Author Topic: v1.5.1 Bugs Thread  (Read 69388 times)

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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #315 on: April 17, 2020, 09:50:25 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.

It will be v1.6. It includes some database fixes.
 
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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #316 on: April 17, 2020, 09:51:50 AM »
I'm having a strange bug

In the picture components EM senor and Thermal with STR 5 (size 1) do not disappear from the list when I press Obso comp. When I go into the tech review screen and obsolete them there they get obsoleted but they still appear as non-obsolete components in the designer. It only seems to be for these 2 as other other two size 0.1 sensors can be obsoleted. I am also having this issue with another component (engine) which I added as a picture.

Normal start, 3 NPRs, 52 years in.

Yes, others have reported this. So far I haven't been able to reproduce it. Intermittent bugs are a pain to track down :)
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #317 on: April 17, 2020, 09:52:55 AM »
When in "Mineral Survey Window" i can duplicate my colonies by clicking "Create Colony" on them (lots of free minerals :) )

That just gives you two colonies on the same body mining the same minerals. The minerals belong to the planet, not the colony.
 

Offline DFNewb

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Re: v1.5.1 Bugs Thread
« Reply #318 on: April 17, 2020, 09:55:29 AM »
I'm having a strange bug

In the picture components EM senor and Thermal with STR 5 (size 1) do not disappear from the list when I press Obso comp. When I go into the tech review screen and obsolete them there they get obsoleted but they still appear as non-obsolete components in the designer. It only seems to be for these 2 as other other two size 0.1 sensors can be obsoleted. I am also having this issue with another component (engine) which I added as a picture.

Normal start, 3 NPRs, 52 years in.

Yes, others have reported this. So far I haven't been able to reproduce it. Intermittent bugs are a pain to track down :)

We discovered this is related to components in your stockpile.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #319 on: April 17, 2020, 09:56:38 AM »
In the Naval Org orders screen, double-clicking on an Auto-Route system name should add the route move order. Currently, double-clicking does nothing and you must click the system name and then click the "Add Move" button at the bottom to add the order. For clarity, this is the screen in question:

I've made this and Template single-click as there is nothing else to do post-click.
I'm concerned about how this will interact with screen readers because when I arrow up and down the list of orders it does the equivalent of single-clicking each one. Double-click would be more consistent.

Fair enough - changed to double-click.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #320 on: April 17, 2020, 10:01:28 AM »
Quote from: Nori link=topic=10756. msg124020#msg124020 date=1587055395
Quote from: DFNewb link=topic=10756. msg124019#msg124019 date=1587055351
~snip
Yeah I ran into this yesterday.

To add to this as I had this too, for me it was directly tied to a old ship I had scrapped and kept the parts of, the parts I had obsoleted but still had in storage would therefore still show up, scrapping the parts would solve it.

This seems to be the cause.

That makes sense. I've added to code to check for the obsolete flag on stockpiled components too.
 

Offline LuciusSulla

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Re: v1.5.1 Bugs Thread
« Reply #321 on: April 17, 2020, 10:11:50 AM »
When checking designed missiles in the view tech window, missile size is shown in tons instead of in MSP.
 
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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #322 on: April 17, 2020, 10:18:03 AM »
Bug on the Civilian Shipping Contract supply/demand window: The "demanded" installation drop-down selection resets when you switch colonies. It should ideally behave just like the "supplied" installation drop-down selection, which does remember your selection when you switch colonies:

Supplied staying the same was luck I think :)

I've added code to keep both the same, but supplied only includes installations actually at the colony so that may not be able to remain the same for some colonies.
 
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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #323 on: April 17, 2020, 10:19:08 AM »
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?

Yes, or even less. 20% would have done it.

My initial colony ship was ~1300 BP, my freighter was 300, and my survey ship was about 550. I spent about 7900 points on those, about 13% of the starting points (if I recall correctly).

Then I made a destroyer and a jump scout, about 600 BP and 500 BP respectively.

If you want to use less than points available, that is a player decision. Don't forget they are also for ground forces as well.
 
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Offline Malorn

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Re: v1.5.1 Bugs Thread
« Reply #324 on: April 17, 2020, 10:26:22 AM »
v1.51

Still having problems with the standing order 'Move to Gas giant with Sorium'.

Expected Behavior: Fuel harvester moves to gas giant which contains sorium.

Actual behavior: Fuel harvester stays at colony where it last dropped off fuel, instead of moving to gas giant in the same system which contains sorium.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #325 on: April 17, 2020, 10:35:12 AM »
Infantry HQ cost does not change when adding capabilities. It works with vehicle and static headquarter, and it works for other infantry equipment.

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #326 on: April 17, 2020, 10:39:45 AM »
Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.

I can't reproduce. If it happens again, please attached the db.
 

Offline Wieseltrupp

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Re: v1.5.1 Bugs Thread
« Reply #327 on: April 17, 2020, 10:42:37 AM »
The [Set Speed] Button in the Naval Organisation does not work correctly.
Setting a Speed will only show after switching to a different fleet and back
You can enter "0" and will get the error "#899: Division by Zero" after switching to the fleet
The Speed returns to the max possible value if you advance time


Do Termal values now reduce in a liniar manner with the speedsetting compared to the max speed?
I would like to creep up on Xenos
 

Offline DFNewb

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Re: v1.5.1 Bugs Thread
« Reply #328 on: April 17, 2020, 10:42:54 AM »
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?

Yes, or even less. 20% would have done it.

My initial colony ship was ~1300 BP, my freighter was 300, and my survey ship was about 550. I spent about 7900 points on those, about 13% of the starting points (if I recall correctly).

Then I made a destroyer and a jump scout, about 600 BP and 500 BP respectively.

If you want to use less than points available, that is a player decision. Don't forget they are also for ground forces as well.

But is there some way to restrict the NPR's points? From what I understand it's autocalculated from your pop and difficulty modifier.
 

Offline MarcAFK

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Re: v1.5.1 Bugs Thread
« Reply #329 on: April 17, 2020, 10:45:56 AM »
I'm getting the "Function 1512 Object reference not set to an instance of an object" constant popup error.  I can't close the errors so the game as it is cant be saved, though I was in the first year and it'll probably happen again anyway. I'll try to upload the db.
Edit: It's not triggering again. This makes me think its related to something I did during the game. I'll try to replicate exactly what I did and see if it triggers again.
« Last Edit: April 17, 2020, 10:51:04 AM by MarcAFK »
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