Author Topic: v1.5.1 Bugs Thread  (Read 69303 times)

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Offline DFNewb

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Re: v1.5.1 Bugs Thread
« Reply #345 on: April 17, 2020, 12:39:31 PM »
Some AI ship is using energy weapon that deals 0 damage at 0km range.

You could check the events in the attached save file.

Just to add onto this, here is LuciusSulla's event log in question, to illustrate:



The shots were fired against a survey ship with 1 armor layer.

I've had this happen as well.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #346 on: April 17, 2020, 12:43:53 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.

The game assumes that NPRs have research points in orders to achieve basic capabilities. I will add code to prevent reduction below 100k.

The enemy crew may have higher tech than you.

I haven't seen similar issues in my own combat situations, but I will watch for them.

Unfortunately, there is a limit to the amount of time I can devote to dealing with actions that are plainly a bad idea, such as deleting all player race populations, rather than fixing 'normal' bugs or adding new functionality.
 

Offline LuciusSulla

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Re: v1.5.1 Bugs Thread
« Reply #347 on: April 17, 2020, 12:49:57 PM »
Ships in overhaul at a colony with sufficient maintenance facility suffered from maintenance failure.

You could check the event log and status of the ship CG Brooklyn 002 in the attached save file.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #348 on: April 17, 2020, 12:51:00 PM »
Not sure if this is a bug, or if it falls within "reasonably intended" behavior. I got two jump points in a single system, which both lead to an identical destination system. Normal game on v1.51, only using survey ships and transits to explore the galaxy:

That is a bug. There is code that is supposed to prevent that happened. Was this a normal jump point exploration using a fleet, or a manual generation using System View?

Also, random stars or known stars?
 

Offline IdleChatterer

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Re: v1.5.1 Bugs Thread
« Reply #349 on: April 17, 2020, 12:52:09 PM »
Quote from: Steve Walmsley link=topic=10756. msg124522#msg124522 date=1587132269
Quote from: rainyday link=topic=10756. msg123909#msg123909 date=1587046802
My new 1.  5.  1 game after about 15 years suddenly started throwing:

"Function #1512: Object reference not set to an instance of an Object" from the events window.   

The only other clue that I see is the 5 day increment ran 3 days and 12 hours right before this occurred.   Nothing in the event log explaining the interruption.   

I hit okay a bunch but it seems to reoccur forever.   Had to kill the game from the Task Manager. 

Can you send the db?


I'm also seeing "Function #1512: Object reference not set to an instance of an Object".  For me it happens when I try to advance time.

I don't know if it's related, but since the message started appearing, time has started to become a bit weird.  In the event log, you can see the game going from October -> November -> October of the same year.

Zipped DB attached.

(BTW - thanks for making this game.  I had great fun with the VB6 version many years ago, and am enjoying rediscovering the game)
 

Offline Ancalagon

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Re: v1.5.1 Bugs Thread
« Reply #350 on: April 17, 2020, 12:53:43 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.

That message does exist because I see it my own games.

Here is an example from VB6:



I just asked on the Discord, and nobody is getting messages like this for geosurvey or gravsurvey standing orders. We frequently find our survey ships sitting idle for several months (or longer!) before realizing. There is indeed a C# message when a system's survey is finished, but if you miss it then you won't be alerted on any subsequent turns that there are ships with "Standing Orders Not Possible" like in the above VB6 message.
« Last Edit: April 17, 2020, 01:04:06 PM by Ancalagon »
 

Offline Ancalagon

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Re: v1.5.1 Bugs Thread
« Reply #351 on: April 17, 2020, 12:57:25 PM »
Not sure if this is a bug, or if it falls within "reasonably intended" behavior. I got two jump points in a single system, which both lead to an identical destination system. Normal game on v1.51, only using survey ships and transits to explore the galaxy:

That is a bug. There is code that is supposed to prevent that happened. Was this a normal jump point exploration using a fleet, or a manual generation using System View?

Also, random stars or known stars?

Random stars, all exploration was with a fleet. No manual generation or SM-mode "traveling thru" of any jump points. It was a completely natural occurrence.

I've seen a couple other people mention this happening as well. Also, this was using default system gen/spread percentages and 1000 stars:

 

Offline Desdinova

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Re: v1.5.1 Bugs Thread
« Reply #352 on: April 17, 2020, 12:58:08 PM »
I'm not 100% sure this is a bug, but The Swarm don't appear to suffer from jump shock. I had my forces stationed on a jump point waiting to ambush them, they appeared and then were able to immediately transit out the next 5 sec increment. Shouldn't they have been unable to jump for a while? It was a stable jump point if that matters.
 

Offline LuciusSulla

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Re: v1.5.1 Bugs Thread
« Reply #353 on: April 17, 2020, 12:59:38 PM »
Ships in overhaul at a colony with sufficient maintenance facility suffered from maintenance failure.

You could check the event log and status of the ship CG Brooklyn 002 in the attached save file.

I believe the issue is actually ships in overhaul under a training command will accumulate maintenaince clock and suffer damages; even if their status is in overhaul.
 
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Offline Inglonias

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Re: v1.5.1 Bugs Thread
« Reply #354 on: April 17, 2020, 01:00:36 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.

That message does exist because I see it my own games.

I just tested in 1.51. I have a survey ship sitting in Sol with standing orders for geo and grav surveys. No such message appears in event logs and auto turns are not halted.
 

Offline Absolute07

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Re: v1.5.1 Bugs Thread
« Reply #355 on: April 17, 2020, 01:04:39 PM »
Not sure how this came about but it got worse and worse as the save progressed.   My time skips got shorter and shorter.   And not in the normal NPR doing a thing so skip was only 5 seconds. 

How it started: Early in the game(3 years maybe) I got into an NPR doing stuff and it set my increments to 5 seconds.   No biggie.   After they finally finished their fight or whatever they were doing, my increment length buttons did not function properly.   If I clicked 30 days, it would skip 6 hours, even on auto.   5 days would be 2 hours, 1 day is 30 minutes, 8 hours is 15 minutes, 3 hours is 6 minutes, 1 hour is 2 minutes, 20 minutes is 1 minute, 5 minutes is 20 seconds, 2 minutes is 10 seconds, and both 30s and 5s are 5 seconds.   

I am not in combat and the NPRs(That I havn't found) don't appear to be in combat either.   Not sure what is going on.   I vaguely remember that time changes when in combat and I wonder if I have gotten stuck in that. 

I created a second save and the time issue is not present.
« Last Edit: April 17, 2020, 01:06:26 PM by Absolute07 »
 
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Offline Inglonias

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Re: v1.5.1 Bugs Thread
« Reply #356 on: April 17, 2020, 01:05:07 PM »
Also took the chance to test order delay and it seems to not function. I told one of my ships to send a message after a delay of 86400, and there was a half hour increment before the ship sent the message anyway.
 

Offline DFNewb

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Re: v1.5.1 Bugs Thread
« Reply #357 on: April 17, 2020, 01:07:34 PM »
Not sure how this came about but it got worse and worse as the save progressed.  My time skips got shorter and shorter.  And not in the normal NPR doing a thing so skip was only 5 seconds.

How it started: Early in the game(3 years maybe) I got into an NPR doing stuff and it set my increments to 5 seconds.  No biggie.  After they finally finished their fight or whatever they were doing, my increment length buttons did not function properly.  If I clicked 30 days, it would skip 6 hours, even on auto.  5 days would be 2 hours, 1 day is 30 minutes, 8 hours is 15 minutes, 3 hours is 6 minutes, 1 hour is 2 minutes, 20 minutes is 1 minute, 5 minutes is 20 seconds, 2 minutes is 10 seconds, and both 30s and 5s are 5 seconds. 

I am not in combat and the NPRs(That I havn't found) don't appear to be in combat either.  Not sure what is going on.  I vaguely remember that time changes when in combat and I wonder if I have gotten stuck in that.

I created a second save and the time issue is not present.  I attempted to attach my . db but it says I can't.

I've had this happen to me but eventually it went back to normal. As a test just press the 30 day button like 500 times in a row (use an auto clicker if you need to) and see if time returns back to normal eventually, then you could reload up your game and play it 6 hours at a time until it eventually goes away. I did that and my game seems to be fine now.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #358 on: April 17, 2020, 01:08:51 PM »
Not sure if this is a bug, or if it falls within "reasonably intended" behavior. I got two jump points in a single system, which both lead to an identical destination system. Normal game on v1.51, only using survey ships and transits to explore the galaxy:

That is a bug. There is code that is supposed to prevent that happened. Was this a normal jump point exploration using a fleet, or a manual generation using System View?

Also, random stars or known stars?

Random stars, all exploration was with a fleet. No manual generation or SM-mode "traveling thru" of any jump points. It was a completely natural occurrence.

I've seen a couple other people mention this happening as well. Also, this was using default system gen/spread percentages and 1000 stars:



Found it - it was only affecting random stars. Fixed.
 
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Offline Resand

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Re: v1.5.1 Bugs Thread
« Reply #359 on: April 17, 2020, 01:16:01 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.

That message does exist because I see it my own games.

I'm sorry, but I've yet to see it.
Not gotten very far in any game yet, so only got survey vessels to go on, but if they run out of geo targets they just stop. So might just be that standing order missing a message as far as I know.
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