am correct, pressing Enter advances the time, if the "advance [time]"(e.g:5 Days) button on the tactical map is pressed.
This means that you get the feeling of unending error messages if using Enter because when all were clicked away time advances and new errors pop up.
Yes. Also was getting to grips with the ground system (took me like a day of trial and error before I was happy with the setup). My final setups are as follows (though I had the same issue with a previous ground force setup with significantly larger ground forces:
https://puu.sh/FxvRp.png
https://puu.sh/FxvTR.png

Neither makes them stop, and at least for me time doesn't appear to advance (and the messages pop up more rapidly than a day passes in game anyway). Even if it did, getting an error message every day is hardly much better.

The issue was causing by code instructing the AI to declare war. However, it triggered for the player and the player race didn't have AI.
 
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Offline Caplin

Re: v1.30 Bugs Thread
« Reply #295 on: April 14, 2020, 04:08:05 PM »
Completing an overhaul does not fill a ship with MSP, as one would expect. Even if the colony has plenty of MSP in the stockpile.

I thought this just wound down the overhaul clock, and consumed MSP from planetary stockpiles, but that resupply was a separate order.
 

Offline Resand

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Re: v1.30 Bugs Thread
« Reply #296 on: April 14, 2020, 04:10:15 PM »
Engine power ignores fractions. This is mostly only noticable in the early game: a 500-ton geosurvey fighter with a 1 EP conventional engine will go 100 km/s, while a 500-ton geosurvey fighter with a 2.5 EP nuclear thermal engine will only go 200 km/s.

Haven't tried with fighter sized, but unless the class design window is lying to me, fractional power is checked.
My 2999 T ship with 49.5 EP moves at 817
My 2999 T ship with 50 EP moves at 833

Not saying you're wrong but seems like there's more going on then just not using fractions

Edit: I'm a idiot and you where right. Needed to check 49EP to of course and that to moved at 817
« Last Edit: April 14, 2020, 04:15:04 PM by Resand »
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #297 on: April 14, 2020, 04:11:36 PM »
Hi, I've got on bug and one typo to report:

* When creating a new ship class 2 with a Hull 2 while selecting an already existing ship class 1 with a Hull 1 the new Hull section (under which the ship classes are listed) is created but the ship class 1 gets moved into Hull 2, too, when it should stay under Hull 1 (which is its original hull).  This keeps happening after creating the first new Hull section, e. g.  continuing the previous example: If I select ship class 2 (which has Hull 2), select a different Hull 3 and now create a new ship class 3 under the Hull 3, ship class 2 gets moved to Hull 3 section again and so on.

* before leaving the game asks "Do you sure you wish to close C# Aurora? [. . . ]" I'm not a native English speaker so please excuse this if its space slang or something :D

Also thanks for the great game and your totally over-the-top bug squashing speed!!

I might be misunderstanding here, but as soon as you change the hull type the current class will change hulls. You can't select a hull for a class until after you create it.

You are right on the English. Problems of coding at speed :)
 

Offline Ancalagon

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Re: v1.30 Bugs Thread
« Reply #298 on: April 14, 2020, 04:11:39 PM »
Completing an overhaul does not fill a ship with MSP, as one would expect. Even if the colony has plenty of MSP in the stockpile.

I thought this just wound down the overhaul clock, and consumed MSP from planetary stockpiles, but that resupply was a separate order.

I see that overhauling also does not fill up fuel. Perhaps it is intended behavior, my bad.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #299 on: April 14, 2020, 04:12:28 PM »
Not quite sure how but it seems like one of the engines which I set to obsolete won't disappear from class design component selection. The component is obsolete in tech view and is working properly there but on class design view it is always visible no matter if the "show obsolete" check box is checked or not. Other obsolete tech are hidden just fine

Any chance you are looking at a class that still has the component, rather than the list of race components?