Author Topic: v1.30 Bugs Thread  (Read 47831 times)

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Offline xenoscepter

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Re: v1.30 Bugs Thread
« Reply #210 on: April 14, 2020, 12:16:33 PM »
Very small fighters can potentially have an Armor Rating of X-0, where X is the layers, but 0 is the columns. This throws up a divide by zero error when they are selected in the Fleet Organization window.

Likewise, engines that aren't strong enough can provide a 0 km/s speed, this also throws up a divide by zero error when they are selected in the Fleet Organization window.

In both cases, such ships have the word "error" in the Ship / Class Design screen on the Fleet Organization window. @Conventional Advanced Composite, the armor bug occurs at >30 tons. For the 0 km/s bug, just slap a 5 Ton engine on something and start adding components, you'll get there sooner than later.
« Last Edit: April 14, 2020, 12:19:14 PM by xenoscepter »
 

Offline Resand

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Re: v1.30 Bugs Thread
« Reply #211 on: April 14, 2020, 12:17:02 PM »
V 1. 3, conventional start, ~10 years into campaign

Choosing to use components when building a ship decreases the time to build the ship by (presumably) the correct amount, but does not actually consume the components from the planetary stockpile

This was fixed for 1.3
Worked fine for me.

Might want to try a fresh install
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Offline LuciusSulla

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Re: v1.30 Bugs Thread
« Reply #212 on: April 14, 2020, 12:31:14 PM »
Resolve land combat resulting in numerous #1927. 

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

Offline JacenHan

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Re: v1.30 Bugs Thread
« Reply #213 on: April 14, 2020, 12:31:29 PM »
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.
You can set the default rank of the formation on the formation screen. The button is on the right side third from right. Does not change any already existing formation settings only new ones that are built
Thanks for the suggestion. After manually resetting all of the ranks of the templates, everything appears to work correctly regarding new units.

The initial problem still remains: the default, game-generated rank shown on the "Formation Templates" screen seems to be inaccurate unless you manually change the rank. For example, I created a template called "Infantry Regiment". After adding an HQ to it, the game auto-assigned a rank of lieutenant-colonel (rank 2), visible to the right of that template in the design tab. However, until I manually set the rank (to the same rank as was already displayed) as suggested above, all newly recruited infantry regiments were given a required rank of major (rank 1).
 

Offline Inglonias

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Re: v1.30 Bugs Thread
« Reply #214 on: April 14, 2020, 12:35:32 PM »
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?

Yeah, this is confusing to me. My understanding is that military jump drives should work for any engine type at all. Is this no longer the case?
 

Offline sneer

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Re: v1.30 Bugs Thread
« Reply #215 on: April 14, 2020, 12:51:39 PM »
I tried to find it reported earlier but did not notice
conditional orders ( like when below 20% fuel refuel at nearest colony /hub ) do not break standing orders - fleets run out of fuel in space when not in system with refueling ability

 

Offline Energyz

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Re: v1.30 Bugs Thread
« Reply #216 on: April 14, 2020, 12:53:47 PM »
Quote from: Hastermain link=topic=10684.     msg122456#msg122456 date=1586872143
Forum search didn't show any results for this error (though, thinking of it, just thought of a second issue that showed up a couple of hours ago; added it at the end).         
.     .     .     .     .     .     .     .     .     
(didn't quote the entire post so it doesn't occupy half the page)

Hi guys,

Not sure if my post wasn't commented on because of lack of time or because I'm doing something very stupid, but I've been seeing bizarre behaviour from my tankers.     

Basics from my (different one) freshly created game that led to the behaviour:
- Built a Fuel Harvester station, towed it to Gas Giant, which I made a colony.      FH Station is marked as with no armour and as a tanker, and has a refuelling hub.     
- Have a tanker to transport fuel from station to Earth.      At moment of test, both station and tanker are orbiting giant, different fleets.      For the tanker, orders are:
Refuel at Refuelling Hub (All) // No order // Fuel tanks full -> Harvester Transfer and Return // No condition

'Lo and beyond, right after setting those orders I have a lightspeed tanker that knows no distances ! (see images attached, map.   png to see speed, and fleet.  png to see how distance differs in each case)


Could someone please comment?

EDIT: Error #1414, Value too big or low for decimal, showed up again like in the previous post

Both design lacks refueling systems. Without them, no fuel transfer.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #217 on: April 14, 2020, 12:56:42 PM »
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.

I've removed the button
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #218 on: April 14, 2020, 01:01:05 PM »
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.

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.

Both fixed.
 

Offline Scud

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Re: v1.30 Bugs Thread
« Reply #219 on: April 14, 2020, 01:03:18 PM »
Small bug: The "Instant Build" button is not immediately available on the GU Training tab after opening the window (When you have BP available).  If you pass a time increment, it appears.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #220 on: April 14, 2020, 01:04:12 PM »
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

That is working as intended. You can override if you wish to.
 

Offline DFNewb

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Re: v1.30 Bugs Thread
« Reply #221 on: April 14, 2020, 01:05:30 PM »
Is it intended that military jump engines are not a military component?

While I love my massive Commercial jump gate ships that have both Commercial and Military jump drives and who just sit at jump points to allow my ships travel and enemy ships not to, I would understand if you changed it.

Also a quick suggestion but can we have an auto build or a build queue for shipyards? Auto-build as in continuous build, similar to your auto-refit.
 

Offline bankshot

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Re: v1.30 Bugs Thread
« Reply #222 on: April 14, 2020, 01:09:21 PM »
Naval Organization, Fleet, Movement Orders

Repeat Orders button works, but the "number of times to repeat" field from VB6 no longer exists, so you can only double the existing orders.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #223 on: April 14, 2020, 01:11:58 PM »
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.

Fixed.
 

Offline Hastermain

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Re: v1.30 Bugs Thread
« Reply #224 on: April 14, 2020, 01:13:41 PM »
Quote from: Energyz link=topic=10684.  msg122613#msg122613 date=1586886827
Quote from: Hastermain link=topic=10684.  msg122587#msg122587 date=1586884076
Quote from: Hastermain link=topic=10684.       msg122456#msg122456 date=1586872143
Forum search didn't show any results for this error (though, thinking of it, just thought of a second issue that showed up a couple of hours ago; added it at the end).           
.       .       .       .       .       .       .       .       .       
(didn't quote the entire post so it doesn't occupy half the page)

Hi guys,

Not sure if my post wasn't commented on because of lack of time or because I'm doing something very stupid, but I've been seeing bizarre behaviour from my tankers.       

Basics from my (different one) freshly created game that led to the behaviour:
- Built a Fuel Harvester station, towed it to Gas Giant, which I made a colony.        FH Station is marked as with no armour and as a tanker, and has a refuelling hub.       
- Have a tanker to transport fuel from station to Earth.        At moment of test, both station and tanker are orbiting giant, different fleets.        For the tanker, orders are:
Refuel at Refuelling Hub (All) // No order // Fuel tanks full -> Harvester Transfer and Return // No condition

'Lo and beyond, right after setting those orders I have a lightspeed tanker that knows no distances ! (see images attached, map.     png to see speed, and fleet.    png to see how distance differs in each case)


Could someone please comment?

EDIT: Error #1414, Value too big or low for decimal, showed up again like in the previous post

Both design lacks refueling systems.   Without them, no fuel transfer. 

First, the FH Station has a refuelling hub, and from what I understood of Steve's post in the Changes discussion, only the station needs the refuelling part to transfer the fuel to the tanker. 

Second, that isn't the problem

Third, by deleting the fleet causing the 1414 error right after after loading the save below, I get a division by 0 error when moving forward in time
db file: https://drive.  google.  com/open?id=1zgujHcZDSGTR8gtlkEDJ3jvNo-3CUUyi