Author Topic: v1.30 Bugs Thread  (Read 33843 times)

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Offline DFNewb

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Re: v1.30 Bugs Thread
« Reply #360 on: April 14, 2020, 06:11:25 PM »
my shipyard with 1 slipway is able to make an unlimited amount of ships

I can't recreate. Create Task button greys out when no slipways available.

It was the starting naval one.

I first tooled it for class A, started making class A, set it to retool for class B. Once the event log said it was done I clicked on the event and the economics screen that appeared let me do that.

Not sure if I can reproduce but if I do I will let you know.
 

Offline Caplin

Re: v1.30 Bugs Thread
« Reply #361 on: April 14, 2020, 06:11:59 PM »
V 1. 30

When you get an event of a research lab being inactive, and you click on it, the screen opens on the Mining tab.

Fixed for the next version already. :-)
 
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Offline snapto

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Re: v1.30 Bugs Thread
« Reply #362 on: April 14, 2020, 06:12:46 PM »
V1.3 Generic TN (Real Stars) start.

After the log notified me of a potential survey site, I looked in the Survey Sites window and nothing appeared. I used the refresh button on the tactical map window to refresh the panel but still nothing appeared. I saved and restarted and the survey site then appeared in the Survey Sites window.
 

Offline DFNewb

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Re: v1.30 Bugs Thread
« Reply #363 on: April 14, 2020, 06:13:37 PM »
Again 3 NPR game with them being able to trigger swarm and stuff.


Some fighting it going on (5 second ticks with message) and every now and then I get error:

 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #364 on: April 14, 2020, 06:14:54 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.

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #365 on: April 14, 2020, 06:17:30 PM »
I don't think automated assignments are working as designed-I have a conventional start that I've let run for 20 years, and the ai has never assigned a governor of Earth-I removed the commanders of the navy and the academy about 5 years in, and they haven't been re-assigned either.  I'm going to start a second game to verify this.

Automated assignment does not assign Academy commandants or planetary governors. They depend on what you need, so it isn't an obvious choice for auto-assign.

 

Offline Red Dusk

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Re: v1.30 Bugs Thread
« Reply #366 on: April 14, 2020, 06:18:18 PM »
V1.  30
After renaming a planet in the solar system view, saving, and then closing and reopening the window, the following error messages open up.   Clicking through them still allows the game to open. 
Function #1372: Value was either too large or too small for an Int32
Function #1168: The given key was not present in the dictionary

I had changed a planet called Acamar-A III to Acamar Prime (as it was my first colony in the system and had reached a point where it was sufficiently developed that I wished to rename it for quick identification at a glance)

The name is also not updated in the Economics window, still reflecting the original name. 

Edit: Changing the name in the Solar System View back to the original solves the errors.
« Last Edit: April 14, 2020, 06:24:02 PM by Red Dusk »
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #367 on: April 14, 2020, 06:18:22 PM »
IIRC the design decision was to make missile engines and ship engines operate on the same scale, so limiting the size of engines doesn't make sense from that perspective but you can't add more engines to make the missiles faster.

The design decision was to make missile engines and ship engines operate with the same mechanics.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #368 on: April 14, 2020, 06:18:52 PM »
New game, 3 NPRs at start. NPRs can activate non-NPRs.

8 years in, all turns are much less than they should be. No indication why.

30day becomes 6 hours.
5days becomes 2 hours
1 day becomes 30min


goes down all the way with 30 sec becoming 5 sec.



EDIT: after about a year of this it's finally back to normal.

WAI - NPRs are probably fighting each other.
 

Offline Deoloth

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Re: v1.30 Bugs Thread
« Reply #369 on: April 14, 2020, 06:19:14 PM »
In the commanders window.

If you hit replace all (on accident) and then hit cancel to back out (because it was an accident) it fires all your commanders and does not replace any of them.

Commanders should not be replaced without hitting OK or at least requiring confirmation (like reassigning officers, which was my goal, does).
 

Offline DFNewb

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Re: v1.30 Bugs Thread
« Reply #370 on: April 14, 2020, 06:21:00 PM »
New game, 3 NPRs at start. NPRs can activate non-NPRs.

8 years in, all turns are much less than they should be. No indication why.

30day becomes 6 hours.
5days becomes 2 hours
1 day becomes 30min


goes down all the way with 30 sec becoming 5 sec.



EDIT: after about a year of this it's finally back to normal.

WAI - NPRs are probably fighting each other.


Normally when they do it changes to 5, 10 or 15 second increments (even if I did 30 day turns) and says NPR fighting it going on in the event log.

This one only make the turns shorter with no message.

Just thought it was different / weird.
 

Offline Ancalagon

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Re: v1.30 Bugs Thread
« Reply #371 on: April 14, 2020, 06:21:39 PM »
Very minor: When a colony reaches minimum Political Stability Modifier (1%) it no longer causes a message in the event log, which makes it easy to overlook. Not sure if intended or not.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #372 on: April 14, 2020, 06:21:57 PM »
In the commanders window.

If you hit replace all (on accident) and then hit cancel to back out (because it was an accident) it fires all your commanders and does not replace any of them.

Commanders should not be replaced without hitting OK or at least requiring confirmation (like reassigning officers, which was my goal, does).

Fixed.
 

Offline amram

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Re: v1.30 Bugs Thread
« Reply #373 on: April 14, 2020, 06:22:54 PM »
Future prototypes do not convert to Prototypes if all of their tech is available.

Designed a Future Prototype engine, Improved Thermal pulse, 0.7 Fuel use, no thermal reduction.  Only needed to research 0.7 Fuel use, had 0.8 at the time.  Engine prototype remained (FP) even when the 0.7x fuel use tech was acquired.  Refresh tech and restarting the game had no effect.

--
edit: more specific engine spec: Improved Thermal pulse, hull size 59, power 0.50, fuel rate 0.70, thermal 100
--

Poked around the DB to see if I was still missing tech, TechSystem shows it requires BGTechs 24605, 25131, and 26091, and has Prototype=2.  Race says I am game 33, race 186, and checking RaceTech shows I have techs 24605, 25131, and 26091, it seems I have all the tech it needs.

If this is not a bug, I'll make a suggestion over in suggestions...  lol

Anyways, thanks for the super quick response times you've been giving.
« Last Edit: April 14, 2020, 06:27:39 PM by amram »
 

Offline DFNewb

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Re: v1.30 Bugs Thread
« Reply #374 on: April 14, 2020, 06:23:47 PM »
Same game as before, 16 years in, getting



on random construction phases and the error always comes up 3 times.