Author Topic: v1.6.3 Bugs Thread  (Read 22492 times)

0 Members and 2 Guests are viewing this topic.

Offline DFNewb

  • Captain
  • **********
  • D
  • Posts: 508
  • Thanked: 103 times
Re: v1.6.3 Bugs Thread
« Reply #195 on: April 19, 2020, 09:29:08 AM »
Is Aestusium freezing not a bug the same way the other one boiling was?
 

Offline MarcAFK

  • Vice Admiral
  • **********
  • Posts: 2005
  • Thanked: 134 times
  • ...it's so simple an idiot could have devised it..
Re: v1.6.3 Bugs Thread
« Reply #196 on: April 19, 2020, 09:29:42 AM »
I generated a new game and setup a standing order grav survey. The ship went out as expected for both types of Standing grav orders. But after using spacemaster to survey the entrie system, then adding a new jump point the standing order wouldn't re survey the system. I expect this is working as intended, however if theres a possibility of dormant jump points there should be a way to flag the system as unsurveyed.
I then sent the ship out to manually resurvey teh system, and it went through the jump points, but didn't find the new Jump point.
Also, Any jump points added with space master aren't visible on the System Generation screen, untill surveyed.

Oh and I checked the Galaxy Map. It Works unless you press the auto turns button, then it doesn't. Untill Auto turns is switched off again.
« Last Edit: April 19, 2020, 09:34:42 AM by MarcAFK »
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 
The following users thanked this post: Ancalagon

Offline db48x

  • Commodore
  • **********
  • d
  • Posts: 641
  • Thanked: 200 times
Re: v1.6.3 Bugs Thread
« Reply #197 on: April 19, 2020, 09:29:56 AM »
http://db48x.net/temp/Screenshot%20from%202020-04-18%2017-10-46.png

http://db48x.net/temp/Screenshot%20from%202020-04-18%2017-11-11.png

The images don't seem to be appearing.

Do you have .NET frameworks 4.0 or later installed? Once I get around to a proper installation program that should be sorted but you can add it manually in the meantime. That may be the cause of the Entity Frameworks error. Most windows users will have it installed anyway because another program will have included it.

Yes, I have .Net properly installed. I'm sure the game would fail to run if I didn't.

I've replaced the images with their URLs should you wish to see them.
 

Offline ExChairman

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: v1.6.3 Bugs Thread
« Reply #198 on: April 19, 2020, 09:44:09 AM »
Not sure if its a bug or even mentioned. Doing a heavy tracked artillery piece, but armor doesn't add to weight of unit...

Light Armour:
Quote
Transport Size (tons) 116     Cost 4.64     Armour 16     Hit Points 48
Annual Maintenance Cost 0.58     Resupply Cost 45
Heavy Bombardment:      Shots 3      Penetration 20      Damage 60
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 15      Damage 10

Vendarite  4.64   
Development Cost  232

Heavy armour:
Quote
Transport Size (tons) 116     Cost 4.64     Armour 16     Hit Points 48
Annual Maintenance Cost 0.58     Resupply Cost 45
Heavy Bombardment:      Shots 3      Penetration 20      Damage 60
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 15      Damage 10

Vendarite  4.64   
Development Cost  232
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

Offline Kristover

  • Gold Supporter
  • Lt. Commander
  • *****
  • K
  • Posts: 259
  • Thanked: 135 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 #199 on: April 19, 2020, 09:46:04 AM »
Not sure if its a bug or even mentioned. Doing a heavy tracked artillery piece, but armor doesn't add to weight of unit...

Light Armour:
Quote
Transport Size (tons) 116     Cost 4.64     Armour 16     Hit Points 48
Annual Maintenance Cost 0.58     Resupply Cost 45
Heavy Bombardment:      Shots 3      Penetration 20      Damage 60
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 15      Damage 10

Vendarite  4.64   
Development Cost  232

Heavy armour:
Quote
Transport Size (tons) 116     Cost 4.64     Armour 16     Hit Points 48
Annual Maintenance Cost 0.58     Resupply Cost 45
Heavy Bombardment:      Shots 3      Penetration 20      Damage 60
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 15      Damage 10

Vendarite  4.64   
Development Cost  232

I had something similar in my games but I found if I closed out the window and reopened, it updated the numbers.  I would try that to see if it works.
 

Offline DFNewb

  • Captain
  • **********
  • D
  • Posts: 508
  • Thanked: 103 times
Re: v1.6.3 Bugs Thread
« Reply #200 on: April 19, 2020, 09:47:44 AM »
Not sure if its a bug or even mentioned. Doing a heavy tracked artillery piece, but armor doesn't add to weight of unit...

Light Armour:
Quote
Transport Size (tons) 116     Cost 4.64     Armour 16     Hit Points 48
Annual Maintenance Cost 0.58     Resupply Cost 45
Heavy Bombardment:      Shots 3      Penetration 20      Damage 60
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 15      Damage 10

Vendarite  4.64   
Development Cost  232

Heavy armour:
Quote
Transport Size (tons) 116     Cost 4.64     Armour 16     Hit Points 48
Annual Maintenance Cost 0.58     Resupply Cost 45
Heavy Bombardment:      Shots 3      Penetration 20      Damage 60
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 15      Damage 10

Vendarite  4.64   
Development Cost  232

I had something similar in my games but I found if I closed out the window and reopened, it updated the numbers.  I would try that to see if it works.

I've noticed some of these bugs actually require you to completely restart the game sometimes.
 

Offline db48x

  • Commodore
  • **********
  • d
  • Posts: 641
  • Thanked: 200 times
Re: v1.6.3 Bugs Thread
« Reply #201 on: April 19, 2020, 09:49:46 AM »
Here's a fun one: if two jump stabilization ships stabilize a Lagrange point for the same body, they both add a new Lagrange point, which end up overlapping. See LP1 and LP2 in this image:


http://db48x.net/temp/Screenshot%20from%202020-04-19%2007-44-59.png

In this case the second ship started about a hundred days after the first.

Edit: and having both ships working on the project didn't reduce the time either of them took.
 

Offline stabliser

  • Warrant Officer, Class 2
  • ****
  • Posts: 50
  • Thanked: 15 times
Re: v1.6.3 Bugs Thread
« Reply #202 on: April 19, 2020, 10:16:21 AM »
v1. 6. 3  Not conventional start.  not know systems.
very minor bug

A gas giant (VII) in a new system has moons numbered 42-64.
Coincidentally the moons of 2 other gas giants (IV & V) total 41.

I noticed moons 1-39 missing in a previous version setup similarly.


Totally immersed in this game, thanks very much Steve.
 

Offline Inglonias

  • Lieutenant
  • *******
  • I
  • Posts: 170
  • Thanked: 69 times
Re: v1.6.3 Bugs Thread
« Reply #203 on: April 19, 2020, 10:38:35 AM »
1.6.3, minor bug regarding having multiple name themes:

I can't get the name theme list to be sorted alphabetically in the menu. If I start from the top of the alphabet, it works ok until about the midpoint, then names start appearing in reverse order.

Exact same issue if I start from the bottom of the alphabet and go up. Very peculiar and probably not worth fixing unless you truly have nothing better to do. :)
 

Offline doodle_sm

  • Registered
  • Sub-Lieutenant
  • ******
  • Posts: 149
  • Thanked: 114 times
  • Discord Username: doodleSM
Re: v1.6.3 Bugs Thread
« Reply #204 on: April 19, 2020, 10:40:25 AM »
3 Player Race Start.

deleted 2 population species from Earth and SpaceMastered populations on different planets. Couldn't assign anyone to govern Mars, so I pressed "replace all" now there are no commanders/admins/scientists/generals


Pressed Replace All again and got this error
Maybe, in the end, this was the best that any warrior could hope for. A chance to reconcile with your enemy, or, failing that, to fall in the pursuit of peace
 
The following users thanked this post: Ancalagon

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20557 times
Re: v1.6.3 Bugs Thread
« Reply #205 on: April 19, 2020, 11:05:49 AM »
In the summary tab, a planet's atmosphere will show as "not breathable" even if it is, just without water availability.

Was is the oxygen percentage?
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20557 times
Re: v1.6.3 Bugs Thread
« Reply #206 on: April 19, 2020, 11:06:38 AM »
Not sure if this is a bug, or bad luck, but in the first 2 years as conventional start I've had every single of my 3 start NPRs visit me in Sol. And I have literally no ships or anything! It's strange, never seen this before. Anyone else had a similar issue?

Not bad luck, bad coding :)
 

Offline Ancalagon

  • Lieutenant
  • *******
  • A
  • Posts: 187
  • Thanked: 41 times
Re: v1.6.3 Bugs Thread
« Reply #207 on: April 19, 2020, 11:07:55 AM »
Hi
ive got an massive performance issue with a new game, and i was able to reproduce it several times with my game.   
When i set sub-Pulse to 1 day, enable automated turns, and then increment 5 days, my cpu usage goes sky high, and the game takes 'ages' to load
Version: 1.   63
New game, no real star system

https://drive.   google.   com/open?id=1lfSCZarkzEdympr-y845RMICn1ll4nEs

other increments didnt cause this issue as far as i noted
also: closing the game keeps it open in background, running with 25% cpu usage (1 core fully used)

I have had a similar bug with using player-designated subpulse length in previous versions. Usually, when you set 20-minute subpulse and progress time forward by 5 days (360 subpulses total), it happens pretty much instantly. However, sometimes instead of being instant, a single 5-day turn will suddenly take several minutes to process for seemingly no underlying reason. I haven't reported it yet because it's inconsistent, but next time I notice it I'll try to save a DB where it's highly reproducible.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20557 times
Re: v1.6.3 Bugs Thread
« Reply #208 on: April 19, 2020, 11:10:05 AM »
v1. 6. 3

- Classes that are prototypes show up in "Class" dropdown when scrapping ships.
- Civilian classes and their ships show up in "Class" and "Ship Name" dropdowns when scrapping ships.  Does that mean I can actually order scrapping of ships of Shipping Lines?  :-\

Did you somehow have an active ship from a prototype class? You shouldn't be able to see a class unless or more ships of that class are in orbit.

Fixed the civilian issue.
 
The following users thanked this post: pwhk

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20557 times
Re: v1.6.3 Bugs Thread
« Reply #209 on: April 19, 2020, 11:14:11 AM »
Adding an order template to the orders of a ship will remove any other orders, and replace with only whats in the template.

Adding a tractor any ship in fleet(the auto created Space Station fleet) to a template order does not work if the Space Station fleet has been recreated while your ship is underway.
It can be added to the template, but using the template means it will simply skip the tractor ship order.

Using cycle moves or repeat orders for tractor any ship in fleet for Space Station fleet does not work if fleet has been re created in the meantime.
It will simply go through all orders until the next tractor ship order and report Orders completed.

I am constructing Orbital habitats and trying to automate the towing of them to another system, but because of the above problems this is impossible.

Removing orders is working as intended: http://aurora2.pentarch.org/index.php?topic=10637.0

A fleet is a distinct object. Creating a new fleet with the same name is a different object. The order is looking for the first fleet and won't recognise the second. I probably need to allow space stations to have a default fleet, like shipyards.

EDIT: Added the space station fleet option.
« Last Edit: April 19, 2020, 12:05:14 PM by Steve Walmsley »
 
The following users thanked this post: punchkid