Author Topic: v1.6.3 Bugs Thread  (Read 22497 times)

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Offline Castinar

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Re: v1.6.3 Bugs Thread
« Reply #210 on: April 19, 2020, 11:20:03 AM »
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).

I think the issue is that if your starting tech researched by auto research includes Spinal Mount, you will get this problem. If it isn't a tech you get, then you wont see the problem.

So - did your pop 350 race that have the issue get spinal mount tech?  ???
In both saves I had 350 pop starting, in neither I had spinal mount tech.  Not to say one of two NPCs in each didn't have it --- don't know (and one was in 1.6.1 before Steve made an update where this particular bug was hopefully quashed -- though obviously it's scuttling around in the dark somewhere as other 1.6.3 users are still getting it).
 

Offline Ancalagon

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Re: v1.6.3 Bugs Thread
« Reply #211 on: April 19, 2020, 11:22:23 AM »
This might just be bad luck, but I have yet to find a single NPR (not spoiler races) who is willing to communicate with me in C#. I asked briefly on Discord, and nobody who answered has found one yet either.

 

Offline johiah

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Re: v1.6.3 Bugs Thread
« Reply #212 on: April 19, 2020, 11:22:56 AM »
Quote from: Steve Walmsley link=topic=10902.   msg125701#msg125701 date=1587304881
Quote from: johiah link=topic=10902.   msg125549#msg125549 date=1587267223
Oh an unrelated thing that's persisted since 1.     0.     0, if you mark an old ship design as obsolete it doesn't appear as a design you can select for refitting, yet you can select it for scrapping.      Presumably this is not WAI?

Please recheck.    This bug was fixed in a previous version and obsolete classes are appearing in the Refit From dropdown for me.   
I don't have any obsolete ships to refit in my save right now, but it was definitely occurring for my survey ships.   It might have functioned properly for my colony and freighter ships but I can't recall if I marked them obsolete or not before refitting them.

Ok so I just tried again with a troop transport and it worked that time.  I'm 90% sure it didn't for my geosurvey craft, so I don't know what the deal is.
« Last Edit: April 19, 2020, 11:33:10 AM by johiah »
 

Offline DFNewb

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Re: v1.6.3 Bugs Thread
« Reply #213 on: April 19, 2020, 11:24:44 AM »
Quote from: Steve Walmsley link=topic=10902. msg125701#msg125701 date=1587304881
Quote from: johiah link=topic=10902. msg125549#msg125549 date=1587267223
Oh an unrelated thing that's persisted since 1.   0.   0, if you mark an old ship design as obsolete it doesn't appear as a design you can select for refitting, yet you can select it for scrapping.    Presumably this is not WAI?

Please recheck.  This bug was fixed in a previous version and obsolete classes are appearing in the Refit From dropdown for me.
I don't have any obsolete ships to refit in my save right now, but it was definitely occurring for my survey ships.

Can confirm and it's on the same DB I attached earlier. I can also select civilian ships to scrap.
 

Offline Ancalagon

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Re: v1.6.3 Bugs Thread
« Reply #214 on: April 19, 2020, 11:25:47 AM »
A different diplomacy bug, from a user on Discord:

Despite not having communications with this race, when they popped into Sol for the first time they were sent a message to leave:



And then they accepted:



According to what I read in the C# Diplomacy changes, this is supposed to require open communications between both sides.
 

Offline Inglonias

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Re: v1.6.3 Bugs Thread
« Reply #215 on: April 19, 2020, 11:55:21 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 :)

Out of curiosity, how long has this bug been present? I've noticed that NPRs tend to find me far faster, even before 1.6.3
 

Offline sneer

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Re: v1.6.3 Bugs Thread
« Reply #216 on: April 19, 2020, 11:59:59 AM »
You are too fast with patches Steve for me  ;)
I'm at 1.51 but I have noticed something that worried me
I found NPR - went with beam fleet at 100km to theire home world after being hostile ( I killed some ships at one of asteroids earlier) and there was no reaction
I killed all shipping ( there were 3 or 4 screens of ships within target lists and few million tonnage) and was not shot back until  I hit shipyards
I have DB save if needed
 

Offline Prapor

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Re: v1.6.3 Bugs Thread
« Reply #217 on: April 19, 2020, 12:06:42 PM »
1) Launch Aurora
2) Enable SM
3) Open " system Generation and .."
4) Click " Create system»
5) the Input string of function # 2668 was in the wrong format

It is treated by replacing a dot with a comma in the line Minimum Star Mass
 

Offline Droll

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Re: v1.6.3 Bugs Thread
« Reply #218 on: April 19, 2020, 12:13:56 PM »
Fighter Pod bays do not show up on the tech overview tab even though there is a category for them.

Likewise fighter pods also do not show up under the missile tab of the tech overview tab.
 

Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #219 on: April 19, 2020, 12:22:28 PM »
It seems salvaging a hull will update the info on components but not hull size. Any time a wreck is spotted for a known class it should update the hull size for that class (or create a new entry if there is none yet)

Salvaging will now update hull size.
 

Offline MinuteMan

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Re: v1.6.3 Bugs Thread
« Reply #220 on: April 19, 2020, 12:24:13 PM »
Issue regarding shipping line in the "Naval Organization" window

My Civilian freighters are moving automated mines for me.
But in the 'Shipping Line' tab it states 'Trade goods' for the column 'Trade good'

Repost from 1.40 thread. But tested and is still present in v1.6.3
 

Offline Iceranger

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Re: v1.6.3 Bugs Thread
« Reply #221 on: April 19, 2020, 12:24:44 PM »
Hi Steve, 2 minor bugs regarding the :

1, The missile description text box in missile design window is editable

2, The flight time shown in the missile design window can be inconsistent to other data, probably some due to rounding:

In the image above, the flight time shows as 43 seconds. However, if we use the total fuel (861), engine fuel consumption (70217.21) to caluculate the flight time, it gives 861/70217.21*3600 = 44.143 which is apparently close to 44 seconds. Note that the fuel amount is rounded down in the display (0.3447 * 2500 = 861.75), so I don't understand why the flight time is 1 second less than it should be...
 

Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #222 on: April 19, 2020, 12:30:58 PM »
Not sure if a bug or a feature but you can click create colony button in system view window as many times as you like creating infinite number of colonies on the same body.



Feature - you can create multiple colonies, although on reflection I think I will limit it to one per species per race.
 
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Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #223 on: April 19, 2020, 12:37:51 PM »
Hi Steve,

The bug with clicking 'cancel' in the race creation menu still exists in 1. 6. 3.  To confirm this, I installed a fresh version of 1. 5. 1 then patched it to 1. 6. 2 and then to 1. 6. 3

Repro steps are:
1) Open game info screen
2) Click 'New Game'
3) Click 'Create Game'
4) Click 'Cancel'

A new game will be created regardless and after completion you'll be met with a blank map and scrolling with the mousewheel will throw null reference exceptions at function #1616.

Thanks

I can't recreate. Cancels for me with no issues. Can you confirm version number on Misc tab of Tactical Map please.
 

Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #224 on: April 19, 2020, 12:38:34 PM »
Not sure if a bug.

If you scrap a mothership with fighters aboard, the fighters are destroyed and they launch their lifepod... Oops  :P

Not a bug, just a bad idea :)

I should probably add some to remove the fighters when the scrap order is given.
 
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