Author Topic: v1.5.1 Bugs Thread  (Read 69243 times)

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Offline MarcAFK

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Re: v1.5.1 Bugs Thread
« Reply #225 on: April 16, 2020, 07:55:10 PM »
Naval officers have a "Production" trait that doesn't seem to do anything.
It's a leftover from gate construction. Make a jump point stabilization ship, give it no commander and tell it to stabilize a JP. Check how long it takes. Cancel the order, place the officer in command, re-issue order. Time should now be reduced by their bonus and then please edit your post that it either works or not so Steve sees it tomorrow when he checks the thread.
Does that not affect Mining and sodium harvest rate?
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Offline Desdinova

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Re: v1.5.1 Bugs Thread
« Reply #226 on: April 16, 2020, 07:58:43 PM »
Naval officers have a "Production" trait that doesn't seem to do anything.
It's a leftover from gate construction. Make a jump point stabilization ship, give it no commander and tell it to stabilize a JP. Check how long it takes. Cancel the order, place the officer in command, re-issue order. Time should now be reduced by their bonus and then please edit your post that it either works or not so Steve sees it tomorrow when he checks the thread.
Does that not affect Mining and sodium harvest rate?

That's a separate Mining stat.
 

Offline Desdinova

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Re: v1.5.1 Bugs Thread
« Reply #227 on: April 16, 2020, 08:00:56 PM »
Here's a display bug: While officers no longer get assigned to civilian ships, civilian ships still appear as possible assignments in the officers screen.
 

Offline yourITguy

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Re: v1.5.1 Bugs Thread
« Reply #228 on: April 16, 2020, 08:10:02 PM »
I noticed that in the Sol system, all comets move slowly until they reach Earth orbit and then they start moving very quickly, taking only a few days to go around the sun and come back.  I'm not sure if they have a similar behavior in other systems as I've gotten unlucky and have discovered only barren systems thus far.
 

Offline Vivalas

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Re: v1.5.1 Bugs Thread
« Reply #229 on: April 16, 2020, 08:15:09 PM »
I noticed that in the Sol system, all comets move slowly until they reach Earth orbit and then they start moving very quickly, taking only a few days to go around the sun and come back.  I'm not sure if they have a similar behavior in other systems as I've gotten unlucky and have discovered only barren systems thus far.

Yep that's how elliptical orbits work
 

Offline DFNewb

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Re: v1.5.1 Bugs Thread
« Reply #230 on: April 16, 2020, 08:38:59 PM »
Not sure if anyone mentioned it but area defense PD fire does not seem to be working.
 

Offline Malorn

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Re: v1.5.1 Bugs Thread
« Reply #231 on: April 16, 2020, 08:57:18 PM »
V1.51

Perhaps obvious in hindsight, but if you create only a single race, and set that race to 'NPR'. When the game loads up all buttons will not be functioning properly, even the one to turn SM mode on. Perhaps it should not be possible to start a new game with only a single created race set to NPR?
 

Offline Desdinova

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Re: v1.5.1 Bugs Thread
« Reply #232 on: April 16, 2020, 09:05:52 PM »
My ground units all got deleted again.

I had built a planetary defense division, the OOB was:
Planetary Defense Division HQ
->3x Planetary Defense BDE HQ
-->2x STO Laser BN HQ
--->2x STO Laser Batteries
-->2x STO Railgun HQ
--->3x STO Railgun Batteries
-->1x Engineering BN
--->3x Engineering companies

One moment they were there, the next they were gone. All that remains on Earth is a single Engineering CO. Dunno if that's a clue. Database is attached.

 

Offline EnzoAkira

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Re: v1.5.1 Bugs Thread
« Reply #233 on: April 16, 2020, 09:16:09 PM »
Hi.  I'm new to Aurora 4x, but I'm following some 'let's play' on youtube with the old version of Aurora.

When I try to create a jump engine, I don't know what tech is missing, unless I check Show Next Tech, in my opinion, the missing techs should be displayed in the text box on the right.
 

Offline LuciusSulla

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Re: v1.5.1 Bugs Thread
« Reply #234 on: April 16, 2020, 09:38:20 PM »
Commecial line built sorium havesters before I researched the tech.
 

Offline Desdinova

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Re: v1.5.1 Bugs Thread
« Reply #235 on: April 16, 2020, 09:42:48 PM »
This one was pretty wild. I had a stabilization ship stationed on the Proxima Centauri side of the Proxima Centauri/Sol jump point to keep an eye on a neutral NPR that had positioned ships there, when both sides were attacked by the Swarm. The jump ship retreated, but exploded a few hours later due to the new acid damage.

While this was going on, I encountered a Function #327: Object reference not set to an instance of an object exception.
 

Offline LuciusSulla

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Re: v1.5.1 Bugs Thread
« Reply #236 on: April 16, 2020, 09:47:10 PM »
By clicking on “show civilian” in class design window.  It seems that I could change the components of built civilian ships.
And their classes are default unlocked
 

Offline Demonides

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Re: v1.5.1 Bugs Thread
« Reply #237 on: April 16, 2020, 10:06:49 PM »
Inability to issue an order to unload infrastructure at any colony.
 

Offline Vivalas

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Re: v1.5.1 Bugs Thread
« Reply #238 on: April 16, 2020, 10:11:15 PM »
Inability to issue an order to unload infrastructure at any colony.

Does your freighter have cargo shuttles? It needs cargo shuttles to unload unless there is a spaceport or cargo handling station present.
 

Offline Demonides

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Re: v1.5.1 Bugs Thread
« Reply #239 on: April 16, 2020, 10:20:25 PM »
Inability to issue an order to unload infrastructure at any colony.

Does your freighter have cargo shuttles? It needs cargo shuttles to unload unless there is a spaceport or cargo handling station present.

wait wut ?  :o