Author Topic: v1.7.1 Bugs Thread  (Read 9585 times)

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Offline db48x

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Re: v1.7.1 Bugs Thread
« Reply #30 on: April 20, 2020, 02:36:36 PM »
I've noticed that there's no way to give an order to stabilize a star's Lagrange points. For example, Alpha Centauri B is orbiting Alpha Centauri A, but I can't send my jump construction ship to Alpha Centauri B and have it stabilize one of the Lagrange points there.

Isn't Lagrange point only for planets/moons?

Every 2-body system has the same 5 Lagrange points.
 

Offline Resand

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Re: v1.7.1 Bugs Thread
« Reply #31 on: April 20, 2020, 02:45:32 PM »
I've noticed that there's no way to give an order to stabilize a star's Lagrange points. For example, Alpha Centauri B is orbiting Alpha Centauri A, but I can't send my jump construction ship to Alpha Centauri B and have it stabilize one of the Lagrange points there.

Isn't Lagrange point only for planets/moons?

Every 2-body system has the same 5 Lagrange points.

in RL yes... but the Lagrange points in game has very little in common with those
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline Energyz

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Re: v1.7.1 Bugs Thread
« Reply #32 on: April 20, 2020, 02:46:13 PM »
You can no longer instant research project from create research project window in you are not in SM mode, even though you have still instant research points available
 

Offline Steve Walmsley (OP)

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Re: v1.7.1 Bugs Thread
« Reply #33 on: April 20, 2020, 02:50:29 PM »
Oumuamua in the Sol system does not move.

It is moving - just really, really slowly. I've added some coded for minimum movement distance for comets.
 

Offline Steve Walmsley (OP)

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Re: v1.7.1 Bugs Thread
« Reply #34 on: April 20, 2020, 02:52:14 PM »
Quote from: Steve Walmsley link=topic=10958. msg126173#msg126173 date=1587406394
Quote from: Ancalagon link=topic=10958. msg126170#msg126170 date=1587405833
Quote from: Steve Walmsley link=topic=10958. msg126163#msg126163 date=1587405203
Quote from: Aloymetal link=topic=10958. msg126161#msg126161 date=1587404816
The first five windows open blank.     Only thing I can think is to try reloading all files, not just the application and data base.

Have you tried the reset windows button?

The Economics window opens up on my second monitor, which makes people with a single monitor think it's broken.  Hopefully the next database update fixes its default position back to the pre-v1. 7 setting.

There is a table in the database called FCT_WindowPosition, which stores the starting location for each window.  Normally I delete everything in it before releasing so everything defaults to 0,0, but I forgot for v1. 7.

I don't know what the windows reset button is, but I started a new game and that has fixed my problem.

Reset button is on the Misc tab of the Tactical Map. It sets all windows to open at 0,0 coordinates.
 

Offline Steve Walmsley (OP)

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Re: v1.7.1 Bugs Thread
« Reply #35 on: April 20, 2020, 02:57:08 PM »
Hi,

Not a biggie but if I (accidentally) click on Create Task when I have selected a Shipyard with no assigned class I get a;

Function #2926 Object reference not set to an instance of an object error

the error message goes away when I click OK.

Andy

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.7.1 Bugs Thread
« Reply #36 on: April 20, 2020, 03:02:23 PM »
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points. At one point in a previous patch it was working (at least the point numbers would go up).

Normal start. 3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Its not a bug. Intelligence points are modified by  (100 - Xenophobia) / 100;

That alien race has 100 Xenophobia so you cant get any intelligence from them.
 
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Offline punchkid

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Re: v1.7.1 Bugs Thread
« Reply #37 on: April 20, 2020, 03:02:42 PM »
You can no longer instant research project from create research project window in you are not in SM mode, even though you have still instant research points available

I managed to do this just fine.
 

Offline Steve Walmsley (OP)

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Re: v1.7.1 Bugs Thread
« Reply #38 on: April 20, 2020, 03:04:51 PM »
Got a bunch of errors on race creation:
First #3232: object reference not set to an instance of an object
then #1609: object reference not set to an instance of an object
then #1562: object reference not set to an instance of an object
then #1423: object reference not set to an instance of an object

I think it was a rare system generation problem. I have seen it before, but not managed to track it down yet.
 

Offline Thrake

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Re: v1.7.1 Bugs Thread
« Reply #39 on: April 20, 2020, 03:08:59 PM »
I have an error at start when trying to create a game and it does not generate a game at all.  It says "function #2574: Entry chain format is incorrect" if I try to translate it.
 

Offline Tikigod

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Re: v1.7.1 Bugs Thread
« Reply #40 on: April 20, 2020, 03:11:04 PM »
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points. At one point in a previous patch it was working (at least the point numbers would go up).

Normal start. 3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Its not a bug. Intelligence points are modified by  (100 - Xenophobia) / 100;

That alien race has 100 Xenophobia so you cant get any intelligence from them.

Wait... a xenophobia heavy race is immune to intelligence gathering?!?

Edit:(Purely from ELINT I mean)
« Last Edit: April 20, 2020, 03:13:14 PM by Tikigod »
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Offline Steve Walmsley (OP)

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Re: v1.7.1 Bugs Thread
« Reply #41 on: April 20, 2020, 03:12:19 PM »
Another 939: input string was not correct format bug. Thrown when trying to edit fleet speed in fleet org window.

It was first mentioned in 1.63 bug thread by another user. I figured it was just one more of the "Aurora is very picky about formatting" issues.

When I open that menu the speed was shown as 1 300 instead of 1300. Changing it to 1300 made the error go away.
Permanent workaround was to change another formatting setting on the PC. The digit grouping this time. To one continuous digit string instead of gaps between the numbers

But after seeing what that does to the mineral counts on bodies, that workaround is not unusable, so I can't believe even you have this format.
As I now got 31909185 unites of Duranium etc which is unreadable once the numbers get even somewhat large.

So I changed it back, and now the bug is back to.

The formatting of the initial text was a bug. Fixed now.
 

Offline Steve Walmsley (OP)

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Re: v1.7.1 Bugs Thread
« Reply #42 on: April 20, 2020, 03:12:48 PM »
Particel Beam Strength 6 and Particle Beam Range 200. 000km techs tooltips are wrong.

Fixed, although it won't show up until the next database update.
 

Offline GhostIsGone

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Re: v1.7.1 Bugs Thread
« Reply #43 on: April 20, 2020, 03:16:59 PM »
Was checking out a civilian harvester design, when selecting the design in the class design window, a window popped up saying: "Minimum fuel capacity set to 65,000. This can be adjusted on the miscellaneous tab". Since this design is civilian, I don't think me just looking at the design should change anything about the design.
 

Offline DFNewb

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Re: v1.7.1 Bugs Thread
« Reply #44 on: April 20, 2020, 03:18:39 PM »
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points. At one point in a previous patch it was working (at least the point numbers would go up).

Normal start. 3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Its not a bug. Intelligence points are modified by  (100 - Xenophobia) / 100;

That alien race has 100 Xenophobia so you cant get any intelligence from them.

Wait... a xenophobia heavy race is immune to intelligence gathering?!?

Edit:(Purely from ELINT I mean)

Don't mean to derail but:

Quote
If the target can be detected by the ELINT modules' built-in EM Sensors, intelligence can be gathered. The rate is 1 intelligence point per day, boosted by the Intelligence bonus of the ELINT ship commander. For populations, the intelligence is also multiplied by (100 - Population Species Xenophobia) / 100. In other words, it is much harder to gain intelligence when a population has high xenophobia. If the alien language is not translated, all intelligence is reduced by 80%.

I custom made the race with 100 in Xenophobia forgetting this. I have system truce set to 10 so even tho I made them I assuming they are following it until the 10 year mark when they will hostile me. I put stuff like 100 in Xenophobia and high militancy and expansionism to ensure a war.