Author Topic: v1.6.3 Bugs Thread  (Read 22857 times)

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Offline IanD

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Re: v1.6.3 Bugs Thread
« Reply #45 on: April 18, 2020, 05:05:16 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

Please go to the Misc tab of the Tactical window and tell me what version number you see.

I am definitely playing 1.6.3
IanD
 

Offline Kristover

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Re: v1.6.3 Bugs Thread
« Reply #46 on: April 18, 2020, 05:12:02 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?

Was able to replicate this pretty easily - was messing around with Carrier Ops in 1.6.3.  The first issue I can work around pretty easily but the Commercial Hangers are presently unusable - I tried docking several different variations of craft and couldn't get any of them to land on the mothership unless I added a military hanger or boat bay - which then makes it a military vessel.
 

Offline crispiboiz

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Re: v1.6.3 Bugs Thread
« Reply #47 on: April 18, 2020, 05:18:38 PM »
Quote from: Steve Walmsley link=topic=10902. msg125412#msg125412 date=1587245052
Quote from: crispiboiz link=topic=10902. msg125390#msg125390 date=1587240954
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. 

That bug was in 1. 6. 2 but fixed in 1. 6. 3.  Can you check your version number please.
This is fixed in 1. 6. 3 .  There is a difference between downloading a patch and actually installing it :).  Thanks Steve.
 

Offline clement

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Re: v1.6.3 Bugs Thread
« Reply #48 on: April 18, 2020, 05:19:17 PM »
Luna doesn't have it's Crustal Hydrosphere.

I believe it was removed by Steve a few versions ago as part of fixing a terraform bug involving water/hydrosphere calculations.
 

Online Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #49 on: April 18, 2020, 05:24:04 PM »
Luna doesn't have it's Crustal Hydrosphere.

I believe it was removed by Steve a few versions ago as part of fixing a terraform bug involving water/hydrosphere calculations.

Yes, that's correct.
 

Offline Randy

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Re: v1.6.3 Bugs Thread
« Reply #50 on: April 18, 2020, 05:39:29 PM »
That is really weird - I can't get that to happen in my game.

Not sure if it makes a difference - but I set start pop to 1000, which generates more at start research. Perhaps you aren't seeing it with 500 pop because of the fewer points not getting to spinal mounts tech researched?

 Just trying one now with only 500 pop to see if it changes - no error with only 500 pop. So maybe thats the issue?
 

Offline Tikigod

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Re: v1.6.3 Bugs Thread
« Reply #51 on: April 18, 2020, 05:41:09 PM »
New 1.6.3 start, went with 1 player race and 5 NPR start. Think one or more NPRs must have started in the same system as each other as turn times have gone from half a second for a 5 day step in 1.51 to around 3-4 seconds right from the first day.

Anyway, 7 years into the new start and suddenly had about 20+ 5 second increment lengths trigger which seems to have also triggered a "Function #311: Attempted to divide by Zero" error. After accepting the error prompt the 5 second turn intervals continued.



Database attached.



Edit: On Saving, closing Aurora and reloading the first turn process always seems to generated the Function #311: Attempted to divide by zero error.
« Last Edit: April 18, 2020, 05:43:43 PM by Tikigod »
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Iceman66

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1.6.3 cosmetic bug
« Reply #52 on: April 18, 2020, 05:45:50 PM »
Hi, im coming from the Tortuga power livestream in youtube. 

In version 1. 6. 3

In economics window, wealth and trade tab.  The values of annual racial wealth, racial per capita income and population per capita income are all editable.  However as soon as you allow a time tick, the values return to normal and appears to not have an impact in game.  The issue appears to be completely cosmetic fortunately.

I think the values should be display only but haven't had the chance to test it very thoroughly. 

Im sorry if the bug report is not very good, im new to the forum.
Hope this helps.
 

Offline Caplin

Re: v1.6.3 Bugs Thread
« Reply #53 on: April 18, 2020, 05:47:57 PM »
That is really weird - I can't get that to happen in my game.

Not sure if it makes a difference - but I set start pop to 1000, which generates more at start research. Perhaps you aren't seeing it with 500 pop because of the fewer points not getting to spinal mounts tech researched?

 Just trying one now with only 500 pop to see if it changes - no error with only 500 pop. So maybe thats the issue?

That might be it... I was trying an unusual pop size to see how well the game would scale up.
 

Offline stabliser

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Re: v1.6.3 Bugs Thread
« Reply #54 on: April 18, 2020, 05:51:41 PM »
v 1. 6. 3

Fleet ordered to pickup 4 mass drivers and drop them at 4 different moons.  The fleet dropped all 4 at one location.  The first moon I think.

Another fleet had the same orders to 4 different locations and did the same thing.

No errors about unable to unload something it didnt have as far as I can see.
 

Offline Tikigod

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Re: v1.6.3 Bugs Thread
« Reply #55 on: April 18, 2020, 05:51:53 PM »
Continuing on from that DB save state, after processing what felt like a hundred more 5-15 second interval steps the game now churns out "Function #1821: Object Reference not set to an instance of an object".



Attached the progressed Database state where it starts generating the 1821 errors.


At this point unless you have any request for me to continue processing to generate more potential errors to help debug I'm going to chalk this campaign up as corrupted and do a full DB clear and 1.6.3 copy over again.
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Offline Ancalagon

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Re: v1.6.3 Bugs Thread
« Reply #56 on: April 18, 2020, 05:55:46 PM »
Steve, thanks again for all the work you put into making Aurora such an awesome space opera generator!

I found a minor civilian shipping contracts bug: If you set small numbers of infrastructure to be moved (like 2 infrastructure supplied & 2 infrastructure demanded elsewhere) civilians will never move it. Small numbers works for other things, like shipping individual DSTS, military academies, etc. but not for small amounts of infrastructure.

You often notice this when you order larger amounts of infrastructure shipped. They will ship all of it properly, except for a tiny bit they usually leave left over and never ship to completion. This happened in v1.51, as well.
 

Offline UberWaffe

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Re: v1.6.3 Bugs Thread
« Reply #57 on: April 18, 2020, 05:57:37 PM »
1. 6. 3 - Minor bug

Short description:
It is possible to pirate / thieve the daylights out of your civilian companies, while very realistic of authoritarians, does not properly simulate your economy entirely crashing due to socialism.  Also, this is likely unintended given the divide by zero errors and blatant exploiting.

To replicate thievery:
Have a civilian mining complex.
Send over a freighter fleet and nick their installations (Mass drivers and deep space trackers).
Unload for fun and unrealistic profit on your colonies.
Attempt to nick their civilian mining complex and get about 8x "Function 2774: Attempted to divide by zero. " popups.  Likely due to civilian mining complexes defying reality by being weightless.


To replicate self piracy:
Have a fleet.
Have civilian fleet.
Order your fleet to absorb the civilian fleet.
Get control of the civilian ship.
Detach the civilian ship and use as pleased.
Send to shipyards and disassemble for fun and unrealistic profit.
 
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Offline Caplin

Re: v1.6.3 Bugs Thread
« Reply #58 on: April 18, 2020, 05:58:01 PM »
v 1. 6. 3

Fleet ordered to pickup 4 mass drivers and drop them at 4 different moons.  The fleet dropped all 4 at one location.  The first moon I think.

Another fleet had the same orders to 4 different locations and did the same thing.

No errors about unable to unload something it didnt have as far as I can see.

This is a known issue. See this post
 

Offline Castinar

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Re: v1.6.3 Bugs Thread
« Reply #59 on: April 18, 2020, 06:00:34 PM »
That is really weird - I can't get that to happen in my game.

Not sure if it makes a difference - but I set start pop to 1000, which generates more at start research. Perhaps you aren't seeing it with 500 pop because of the fewer points not getting to spinal mounts tech researched?

 Just trying one now with only 500 pop to see if it changes - no error with only 500 pop. So maybe thats the issue?

That might be it... I was trying an unusual pop size to see how well the game would scale up.

Don't know that that is the issue --- I started with 350 pop and had it pop up (1.6.1, before the fix in 1.6.3 --- where w/ 350 pop it didn't appear).