Author Topic: v1.70 Bugs Thread  (Read 15219 times)

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Offline Nori

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Re: v1.70 Bugs Thread
« Reply #45 on: April 19, 2020, 07:01:37 PM »
I get a 1530 every 5 days if this alien race is in range. Comms issue I'm assuming since I am not getting any communications attempts from them.
In other news, I decided to try a non-real stars and I got aliens in year 3. Not sure if this was what was reported earlier or not but figured I'd mention.
DB attached.
 

Offline GhostIsGone

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Re: v1.70 Bugs Thread
« Reply #46 on: April 19, 2020, 07:31:29 PM »
I am unable to create colonies in 1.70. I tried clean install, update from 1.6.3. and even from 1.0. But nothing helps. I click the button and colony is not created. Anyone encountered this?

Sigh! I think everything is fine and I turn my back for a moment and there is a game-breaker :)

Confirmed problem and already fixed. However, due to my blood-alcohol level I think I would be better sorting out the 1.7.1 patch in the morning. No DB update required.

Thanks a lot making sure no DB update is required, spent quite some time setting up a game, and then suddenly hitting this was unexpected  :)
 

Offline QuakeIV

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Re: v1.70 Bugs Thread
« Reply #47 on: April 20, 2020, 01:21:21 AM »
I created some classes (to cycle through the names list), changed one to Survey Ship (SS) class, then later built it and played for a few years.  I then went to change another class name to survey ship.  This caused the class to disappear and for an error to pop up to the effect of this: https://i.imgur.com/OxJbBku.png

However, the error refers to the previous class in the ship list.  So if classes A and B existed, and I tried to change B, the error would show up naming A instead.

Notably reloading the save caused the missing ships to re-appear as the correct category.  They were not visible prior to reloading.
 

Offline GodEmperor

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Re: v1.70 Bugs Thread
« Reply #48 on: April 20, 2020, 02:09:01 AM »
Nothing game-breaking and it may even work as intended. 

I created about 10 systems with the "Cities" list for star names (Known Star Systems unchecked) and they all started with an "A. " I guess, it's just working its way down a list and I would've expected some randomness in the names.  But it's not critical and easy to work around for players by renaming the stars themselves.

It was always lile that. Its working it way down the list as it was written. Thats why Terran Federation always goes Proxima then Tau Ceti then rest, Warhammer list starts with Macharia etc.
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Offline Yezarul

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Re: v1.70 Bugs Thread
« Reply #49 on: April 20, 2020, 03:08:33 AM »
First, game runs much much smoother/faster in latest branch.   

Game Setup:
Normal everything.   
Bugs happen at any point in the game, though I am 300 years in now and everything is still smooth/stable (other than random ones popping up).   
The Minor/Medium in parenthesis is how much of an issue I determine it to be, it could be trivial to others. 

System Generation and Display Tab (Medium+):
After renaming a system (e.  g.   Groombridge 34-A to Groombridge, etc), you MUST exit the window or there will be no auto-update. 
Normally, swapping from 1 system to another will auto-populate the newly selected system.   
After renaming, there is no auto-population. 

Economics Tab (Medium):
After renaming a system (example above), the moons/planets that were already colonies retain the previous name in economics tab.   
The names are updated on the System Generation and Display Tab, yet also retain the name under the colony info (i.  e.   {Race} Gloombridge 34-A Moon 2, even though the title has changed to Groombridge Moon 2). 

Event Log (Minor):
On death / retirement, current assignment should be listed as previous assignment. 
On death, current assignment will properly show what they were doing/researching. 
On retirement, current assignment will NOT show what they were doing/researching. 
(Even more minor, no auto re-assignment for civilian administrators is meh). 

Ship Construction (Minor):
When specifying a ship as a tanker/harvest, there is no minimum fuel level set. 
While you can set the minimum fuel via another tab, choosing it as a tanker should auto-reserve 10% of the max fuel capacity. 
Otherwise, starting as a "tanker" yields 0 fuel on creation and when emptying (via manual or set orders) will empty all, without reserving the 10% needed to complete the return trip. 

Research Screen (Very Minor):
If in a rush or lazy (i.  e.   dragging the mouse to select multiple units instead of choosing ones individually), you can select a non-research (I.  E.   the blank box).   
Error pops up with "Function #585: Object reference not set to an instance of an object. 

Colony Creation (Minor??): (edit: While this is known by Emperer God Overlord Steve, I've yet to attempt to break the game with it)
You can create multiple colonies of the same planet/moon by hitting "create colony" multiple times.   
I have not tested to see what comes of this. 

******
(1. 6. 3 bug that I did not get around to mentioning)
A civilian mining company created their own colony on Mercury ( IIRC they had set up mining industry and I terraformed it to be habitable). 
They had started a CMC on Mercury, I created it as a colony so I could land terra equipment.
After terraforming was complete, both the CMC population and my Mercury colony population started going up, leading to instability.
« Last Edit: April 20, 2020, 03:53:33 AM by Yezarul »
 

Offline db48x

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Re: v1.70 Bugs Thread
« Reply #50 on: April 20, 2020, 04:04:15 AM »
Since 1.7.1 doesn't appear to be available yet, I loaded up my 1.5.1 game. Sadly all my ground forces had vanished; the order of battle tab is blank. There were no error messages to help indicate what went wrong. Many of my officers still believe that they are commanding formations, which is good. I looked in the database and all the formations appear to still be there. Each of them has a row in FCT_GroundUnitFormation, and each one has a valid PopulationID. I'm can't see what else would be required.
 

Offline davidr

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Re: v1.70 Bugs Thread
« Reply #51 on: April 20, 2020, 04:48:58 AM »
Still seems that there is no notification or pause on completion of orders by a vessel.

My Geo survey vessel completed surveying all planets and moons as requested then stopped with no orders. However I never received a notification or a pause in time in the Events window.

DavidR

 
 

Offline Pury

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Re: v1.70 Bugs Thread
« Reply #52 on: April 20, 2020, 06:20:03 AM »
1.   70 bug
When creating Ship class, there is some kind of problem with MSP and Maintance Life when Maintnance storage and Enginering Spaces are pressent on the same ship.   

Adding Maintance Storage and Enginering spaces gives diffrent results depending on order of placement and amount of trying to repeat same order of placement.   

Below I present results from my tests. 
ES= Enginering Spaces  MSB= Maintance Storage Bay

Standard ES ---> Large MSB = Maint Life 1,38 Years     MSP 2 025    AFR 524%    IFR 7,3%    1YR 1 154    5YR 17 313

(ES not replaced every test)
 (1 try) standard MSB --> Large MSB = Maint Life 1,37 Years     MSP 2 025    AFR 530%    IFR 7,4%    1YR 1 162    5YR 17 423
 (2 try) standard MSB --> Large MSB = Maint Life 0,37 Years     MSP 425    AFR 530%    IFR 7,4%    1YR 1 162    5YR 17 423 
 (3 try) standard MSB --> Large MSB = Maint Life 1,37 Years     MSP 2 025    AFR 530%    IFR 7,4%    1YR 1 162    5YR 17 423
 (4 try) standard MSB --> Large MSB = Maint Life 0,37 Years     MSP 425    AFR 530%    IFR 7,4%    1YR 1 162    5YR 17 423 


Confirmed to happen with diffrent combination of sizes.    Tried many times, but it is hard to get same results.    Seems like placment of ES resets the cicle, or changes it to one of two possibile cicles? Not sure.   

tried to check diffrent combinations, but results were a mess. 

Done on ship attached to post.   

UPDATE:
seems like amount of ES and MSB determines when cicle changes. 
2 modules are changing ---> (1try = result 1 // 2try = result 2 // 3try = result 1 // 4try = result 2)
3 modules are changing ---> (1try = result 1 // 2try = result 1 // 3try = result 2 // 4try = result 1)
« Last Edit: April 20, 2020, 08:39:30 AM by Pury »
 

Offline Steve Walmsley (OP)

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Re: v1.70 Bugs Thread
« Reply #53 on: April 20, 2020, 08:34:28 AM »
I get a 1530 every 5 days if this alien race is in range. Comms issue I'm assuming since I am not getting any communications attempts from them.
In other news, I decided to try a non-real stars and I got aliens in year 3. Not sure if this was what was reported earlier or not but figured I'd mention.
DB attached.

Finally squashed - thanks for the DB.
 
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Offline Steve Walmsley (OP)

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Re: v1.70 Bugs Thread
« Reply #54 on: April 20, 2020, 08:39:41 AM »
"Instant" in the "Unit Class Design" does not lower the amount of "Instant Research Points". Intentional?

No, I forgot to add it :)

Fixed now.
 
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Offline Steve Walmsley (OP)

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Re: v1.70 Bugs Thread
« Reply #55 on: April 20, 2020, 08:50:26 AM »
Minor weirdness.  When using the New Hull button, the added type appears in the list as "ABRV Hull Name", while all the pre-loaded ones appear as "Hull Name ABRV".

I changed the hull abbreviations to follow the names in 1.7 but I forgot about the 'add hull' code. Fixed now.
 
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Offline Ancalagon

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Re: v1.70 Bugs Thread
« Reply #56 on: April 20, 2020, 09:20:06 AM »
Still seems that there is no notification or pause on completion of orders by a vessel.

My Geo survey vessel completed surveying all planets and moons as requested then stopped with no orders. However I never received a notification or a pause in time in the Events window.

DavidR

Here are steps to reproduce a similar bug in C#:

1) Have a system that has already been geo/grav-surveyed to completion.
2) Put a geo-surveyor or a grav-surveyor in that system.
3) Set standing orders to "Survey Next Five System Bodies" for the geo-surveyor or "Survey Next Three System Locations" for the grav-surveyor.
4) Progress time by a day.
5) Bug reproduced: No messages alerted the player that the standing orders are unable to be fulfilled.

This can sometimes results in a lot of survey craft ending up in space doing nothing for months or longer at a time before the player realizes, meanwhile ship maintenance clocks are ticking up the whole time. It's causing a lot of micromanagement right now, because players need to keep checking on every individual survey craft out there.

In VB6 there was a message like this in the log:


The simplest way to fix every player's issue is to create a message like VB6 had in the event log for each turn when a fleet cannot find targets for both its primary and secondary orders.
« Last Edit: April 20, 2020, 09:22:52 AM by Ancalagon »
 

Offline Demonius

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Re: v1.70 Bugs Thread
« Reply #57 on: April 20, 2020, 09:23:31 AM »
Just put the grav guys in the System at the same time, at least they report "System Survey done" and usually the geos are done then too :p
 

Offline johiah

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Re: v1.70 Bugs Thread
« Reply #58 on: April 20, 2020, 09:24:21 AM »
Quote from: Ancalagon link=topic=10934. msg126062#msg126062 date=1587392406
-snip-

The simplest way to fix every player's issue is to create a message like VB6 had in the event log for each turn when a fleet cannot find targets for both its primary and secondary orders.
You do, in fact, get a notification when a grav survey of a system has completed.  That serves as my reminder to check all my survey ships, which usually takes just a few seconds.
 

Offline bean

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Re: v1.70 Bugs Thread
« Reply #59 on: April 20, 2020, 09:28:47 AM »
I'm trying to start my race in a non-Sol system by creating a neutral SM race (1 m pop, all other settings default) first in Sol and then building the system I want.  After I set up my actual race (conventional start, nothing exotic on the race creation), this is giving me a Function #2347: Attempted to Divide by Zero error.  This also happened in 1.6 when I tried the same thing.
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