Author Topic: v1.30 Bugs Thread  (Read 47668 times)

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Offline Erik L

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Re: v1.30 Bugs Thread
« Reply #255 on: April 14, 2020, 02:53:06 PM »
Maybe not a bug as such...

I've got 5 grav survey fleets. I send them to survey 5 different systems. After they do their auto-recall for gas, they all go to the same system instead of where they were prior.

I think they just go for the closest one when it comes to travel time.

It's annoying when they don't go back to their rooms after dinner.

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #256 on: April 14, 2020, 02:59:13 PM »
creating a turret prototype makes that turret be available to be built (as if it was researched)

Fixed
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #257 on: April 14, 2020, 03:01:18 PM »
Ground Force officers have Tactical bonuses (used for naval Tactical Officers, not ground combat).

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #258 on: April 14, 2020, 03:04:37 PM »
Naval Officers have Xenoarchaelogy bonuses, used for ground formations only.

UPD. Maybe not a bug: it can increase chances of successfully salvage alien tech.

It is a bug. Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #259 on: April 14, 2020, 03:07:06 PM »
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?

I need the ID immediately and the DB is not touched until the record is saved.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #260 on: April 14, 2020, 03:10:09 PM »
v1.30
Got a 'Function #1434: Object Reference not set to an instance of an object' error when I entered a system (Ross 128), went away afterwards, except when saving.

.db file - https://www.mediafire.com/file/gl9ol7pzhp7mzdd/AuroraDB.db/file

I ran the game without the error so I assumed one of the other fixes sorted this bug.
 

Offline gor

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Re: v1.30 Bugs Thread
« Reply #261 on: April 14, 2020, 03:10:30 PM »
Version 1. 30

I am not sure if mentioned or working as intended but you can terraform with teraforming installaation while having 0 populaation. 
 

Offline hadi

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Re: v1.30 Bugs Thread
« Reply #262 on: April 14, 2020, 03:13:03 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.
Steve, can you please make this information tabbable?
Then we could tab into it and read it with screen readers, and it also becomes copyable by others?
Besides distance and such, it also has this info:
Speed 2,000 km/s    Sensor Range 19m  km    Geo Survey 4.62   
Fuel 0.6m / 0.8m litres    Military Hulls 4,450 tons    Total Crew 98    Fleet Cost 675   
Also, thanks sooo sooo much for the events viewer double click fix, minor change, but massive for us keyboard users
At this point, I was suspecting demonic intervention.
-Steve
 

Offline AlitarSemiramis

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Re: v1.30 Bugs Thread
« Reply #263 on: April 14, 2020, 03:13:31 PM »
Version 1. 30

Maximum Shield Generator - 12 can be researched before researching TN Tech (so you don't have any type of shields yet).
 

Offline Taino2

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Re: v1.30 Bugs Thread
« Reply #264 on: April 14, 2020, 03:15:29 PM »
you can still "instant build" a ship even when they have prototype parts
 

Offline Ancalagon

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Re: v1.30 Bugs Thread
« Reply #265 on: April 14, 2020, 03:19:27 PM »
When a Fleet is ordered to "Divide", the "Exclude Alien-Controlled" checkbox is reset for all the new Fleets that are created. Ideally it should keep the same checked/unchecked state from the original Fleet.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #266 on: April 14, 2020, 03:27:39 PM »
Quote from: DEEPenergy link=topic=10684. msg122471#msg122471 date=1586873829
Quote from: Resand link=topic=10684. msg122313#msg122313 date=1586855350
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's an event in the log.  don't have the full message atm, but it's the "unable to load due to not having anything to load" message.  Same as we get if we set repeated pickups and colony runs out.
But the civvies keep trying, so get interrupted all the time

I can also confirm this error.  It occurs when civilians are trying to trade infrastructure between two planets, but I've not got it yet for any other trade good.

I have this too right now.
Db in attach

Fixed. The code that checked inbound pickups wasn't working for infrastructure, so too many ships were trying to pick up a limited supply.
 
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Offline herles

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Re: v1.30 Bugs Thread
« Reply #267 on: April 14, 2020, 03:29:41 PM »
function #2185 "tentativo di divisione per zero".  "attempt to divide by zero". . .  i guess - random start - error is reproducible - generated when attempting to build same ship from a commercial dock after having finished scraping one before, unable to reproduce from naval shipyard with single slipway but i was able to do from commercial with 2 slipways. 
Use components was check not sure if it matters.  after pressing construct ship slipway available goes down but no shipyard task is added, function prevent normal gameplay as it pop up every interval of time. . . 

also would like alt+f4 to override errors as having to wait for an event to stop the autoturn enabling to stop the game without relying on task manager would be nice :P
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #268 on: April 14, 2020, 03:31:08 PM »
1. 30
3 bugs with the Missile Design window:
- the ECCM check box makes the missile be more radioactive (and the enhanced radiation number goes up). 
- the Enhanced Radiation check box doesn't appear to work at all.   ( doesn't matter if the ECCM is checked or not ). 
- the No Engine check box works only if you modify another value.   ( it doesn't update the missile and it still has an engine if you create it without updating/changing anyother value or checkbox this also includes the faulty Enhanced Radiation checkbox! )

1 bug or missing feature (wasn't sure if it needed to be reported but i did it anyway just in case):
- in the Technology Report Window you can select multiple items but if you decide to obsolete them all only the highest selected one is obsoleted.

Both Enhanced radiation and ECCM were referencing the ECCM checkbox. Refresh for No Engine was missing. Both Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #269 on: April 14, 2020, 03:33:48 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

I thought that was fixed. Is this confirmed v1.3 (check the Misc tab for version number)?