Author Topic: v1.5.1 Bugs Thread  (Read 69304 times)

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Offline Gnoman

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Re: v1.5.1 Bugs Thread
« Reply #60 on: April 16, 2020, 02:22:01 AM »
I had two subfleets of Battle Fleet called "1st Fleet" and "Home Fleet".  Home Fleet had three subfleets of four ships.  I Detatched Home Fleet, and it showed up as an empty fleet, and there was no way to find the ships that were supposed to be in it - the class window showed them still existing, but they didn't show up anywhere.  I reloaded, set up a subfleet with subfleets, and detatched the first level fleet again.  Exact same result - detatching a subfleet that has subfleets removes all subfleets and casts the ships in them into Limbo.
 

Offline Resand

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Re: v1.5.1 Bugs Thread
« Reply #61 on: April 16, 2020, 02:23:25 AM »
.../snip
Yes, as it should.

Some worlds are to inhospitable to colonize without terraforming. Same in VB6. I just tested it now


Doens't make a whole lot of sense that everyone should just eventually give up manufacturing jobs though. There should be a minimum.

why?

It's not that they don't produce anything on the planet. It's just nothing available for military production.
Still bunch trade goods being made
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline SpaceMarine

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Re: v1.5.1 Bugs Thread
« Reply #62 on: April 16, 2020, 02:28:27 AM »
When building a missile launcher you may make it a box launcher if this is the case you get this text.

"Note that Box Launchers are not affected by increases in Reload Rate Technology as they may only be reloaded in a hangar deck or at maintenance facilities"

But when you select the box launcher your original reload rate which is usually the highest stays, but still increases the cost of the box launcher, this should instead lock it at the lowest reload rate as it cannot benefit and it increases the cost for no apparent reasons, not sure if this fully applies as a bug but its somewhat of an oversight at-least am sure many people have more expensive box launchers then they need.
 

Offline Kelewan

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Re: v1.5.1 Bugs Thread
« Reply #63 on: April 16, 2020, 02:47:20 AM »
Problem with conditional Order

Version 1.51, Conventional Start

My First Survey Vessel, reported that it is returning to refuel. The Condition is "Fuel less than 50%" and the Order is "Refuel at Collony (All)"
but the Ship still has 97% Fuel.

Sorry, i looked at the ship after it had refueled
« Last Edit: April 16, 2020, 03:14:18 AM by Kelewan »
 

Offline NightlinerSGS

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Re: v1.5.1 Bugs Thread
« Reply #64 on: April 16, 2020, 02:50:50 AM »
Minor bug / weird behaviour in the auto-assignment of labs to researchers:

Expected bahaviour: The game attempts to assign as many labs as possible, so either the maximum amount of labs the scientist can use, or the maximum amount of labs available, whichever is lower.

Current behaviour: Clicking on the first scientist sets the amount of labs to be assigned properly.  Clicking on another scientist who could use more labs doesn't increase the amount of assigned labs, even if more are available.  Also, the game NEVER sets the assigned amount over 25 labs, even if the scientist can do more and they're available.

 

Online xenoscepter

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Re: v1.5.1 Bugs Thread
« Reply #65 on: April 16, 2020, 03:00:38 AM »
Found a bug in Ground Unit Design:

If you delete a superior formation, it's sub-ordinate formations are not deleted.

However, they disappear from the Formations selection as if they had.

Saving, exiting out, and re-entering fixes this.
 

Offline Black

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Re: v1.5.1 Bugs Thread
« Reply #66 on: April 16, 2020, 03:02:20 AM »
Minor issue:

There are two OWP - Orbital Weapon Platform Ship Classes in Class Design.
 

Offline mike2R

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Re: v1.5.1 Bugs Thread
« Reply #67 on: April 16, 2020, 03:04:27 AM »
Quote from: Desdinova link=topic=10756. msg123663#msg123663 date=1587002901


There seems to be some error in move-to-fleet orders.  This survey ship ran out of fuel; it took a few months for a tanker to arrive but when it did it stopped a few million KM short of its destination.

It looks like you have an order distance set (you can see it in the text, where is says "Distance 4 m").   It's one of the text fields available when issuing an order, used to eg set your preferred stand-off distance when fighting with beam weapons.
 

Offline Toobah

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Re: v1.5.1 Bugs Thread
« Reply #68 on: April 16, 2020, 03:29:29 AM »
In the "Civilian Economy" tab, should it not be possible to select "Stable - not destination or Source" for all colonies, not just Home World?

For my tiny AM-colonies I don't want civvies running around setting up weird shops and whatnot - but I still want to use the Supply-demand functions with cargo.
 

Offline L0ckAndL0ad

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Re: v1.5.1 Bugs Thread
« Reply #69 on: April 16, 2020, 03:34:41 AM »
Fighters landed on a mothership will eventually get their deployment clock go into negative. I was able to replicate this consistently.

Details:

Off-Topic: show
I insta-created a carrier and some fighters. Sent the carrier to orbit the Moon. Sent + assigned fighters to it. Mass selected & detached fighters, sent them to Mars and back, to land on assigned carrier. They come back, land, get refueled, and eventualy, as days go by, their deployment clock goes down, going into negative numbers.


 

Offline Resand

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Re: v1.5.1 Bugs Thread
« Reply #70 on: April 16, 2020, 03:47:40 AM »
In the "Civilian Economy" tab, should it not be possible to select "Stable - not destination or Source" for all colonies, not just Home World?

For my tiny AM-colonies I don't want civvies running around setting up weird shops and whatnot - but I still want to use the Supply-demand functions with cargo.

need to be over a threshold first. 15m iirc
Edit: that said, I don't think civvis will move people to a automated mine colony if you don't first move some infrastructure there.
« Last Edit: April 16, 2020, 03:58:44 AM by Resand »
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline Froggiest1982

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Re: v1.5.1 Bugs Thread
« Reply #71 on: April 16, 2020, 03:51:05 AM »
EM sensor created under the Power and Propulsion tab.

1.51 new save
Using multiple projects tab windows (4)

attached picture

EDIT: I actually know what is going on. If you have multiple windows click on create does not create the tech under the proper tech but under the tab of the selected window. I have attached other 2 screenshots should make it clear.
In the bug pic, you see the main window selected is the engine one but I am clicking create of the EM window highlighted as well in the image. The result is a tech with EM name but effectively is an engine.
« Last Edit: April 16, 2020, 04:04:01 AM by froggiest1982 »
 
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Offline sneer

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Re: v1.5.1 Bugs Thread
« Reply #72 on: April 16, 2020, 03:53:16 AM »
from ver 1.5
scrapping order for shipyard caused 1 slipway not unblocked after task
constant errors shown : divide by zero for functions 2097 and 2185

saving the game also provided to function 1482 error
« Last Edit: April 16, 2020, 03:55:23 AM by sneer »
 

Offline SpaceMarine

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Re: v1.5.1 Bugs Thread
« Reply #73 on: April 16, 2020, 04:36:34 AM »
So got a weird bug, it appears that when you load a formation into a transport bay then look at it through order of battle, and then select the superior formation in the hierarchy it only shows the size, morale and units of the superior formation, the rest do not show anything, attached below is the image of it.
 

Offline Tuna-Fish

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Re: v1.5.1 Bugs Thread
« Reply #74 on: April 16, 2020, 05:05:16 AM »
I've been trying to generate interesting systems near my homeworld, and stumbled on a big bug. If you generate a system by jumping into an unex jp, and then jump back and delete the newly generated system, and then save the game before using the jp again, the jp is saved to FCT_JumpPoint with a reference to the deleted jp in the deleted system, which will break wormhole display completely in the system where it exists once the game is loaded again.

thrown during game load: #1145: The given key was not present in a dictionary
thrown during attempting to view the system: 2x #1965: Object reference not set to an instance of an object