Author Topic: v1.30 Bugs Thread  (Read 47667 times)

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Offline Malorn

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Re: v1.30 Bugs Thread
« Reply #330 on: April 14, 2020, 05:00:16 PM »
Version 1. 30

This may not be a bug, but there does not appear to be any UI location to order GMC to actually modify a population.  I haven't been able to find anything concrete about this feature not being in the game yet, perhaps I overlooked it. 

To be clear, I have researched the new race as a project, built GMCs, and have looked various places in the economy tabs, including the environment tab where it was located in VB6.  Is genetic modification not in the game yet, is there a UI bug, or have I somehow overlooked it entirely.

I assumed I overlooked it at first and asked elsewhere in the forum, but no one else appeared to have an answer. 
 
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Offline Aloriel

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Re: v1.30 Bugs Thread
« Reply #331 on: April 14, 2020, 05:03:32 PM »
v1.20, but I checked for bug report and/or fix.

Academy Commandant is always shown as an available command even if someone is assigned to that command.
Sarah
Game Developer in Unity and UE4 and 5
 
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Offline smoelf

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Re: v1.30 Bugs Thread
« Reply #332 on: April 14, 2020, 05:04:15 PM »
Auto-Refit throws #2097 Divide by Zero errors every production cycle.
In addition, ships eligible for refit are not shown on the list of refit targets even for standard refit orders.

Also throws #2085 when you open the Economics window.

Attempting to order a shipyard to do anything, causes it to list slipway in use, but no task is added to task list.
This persists even after deleting the original auto-refit shipyard and recreating it using SM.

The only code I can see with division involves class cost. Any chance you have a zero-cost class?

What is the error text for 2085? The numbers are just the function in which the error occurs. I need the text as well to know what happened.

Looks like something odd going on because if shipyards weren't working in general I would be getting a lot of bug reports ion that subject.

I have a similar issue with ships not showing up on the refit-dropdown menu.
However, if I copy a design, the copied design does show up on the list of 'Refit From'. If I try to refit from the copied design to whatever class the shipyard is assigned to, it results in a 'divide by 0' error in function #2185.

I also copied another existing design and retooled a shipyard to it. This resulted in a 'divide by zero' error in function #2196 and two of my shipyards disappear. The error is repeated I go to the economics window.

Edit: v. 1.3
 
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Offline Nori

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Re: v1.30 Bugs Thread
« Reply #333 on: April 14, 2020, 05:08:44 PM »
v1.20, but I checked for bug report and/or fix.

Academy Commandant is always shown as an available command even if someone is assigned to that command.
I can confirm this is still the case for v1.30. Also I'm not sure what category of officer is supposed to be assigned to this, but at the least, admin and naval can be assigned.
TBH I'm not even sure what the assignment is supposed to do.  :)
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #334 on: April 14, 2020, 05:22:57 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.

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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.

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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.

Commanders are relieved of command when they are no longer the right rank for the command. If you want to keep people in their command, use the Do Not Promote flag. This new command system is explained in the changes log and replaces the Tour system from VB6.

Similarly, commander retire after a number of years of service, although more slowly if assigned. Also explained in the change slog.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #335 on: April 14, 2020, 05:24:38 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.

I've added code to update the stockpile.
 

Offline DFNewb

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Re: v1.30 Bugs Thread
« Reply #336 on: April 14, 2020, 05:24:55 PM »
my shipyard with 1 slipway is able to make an unlimited amount of ships





I just click create task and it works.

After passing time they all have progress done on them.

It now says Avil -26 for Avil slipways.

The shipyard was making 1 class while retooling to another, after it finished retooling I click on the event and pressed construct a bunch of times.

No errors are given at least :)

Note the class constructed is the old class not the one it retooled to.
« Last Edit: April 14, 2020, 05:28:56 PM by DFNewb »
 

Offline Lightning

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Re: v1.30 Bugs Thread
« Reply #337 on: April 14, 2020, 05:25:13 PM »
It appears that the deployment & maintenance clocks run at double speed when training.

That's what it supposed to do

Guess I missed that in the 24 pgs of changes. Thanks
 

Offline NuclearStudent

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Re: v1.30 Bugs Thread
« Reply #338 on: April 14, 2020, 05:30:49 PM »
When you finish a research, it doesn't tell you if another research is queued up. That was a VB feature. Is this a bug, or was it deliberately removed?
 

Offline Froggiest1982

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Re: v1.30 Bugs Thread
« Reply #339 on: April 14, 2020, 05:31:51 PM »
Hi, I guess most people do not look at the changes list prior to reporting a bug or functionality they think it's a bug. It could be good to do not waste time looking into these things and also keep the bug report thread clean just looking into that first. In case you missed it this from Demonides http://aurora2.pentarch.org/index.php?topic=10666.0 it's a very good tool to use to quickly check if what you reporting is intended or an actual functionality not working properly. Stave you may add that to the bug report rules and guidelines?

Offline Thorgarth2

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Re: v1.30 Bugs Thread
« Reply #340 on: April 14, 2020, 05:33:18 PM »
Hit this error in the Fall of the 1st Year
Function #1512: Object reference not set to an instance of an object.

I had created the first conventional troops.   Produced the 1st Police unit.   Was in the middle of producing the 2nd.   No other orders changed.   In the midst of producing Low Grav Infrastructure and Research centers.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #341 on: April 14, 2020, 05:34:33 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?

It was very long flight time for that missile, which exceeded int32. Replaced with Decimal in code and DB.

Not compatible due to DB changes.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #342 on: April 14, 2020, 05:35:37 PM »
Completing an overhaul does not fill a ship with MSP, as one would expect. Even if the colony has plenty of MSP in the stockpile.

Overhaul rewinds the clock. Resupply is a different function.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #343 on: April 14, 2020, 05:44:31 PM »
Engine power ignores fractions. This is mostly only noticable in the early game: a 500-ton geosurvey fighter with a 1 EP conventional engine will go 100 km/s, while a 500-ton geosurvey fighter with a 2.5 EP nuclear thermal engine will only go 200 km/s.

Fixed - not sure how I missed that one.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #344 on: April 14, 2020, 05:46:05 PM »
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.

Confirmed bug and fixed.
 
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