Author Topic: v1.5.1 Bugs Thread  (Read 69277 times)

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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #435 on: April 17, 2020, 06:12:49 PM »
Trade good infrastructure (both types) is not added to the producing planets infrastructure supporting the population. 

While regular Infrastructure is exported and added to the receiving planet's infrastructure as expected (if there is a surplus to export) LG Infrastructure is not traded at all.

Fixed.
 

Offline Ancalagon

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Re: v1.5.1 Bugs Thread
« Reply #436 on: April 17, 2020, 06:13:42 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.

Is anyone else suffering a similar problem where all ground units vanish?

I had 16 of my 20 ground units vanish on a v1.50/1.51 game. Here is a post I made about disappearing ground units: http://aurora2.pentarch.org/index.php?topic=10756.msg123690#msg123690

And here is a follow-up post with the savegame: http://aurora2.pentarch.org/index.php?topic=10756.msg123717#msg123717

Since that time though, I haven't had any disappearing ground units.

I'll keep an eye on it in future versions if it happens again.
« Last Edit: April 17, 2020, 06:38:13 PM by Ancalagon »
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #437 on: April 17, 2020, 06:14:53 PM »
I'm not sure if Squadron Transit by sub-fleet is working or not, or if perhaps I misinterpreted what it should mean.  When giving the order, my fleet will approach the target jump point (unexplored) and split into it's various sub-fleets, and then report that orders are completed without actually jumping through.  They will then remain as their sub-fleets, never re-converging into the main fleet on the other side.

I had actually tested and made a mistake initially as I had one too many ships in each sub-fleet.  and each sub-fleet reported itself as being unable to complete the transit and the fleet remained as its whole self.  This begs the question of whether the fleets are supposed to split permanently or if something is failing during the jump attempt and they simply aren't recombining.

They should split and they all jump. I need to set this up and test it tomorrow.
 
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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #438 on: April 17, 2020, 06:16:59 PM »
Fuel efficiency is still shown as a drop down in the shield project menu, even though it has no use.   

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #439 on: April 17, 2020, 06:18:40 PM »
Event log color settings do not seem to save

That is working for me.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #440 on: April 17, 2020, 06:22:42 PM »
I was messing around in the System View in Federated Nations, and had an unexplored jump point. I was not in SM mode. I hit the "Enter JP," button.

Error in function 3102: Object reference not set to an instance of an object.

I suspect this is something to do with having no generated system on the other side to enter, in which case some sort of more obvious error could be presented.

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #441 on: April 17, 2020, 06:23:18 PM »
Medal Management window prevents opening of any other windows. I believe, that it is the only window that works this way so I presume that it is not intentional.

Yes, it is working as intended.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #442 on: April 17, 2020, 06:26:03 PM »
20 years in 1 NPR, found some precursors a couple years back (probably not related)

I suddenly get this error while passing day by day.

Game continues as normal.

It is caused by the Swarm exhausting a mineral deposit - or trying to. Fixed now.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #443 on: April 17, 2020, 06:27:54 PM »
v1.5

Something is fishy about fuel tankers. The standing order 'Move to Gas Giant with Sorium' does not appear to work. The tanker stays at the colony, with no orders, with a sorium gas giant in-system. Equally, 'Transfer Fuel to Colony' conditional order does not appear to work, again no orders issued. Lastly, when I manually ordered my tanker to transfer fuel to colony, it transferred 100% of it's fuel to the colony, and did not retain the 5% which I set in it's design.

Back in v1.4, the 'transfer fuel to colony' part was working correctly, though the standing order was not. This is using a colony in another system, not my homeworld. But it has refueling ability, and a small population.

Move to Gas Giant with Sorium' is now fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #444 on: April 17, 2020, 06:32:13 PM »
I have a sector leader with mining 20 percent bonus but on the mining screen it says 1 for sector (and 1.05 for governor which is correct).

Is the system definitely assigned to the sector?
 

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Re: v1.5.1 Bugs Thread
« Reply #445 on: April 17, 2020, 06:32:57 PM »
Well, since the version 1. 0 the game is overall unplayable to me.  Any attempts to create a new game (Conventional) even on *sol* system generates a error, no map is launched  and on top of that, the game windows are way too big for my screen and t is in such nature that even infinite screen cant solve the problem because when i try to scroll the window just cuts the rest of the information.  Not even moving the window solves this.  So i lose most of the information of the screens anyway. 
It is version 1. 5. 1 and i still havent played a single game because of all this.

What is the error?

What is your resolution?
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #446 on: April 17, 2020, 06:34:15 PM »
I've encountered a bug, and it seems to be there in all the versions. 
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up.  I'm going to have tot translate the message as my PC is not in English.  It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.

http://aurora2.pentarch.org/index.php?topic=10637.0
 

Offline DFNewb

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Re: v1.5.1 Bugs Thread
« Reply #447 on: April 17, 2020, 06:38:02 PM »
I have a sector leader with mining 20 percent bonus but on the mining screen it says 1 for sector (and 1.05 for governor which is correct).

Is the system definitely assigned to the sector?

Yes, BUT MAYBE NOT WHEN I POSTED THAT SORRY. First of all when opening the game just now to show you I got this;



then when I checked again it shows the sector bonus properly now as 1.2. Weird as I am sure it was displayed wrong earlier but maybe I didn't put the planet in the sector yet.

I keep trying to attach the DB on here for the above error message but it's not posting for some reason. Let me know if you want the DB.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #448 on: April 17, 2020, 06:41:40 PM »
Here's a database I saved while getting a stream of 1512 null reference errors, apparently infinite in length. These errors started just after I jumped into Procyon, so presumably something has gone wrong with generating the system.

It is caused by an NPR that has no tech systems. No idea how that could happen, but will watch for it in future.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #449 on: April 17, 2020, 06:47:06 PM »
I've encountered a bug, and it seems to be there in all the versions. 
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up.  I'm going to have tot translate the message as my PC is not in English.  It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.

A datetime in .Net has a maxvalue of year 9999.
https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8

So regardless of performance improvements there is a hard limit on how long running games you can have there :)

Interesting - I didn't know that :)

Does that scrap any plan for a follow up to Crusade? I rather liked that AAR.

There will be a follow-up but I doubt it will last several thousand years of in-game time.
 
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