Author Topic: v1.30 Bugs Thread  (Read 47887 times)

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Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #105 on: April 14, 2020, 06:39:59 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.

In my game 30 years in I just attacked a NPR in Sol using fighters, they destroyed all my fighters and the carriers, now I am getting error functions 1995, and 1998 every cycle, and I get 1482 when I save the game.

It is related to shipyard tasks. Not sure how yet. What is the error text?
 

Offline The_Seeker

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Re: v1.30 Bugs Thread
« Reply #106 on: April 14, 2020, 06:42:17 AM »
Quote from: Kristover link=topic=10684. msg122363#msg122363 date=1586861266
For what it’s worth, I have noticed for me when patching if I extract the patch to the existing folder and overwrite, I get lots of errors when playing.   I checked back and noted the issue seemed to be related to one or the other patch files not actually overwriting.   BUT, if I do a fresh install of v1. 0 and then apply the patch manually ensuring both files transferred over - I deleted the two 1. 0 files and then transferred the patch . exe and DB - no errors in play.   Wondering if that is the source of some of the errors for folks?
I believe this is likely the case even though I can't reproduce it.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #107 on: April 14, 2020, 06:43:31 AM »
If you set the shipyard continual expansion target to less than the current amount, it will shrink your shipyard.

Fixed.
 

Offline Frank Jager

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Re: v1.30 Bugs Thread
« Reply #108 on: April 14, 2020, 06:44:21 AM »

No more unlimited duration Civilian Geological surveyors?
Gods noooo.

Makes sense. Geological and Gravitational survey is a strategic goal after all. Makes sense the military should oversee it

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 Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #109 on: April 14, 2020, 06:46:01 AM »
Wrecks and lifepods on lets say a NPR home planet will push all their contacts out of sight (using grouped contacts).

Clicking wrecks or life pods off does not solve the issue, the contacts are still somewhere high above while the invisible wreck and lifepod names still take up the space.

Fixed.
 

Offline Bubbaisagod

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Re: v1.30 Bugs Thread
« Reply #110 on: April 14, 2020, 06:48:04 AM »
Conventional industry no longer available during conventional start.
I have the 800 industry from game start but no option to build more under the
industry tab ==> construction.
 

Offline Fe-eze

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Re: v1.30 Bugs Thread
« Reply #111 on: April 14, 2020, 06:50:02 AM »
Hi

Not sure if this is a bug or I'm just blind but I can't seem to find the 'create new rank' for Ground Force Commanders.  I can only see that for naval ranks.  I can rename but not create.
 

Offline Lastof

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Re: v1.30 Bugs Thread
« Reply #112 on: April 14, 2020, 06:52:19 AM »
Quote from: Steve Walmsley link=topic=10684. msg122365#msg122365 date=1586861363
Quote from: Desdinova link=topic=10684. msg122210#msg122210 date=1586831876
Looks like fighters can be built with unresearched prototype components.  Maybe the function that checks is only called by shipyard construction.

Fixed.

Can't spot it mentioned already, but I can also build prototyped parts with industry before researching the prototype.  Might be that this also fixes that, but if not sounds like a similar missing check.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #113 on: April 14, 2020, 06:55:01 AM »
v 1. 30

When creating more player controlled races on sol, you can not switch to the new race view in tactical (naval, economics, etc.  are working).  Restarting fixes the problem, refresh doesn´t.

Fixed.
 
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Offline serger

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Re: v1.30 Bugs Thread
« Reply #114 on: April 14, 2020, 07:00:04 AM »
Ground Forces - OOB - Scrap button doesn't do anything visible with selected formation, unit or element.
(Win7 64, Conventional start, 1st year of compaign.)
P.S. Delete Formation button deletes formation succesfully.
 

Offline Kristover

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Re: v1.30 Bugs Thread
« Reply #115 on: April 14, 2020, 07:01:59 AM »
Ground Forces - OOB - Scrap button doesn't do anything visible with selected formation, unit or element.
(Win7 64, Conventional start, 1st year of compaign.)
P.S. Delete Formation button deletes formation succesfully.

Same here. Scrap I assumed was to delete a particular element from a formation but nothing.
 

Offline Boris

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Re: v1.30 Bugs Thread
« Reply #116 on: April 14, 2020, 07:03:19 AM »
when starting a new game, automated turns is turned off, while the button is green
 

Offline Yonder

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Re: v1.30 Bugs Thread
« Reply #117 on: April 14, 2020, 07:04:33 AM »
Finished Research with a queued research project still interrupts auto-turns. I would expect for auto-turns to not stop unless a research project finishes and there's no queued project after.

Also, there is no message in the Events Log that the science team has begun working on the queued research project. There should definitely be an event log message like there is in VB6, regardless of auto-turns.

Edit: Same for queued Industrial Construction. It interrupts auto-turns despite a queued project existing, and doesn't put a message in the event log that a queued project has now begun.

I don't think this is a bug, I like it this way. While sometimes those events just mean "yay my numbers went up" sometimes those events need additional input. After a Naval Headquarters or Shipyard is built you may want to start shipyard tasks or assign leaders. After a research project is finished you may want to shift research to new unlocked projects, you may want to design components, or a new ship.
 

Offline Duzzit

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Re: v1.30 Bugs Thread
« Reply #118 on: April 14, 2020, 07:06:49 AM »
Version: 1.3

Bug: Minor, Popup occasionally. I have no idea what could be causing this as its a thing that shows up sporadically.

Function #2397: Object reference not set to an instance of an object.

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Second Minor Bug: In the ground forces template creation tab, even if you click cancel, cancel on creating a new template, it will still create a template.

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Typo: "Are you sure you want to give all designed 'byt' unresearched tech to this race." (Should be 'by') this is the text for the SM function for Instant RST in the research screen.

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Also Steve, I really can't seem to find the 'Instant research to X cost' button, only the 'instant' button for single techs. (and the Instant racial techs)
 

Offline nhb1986

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Re: v1.30 Bugs Thread
« Reply #119 on: April 14, 2020, 07:07:54 AM »
Something is still fishy with Ship Tonnage.

This design:

Code: [Select]
Horizon class Geological Survey Vessel (P)      7.997 tons       184 Crew       780,3 BP       TCS 160    TH 263    EM 0
2188 km/s    JR 3-50      Armour 1-35       Shields 0-0       HTK 43      Sensors 12/12/1/1      DCR 7      PPV 0
Maint Life 3,27 Years     MSP 426    AFR 73%    IFR 1,0%    1YR 60    5YR 904    Max Repair 191,3 MSP
Fregattankapitan    Control Rating 1   BRG   
Intended Deployment Time: 34 months    Morale Check Required   

J8000(3-50) Military Jump Drive     Max Ship Size 8000 tons    Distance 50k km     Squadron Size 3

Commercial Improved Nuclear Pulse Engine  EP175,00 (2)    Power 350,0    Fuel Use 6,61%    Signature 131,2500    Explosion 5%
Fuel Capacity 500.000 Litres    Range 170,1 billion km (899 days at full power)

Waldheim Electronics | ES | HS 02 | S12 | (1)     Sensitivity 12     Detect Sig Strength 1000:  27,4m km
Waldheim Electronics | TS | HS 02 | S12 | (1)     Sensitivity 12     Detect Sig Strength 1000:  27,4m km
Geological Survey Sensors (1)   1 Survey Points Per Hour
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

I am trying desperately to get it to 8000 tons exactly . . .  because of reasons.

For some reason the Armour is only 5,94 in this design - why is that, how is armour calculated anyhow in C# couldn't find anything the changes list can somebody point me to the calculation?
The exact size is 159,9371

Also, we can't add any spare berths manually, shouldn't we be able to? I understand the changes to overcrowding, but wouldn't it be prudent to add extra berths in case of combat damage or is the increased wear negligible?