Author Topic: v1.30 Bugs Thread  (Read 47772 times)

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Offline Steve Walmsley (OP)

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Re: Minerals tab Function #2026
« Reply #165 on: April 14, 2020, 10:15:36 AM »
Hi!

Conditions:
Conventional start as well as new start.
Same issue both on day 0 and a couple of months in.
Have tried changing the numbers, checkboxes on the Minerals window - no difference.

Issue:
Clicked the "Open mineral survey window".
This opens the Minerals window with no rows showing in the main section.
Clicked "Search".
Popup appears notifying me: Function #2026: input string was not in a correct format. "
Nothing else seems to happen.

Is your decimal separator a comma?
 

Offline Ancalagon

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Re: v1.30 Bugs Thread
« Reply #166 on: April 14, 2020, 10:18:24 AM »
The civilian shipping line bug many people have reported with "unable to pick up infrastructure" was caused in my v1.0 game by all the civilian shipping lines having grown large enough to ship all of Earth's "free" Wealth/Trade infrastructure faster than Earth could replenish its annual free supply.

I expect it will happen to any player whose shipping line growth outstrips Earth's annual production capability (including in v1.3). When it happens, it clutters the Event Log and also interrupts auto-turns, which can be a pain.
« Last Edit: April 14, 2020, 10:26:35 AM by Ancalagon »
 

Offline Ancalagon

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Re: v1.30 Bugs Thread
« Reply #167 on: April 14, 2020, 10:23:19 AM »
If I try to manually load fractional installations from a planet, such as 0.1 Spaceports, I get this Function 946 error:



I don't have weird localization or decimal settings on my US English computer. The error pops up when I try to "Add Move".

 

Offline Resand

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Re: Minerals tab Function #2026
« Reply #168 on: April 14, 2020, 10:27:16 AM »
Hi!

Conditions:
Conventional start as well as new start.
Same issue both on day 0 and a couple of months in.
Have tried changing the numbers, checkboxes on the Minerals window - no difference.

Issue:
Clicked the "Open mineral survey window".
This opens the Minerals window with no rows showing in the main section.
Clicked "Search".
Popup appears notifying me: Function #2026: input string was not in a correct format. "
Nothing else seems to happen.

Is your decimal separator a comma?

Mine was, same issue and changing it helps. But its quit annoying to be honest.
As I've changed it to . 3 times since launch and windows keeps "helping" me to set it to "correct" value again.

Not your fault, but would love a fix. If nothing else, I'd prefer to have it as ,
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline bankshot

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Re: v1.30 Bugs Thread
« Reply #169 on: April 14, 2020, 10:28:41 AM »
Minor display issue:

After geo survey discovers minerals the Minerals tab display on system view isn't automatically refreshed.  Closing and restarting, or presumably swapping to another system and back should refresh the list (I only have one system at present so can't test that). 
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #170 on: April 14, 2020, 10:28:52 AM »
Man, spent forever setting a game up but I guess it's all premature right now:

Attatched a DB file, whenever the fleet that is currently at my homeworld (Imperial Fleet 01) tries to go anywhere, it starts throwing about 30 or so "Function #713: Reference not set to instance of an object" errors. This is a random stars SM start. Before this happened I was messing about with fighters and sub fleets and what not and might have broken something.


EDIT: My current game is over an old 1.00 install as well that had games on it.

The problem is caused by a flag bridge with no commander assigned. Fixed for next version. DB was very helpful, thanks.
 

Offline Ancalagon

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Re: v1.30 Bugs Thread
« Reply #171 on: April 14, 2020, 10:30:20 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).

Perhaps there should be an error displayed in ship design about jump drive + engine mismatch, if this is intended behavior?
 

Offline vyser1on

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Re: v1.30 Bugs Thread
« Reply #172 on: April 14, 2020, 10:34:07 AM »
Quote from: Ancalagon link=topic=10684.    msg122509#msg122509 date=1586877504
The civilian shipping line bug many people have reported with "unable to pick up infrastructure" was caused in my v1.    0 game by all the civilian shipping lines having grown large enough to ship all of Earth's "free" Wealth/Trade infrastructure faster than Earth could replenish its annual free supply.   

I expect it will happen to any player whose shipping line growth outstrips Earth's annual production capability (including in v1.    3).     When it happens, it clutters the Event Log and also interrupts auto-turns, which can be a pain.   

Exactly this.  It doesn't happen with all the other trade goods, so I guess it is related to infrastructure actually showing up in your installations after the trade, whereas all the other stuff vanishes into the civilian economy.   
 

Offline Ancalagon

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Re: v1.30 Bugs Thread
« Reply #173 on: April 14, 2020, 10:36:37 AM »
There should also be a "helper hint" if someone puts a Cargo Hold on a ship without putting Cargo Shuttle Bays, suggesting they add one. Same for ground troop transports and colony ships. This is the second-most-asked-about issue that people are repeatedly having trouble with on Discord when they build their first freighters.

And the #1 top issue is people asking "Where is the system map event log, I checked the checkbox to enable it?" Maybe you should simply hide the "Events" checkbox on the system map for now  :)
 
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Offline Resand

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Re: v1.30 Bugs Thread
« Reply #174 on: April 14, 2020, 10:37:07 AM »
Small thing, but keeps bugging me  :)

The Naval Org. window doesn't remember that I've unchecked "Show Civilian".

Edit: Another small one, so just adding it in here. The Academy jobs for your leaders aren't marked as taken after you've given the job to someone.
So it's difficult to know if anyone have the job or not.

Not found any where to see this other then assignment of the guy that has the job.
« Last Edit: April 14, 2020, 10:52:16 AM by Resand »
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Offline JacenHan

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Re: v1.30 Bugs Thread
« Reply #175 on: April 14, 2020, 10:38:39 AM »
I haven't seen this posted anywhere else, so as far as I know this is a feature I have misunderstood, but ground unit formations seem to always be created with the lowest ground forces rank (Major, in my current game), regardless of what is set for the formation template. While it is possible to change it after building it, it can become a bit tedious for larger numbers of units.
« Last Edit: April 14, 2020, 10:41:55 AM by JacenHan »
 

Offline db48x

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Re: v1.30 Bugs Thread
« Reply #176 on: April 14, 2020, 10:42:56 AM »
Function #3180: An item with the same key has already been added.

If you open up the Create Research Project window and start designing something, let's say a Beam Fire Control, then open up the Turret Design window to design and save a turret, then come back to the fire control and save it, you'll get this error. I suspect that each of these windows (and probably others such as the missile design window, although I haven't checked) look up the next value to use as the primary key when they are opened, then use that primary key when you save the tech. Since they both found the same next value from the table, they both tried to save to the same ID. May I suggest skipping that and letting sqlite insert the next value at the time of the insert?
 

Offline MarcAFK

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Re: v1.30 Bugs Thread
« Reply #177 on: April 14, 2020, 10:52:24 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.
Ok researching reactors fixed both errors.
However I found more errors after clicking on STO weapons on the ground forces tab, I have a rail gun researched, which shows up, but I got the following errors : 2640, 2608 ,and  1838,
And furthermore creating a template using the bugged STO wipes all my existing templates. They're all gone from the Ground unit screen.
« Last Edit: April 14, 2020, 11:02:01 AM by MarcAFK »
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Offline kks

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Re: v1.30 Bugs Thread
« Reply #178 on: April 14, 2020, 11:01:38 AM »
From the v.1.1 thread:
Quote
Quote

    When two empires with the same homeworld (maybe just colonies on the same body) go hostile to each other and have ground forces, before any combat happens, the following message shows (an infinite time, not able to click all away): Function #1927: Object reference not set to an instance of an object.
    I originally found this bug in an testgame, where I wanted to try the new ground combat. So I started a game with another race SM'ed to Earth. First I did this in an conventional, real stars game, then reproduced it with a new game (just infantry with PWL against infantry with CAP + HQs) using all standard settings for generating the races. Reproduced it in V1.10 with the already loaded game, just adding a race, letting it run a few days, then switching to hostile. Both instantbuilding, as well as recruiting the formations reproduced the error.
    I have only the tactical map, and sometimes the event window open.

    Also, Thank You alot for the release. Great work! :)


This is going to sound like a weird question but can they detect each other?

I didn't think about that... They could see each other on DSTS but not on active.

Reproduced the bug on v1.3, but now it only shows a couple of such messages each combat phase, which you can click away. More messages if longer increments are used.
I also build a small Active Sensor platform for both empires and activated it: the error is still shown after that.
 

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Re: v1.30 Bugs Thread
« Reply #179 on: April 14, 2020, 11:03:47 AM »
Quote
Geological is military.  Previous version was bug.

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

Probably a dumb question, but how do I do that?

Also possibly another bug I'm encountering- checking the "story character box" seems to turn it on for all commanders  (checking it and switching to a different commander leaves the box checked, unchecking on the new commander's screen leaves it unchecked it when you switch to the original commander as well)