Author Topic: v1.30 Bugs Thread  (Read 47906 times)

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Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #90 on: April 14, 2020, 06:02:33 AM »
NPR races seem to have no issue with building both ships and ground forces. Player races seem to spend half of their build points on ground forces but neglect to spend the other half on ships.

Player races shouldn't pre-build anything. Only the designs should be done, so the ground forces are the bug rather than the ships :)

Fixed now.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #91 on: April 14, 2020, 06:06:11 AM »
I can't seem to be able to design STO units. I can click on Static Unit, Armor Type, and Surface To Orbit perfectly fine. But when I click on the gun I've researched, I get-

Function#2640: Object reference not set to an instance of an object.
Function#2608: Object reference not set to an instance of an object.
Function#1838: Object reference not set to an instance of an object.

https://imgur.com/Mn33WaC

Screencap for good measure. I researched a half-size gauss, a full-size gauss, and a laser. Researching more projects means more errors when I initially open the ground force design tab.

Do you have at least one tech in both EM Sensors and, Active Sensors?
 

Offline Energyz

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Re: v1.30 Bugs Thread
« Reply #92 on: April 14, 2020, 06:10:26 AM »
Clicking on an "inactive lab" event in Events window open the Mining tab of Economics view, instead of the Research one.

Suggestion : Opening a tab by clicking the corresponding event in events window is great, but double-clicking would be better IMO. When I want to change the back color or text color of an event, it opens a tab and that's annoying
 
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Offline Jovus

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Re: v1.30 Bugs Thread
« Reply #93 on: April 14, 2020, 06:15:31 AM »
The 'minor' bug in Linux regarding the way C# concatenates filepaths to find Race, Flag, and Ship pictures isn't as minor as I first thought. Not finding those files actually causes C# to dump everything on the floor and fail out, so a fix would be very much appreciated, as it even causes instability under WINE (a Windows compatibility layer).

I recognize you probably have no interest in supporting Linux, and that's OK, but I thought it worth reporting in any case.

http://aurora2.pentarch.org/index.php?topic=10636.msg121116#msg121116
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #94 on: April 14, 2020, 06:17:06 AM »
Troop Transport Bay - Small research instead gives access to Troop Transport Bay - Very Small component. Not sure if this is a bug or a typo.

Should be very small for both. Fixed.
 

Offline L0ckAndL0ad

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Re: v1.30 Bugs Thread
« Reply #95 on: April 14, 2020, 06:17:30 AM »
I encountered several bugs while testing carrier ops:

1. Detaching a fighter from the fleet (as opposed to manual drag& drop into a different fleet)  causes assigned mothership name suffix to disappear in Naval Organisation OOB list. Ship Design Display in Ship Overview still shows that the fighter is assigned though.

2. Manually drag & dropping a fighter into another fleet OR putting it into a sub-fleet and then detaching (using Detach button) this sub-fleet causes the fighters in this fleet to be unable to land on already assigned mothership. This fleet can land + assign (or not assign) on a mothership as if it wasn't assigned yet. This all happens with fighters that's already assigned to a mothership.

3. Only fleets with fighters that were detached from the mothership's fleet (with Detach button, one by one) can get an order to land back on assigned mothership. Drag & drop of fighters that were not detached into the same fleet causes this fleet to loose an ability to land on assigned mothership.

4. Fighters that were not detached but simply drag & dropped into another fleet and then return to the mothership will get their deployment clock go into negative numbers.

5. Not a bug, but a hassle: landing a fleet of fighters on a mothership disbands the fighter fleet and absorbs fighters into mothership fleet as opposed to putting this fighter fleet in as sub-fleet.

6. Using "Join as Sub-Fleet" order does not land fighters on an assigned mothership in this fleet and thus causes deployment clock to increase.
« Last Edit: April 14, 2020, 06:39:38 AM by L0ckAndL0ad »
 
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Offline SerBeardian

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Re: v1.30 Bugs Thread
« Reply #96 on: April 14, 2020, 06:18:38 AM »
Not sure if intended, but scrapping ships yields their armor, crew quarters, and fuel tanks as reusable components. Probably other bits that shouldn't be reusable.
 

Offline Energyz

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Re: v1.30 Bugs Thread
« Reply #97 on: April 14, 2020, 06:19:54 AM »
You can't set amount to be lower than 1 in industry tab (Economics view). Of course you don't want to build half a research lab,but that cause issues in some scenarios :

If you want to build 2 RL, then if one month later you want to stop at only 1 RL, you can't. Amount will now be at 1.90 , and since you can't modify that to 0.9, you're screwed.
 
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Offline hadi

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Re: v1.30 Bugs Thread
« Reply #98 on: April 14, 2020, 06:20:31 AM »
Clicking on an "inactive lab" event in Events window open the Mining tab of Economics view, instead of the Research one.

Suggestion : Opening a tab by clicking the corresponding event in events window is great, but double-clicking would be better IMO. When I want to change the back color or text color of an event, it opens a tab and that's annoying
Also would like to mention, related to this:
using the arrow keys in the event viewer, to scroll through the events and read them, will trigger the events as if you clicked on them, and will launch  the related window!
This is probably unintended and should not happen, right?
« Last Edit: April 14, 2020, 06:22:03 AM by hadi »
At this point, I was suspecting demonic intervention.
-Steve
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #99 on: April 14, 2020, 06:21:16 AM »
Function 1530: Object reference not set to an instance of an object.

Also I am un-able to gather intelligence on an enemy colony using a ELINT module, this bug might be related to above error message as I only started getting that when I put my ship  in range of the enemy pop.

EDIT: Errors stopped after moving out of range, definitely related.

I think I fixed it :)
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #100 on: April 14, 2020, 06:22:20 AM »
Normal view button doesn't even appear for me after I press wide view...

Sounds like the Wide view is too wide for your screen. Try using the title bar to move the window left until you see the Normal View button.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #101 on: April 14, 2020, 06:25:28 AM »
V 1. 30

Bug: Commander screen won't load, button deselects the system view screen, but the commander screen is invisible/doesn't exist.  6 years into campaign, only changes I've made in the commander screen are a few name changes and ribbons.

Possible bug/change I missed/I'm just an idiot: Geological Survey Sensors are causing my survey ship to be classed as a military vessel.  Not sure if that's a bug or not, but I thought they counted as commercial in V 1. 0

Geological is military. Previous version was bug.

Have you tried using Reset Windows to make the commander window appear?
 

Offline nhb1986

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Re: v1.30 Bugs Thread
« Reply #102 on: April 14, 2020, 06:29:02 AM »
Class Design Window:

Size in Tons Checkbox doesn't do anything.  Or I am blind. . . .
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #103 on: April 14, 2020, 06:30:34 AM »
In my current game, 10 years in, and I'm getting object reference not set errors in functions 1995, 1998, and 2398 every production cycle.

Seems to be related to a shipyard task that should exist but doesn't. Does that make any sense?
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #104 on: April 14, 2020, 06:31:20 AM »
v 1.30
Conventional start with no predesigned ground units.
Opening ground unit screen results in 2 instances of errors : #2639 and #2379
Creating and researching a unit class, and then creating a template did not mitigate the issue.

Do you have any reactor tech?

In fact, there are some general issues around STO units on a conventional start as techs that they need are not available yet.
« Last Edit: April 14, 2020, 06:38:19 AM by Steve Walmsley »