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

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Offline Gladaed

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Re: v1.30 Bugs Thread
« Reply #120 on: April 14, 2020, 07:08:23 AM »
Quote from: Steve Walmsley link=topic=10684. msg122311#msg122311 date=1586855114
Quote from: Gladaed link=topic=10684. msg122193#msg122193 date=1586827489
Disclaimer: Happened in 1.  10 and 1.  20 but was not mentioned. 

After about 30 years & having colonies at about 30m pop the civilian shipping lines break.   The log complains about them not being able to load infrastructure every 5 or so days. 
Furthermore the civilian research done for ground units also unlocks player techs.

Was there an error message or just an event in the log? Can you provide the text please.

It is tradegood infrastructure.  The bug has been reported by another player in 1. 2, too.  (SerBeadian twitchchat)
I appended AuroraDB. db and a screen of the event log.  I do not have a manual order set up.

Code: [Select]
https://www.dropbox.com/s/etg13ohk0cpccv5/AuroraDB.db?dl=0
 

Offline Froggiest1982

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Re: v1.30 Bugs Thread
« Reply #121 on: April 14, 2020, 07:19:38 AM »
when starting a new game, automated turns is turned off, while the button is green

Yes, this is the same as the space master bug starting on while it is actually off. It's like it memorized the previous stance only in the graphics but not in the actual command. You have to trigger it twice and will go back to working as intended

Offline Erik L

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Re: v1.30 Bugs Thread
« Reply #122 on: April 14, 2020, 07:25:33 AM »
SM button on the Galaxy window toggles SM Mode, but does not update visually.

My bad. It does not read the current state of the SM Mode when the window is opened.
« Last Edit: April 14, 2020, 07:35:27 AM by Erik Luken »
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #123 on: April 14, 2020, 07:30:18 AM »
My reduced size (0.5HS) gauss cannons seem to have the same 100 percent accuracy as the 6 HS ones.

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #124 on: April 14, 2020, 07:35:47 AM »
Good morning, Steve!

Military Vessel equipped with Commercial Engines + Military Jump Drives can no longer "standard transit", due to mismatch between the engines and jump drive. That means a 50% power (or lower) engine cannot be jumped with a military jump drive, but a 55% power (or higher) engine can be.

Jump drives are affected by the engine (commercial vs military) of the ship they are jumping, rather than the maintenance classification  (commercial vs military).
 

Offline Resand

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Re: v1.30 Bugs Thread
« Reply #125 on: April 14, 2020, 07:36:35 AM »
Not entirely sure this is a bug or just new with C#, but we're able to promote officers manually with realistic promotions active. Without having to activate SM mode
"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 #126 on: April 14, 2020, 07:37:56 AM »
All ground units that share the same name get marked obsolete when one unit gets marked as obsolete.

For example, I have a ground unit named Rifleman which is PWL Infantry and Rifleman which is PW Infantry; marking one as obsolete also marks the other as obsolete on the ground forces screen.

This is from 1.10, though I haven't seen this bug reported yet and it still might be in 1.30

EDIT: In addition, it might be prudent to be able to rename already-research ground units.

EDIT: Renaming units to another name does not resolve this issue, perhaps since they shared the same original name

I've tested this but I can't reproduce the bug. Anyone else have a similar problem?
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #127 on: April 14, 2020, 07:43:24 AM »
This is a bit hard to explain, but ordering a ship to be repaired does not remove it from the "ships needing repair" list immediately.  This allows you to assign the same ship for repair in multiple slips and/or shipyards.  If this happens, it will cause a divide by zero order whenever you open the Colonies Window, look at the Shipyard or Shipyard Tasks screens, or advance time by more than a few seconds.

Fixed.
 
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Offline Resand

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Re: v1.30 Bugs Thread
« Reply #128 on: April 14, 2020, 07:44:52 AM »
All ground units that share the same name get marked obsolete when one unit gets marked as obsolete.

For example, I have a ground unit named Rifleman which is PWL Infantry and Rifleman which is PW Infantry; marking one as obsolete also marks the other as obsolete on the ground forces screen.

This is from 1.10, though I haven't seen this bug reported yet and it still might be in 1.30

EDIT: In addition, it might be prudent to be able to rename already-research ground units.

EDIT: Renaming units to another name does not resolve this issue, perhaps since they shared the same original name

I've tested this but I can't reproduce the bug. Anyone else have a similar problem?

I experienced this in 1.0. Couldn't reproduce in 1.3 now
"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 #129 on: April 14, 2020, 07:46:41 AM »
I clicked this button (I believe) and it caused all my perfectly auto-aligned systems to all be "reverted" to all occupying the same jumbled location. I had to manually drag them out back into a similar layout, much like VB6 galactic map days. I had never previously "saved" a galactic map layout in this game.



Sadly, I was no longer able to restore the perfect straight lines and spacing that the galactic map had originally laid out for me automatically, even with the help of the Align To Grid button.

I suggest there should be one or both of these solutions implemented when you have time:
1) Clicking the "Return systems to last saved position" button should NOT do anything if the person has not saved a galactic map layout.
2) There should be a new button that automatically lays out and spaces out all the systems on the galactic map just like it does when you first discover them.

This is working as intended. The button is used for when you want to try different layouts without losing the original. You try different options then go back to where you started. If you want to keep an option, then save it.
 

Offline Lymark

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Re: v1.30 Bugs Thread
« Reply #130 on: April 14, 2020, 07:48:43 AM »
Quote
If you create a copy of a ship design and try to retool the shipyard to that copy(0 Retool cost), Function #2196 error comes up and the shipyard disappears from the Shipyards tab.   The shipyard is still counted on the summary tab, but it is gone from the Shipyards tab. 

This issue was reported in the 1. 20 bugs thread, I just now experienced the same thing in 1. 30.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #131 on: April 14, 2020, 07:48:51 AM »
Are Civilian Shipping Line ships supposed to all be commanded by my own naval officers when Automated Assignments is turned on? Happened to me in every game since v1.0 including v1.3 now:

Fixed.
 

Offline Doren

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Re: v1.30 Bugs Thread
« Reply #132 on: April 14, 2020, 07:53:01 AM »
Assignment of a commander is not updated in the search area when assigning a commander to a post. Makes assigning commanders by skills a bit harder since you have to remember or keep refreshing the list
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #133 on: April 14, 2020, 07:55:11 AM »
I'm getting a constant #1414 error after clicking time forward. It was also reported in the v1.1 bugs thread.
The error didn't show up untill a few months into the game so I'm thinking it must be NPR related. Or perhaps one of the spoiler racer. I'm uploading the DB to dropbox but it'll take a while.

What is the error text?
 

Offline DFNewb

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Re: v1.30 Bugs Thread
« Reply #134 on: April 14, 2020, 08:02:15 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?

Attached are the errors. 1995 an 1998 happen on what seem to be construction cycles.

1482 happens when I save.