Author Topic: v1.5.1 Bugs Thread  (Read 69433 times)

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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #120 on: April 16, 2020, 11:01:01 AM »
V1.5

I wasn't fast enough to post in 1.5 bugs board.

While you can create a new top ground forces rank. You don't seem to be able to actually promote anyone into them...

In SM mode, I cant promote any commanders beyond the 8 limit that Aurora comes pre-installed with.
This is not the case with Naval Commanders, as you can create as many of those as you want and promote everyone all the way up the chain

Can't reproduce. I just created an extra ground rank and promoted someone into it.
 

Offline Ancalagon

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Re: v1.5.1 Bugs Thread
« Reply #121 on: April 16, 2020, 11:01:35 AM »
The jump engines keep breaking down on my survey ships as they won't go back for resupply, I force the repair on SM to see if that will make the conditional trigger and no luck.


Is this intended btw? Do jump engines cost a lot of maintenance/fail a lot or is it some sort of bug that it always seems to be the jump engines breaking down.

Jump engines and conventional engines typically make up the bulk of a ships maintenance requirement. Yet with that said, you're right that maintenance failures seem to actually occur in a specific order rather than a random component failure. Every failure on my survey ships seems to go in the order of

#1 Jump Engine
#2 Diplomacy Module
#3 Conventional Engines

I've noticed a LOT of my survey jump drives breaking down, to the point where I originally thought it was a possible bug, too. But I think it's selection bias: during a survey ship's 10-year lifetime, you don't care about random small subsystems breaking down that get repaired instantly. But when a survey ship loses its jump drive while it's low on MSP, then you notice it because it suddenly can't jump back home from the outer reaches.

There is actually a reasonable and quick "fix": Add "if Supply Points less than 30% / 40% / 50%" conditional order conditions just like we have for fuel now.  :)
 

Offline Ancalagon

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Re: v1.5.1 Bugs Thread
« Reply #122 on: April 16, 2020, 11:09:13 AM »
On a completely separate note, you might want to examine the size of the instant-build pool for new games. I don't know exactly how you tend to approach the "balance" of new games, but I used about 25% of the points before I noticed that I had 300k tons of military ships and only 150k tons of maintenance capacity. Perhaps ships are cheaper than expected (the cheaper fuel tanks perhaps, or just because of the low tech level), or perhaps there are just too many points given out. Hard for me to say which. Another idea might be to allow us to spend those points on infrastructure, so that we could decide between a few extra research labs and just a few ships or a few extra maintenance facilities to support more ships.

I was just thinking of posting this. There are a vast number of "Fast OOB" points at game compared to VB6. I found the VB6 default Fast OOB points to be at a perfect sweetspot for letting you get out your initial survey ships, a few freighters, and some corvettes, while coaxing you into getting your shipyards up and running. In C#, you can build much greater tonnage by default. Like, absurdly greater.

Perhaps the default Fast OOB points should be decreased to just 25% of its current default value for new game race creation?
« Last Edit: April 16, 2020, 11:11:13 AM by Ancalagon »
 

Offline Black

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Re: v1.5.1 Bugs Thread
« Reply #123 on: April 16, 2020, 11:10:07 AM »
I am not sure if this is bug or somting on my side. But today I am running Aurora on my laptop, the resolution is 1920x1080 but Class Design window is strangely cut off. Other windows are working fine:


Thats really weird, What happens when you turn on wide mode and then off again?
Edit: That screenshot is really big, the Class design window should only be 1440x900. Does your screen have scaling set to 125% by any chance?

Unfortunately I don't have the laptop with me now, but I will check tomorrow if that is the case, I don't think I set it up to higher scaling. Thanks for the tip.
 

Offline Nori

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Re: v1.5.1 Bugs Thread
« Reply #124 on: April 16, 2020, 11:10:59 AM »
I've noticed a LOT of my survey jump drives breaking down, to the point where I originally thought it was a possible bug, too. But I think it's selection bias: during a survey ship's 10-year lifetime, you don't care about random small subsystems breaking down that get repaired instantly. But when a survey ship loses its jump drive while it's low on MSP, then you notice it because it suddenly can't jump back home from the outer reaches.

There is actually a reasonable and quick "fix": Add "if Supply Points less than 30% / 40% / 50%" conditional order conditions just like we have for fuel now.  :)

I've used the conditional order that under 20% go resupply and I haven't seen anyone go resupply yet (despite conditions being met). In anycase, I'd like to see a 40% option for this like fuel as some components (I'm looking at you jump drive) require so much MSP to repair... I've started to put 3x the max repair on my survey ships for safety. Haven't lost one since I started doing that.
 
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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #125 on: April 16, 2020, 11:13:12 AM »
I mentioned this in the other thread by accident but double-clicking to add a multipart order like load a particular construction or unit doesn't work.

Also, order templates wipe out all other queued orders. I understand this isn't strictly a bug, but it would be to be able to queue one order and then apply a template to execute after as in VB6.

Double-clicking added to multi-part order

Template is WAI. Otherwise, the template might contradict existing orders and I don't want to have to debug that. Auto-route will work with existing orders though.
 

Offline DFNewb

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Re: v1.5.1 Bugs Thread
« Reply #126 on: April 16, 2020, 11:14:13 AM »
I mentioned this in the other thread by accident but double-clicking to add a multipart order like load a particular construction or unit doesn't work.

Also, order templates wipe out all other queued orders. I understand this isn't strictly a bug, but it would be to be able to queue one order and then apply a template to execute after as in VB6.

Double-clicking added to multi-part order

Template is WAI. Otherwise, the template might contradict existing orders and I don't want to have to debug that. Auto-route will work with existing orders though.

Could you please quickly add the double click to the left window for multi-system navigation and order template orders.
 

Offline punchkid

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Re: v1.5.1 Bugs Thread
« Reply #127 on: April 16, 2020, 11:14:46 AM »
I am not sure if this is covered by the known issue about fixed height.  Since this is not about smaller resolution I'll post it anyway just for the record:
The issue is related to big resolution screens, I am running a 5120 x1440 monitor.
If I try to run the system view in anything other then maximized horizontally it messes up the center of the screen.
Here is a video showing what I mean:
Code: [Select]
https://i.imgur.com/uau7QWp.mp4
I assume this is because you are calculating the center of the screen by using the monitor resolution instead of the window horizontal size.
Not a big deal, but would be nice to be able to run the game not maximized =)
 

Offline Doren

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Re: v1.5.1 Bugs Thread
« Reply #128 on: April 16, 2020, 11:15:59 AM »
I'm also having trouble with my ships resupplying after emptying their MSP even though they should go back to resupply
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #129 on: April 16, 2020, 11:25:20 AM »
The class designer doesn't prevent or warn you from adding multiple types of engines to a single class.

Fixed.
 

Offline Kristover

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Re: v1.5.1 Bugs Thread
« Reply #130 on: April 16, 2020, 11:30:08 AM »
Steve, any idea if the next patch is going to be 1.5.2 or if it is going to be 1.6 and require a new game?  Been doing test games to date and thinking the game from the current bug reports might be ready for my first 'REAL' game.
 

Offline DFNewb

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Re: v1.5.1 Bugs Thread
« Reply #131 on: April 16, 2020, 11:32:06 AM »
The class designer doesn't prevent or warn you from adding multiple types of engines to a single class.

Fixed.

Wait that's a bug? Cause I noticed that when I added a second type of engine onto my ships, they got faster.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #132 on: April 16, 2020, 11:32:14 AM »
In my latest test game, I encountered this during a production cycle:

Function #2664: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index

Followed by:

Function #2662: Object reference not set to an instance of an object.

Database is attached.

I can't reproduce in your DB but I suspect it is something to do with exploiting ruins.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #133 on: April 16, 2020, 11:33:19 AM »
I know its not really a bug and more of a sacrifice for faster delivery, but I only have a single monitor and alt tabbing to my events every time cycle (and not being able to autorun time cycles in case I miss an event) is limiting my enjoyment of the game.  I don't have a second monitor to have my events always up.  It would be nice if events could be fixed to show on the main screen.

I am sure this will already be in the suggestions thread so I will tackle it when I move from fixing bugs to adding features.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #134 on: April 16, 2020, 11:35:17 AM »
Marking fighters obsolete doesn't work.

In what way? Do they appear somewhere they shouldn't?