Author Topic: v1.6.3 Bugs Thread  (Read 22485 times)

0 Members and 1 Guest are viewing this topic.

Offline Rogtuok

  • Chief Petty Officer
  • ***
  • R
  • Posts: 41
  • Thanked: 2 times
Re: v1.6.3 Bugs Thread
« Reply #15 on: April 18, 2020, 02:53:08 PM »
Thanks
 

Offline Caplin

Re: v1.6.3 Bugs Thread
« Reply #16 on: April 18, 2020, 02:53:39 PM »
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.
 

Offline YABG

  • Chief Petty Officer
  • ***
  • Y
  • Posts: 45
  • Thanked: 22 times
Re: v1.6.3 Bugs Thread
« Reply #17 on: April 18, 2020, 02:55:18 PM »
Partially remaining issue from 1.5.1, tested again on a game patched to 1.6.3.

Carriers and docked ships going missing when using the detach button and divide into single ships order
Issue: When using a carrier with ships loaded, detaching a docked ship, then click-dragging other docked ships into the newly generated fleet causes ships that were click-dragged to disappear when using the divide into single ships order. Click-dragging the carrier into a new fleet causes these ships to reappear with the carrier.

How to reproduce: Create a new game and instant research the boat bay and hanger deck techs. Create and spawn a ship with hanger capacity and several ship to load into it. Land and assign fighters to the carrier. Create a new fleet from one of the docked ships using the 'detach' button. Click-drag remaining ships into the new fleet. Order the new fleet to divide into single ships.

Using subfleets doesn't cause this issue.

Ships with commercial hanger bays cannot be selected using the land on specified carrier order unless they include at least one military hanger
Issue: as above

How to reproduce: Create a new game and instant research the commercial hanger bay. Create a ship with commercial hangers and a fighter to load into it. Create a fleet with the fighter and select the fleet with the carrier. Attempt to use the land on specified ship order. Use SM mode to modify the commercial hanger ship with a single military hanger. Attempt to land the fighter again.

Minor queries
Is it WAI that a ship can have both commercial and military hanger decks?
In the ship design screen, should commercial hanger components be grouped with the other hanger deck components?

 

Offline Agoelia

  • Chief Petty Officer
  • ***
  • A
  • Posts: 31
  • Thanked: 5 times
Re: v1.6.3 Bugs Thread
« Reply #18 on: April 18, 2020, 02:59:12 PM »
This happened on 1.6.2, but I haven't seen anyone bring up this bug so I think it hasn't yet been fixed.

I started a new game on 1.6.2, disabled Known Stars, and didn't change any other option only changed the difficulty modifer (Picture 2).
Discovered two Jump Points. Jumped into the first, and my ship came out the second (Picture 1).
It would seem two jump points in Sol take me to Sol. Probably not WAI?

I played some more. Completed the Grav Survey of Sol. There are no more jump points. Just the ones leading to back Sol. I have no access to the galaxy :(



Edit: updated to 1.6.3. Didn't modify any option.
Luckily last time I saved was before I discovered the 2 jump points. Did everythin again, and when my jump ship jumped into the JP, it discovered a different system, as normale.
Either the bug was fixed, or it is hard to reproduce.
« Last Edit: April 18, 2020, 04:21:27 PM by Agoelia »
 

Offline Froggiest1982

  • Gold Supporter
  • Vice Admiral
  • *****
  • F
  • Posts: 1341
  • Thanked: 596 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: v1.6.3 Bugs Thread
« Reply #19 on: April 18, 2020, 02:59:37 PM »
Please don't change the multiple research window, it' so useful to design weapons and sensors all together!

Offline Nori

  • Bug Moderators
  • Lt. Commander
  • ***
  • Posts: 234
  • Thanked: 42 times
  • Discord Username: Nori Silverrage
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: v1.6.3 Bugs Thread
« Reply #20 on: April 18, 2020, 03:03:53 PM »
Maybe a bug. In create new race, if you change the starting tech points to be anything less than 100k (for instance I like to start with 10k) it will set it to 100k. You can set it higher, but not lower.
 

Offline Alsadius

  • Lieutenant
  • *******
  • Posts: 178
  • Thanked: 89 times
Re: v1.6.3 Bugs Thread
« Reply #21 on: April 18, 2020, 03:06:31 PM »
In the ship class designer, the "Exact size" value displays wrong if the ship is over 1000 HS. It'll truncate all digits below the thousands, so my 80k ton freighter shows as size "1". (The actual tonnage calculations still seem to work properly, though)

Maybe a bug. In create new race, if you change the starting tech points to be anything less than 100k (for instance I like to start with 10k) it will set it to 100k. You can set it higher, but not lower.

Mine defaulted to 80k (I just used the default setup unmodified), and my game started with 80k tech points. Weird.

Offline crispiboiz

  • Leading Rate
  • *
  • c
  • Posts: 5
  • Thanked: 2 times
Re: v1.6.3 Bugs Thread
« Reply #22 on: April 18, 2020, 03:15:54 PM »
Experienced in a new game created in 1. 62 and also after patching to 1. 63 .
I have a colony with a cost of  . 95, a population of 2million and enough infrastructure to support 8million.  This colony continues to generate unrest due to overcrowding. 
 

Offline Kelewan

  • Warrant Officer, Class 2
  • ****
  • K
  • Posts: 74
  • Thanked: 15 times
Re: v1.6.3 Bugs Thread
« Reply #23 on: April 18, 2020, 03:18:56 PM »
Maybe a bug. In create new race, if you change the starting tech points to be anything less than 100k (for instance I like to start with 10k) it will set it to 100k. You can set it higher, but not lower.

I think there was a Problem with NPRs if they did not have the tech points for their designs. AFAIK Steve therfore set a lower limit on the tech points
 

Offline Demonides

  • Gold Supporter
  • Warrant Officer, Class 1
  • *****
  • Posts: 94
  • Thanked: 145 times
  • 2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: v1.6.3 Bugs Thread
« Reply #24 on: April 18, 2020, 03:21:52 PM »
When i do a mineral search i get as in the attachement
I guess your decimal separator is , instead of .
Replace the 0.1 with 0,1 and it will work. Alternatively you could change the system decimal separator if you do not feel like refilling the search all the time

as I wrote earlier, it is enough that when opening the window both values are set to 0/0 by default and not 0 / 0.1 because you have to enter it every time you open the window.
 

Offline TMaekler

  • Vice Admiral
  • **********
  • Posts: 1112
  • Thanked: 298 times
Re: v1.6.3 Bugs Thread
« Reply #25 on: April 18, 2020, 03:28:52 PM »
1.6.3:
Starting a race as conventional, when you tab through all values, once you leave the "Instant Research Points", no matter what you enter or just skip over the field, you get 100.000 RPs.
 

Offline Kiks

  • Chief Petty Officer
  • ***
  • K
  • Posts: 30
  • Thanked: 3 times
Re: v1.6.3 Bugs Thread
« Reply #26 on: April 18, 2020, 03:31:00 PM »
So I am testing the same thing I was testing last time. Small NPR on Earth with me, base stats that come with 500 pop for myself and 400 for them, minimal tech for the NPR (I set 0 RP for them so the 100k minimum kicked in) and maxed out combat tech for me, start fighting them within first 10 in-game minutes of game start.

With boarding combat I'm coming across something kinda weird. I suspected it in the last test but it's very prominent now. It must be take you daughter to work day or something because my boarding units are able to kill more people then are supposed to be on a ship. E.g. their destroyer escort has a complement of  231, and I killed 327.

Another issue is that it seems like no one is attacking me, again. Fighting has gone on for a few minutes now and I am easily leap frogging from ship to ship boarding them unopposed. It's not like they don't have combat ships, because they do.

Edit: I think I know why I can board their ships with impunity. The diplomatic rating hasn't been lowered to a point where they will attack me. It sits at 40 after stealing 5 ships totaling to 50,000 tons of shipping. Apparently stealing their ships doesn't justify going to war. Who knew? Going to try to lower their diplo-rating some more and see if they attack me
« Last Edit: April 18, 2020, 04:46:53 PM by Kiks »
 

Offline Desdinova

  • Lt. Commander
  • ********
  • D
  • Posts: 280
  • Thanked: 282 times
Re: v1.6.3 Bugs Thread
« Reply #27 on: April 18, 2020, 03:44:06 PM »
Mass medal awards from the naval organization screen don't work correctly. If you choose the top-level admin command, select award medal, and check admin officers, fleet commanders, and ship commanders as recipients, only officers in fleets directly under the top-level admin command will be awarded.

admin officers and those in fleets under admins don't get medals.
 

Offline DFNewb

  • Captain
  • **********
  • D
  • Posts: 508
  • Thanked: 103 times
Re: v1.6.3 Bugs Thread
« Reply #28 on: April 18, 2020, 03:44:57 PM »
1.6.3 Game started on 1.6.2






Sector bonus not showing. Saving does not fix it. Closing the program and re-opening it fixes it.

 
The following users thanked this post: Ancalagon

Offline IanD

  • Registered
  • Commodore
  • **********
  • Posts: 725
  • Thanked: 20 times
Re: v1.6.3 Bugs Thread
« Reply #29 on: April 18, 2020, 04:14:54 PM »
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

I see the same in 1.63

Ian
IanD