Author Topic: v1.5.1 Bugs Thread  (Read 69378 times)

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Offline Desdinova

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Re: v1.5.1 Bugs Thread
« Reply #165 on: April 16, 2020, 12:43:06 PM »
There seems to be no limit on how many spinal mount weapons can be added to a design. (Although, I'm strangely ok with this...)

Definitely 1.5.1? I thought this was fixed.

Yes, 1.5.1.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #166 on: April 16, 2020, 12:43:16 PM »
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.

SM was not active.

That is WAI.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #167 on: April 16, 2020, 12:44:12 PM »
A Discord user reported that adding more population to a planet lowered the absolute number of workers on the planet, which doesn't seem intended.

Screenshots below. Note the manufacturing population decreases, while the total population increases:





The planet's got a max capacity of 978 million, and a habitability of 6.

That is WAI. High colony cost planets will run out of workers if the population gets too high.
 

Offline Aloriel

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Re: v1.5.1 Bugs Thread
« Reply #168 on: April 16, 2020, 12:44:35 PM »
Event message colors do not stick from one play session to another.
Sarah
Game Developer in Unity and UE4 and 5
 

Offline db48x

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Re: v1.5.1 Bugs Thread
« Reply #169 on: April 16, 2020, 12:45:07 PM »
In 1.5 and 1.5.1, I get an error in function #2587: C:\Aurora4x\\Races\error when I try to open the Races window. Then the window is uninitialized; all text fields contain either just the string "Text" or "0", no images show up, etc. This worked in 1.4.

Worse, I forgot to edit certain things when I started the game; my mighty empire is still called "Player Race"!

Do you have a race picture that isn't in the races directory?

I left the default images, so I presume that I do not.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #170 on: April 16, 2020, 12:48:00 PM »
Minerals tab in the info window, won't show or update surveyed minerals, unless restarting the game.

What do you mean by the Info window?
 

Offline Hernanduer

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Re: v1.5.1 Bugs Thread
« Reply #171 on: April 16, 2020, 12:49:21 PM »
Quote from: Steve Walmsley link=topic=10756. msg124088#msg124088 date=1587058996
Quote from: noodles590 link=topic=10756. msg123715#msg123715 date=1587016064
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit. 

SM was not active.

That is WAI.

Are you sure? Should the Unlock button be locked out then if ships exist with that design?
 

Offline DFNewb

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Re: v1.5.1 Bugs Thread
« Reply #172 on: April 16, 2020, 12:49:34 PM »
Minerals tab in the info window, won't show or update surveyed minerals, unless restarting the game.

What do you mean by the Info window?

I'm not him but if I had to guess I think it's the mineral tab on the left-side of the tactical map. I think refresh tactical map button fixes this.
 

Offline Ardis

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Re: v1.5.1 Bugs Thread
« Reply #173 on: April 16, 2020, 12:52:08 PM »
Probably not very useful, but several years into the game I've started getting "Function #2244: Attempted to divide by zero" (or something to this effect, I have non-English Windows) every construction cycle.  I suspect it's NPR-related as I didn't do anything different than before.
 

Offline Doren

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Re: v1.5.1 Bugs Thread
« Reply #174 on: April 16, 2020, 12:54:56 PM »
When trying to move a ground combat formation that is assigned to a HQ formation to planet pool the unit seems to move to planet pool but then after reopening or refreshing the unit is back at the HQ formation where you tried to drag it from
 

Offline Ancalagon

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Re: v1.5.1 Bugs Thread
« Reply #175 on: April 16, 2020, 12:56:54 PM »
In VB6, there was a message (and interrupt) in the log for when a ship had Default/Standing Orders set but were unable to find any valid targets (e.g. when a geosurvey finishes every body in a system).

In C# there is no such message. Is this a bug? I've noticed that it becomes a big pain to manage multiple survey vessels, even with the new "move to system requiring survey" standing orders. For example, I have to frequently click through all the survey fleets in my empire to find which ones ran out of orders and are just sitting in space running up their maintenance clocks unnecessarily.
 
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Offline Nori

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Re: v1.5.1 Bugs Thread
« Reply #176 on: April 16, 2020, 01:00:21 PM »
Either components aren't getting marked as obsolete, or obsolete components are showing up in class design.
If you click on a component and hit Obso Comp in class design, nothing happens. In tech report it can be marked as obsolete but it doesn't change Class design.

edit: I'm also getting a function 1530 object reference not set to a instance of an object when advancing time 5 days and I have a ship near a newly discovered NPR.

That is comms-related. Can you post db?
I stupidly didn't save the DB file when this bug happened, so I only have the current DB which hasn't thrown that error for a bit. The error was a result of the alien race in Sirius and the errors happened shortly before they blew up my diplo ship..

https://www.dropbox.com/s/qgiij55b3h64g4h/AuroraDB.zip?dl=0
 

Offline Nori

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Re: v1.5.1 Bugs Thread
« Reply #177 on: April 16, 2020, 01:01:15 PM »
Either components aren't getting marked as obsolete, or obsolete components are showing up in class design.
If you click on a component and hit Obso Comp in class design, nothing happens. In tech report it can be marked as obsolete but it doesn't change Class design.

edit: I'm also getting a function 1530 object reference not set to a instance of an object when advancing time 5 days and I have a ship near a newly discovered NPR.

Obso Comp is working fine for me. Stupid question but do you have the Obsolete checkbox checked in Components?
As per a discussion on discord, the issue appears to be if you have some of those components in the scrap heap. Then while you can obsolete it, it doesn't stick.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #178 on: April 16, 2020, 01:04:38 PM »
Hi, the standing order "Move to Gas Giant with Sorium"  doesn't seem to be working.

Yes, bug. Fixed.
 

Offline Kiks

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Re: v1.5.1 Bugs Thread
« Reply #179 on: April 16, 2020, 01:07:13 PM »
Oh boy do I have a list. I got to testing out the Player Race design generation and NPR generation, which also let me test combat mechanics. All of this was generated with the Player Race and the NPR being on Earth from the start.

NPR Generation:
  • Making an NPR and giving them 0 research points throws "Function #2110: object reference not set to an instance of an object".
  • NPR's with 0 research points will still design and build both ships and an army. The ships will have racial weapon and engine tech that they shouldn't be able to research. Ships will also be designed with tech like fuel harvesters.
Player Generation:
  • Giving the player auto-generation 0 research points to play with will design an army but not a navy.
Combat:
  • If a enemy ship and a friendly ship are based in the same location (e.g. Earth), and the enemy ship has missiles, they will fire off their missiles towards your ship. Issue is, these missiles will do nothing but exist for a time and then disappear.
  • Enemy beam ships won't (didn't) shoot at you if you are stacked on top of them.
  • (Probably not a bug) Enemy crew members, when boarded, were able to armor pen and kill several of my end-game heavy power armor infantry with beginning level tech. Statistically they should only be able to do this less than once out of 100 combat cycles. The amount of times my units were armor pend, and killed, only makes sense if most crew members (300-600 depending on the ship that was boarded) were able to hit my men more than what is shown in the combat report. The combat report only showed if they were hit at least once. The rate of pen and death would make more sense if I could see how many times they were hit in total.
  • When the fighting stopped and one of each of the enemy ships were captured for inspection not all of the ships that were captured were updated in the class design window. Are we supposed to get that information or no?
Misc:
  • When the fighting between myself and the NPR started, time slowed to 5 seconds a turn as the "increment length [was] adjusted due to imminent action. This could be due to action involving a non-player race, or due to fire controls set to open fire without active targets." However, with the NPR navy and army gone, and no ship targeting anything this still persists. Is this due to a hostile NPR race being on the same planet?
  • Hitting refresh tech in class design opens all of the collapse-able menus that have been opened and closed once before.
  • Deleting the last pop for a player race throws "Function#2504: Object reference not set to an instance of an object".
  • Clicking text file in the events tab appears to do nothing.

Attached is a copy of my database if you would like to look at anything. All of the captured ships have been labeled in the Naval Organization menu, and my designs have been labeled in the Class Design as well.