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

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Offline Energyz

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Re: v1.30 Bugs Thread
« Reply #270 on: April 14, 2020, 03:35:09 PM »
Not sure if I missed something, but i have a severe lack of naval officer. I have a 40 years game with a conventional start, and i barely have 60 naval officers... I have a military academy level 14, i should have enought haven't I?
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #271 on: April 14, 2020, 03:35:38 PM »
Alreay reported in 1. 00, still happening:
Quote
Unless I missed something, there seemed to be a bug in the calculation of the minimum ranks of admin command.

Ex:
- Logistic Command 1 -> LtCdr
-- Logistic Command 11 -> LtCdr
--- Colony Squadron
---- 3 Ship -> Lt

Shouldn't the rank for Logistic Command 1 be Cdr?
It's strange, it works well for my survey and naval commands but not for logistic & industry.  .  . 

Don't know if it's related, but here is picture of another case (missing a rank jump between logistic command and support fleet)

Is anyone assigned to Logistic Command 11?
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #272 on: April 14, 2020, 03:35:58 PM »
I'd like to second the request that events open on a double click rather than a single. It's disorienting to try and read them with my screen reader because arrowing down on them does the equivalent of focus/single-clicking, and the window pops open.

Added.
 

Offline Aloriel

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Re: v1.30 Bugs Thread
« Reply #273 on: April 14, 2020, 03:36:40 PM »
Game Version: v1.20, but I don't see it bug reported anywhere (according to a forum search).

Every time someone is promoted, they are relieved of command. Automated assignments doesn't appear to be able to handle this either, as they aren't immediately reassigned to their prior posting, even if it wouldn't cause a conflict in the command structure.

---
Example:
I have 3 score fighter craft landed at 3 fighter bases on Earth. The bases are commanded by commodores, and therefore the fleet is commanded by a commodore. The admin seat (Earth Defense Force) is thus RADM rank requirement, but commanded by a VADM because she was better. The system admin seat is VADM and commanded by a VADM, and the navy as a whole is ADM, commanded by an ADM.

In such a case, a commodore can sit in any of those fighters and not break up the command chain. They can also sit in any of the bases. Yet, when a CAPT on a fighter was promoted to commodore, they were relieved of command, and the automatic assignments setting did not reassign them.

Similarly, that VADM in charge of Earth Defense Force was only recently promoted to VADM. She was relieved of her RADM minimum seat despite the fact that her superior is of equal rank, and thus would not change the command needs. I had to manually assign her back to her posting.

---
In the very least, it should only relieve the command of people who will break the command structure. It should also auto assign people to positions they can actually fulfill without breaking the command structure.

Related, but not precisely the same issue, I am losing LCDRs to retirement at 31 years of age, despite having more than enough positions available for them to be assigned to. Automatic assignments aren't assigning them to vessels.
Sarah
Game Developer in Unity and UE4 and 5
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #274 on: April 14, 2020, 03:40:45 PM »
Commercial Hangar does not allow for the "Land on Mothership" order to appear as a movement order.

Fixed.
 
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Offline GL

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Re: v1.30 Bugs Thread
« Reply #275 on: April 14, 2020, 03:42:02 PM »
Quote from: Steve Walmsley link=topic=10684. msg122732#msg122732 date=1586896538
Quote from: GL link=topic=10684. msg122580#msg122580 date=1586883501
Alreay reported in 1.  00, still happening:
Quote
Unless I missed something, there seemed to be a bug in the calculation of the minimum ranks of admin command. 

Ex:
- Logistic Command 1 -> LtCdr
-- Logistic Command 11 -> LtCdr
--- Colony Squadron
---- 3 Ship -> Lt

Shouldn't the rank for Logistic Command 1 be Cdr?
It's strange, it works well for my survey and naval commands but not for logistic & industry.   .   .   

Don't know if it's related, but here is picture of another case (missing a rank jump between logistic command and support fleet)

Is anyone assigned to Logistic Command 11?

Doesn't seem to matter, same result in both cases.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #276 on: April 14, 2020, 03:42:24 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.

What is the function number for the error?
 

Offline Inglonias

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Re: v1.30 Bugs Thread
« Reply #277 on: April 14, 2020, 03:45:44 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)?

I just reproduced this in 1.3 myself. One ship with the Use Component box checked, one without. (Ignore the fact that I'm at max tech, this game is for messing around)

EDIT: Disregard. The stockpiles simply needed to be refreshed. I discovered that the stockpile count was wrong when I scrapped the engine and the event log told me I had scrapped a total of zero engines.

This looks to be a display bug. The stockpile just isn't updating unless you close and reopen the econ window.
« Last Edit: April 14, 2020, 03:49:16 PM by Inglonias »
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #278 on: April 14, 2020, 03:46:09 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.

Yes, WAI.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #279 on: April 14, 2020, 03:47:00 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.

Yes bug. Fixed.
 
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Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #280 on: April 14, 2020, 03:49:21 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.

Fixed.
 

Offline Protomolecule

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Re: v1.30 Bugs Thread
« Reply #281 on: April 14, 2020, 03:49:39 PM »
Quote from: Inglonias link=topic=10684. msg122742#msg122742 date=1586897144
Quote from: Steve Walmsley link=topic=10684. msg122730#msg122730 date=1586896428
Quote from: master18 link=topic=10684. msg122575#msg122575 date=1586883208
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)?

I just reproduced this in 1. 3 myself.  One ship with the Use Component box checked, one without.  (Ignore the fact that I'm at max tech, this game is for messing around)

EDIT: Disregard.  The stockpiles simply needed to be refreshed.

The components are being consumed at the end of ship construction.  Worked for me this morning, 1. 3
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #282 on: April 14, 2020, 03:50:28 PM »
Refreshing the Galatic map still doesn't make the jump points in the bottom left

Sorry - you will need to explain that a little more.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #283 on: April 14, 2020, 03:52:09 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.

When things calm down, I will go through all the windows and make the tab order more sensible.

The info on the fleet window is just a calculation of the distance to the nearest notable object, to help make it easier to understand the fleet location without having to check the map.
 
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Offline Droll

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Re: v1.30 Bugs Thread
« Reply #284 on: April 14, 2020, 03:53:36 PM »
v 1.3 Function 2609 : Value was either too small or too large for int 32

I get this when on the missile design screen and set the engine size to 0.1 and boost to 0.15. The engine has a power of 0.02.

P.S: Will 1.4 be save compatible?