Author Topic: v1.5.1 Bugs Thread  (Read 69404 times)

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Offline FrederickAlexander

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Re: v1.5.1 Bugs Thread
« Reply #570 on: April 18, 2020, 09:15:37 AM »
For some reason, every time I attempt to use Fighters with fighter pods for ground support, ground combat stops working and nothing happens. I have been doing this with two Player controlled empires and when I switch to the defending empire it seems the Attacking fighters register as ground support for the defending empire. In addition, it works fine with Orbital Bombardment support with ships.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #571 on: April 18, 2020, 09:17:07 AM »
Create Research project
Magazines
(Bug) You can select Structural shell for the armour component, this provides more capacity than normal armour (only tested up to composite).
(Possible bug) Base HTK is 1 for magazines where HS <= 3.  Base HTK is 2 for magazines where HS >= 4. This means that a magazine with size 4 and selected HTK 10 will show as HTK 11 which looks odd. Also this doesn't match the SQRT(HS) which engines use and the selectable HTK doesn't control (completely) the HTK of the component. If WAI, possibly the selectable HTK should be renamed Bonus HTK?
(minor bug) Magazine size caps at 199 HS, I think most people would expect the list to end at a round number like 200 (also props for putting so many individual ones in)

Create Research project
Meson Cannons
(Minor bug) Capacitor recharge rate is listed in the opposite direction to other weapons (eg lasers) this means that the default selection is 1, not the largest (at first I thought that you had changed the power requirements for mesons as part of a balance change)

Structural shell removed. Max size now 200. Meson capacitor sort reversed.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #572 on: April 18, 2020, 09:19:39 AM »
not sure this counts as a bug, but it'd be nice if when creating a new project, the best electronic hardening and thermal reduction technologies were the default (instead of the worst)

That is working as intended. Most of the time you won't use them due to the extra expense vs specific use.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #573 on: April 18, 2020, 09:25:30 AM »
another "not sure this counts as a bug":
commanders automated assignment only assigns commanders of the exact rank, and never of a higher rank, even if they are unassigned

That is working as intended.
 

Offline Agoelia

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Re: v1.5.1 Bugs Thread
« Reply #574 on: April 18, 2020, 09:30:19 AM »
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship?  Just noted this as I was going thru creating a survey command ship.

Military jump drive is a commercial system. Its confusing because there are two separate commercial/military commercial distinctions; one for engines and one for maintenance. In this case the military (engines) jump drive is a commercial (maintenance) component.

I probably need alternative description for one pair.

A quick fix could be calling "military jump drives" just "universal jump drives", which hints at the fact that they work for both military ships and commercial ships.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #575 on: April 18, 2020, 09:30:26 AM »
Quote from: Steve Walmsley link=topic=10756. msg125110#msg125110 date=1587209360
Quote from: Kayser90 link=topic=10756. msg124693#msg124693 date=1587150767
After a couple of years (30 - 40) i get #2088 Error.    At first it is only once per time increment but it gets worse.   
Now i played 60 years and i get 4 of theses errors everytime i increment time.   
No crashes so far with this error.   

I searched the forum if someone else had this issue, but i couldn't find anything.   

Edit:

Random Stars
Conventional Start

What is the error text?

Function #2088: object reference not set to an instance of an object

something like that

Its connected to NPR research. I've found something that might be causing it and added code to avoid it.
 

Offline LuciusSulla

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Re: v1.5.1 Bugs Thread
« Reply #576 on: April 18, 2020, 09:30:34 AM »
One of the spaceliner of my shipping line is jumping back and forth at a jump point.

You could replicate the bug by loading the attached save file. Check the jump point between Sol and New England, and pass time with 3 hour increment. The spaceliner with the weird behavior is called "SL Sharp L8 002"

You could also check the history of the said spaceliner. Since its creation, it loaded 1250 passengers from Earth, and started jumping back and forth at the jump point.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #577 on: April 18, 2020, 09:37:43 AM »
v1.  5.  1
Under Class design, after selecting a design.   
Under Miscellaneous tab, typing "-" in Commander Priority immediately gives error "Function #264 number format is not correct" (not English system).   When I was trying to type "-1" in full.  .  .

That is working fine for me. I can enter -1. It will be a localisation problem.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #578 on: April 18, 2020, 09:38:36 AM »
Unless I missed something, grav survey ship with standing orders will survey/cross systems that are flagged as owned by another race. I've tried to flag it as military only, and block fleet movement route, but the ship still came in mass twice, causing a war ith the NPR and the destruction of around 20 survey ships.

I've managed to stop geosurvey ship to come here by baning every body on the system, because they were coming too at first.

Set the fleet to avoid alien systems.
 
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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #579 on: April 18, 2020, 09:42:40 AM »
Hello Steve.
I don't know if this error has already been demonstrated.

https://imgur.com/a/ZPiYUBD

"object reference not set to an instance of an object"

And next one.

Picture 3-4

I just pressed search. I didn't change anything


"invalid input string format"

There is only one picture. You were adding one of something (the second stage) that didn't exist. I've added code to deal with that.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #580 on: April 18, 2020, 09:44:37 AM »
Quote from: Black link=topic=10756. msg124720#msg124720 date=1587153313
I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct).  It happens again everytime when I discover new system.

I am also now getting this on launch.  Didn't have any errors before I went to make dinner a few hours ago, now getting this on game load.  Haven't built a jumpship yet, so can't check system discovery (it's next on my list, so guess I'll edit to report once I do).
Save Attached.

Loading without issue. Whatever was causing this problem is apparently fixed. Did you create any ruins manually?

That is strange I continue to play this save and I still get the error when I launch Aurora and when I survey new system. Ruins were generated by the game.

Its because I have an updated version of the code that handles the problem without causing an error.

I see, is there something I can do in my game to get rid of the error?

You can edit the ruins of out the database, but that would involve finding the affected system body and manually making the corrections, assuming you have a DB editor for SQLite. There will be a new version out in a few hours though.
 

Offline Black

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Re: v1.5.1 Bugs Thread
« Reply #581 on: April 18, 2020, 09:46:36 AM »
I will wait for new version :) Thank you.
 

Offline Ardis

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Re: v1.5.1 Bugs Thread
« Reply #582 on: April 18, 2020, 09:47:18 AM »
Quote from: Steve Walmsley link=topic=10756. msg125164#msg125164 date=1587215368
Quote from: Ardis link=topic=10756. msg124919#msg124919 date=1587173409
I'm also getting "Function #1530: Object reference not set to an instance of an object" errors.     Specifically, this happens when a ship with a diplomatic module is present in the same system as aliens, and the aliens are detected by active sensors (so, when conditions for communication are met), regardless of whether the diplomatic ship is the one detecting them or not.     If the diplo ship leaves the system, communication is attempted as normal.     It may or may not be related to the fact that the aliens refuse to communicate - I'll find out when I meet a race that talks to me. 

Can you attach the db please.
Here you go.  There are two races you can test it on, one in WISE 0855-0714 (I have ships there), and another in Lacaille 9352, with a pop on Lacaille 9352-A II and two ships orbiting.  The latter race is hostile, but if you keep ~2 Mkm away, you'll be safe.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #583 on: April 18, 2020, 09:49:09 AM »
Designing a Gauss Turret creates an already researched component if you click on [Prototype] in the Turret Design Screen

Is it definitely a normal component and not a prototype component?

Can confirm, had this happen to me.

Confirmed and fixed.
 
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Offline Kelewan

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Re: v1.5.1 Bugs Thread
« Reply #584 on: April 18, 2020, 09:53:27 AM »
Creating Prototypes generetes "Research Completed" with System "N/A" events in the Log

What should  "Text file" Button in the Event Log do? I could not find a Text file with the logs, nor could I copy&past selected logs