Author Topic: v1.8.0 Bugs Thread  (Read 52410 times)

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Offline Yezarul

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Re: v1.8.0 Bugs Thread
« Reply #15 on: April 21, 2020, 06:10:55 PM »
Howdy,

I'll be updating soon, just finishing out this game on 1.   7.   1.   
That being said, I have not seen this posted in any of the previous, so it is likely still true in 1.   8.   

When manually telling a Fuel Harvester to "Transfer Fuel to Refuelling Hub" and the Refueling Hub Fleet has multiple hubs in the fleet, they can go over the cap of fuel.   

***Having to manually tell it to as there is no Transfer Fuel to Hub.    Harvester Transfer and Return does not seem to set it to the hub*** (Edit: They seem to be doing it now.  Will keep eye out)


« Last Edit: April 21, 2020, 06:38:15 PM by Yezarul »
 

Offline Chrisianak

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Re: v1.8.0 Bugs Thread
« Reply #16 on: April 21, 2020, 06:16:24 PM »
Hello Steve,

Thanks for fixing the infrastructure bugs.   

Order Delay does not seem to do anything.    If you could get that working, and better yet have it work with cycle moves and/or templates, It would greatly help with scheduling orders, setting reminders, etc.    Downside of the faster speed is looking up and wondering where the year went.   

Also Ground forces don't seem to display their Police power. 

Not sure if bug or WAI, but after successfully testing ruin translation and exploitation, the resulting colony is trying to import ancient artifacts rather than export them.
« Last Edit: April 21, 2020, 06:35:22 PM by Chrisianak »
 

Offline pwhk

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Re: v1.8.0 Bugs Thread
« Reply #17 on: April 21, 2020, 07:02:08 PM »
v1.8.0

I was getting this issue since older versions from time to time but not sure how to reproduce, now I think I've found it.

In "Class Design" Window, Choose Wide View
1. Select a ship design
2. Remove any component from the ship(Not required step)
3. Double click a category (rather than a component), which I often accidentally do.
4. Got error "Function #242: Null Reference Exception"
(Further clicking on category items do not trigger error, only immediately after selecting a ship design.)
« Last Edit: April 21, 2020, 07:03:54 PM by pwhk »
 

Offline metalax

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Re: v1.8.0 Bugs Thread
« Reply #18 on: April 21, 2020, 07:21:40 PM »
Game Information/New Game window

Following are for the mouseover descriptions for the vaious options.

Maximum Number of Systems - States it does not effect Real Stars games, but the option for that is instead labeled Known Star Systems. This could cause unnecessary confusion for players generating new games.
Local System Generation Chance % - States it does not effect Real Stars games, but the option for that is instead labeled Known Star Systems. This could cause unnecessary confusion for players generating new games.
Local System generation Spread - States it does not effect Real Stars games, but the option for that is instead labeled Known Star Systems. This could cause unnecessary confusion for players generating new games.
Research Speed - Missing description.
Teraforming Speed - Missing description.
Survey Speed - Missing description.
NPR Generation Chance (by Player) - oxy should be oxy or methane.
NPR Generation Chance (by NPR) - oxy should be oxy or methane.
Allow Human NPRs - Missing description.
Generate Rakhas - Missing description.
Allow Civilian Harvesters - Missing description.
Earth Mineral Deposits - Missing description.
Minimum NPR Distance - Missing description.
Maximum NPR Distance - Missing description.
Add Planet X to the Sol System - Missing description.

Suggestion: Make the description for options in the first column also appear when mousing over the option name and not just the data entry box, similarly to how it works for the checkbox items.
 

Offline Iceranger

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Re: v1.8.0 Bugs Thread
« Reply #19 on: April 21, 2020, 08:00:55 PM »
Minor inconsistency in missile window:
In the image below, 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 SpikeTheHobbitMage

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Re: v1.8.0 Bugs Thread
« Reply #20 on: April 21, 2020, 09:26:53 PM »
Conditional order to resupply if supplies are low does nothing.  No errors or messages are generated.

Clicking in any list that doesn't have anything selected will scroll to the top before selecting something resulting in a wrong item being selected.

I have a lead on the single/double click inconsistency with some controls:  It seems to be caused by tool-tips intercepting the first click.
 

Offline thashepherd

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Re: v1.8.0 Bugs Thread
« Reply #21 on: April 21, 2020, 09:34:27 PM »
The function number: 1868
The complete error text: "Unable to cast object of type 'ha' to type 'f4'." / "Unable to cast object of type 'iy' to type 'f4'."
The window affected: Order of Battle tab in the Ground Forces window
What you were doing at the time: Clicking the 'Change Rank' button while a planet or system is selected (see attached)
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Found in 1.8.0, reproduced in 1.5.1
 

Offline Saquenay

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Re: v1.8.0 Bugs Thread
« Reply #22 on: April 21, 2020, 09:42:05 PM »
This is an update for the bug I signaled with 1. 6. 3, which I have confirmed still exists in 1. 8. 0.

Setup: a fleet with a ship with absolutely no fuel capacity, such as a station being towed by a tug.

If you select a tanker fleet and issue the 'join fleet and refuel' order, you will get a divide by 0 error 854.   The errors (multiple per time increment) persist until you detach the tanker.   If instead you have the tug/space station fleet target the tanker fleet and 'refuel from stationary tankers', you get a divide by 0 error 858.

 
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Offline redivider

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Re: v1.8.0 Bugs Thread
« Reply #23 on: April 21, 2020, 09:43:24 PM »
This on 1.   7.   3, posting here because the thread is locked and Im not sure its fixed (dont have 1.   8 yet) ATTENTION LONG POST AHEAD, CLICK THE PICTURES

We have 2 fleets, the first is the station, so no armor, no engines, no fuel.    The second is a tanker with refueling system + a tug https://puu.   sh/FAKrQ/215a6bbae2.   png

We set movement order to tug the station https://puu.   sh/FAKtw/4d56316ab9.   png

So we now have https://puu.   sh/FAKuu/176a60c42a.   png

Lets move to stephen-oterma now https://puu.   sh/FAKvD/fe3fc9da3e.   png https://puu.   sh/FAKvV/5d18dd5ef1.   png

We get a spam of like 30 divide by 0 errors (1 day interval) https://puu.   sh/FAKwb/d2886cd078.   png but all is fine and we move a bit, OH NO the tugs fuel is out https://puu.   sh/FAKxv/eba514c09e.   png

No problem, now I will click DETACH (not the movement order to detach tractored ships) https://puu.   sh/FAKxU/5bfcd6ecea.   png

We remove the "move to stephen otherma" order and wait a day so the tug is refueled to max https://puu.   sh/FAKz4/9ad6ec28f7.   png

Now we move again to stephen otherma, its moving as if its still tugging the station, but the fleet with the station is supposedly left behind! https://puu.   sh/FAKAI/cdc6485673.   gif

But look what happens when we add a "release tractored ships" ! https://puu.   sh/FAKCg/c159ac779b.   gif
POOF! the station appears to be teleported

current fuel scenario: https://puu.   sh/FAKCZ/de989b8136.   png
and naval org: https://puu.   sh/FAKGb/39875c9dac.   png (notice the extra empty group that you have to delete)

 8) Edit: Arrrgh excuse my bad formatting
« Last Edit: April 21, 2020, 09:46:37 PM by redivider »
 

Offline joshuawood

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"New Combat contact" doesn't cause an interupt
« Reply #24 on: April 21, 2020, 10:15:21 PM »
New combat contacts aren't a player interupt not sure if WAI

https://cdn. discordapp. com/attachments/402321466839793664/702356453155143771/unknown. png

If you have a bouy in a system and an enemy fleet comes and blows it up the next tick/increment goes flying by (sometimes weeks because time goes by so fast)
 
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Offline Malorn

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Re: v1.8.0 Bugs Thread
« Reply #25 on: April 21, 2020, 10:21:08 PM »
v1.8

When setting starting tech points manually during game setup, on the second player created race, it sets itself to 100,000 and will revert any player input. This is with research speed set to 50. No idea if those factors matter or not.
« Last Edit: April 21, 2020, 10:24:20 PM by Malorn »
 

Offline Desdinova

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Re: v1.8.0 Bugs Thread
« Reply #26 on: April 21, 2020, 10:30:47 PM »
Not sure if a bug in the strictest sense but I've been stuck on 2 hr increments for over a month, making the game drastically slower. Is there some kind of AI stalemate?

Database attached.

Edit: Literally the turn after it returned to normal time.
« Last Edit: April 21, 2020, 10:32:18 PM by Desdinova »
 

Offline Malorn

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Re: v1.8.0 Bugs Thread
« Reply #27 on: April 21, 2020, 10:33:10 PM »
V1.8

After earlier bug, went ahead and created the game anyway. DB is now broken. Uploaded.

 

Offline MarcAFK

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Re: v1.8.0 Bugs Thread
« Reply #28 on: April 21, 2020, 10:59:30 PM »
v1.8

When setting starting tech points manually during game setup, on the second player created race, it sets itself to 100,000 and will revert any player input. This is with research speed set to 50. No idea if those factors matter or not.
The number changes based on assigned population. If you don't mind the NPR having a lower population then this is an acceptable workaround.
There might be a lower limit at which an NPR becomes locked by its low tech level and is unable to progress, I think avoiding this is the reason for the 100k point lock in.
I'll note the default transnewtonian start costs about 30,000 research points, but even if you give an NPR that it will spend points on ship systems and other unnecessary stuff like ground construction and sorium harvesters, so I would be wary of reducing their starting points too much.
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Offline Wieseltrupp

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Re: v1.8.0 Bugs Thread
« Reply #29 on: April 21, 2020, 11:29:14 PM »
The bug where the MSP of a ship get incorrectly calculated when you install a smaller Maintenance Storage Bay on a ship that has already an Engineering space AND a Larger Maintenance Storage Bay still persists

Fresh Install 1.51 -> 1.80
Windows 7
Seperator set tp point
Default game (that comes with the install) or any new created ones

Recreate:
Create a new ship, add a Large Maintenance Storage Module, then add a smaller one