Author Topic: v1.9.3 Bugs Thread  (Read 29963 times)

0 Members and 4 Guests are viewing this topic.

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: v1.9.3 Bugs Thread
« Reply #45 on: May 01, 2020, 10:32:17 AM »
very minor bug: a Starship Captain receives credit toward the "Discover X new star Systems" even when the unexplored jump Point he crosses first leads to a new Connection to a previously known System, which is technically not a newly discovered sysem.

Same with Discover Habitable Planet, my officer was awarded medal for "discovering" Earth, when new link was established that lead to Sol.
 
The following users thanked this post: db48x

Offline Inglonias

  • Lieutenant
  • *******
  • I
  • Posts: 170
  • Thanked: 69 times
Re: v1.9.3 Bugs Thread
« Reply #46 on: May 01, 2020, 10:41:27 AM »
Error is "Function #242: Object reference not set to instance of an object"
Screen affected is the class design window.

The error appears to occur when I expand and collapse categories of components in the Race Components tab, but doesn't seem to negatively affect my game (as far as I can tell, anyhow)

EDIT: The error began appearing when I marked the "Nautilus Co. 10.4 GW Pressurized Water Reactor" as obsolete from the class design screen (I used the Obso Comp button). Marking it as obsolete from the tech report window also results in this error. I hope that helps.

EDIT 2: Disregard the above. Error still occurs in class design screen even if that component is not obsolete.
« Last Edit: May 01, 2020, 10:46:25 AM by Inglonias »
 

Offline skoormit

  • Rear Admiral
  • **********
  • Posts: 838
  • Thanked: 339 times
Re: v1.9.3 Bugs Thread
« Reply #47 on: May 01, 2020, 10:43:36 AM »
The deployment time of military ships in a commercial hangar on a commercial vessel reduces as if the ship were at a recreational location.

This is consistent with the deployment clock rules specified in the change thread.

Specifically, rule number 5:
Quote
If a parasite is in a hangar bay but the mothership is not at a recreational location, the deployment clock of the parasite reduces at a rate equal to the following formula:
Time Passed * 10 * (1 - Mothership Deployment Modifier))

This seems like an oversight, and that this reduction should only apply for military hangars.
Is it intended that commercial hangars should provide deployment time relief?
« Last Edit: May 01, 2020, 10:58:45 AM by skoormit »
 

Offline AlStar

  • Lt. Commander
  • ********
  • Posts: 208
  • Thanked: 161 times
  • Flag Maker Flag Maker : For creating Flags for Aurora
    Race Maker Race Maker : Creating race images
Re: v1.9.3 Bugs Thread
« Reply #48 on: May 01, 2020, 10:52:50 AM »
Version 1.9.3. "." as separator.
Three things:

1) In Naval Organization -> Movement Orders, hitting "Repeat Orders" does not update either "All Orders Distance" or "Travel Time Required" unless you refresh the screen (such as switching to a different fleet and back).

2) Some (but not all) of the entries in "Aurora Forum Members" are duplicated (such as my own name).

3) I've encountered a planet with an atmosphere of "water" at 0 ATMs. Shows up as "NaN" for %age. Doesn't appear to be causing any problems, just looks odd.
« Last Edit: May 02, 2020, 12:42:52 PM by AlStar »
 

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: v1.9.3 Bugs Thread
« Reply #49 on: May 01, 2020, 12:05:52 PM »
If both refueling and refueled ships are tankers, then it is not possible to refuel the ships that have no fuel, this seems like a bug, because if your tankers get stranded you will not be able to refuel them.

Tried it with two tanker fleets, I had one completely unload its fuel to Earth and other fleet joined it and tried to refuel it. Refuel from own tankers is not working in this case either.

TN start, real stars, decimal separator is dot.
 
The following users thanked this post: db48x

Offline Energyz

  • Sub-Lieutenant
  • ******
  • E
  • Posts: 106
  • Thanked: 27 times
Re: v1.9.3 Bugs Thread
« Reply #50 on: May 01, 2020, 12:12:21 PM »
If both refueling and refueled ships are tankers, then it is not possible to refuel the ships that have no fuel, this seems like a bug, because if your tankers get stranded you will not be able to refuel them.

Tried it with two tanker fleets, I had one completely unload its fuel to Earth and other fleet joined it and tried to refuel it. Refuel from own tankers is not working in this case either.

TN start, real stars, decimal separator is dot.

You can use refuel from stationary tankers if the tankers are in different fleets.
 

Offline Narhalles

  • Leading Rate
  • *
  • N
  • Posts: 12
  • Thanked: 2 times
Re: v1.9.3 Bugs Thread
« Reply #51 on: May 01, 2020, 12:12:48 PM »
1. 9. 3 Bug Ship Class design editor:

Have copied a locked design, then I was looking through different components to put on the ship.  Somehow I had gotten a 2nd engine type selected (never clicked it dont know how that happened) and I go to minimize a category of modules (wide view mode on) and I get the error that "Only one type of engine can be added to a class" happens whenever you open and then close a category.  Already opened categories that are closed are not affected, does not happen when you open category a then category b then close a then close b.  only occurs when opening category a then closing category a.
 

Offline Cosinus

  • Warrant Officer, Class 2
  • ****
  • C
  • Posts: 69
  • Thanked: 23 times
Re: v1.9.3 Bugs Thread
« Reply #52 on: May 01, 2020, 12:16:33 PM »
There is something wrong with passive electronic sensors. When designing an electronic sensor with size 0.8 or smaller, there is no range difference when choosing either sensor sensitivity 5 or 6. The range is exactly the same. When choosing sensor size 0.2, there is no difference between sensitivity 5,6, or 8. When choosing size 0.1, all sensor ranges are zero. I suspect it has to do with integer rounding, as all sensors with the same cost have exactly the same range.

Decimal separator is a dot btw.
 

Offline Varee

  • Warrant Officer, Class 2
  • ****
  • V
  • Posts: 51
Re: v1.9.3 Bugs Thread
« Reply #53 on: May 01, 2020, 12:32:49 PM »
Conventional start, Trying to setup STO but not sure if i got all the proper component.

Clicking on STO Weapon give error STO require active sense and EM techs follow by
Function #2608: Object reference not set to instance of an object
Funtion #1838: Object reference not set to instance of an object

Might be from the missing tech but not sure what is missing.

Edit : I think i figure it out, i was missing active grav sensor stretch tech, I thought trans newtonian  gave a basic level, apprently not.
« Last Edit: May 01, 2020, 12:36:30 PM by Varee »
 

Offline Inglonias

  • Lieutenant
  • *******
  • I
  • Posts: 170
  • Thanked: 69 times
Re: v1.9.3 Bugs Thread
« Reply #54 on: May 01, 2020, 12:41:09 PM »
1. 9. 3 Bug Ship Class design editor:

Have copied a locked design, then I was looking through different components to put on the ship.  Somehow I had gotten a 2nd engine type selected (never clicked it dont know how that happened) and I go to minimize a category of modules (wide view mode on) and I get the error that "Only one type of engine can be added to a class" happens whenever you open and then close a category.  Already opened categories that are closed are not affected, does not happen when you open category a then category b then close a then close b.  only occurs when opening category a then closing category a.

I believe this is related to my prior bug that I saw in the class design screen, as sometimes, I wouldn't get an error, instead getting a message saying that I can't edit a locked class. This is puzzling, since all I was doing was expanding and collapsing categories of components.
 

Offline Cosinus

  • Warrant Officer, Class 2
  • ****
  • C
  • Posts: 69
  • Thanked: 23 times
Re: v1.9.3 Bugs Thread
« Reply #55 on: May 01, 2020, 12:54:57 PM »
I have seen this error multiple times in previous versions, both in my own games and here in the various forum bug threads, but I managed to reproduce it consistently. It has to do with relabelling copies of classes as a different class type.

Error Number: #235
Error Message:  Cannot add or insert the item Covenant (P) in more than one place. You must first remove it from its current location or clone it. parameter node: none.
Affected Window: Class design
Steps to reproduce: In the attached DB, choose the Jump Destroyer "Covenant" class. Choose copy class. In the drop down menu in the top, reassign the copy as a destroyer escort.
Other info:
Version: 1.9.3, started in 1.9.0, no mods
Decimal separator: dot
Conventional start, Real stars, 31yr campaign
 

Offline simast

  • Warrant Officer, Class 2
  • ****
  • s
  • Posts: 57
  • Thanked: 46 times
Re: v1.9.3 Bugs Thread
« Reply #56 on: May 01, 2020, 12:58:04 PM »
Tried to create smallest Thermal Sensor (with 0.1 HS) and saw all zeros (same with EM sensors):

Code: [Select]
Thermal Sensor Sensitivity 0
Sensor Size 0.1 HS  (5 tons)    HTK 0
Detect Sig Strength 10:  0m km
Detect Sig Strength 100:  0m km
Detect Sig Strength 1000:  0m km
Chance of destruction by electronic damage 100%
Cost 0    Crew 0
Development Cost 0 RP

Materials Required
Uridium  0
 

Offline DFNewb

  • Captain
  • **********
  • D
  • Posts: 508
  • Thanked: 103 times
Re: v1.9.3 Bugs Thread
« Reply #57 on: May 01, 2020, 12:59:42 PM »
Tried to create smallest Thermal Sensor (with 0.1 HS) and saw all zeros (same with EM sensors):

Code: [Select]
Thermal Sensor Sensitivity 0
Sensor Size 0.1 HS  (5 tons)    HTK 0
Detect Sig Strength 10:  0m km
Detect Sig Strength 100:  0m km
Detect Sig Strength 1000:  0m km
Chance of destruction by electronic damage 100%
Cost 0    Crew 0
Development Cost 0 RP

Materials Required
Uridium  0

Cause 5/10 is less than 1.

Try making it 0.2 size so it goes 5/5 = 1

If you get to EM and thermal 11 str you can make size 0.1 ones.
 
The following users thanked this post: simast

Opal

  • Guest
Re: v1.9.3 Bugs Thread
« Reply #58 on: May 01, 2020, 01:43:49 PM »
Quote from: JacenHan link=topic=11173. msg129536#msg129536 date=1588285561
Quote from: Opal link=topic=11173. msg129532#msg129532 date=1588284511
Its my first post so hello everyone. 

Since version 1.  9.  0 my every research is done in couple days.   I am generating like 400.  000 research points daily. 
Has anyone run into the same problem?

Fresh start, conventional empire.
This sounds like this problem.

I find it odd.  In previous versions (up to 1. 8), everything worked just fine.
Has something changed?
 

Offline TMaekler

  • Vice Admiral
  • **********
  • Posts: 1112
  • Thanked: 298 times
Re: v1.9.3 Bugs Thread
« Reply #59 on: May 01, 2020, 02:02:25 PM »
When you scrap the last ship in a Task Force, the whole task force is deleted.