Author Topic: v1.30 Bugs Thread  (Read 47670 times)

0 Members and 1 Guest are viewing this topic.

Offline Red Dusk

  • Petty Officer
  • **
  • R
  • Posts: 16
  • Thanked: 3 times
Re: v1.30 Bugs Thread
« Reply #300 on: April 14, 2020, 04:12:49 PM »
If you classify a colony as Military Restricted, every following time you select the colony will reopen the confirmation box.  Tested both with a planet in Sol and a planet in an external system.
 
The following users thanked this post: DFNewb

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v1.30 Bugs Thread
« Reply #301 on: April 14, 2020, 04:15:49 PM »
In the System View window, if you click a Star and try to "Ban Body", you get this error window but no apparent ill effects:



A star is not a body :)

I'll add a check.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v1.30 Bugs Thread
« Reply #302 on: April 14, 2020, 04:16:52 PM »
In "Mineral Survey Window" each mineral has default accessibility value set to 0. 1
My system uses for floating point numbers comma instead of period.  When I click "search" I get error: "Function #2026: Invalid input stream format".
When I replace period with comma everything works perfectly.

Can "Mineral Survey Window" have default values saved in DB and/or use system specific floating separator or at least default accessibility changed to 1? I'm asking, because everytime I open this window and want to search for something I must change 11 accessibility fields.

 I think you will need to change the separator for Aurora to work correctly.
 

Offline Malorn

  • Sub-Lieutenant
  • ******
  • M
  • Posts: 116
  • Thanked: 23 times
Re: v1.30 Bugs Thread
« Reply #303 on: April 14, 2020, 04:18:28 PM »
Quote from: Anamori link=topic=10684. msg122760#msg122760 date=1586898334
1.  30 Conventional Start
Low priority, Interruption Type, non-critical bug with civilian shiplines, freighters (Civilian produced infrastructure for export.   Loading/trading action "Pickup Failed")

(Specific civilian freighter) was unable to load Infrastructure from Ziemia as nothing was available for pickup. 

Occurred soon after colonizing mars as military colony.   Luna (Renamed to Ksiezyc) at 70-80m pop.   Earth (Renamed to Ziemia) can't provide enough infrastructure for lunar demand.   Freighters try to pick up full load of infrastructure whenever there is at least one waiting for export on Earth.   This generate report that they can't load infrastructure due to lack of it (Non-full load would be my guess), creating interruptions.   When there are other possible exports/missions(Ordered via civilian economy) there are no interruptions.   My guess would be that priority on transporting infrastructure is overwriting check for "is there enough infrastructure to pick up" when civilian ships have nothing better to do.   Problem disappears on its own. 

 If any other reference is needed there is my recording (Part of let's play) with polish narration where I try to understand and mitigate this interruption issue https://www.  youtube.  com/watch?v=0akI1ctRdyw&t=4m07s that will not post properly due to pre 10 post countermeasures. 

I can confirm this, as well.  Earth just ran out of infrastructure, and it is producing constant warnings and interrupts.  It's not vital, but it certainly slows down gameplay when I have to check the log every time increment to make sure it was only the civilian freighters being upset.  Perhaps civilian freighters should not general 'pickup failed' in any circumstances?
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v1.30 Bugs Thread
« Reply #304 on: April 14, 2020, 04:19:33 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).

Fixed.
 

Offline Caplin

Re: v1.30 Bugs Thread
« Reply #305 on: April 14, 2020, 04:21:12 PM »
Quote from: Anamori link=topic=10684. msg122760#msg122760 date=1586898334
1.  30 Conventional Start
Low priority, Interruption Type, non-critical bug with civilian shiplines, freighters (Civilian produced infrastructure for export.   Loading/trading action "Pickup Failed")

(Specific civilian freighter) was unable to load Infrastructure from Ziemia as nothing was available for pickup. 

Occurred soon after colonizing mars as military colony.   Luna (Renamed to Ksiezyc) at 70-80m pop.   Earth (Renamed to Ziemia) can't provide enough infrastructure for lunar demand.   Freighters try to pick up full load of infrastructure whenever there is at least one waiting for export on Earth.   This generate report that they can't load infrastructure due to lack of it (Non-full load would be my guess), creating interruptions.   When there are other possible exports/missions(Ordered via civilian economy) there are no interruptions.   My guess would be that priority on transporting infrastructure is overwriting check for "is there enough infrastructure to pick up" when civilian ships have nothing better to do.   Problem disappears on its own. 

 If any other reference is needed there is my recording (Part of let's play) with polish narration where I try to understand and mitigate this interruption issue https://www.  youtube.  com/watch?v=0akI1ctRdyw&t=4m07s that will not post properly due to pre 10 post countermeasures. 

I can confirm this, as well.  Earth just ran out of infrastructure, and it is producing constant warnings and interrupts.  It's not vital, but it certainly slows down gameplay when I have to check the log every time increment to make sure it was only the civilian freighters being upset.  Perhaps civilian freighters should not general 'pickup failed' in any circumstances?

This specific case has already been fixed.
 
The following users thanked this post: Anamori

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v1.30 Bugs Thread
« Reply #306 on: April 14, 2020, 04:21:46 PM »
you can still "instant build" a ship even when they have prototype parts

Fixed.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v1.30 Bugs Thread
« Reply #307 on: April 14, 2020, 04:23:09 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.

Added that and Avoid Danger.
 
The following users thanked this post: Ancalagon

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v1.30 Bugs Thread
« Reply #308 on: April 14, 2020, 04:25:44 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?

That does sound odd, but I can't see a problem in the code. Anyone else have a similar problem?

 

Offline Kristover

  • Gold Supporter
  • Lt. Commander
  • *****
  • K
  • Posts: 264
  • Thanked: 139 times
  • 2023 Supporter 2023 Supporter : Supporter of the forum in 2023
    2024 Supporter 2024 Supporter : Supporter of the forum for 2024
Re: v1.30 Bugs Thread
« Reply #309 on: April 14, 2020, 04:30:43 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?

That does sound odd, but I can't see a problem in the code. Anyone else have a similar problem?

I notice a dip when the first officers start retiring but I mitigated it by building more academies and in the one game I have taken out about 80 years, I have more than enough to deal with requirements.  I had 5 academies that game.  I think it is a timing thing because the the higher level of initial officers might cause you delay building/expanding and you really need to be thinking in 10 year increments on staffing your fleet.
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1731
  • Thanked: 616 times
Re: v1.30 Bugs Thread
« Reply #310 on: April 14, 2020, 04:30:46 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?

That does sound odd, but I can't see a problem in the code. Anyone else have a similar problem?

I don't have this problem but have noticed that a lot of unassigned officers tend to retire at 31. As all start at 21 this means that 10 years into the game one could expect retirements to start.
 

Offline Ancalagon

  • Lieutenant
  • *******
  • A
  • Posts: 189
  • Thanked: 45 times
Re: v1.30 Bugs Thread
« Reply #311 on: April 14, 2020, 04:31:04 PM »
Civilian contracts work very well now, but it's not exact. I asked for 500x infrastructure supplied on Earth, and 100x infrastructure demanded on five different Sol colonies.

All 500 was delivered and the supply contract disappeared, as well as four of the demand contracts. But the fifth colony's demand contract is still waiting for 20 infrastructure.

No civilian ships were destroyed by combat at any point. I assume one ship accidentally delivered 20 extra infrastructure to one of the colonies by accident. This happened occasionally in VB6 as well.
 

Offline Resand

  • Sub-Lieutenant
  • ******
  • R
  • Posts: 121
  • Thanked: 28 times
Re: v1.30 Bugs Thread
« Reply #312 on: April 14, 2020, 04:32:04 PM »
Not entirely sure if this is bug or just missing feature.

Ships don't tell you they've run out of possible standing orders. So they will just sit there until you notice them, or one of the conditional ones trigger.
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 
The following users thanked this post: JacenHan

Offline Energyz

  • Sub-Lieutenant
  • ******
  • E
  • Posts: 106
  • Thanked: 27 times
Re: v1.30 Bugs Thread
« Reply #313 on: April 14, 2020, 04:34:46 PM »
Researching a new armor level does not automaticly updates the type of armor for class design.

It will update new designs but not the one that were created before the research was completed.

IE: NameOfClass MK1 has conventional armor -> Duranium armor is researched -> NameOfClass MK1 still has conventional armor, even if not locked, not produced, etc...

NameOfClass MK1 has conventional armor -> Duranium armor is researched -> NameOfClass MK2 (copy of  NameOfClass MK1) still has conventional armor

Any design created after the armor change will be correctly impacted

Edit: yeah, there's a big button Update armor....

« Last Edit: April 14, 2020, 04:40:13 PM by Energyz »
 

Offline Malorn

  • Sub-Lieutenant
  • ******
  • M
  • Posts: 116
  • Thanked: 23 times
Re: v1.30 Bugs Thread
« Reply #314 on: April 14, 2020, 04:35:32 PM »
Shields appear to still use fuel reduction technology, but do not actually consume fuel as far as I'm aware.  (Also from the dev diaries, they are not supposed to use fuel, so that part is good. )