Author Topic: v1.30 Bugs Thread  (Read 47766 times)

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Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #225 on: April 14, 2020, 01:14:29 PM »
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

Fixed.
 
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Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #226 on: April 14, 2020, 01:17:37 PM »
Minor bug.  I created some new medals and manually awarded them to a Commander which should have bumped his promotion score up by 100 points.  Didn't see his promo score go up so I closed out window and reopened, no promo score bump of 100 points.  I advanced the time by 5 and 30 day increments and didn't see the 100 points ever get added - I did see his promo score go up slightly because of time in grade like expected.  Game is 1.30 with realistic promotions turned on.

Fixed.
 
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Offline Doren

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Re: v1.30 Bugs Thread
« Reply #227 on: April 14, 2020, 01:22:41 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.
Yes, it is. Note that enemy can do that too and they can also simply build a gate and forgo the whole jump tender thing.
For squadron jump I think you also need to have multiple jump tenders and it can be hard for tenders to keep up with the combat fleet if they are huge slow ships. And if combat ships need to wait for these tenders to move to jump point they will accrue the maintenance and deployment time

Putting a jump tender on every jump point is fine and dandy until enemy fleet travels through multiple points wiping out handful of those which then need to be rebuild
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #228 on: April 14, 2020, 01:31:04 PM »
Quote from: Steve Walmsley link=topic=10684.    msg122429#msg122429 date=1586868911
Quote from: MarcAFK link=topic=10684.    msg122287#msg122287 date=1586851109
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?

Same issue, here's a db that will do it when you advance 30 days.     Error text is Function #1414: Object reference not set to an instance of an object

https://drive. google. com/open?id=1vsImoR6tSCSsWAO5hHKLcUOGxpgXWqJ2 (remove spaces after the periods)

Thanks for the DB. Weird problem :)

When home worlds are generated for NPRs, I remove any ruins that get generated. Unfortunately I left the RuinID > 0, so when the NPR surveyed the planet it tried to find a ruin that didn't exist and that is what threw the error.

Fixed now.

 
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Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #229 on: April 14, 2020, 01:33:20 PM »
You can put 0 Pop colonies on Super Jovians and Gas Giants.  They are uninhabitable and have 0 Pop space (though funnily list their own atmosphere as breathable).  Would think this is unintended.

Fixed.
 

Offline DFNewb

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Re: v1.30 Bugs Thread
« Reply #230 on: April 14, 2020, 01:37:00 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.
Yes, it is. Note that enemy can do that too and they can also simply build a gate and forgo the whole jump tender thing.
For squadron jump I think you also need to have multiple jump tenders and it can be hard for tenders to keep up with the combat fleet if they are huge slow ships. And if combat ships need to wait for these tenders to move to jump point they will accrue the maintenance and deployment time

Putting a jump tender on every jump point is fine and dandy until enemy fleet travels through multiple points wiping out handful of those which then need to be rebuild


Are you saying the enemy can use MY ships to jump through the point? Cause I do not think they can use my jump engines... I haven't had a chance to test yet I will eventually but I am pretty sure they can't use my jump engines to jump their ships.

EDIT: Tested it, the enemy cannot use another race's jump engines.
« Last Edit: April 14, 2020, 01:45:50 PM by DFNewb »
 

Offline Protomolecule

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Re: v1.30 Bugs Thread
« Reply #231 on: April 14, 2020, 01:38:14 PM »
Not sure if this is a bug, but these civilians appear to be trying to load infrastructure that is not there.
No civilians contracts, this is only normal trade between colonies.  Lots of interrupts right now.
 

Offline DoctorDanny

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Re: v1.30 Bugs Thread
« Reply #232 on: April 14, 2020, 01:41:37 PM »
Maybe a bug, or maybe I'm doing something wrong.   

I attempt to design a jump engine (tried several sizes).   
Upon selecting create I get a message that a design has been made that I can research.   

It won't appear under P&P though.   
I do get a new design for Active Search Sensor added to the research list.   

If I attempt to design the same jump engine again I get #1051 error telling me the same design allready exists.   
« Last Edit: April 14, 2020, 01:44:36 PM by DoctorDanny »
 

Offline Energyz

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Re: v1.30 Bugs Thread
« Reply #233 on: April 14, 2020, 01:42:28 PM »
Not sure if that belongs to that thread but the conditional order "overhaul at colony" does not really correspond to any condition.

The closest I could find was "Supply point less that 20%", wich is fine except the fleet will not automaticly replenish its SP at the end of the overhaul (So the ship will begin her overhaul again)
« Last Edit: April 14, 2020, 01:44:01 PM by Energyz »
 

Offline Caplin

Re: v1.30 Bugs Thread
« Reply #234 on: April 14, 2020, 01:45:05 PM »
The "fleet summary", for lack of a better term, might be nice to have in the tab order. The area in your default 1.3 game where it says this…

Sol System 1720m km from Jupiter at bearing 35° Orders: Uranus: Geological Survey All Orders Distance: 4.86 b km Travel Time Required: 28 days…

Also, a little clarification on how/what gets that extra info  listed would be appreciated. I noticed a distance from Homeworld in the movement window but no bearings or distances list of potential targets, but no distances to anywhere else.
 

Offline Ancalagon

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Re: v1.30 Bugs Thread
« Reply #235 on: April 14, 2020, 01:47:02 PM »
Minor bug: In the Movement Orders tab, when you click "Remove Last Order" then the displayed "Travel Time Required" in the upper right does not update until you refresh the window.
 

Offline Agoelia

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Re: v1.30 Bugs Thread
« Reply #236 on: April 14, 2020, 01:47:17 PM »
It is possible to modify a ship class, even when some ship of that class are already built, even when SM mode is turned off (I turned it on and then off because I heard a rumor there was a related bug). When doing so, the already built ships also get modified.

I discovered it this way:
Make 2 cargo ships to get infostructure to Luna
Forget to add Shuttles Cargo Bays
Luna doesn't have a Space Port.
Realize I need Shuttles Cargo Bays
Add said Shuttles Cargo Bays to my Cargo Ship class.
My two cargo ships, which were already on their way to Luna, now have Shuttles Cargo Bays.
 

Offline Person012345

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Re: v1.30 Bugs Thread
« Reply #237 on: April 14, 2020, 01:47:54 PM »
Non-sol start, random stars, conventional start, got two opposing nations set up, everything works fine until I set either nation hostile with each other. Advancing the time 1 day causes them to recognise the hostile relations and advancing another day causes a terminal (repeating infinitely) "Function #1927: Object reference not set to an instance of an object" error.
 

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Re: v1.30 Bugs Thread
« Reply #238 on: April 14, 2020, 02:00:30 PM »
Refreshing the Galatic map still doesn't make the jump points in the bottom left
 

Offline kks

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Re: v1.30 Bugs Thread
« Reply #239 on: April 14, 2020, 02:02:32 PM »
Non-sol start, random stars, conventional start, got two opposing nations set up, everything works fine until I set either nation hostile with each other. Advancing the time 1 day causes them to recognise the hostile relations and advancing another day causes a terminal (repeating infinitely) "Function #1927: Object reference not set to an instance of an object" error.

They both have ground forces, I assume?
May I ask how many units you have? The same happened to me when I wanted to test the new ground combat features.
Also: Did you use enter to click those messages away or did you click them with the mouse cursor?

I don't know if this is intended, but if I am correct, pressing Enter advances the time, if the "advance [time]"(e.g:5 Days) button on the tactical map is pressed.
This means that you get the feeling of unending error messages if using Enter because when all were clicked away time advances and new errors pop up.