Author Topic: v1.9.3 Bugs Thread  (Read 29993 times)

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Offline Shuul

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Re: v1.9.3 Bugs Thread
« Reply #225 on: May 03, 2020, 04:44:52 AM »
CIWS still seem to need active sensor on ship to function in 1.9.3
 

Offline Bubbaisagod

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Re: v1.9.3 Bugs Thread
« Reply #226 on: May 03, 2020, 04:45:12 AM »
On the Galactic Map my fuel harvester space station uses the ship icon, not the space station icon.
It is the only ship/station in the system.
(Changing icons makes no difference)

Version: 1.9.3
Start: TN
Stars: Real
Locale: Eng_UK
Window: Galactic Map
Easy to reproduce: Yes
 

Offline Froggiest1982

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Re: v1.9.3 Bugs Thread
« Reply #227 on: May 03, 2020, 05:05:26 AM »
CIWS still seem to need active sensor on ship to function in 1.9.3

Yes, confirmed

Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #228 on: May 03, 2020, 05:12:15 AM »
Civilian administrator lists at bottom-right of Commanders window show up to admin level 8. However, administrators may be of higher level than this.

Fixed.

Quote
When transports lack the cargo space to load minerals or installations, the error messages shown have a few issues:
- A message may be shown if another transport in the fleet does have space.
When transports have more than enough space for the available installations, a warning is shown for all such transports, and we really only need to be notified once. It would perhaps be cleaner if the message were abbreviated to something along the lines of "Fleet X loaded all available Ys and has cargo space remaining."

For the next version, warning messages will be at fleet rather than ship level.

Quote
- For minerals, if Corundum could not be loaded, Gallicite is placed in the message instead.

Could you tell me the order involved and exact message please.

Quote
In the Naval Organization window, a order to Load All minerals with a Minimum Available of (non-zero, less than total on world) X causes the fleet to load nothing and continue immediately. I expected it to load all minerals when X total were available, and for the fleet to wait until that minimum was available.
An order to Load Mineral Type with a Minimum Available set to less than the amount of that mineral immediately present causes the fleet to load normally. If Minimum Available is set to a larger value, the fleet loads nothing. Again, I expect the fleet to wait until X is available and then to load all minerals of that type. Ideally, the fleet in both cases would continuously load until X of all minerals, or of that type, were loaded at that location, and for the fleer to then continue to the next order.
I was not able to figure out how the Load Mineral when X available differed in behavior from Load Mineral Type.

It was a bug. Fixed now.

Quote
Refueling and tankers work a lot better in recent versions, but I am running up against a couple of remaining issues. I have a Sorium harvester station, and a tanker, and cannot figure out how to unload fuel from the former using the latter. I've made certain that the tanker really does know it's a tanker, dug into the bowels of the interface and told it to refuel own fleet, and then tried to use it to take fuel from the Sorium harvester. No order allowing me to take fuel appears. I tried moving the tanker to the harvester,  setting the harvester to also be a tanker, and having the harvester fuel the tanker. No go. When I try "join and refuel target fleet", only the first of these orders happen. Finally, I can't see any button to have one ship in a fleet directly refuel another.
I have a work-around. It is to build the harvester with a refueling system. But this should not be necessary; a tanker with a refueling system should not require the other vessel also to have one.
Minor note: I accidentally built my tanker with 1x 100k LPH refueling system and 3x 50k systems. The game indicates that only the first of these do anything, but the ship design window displayed no error or warning (as it does with engines).

Does the harvester have a refuelling system and is set as a tanker? The ship providing the fuel has to have the system and the flag, rather than the one receiving it.

Quote
- When switching between commander types, the list of entities to which leaders may be assigned does not update.

Entities list updates when you click on a commander, rather than a rank or type. I've expanded that to include naval and ground forces ranks, but adding code for every other node type would take a while and doesn't affect game play.

Quote
-- Several actions still do not update the list of leaders in the bottom-right panel, including promotions and retirements.

Search results updated now for Promote, Demote and Retire.

Quote
Sector commanders, as expected, increase things like mining and production. I'm not seeing them increase population growth (could have sworn they did so in previous versions).

Fixed.
 

Offline Tyrannus Rex

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Re: v1.9.3 Bugs Thread
« Reply #229 on: May 03, 2020, 05:23:34 AM »
Ver 1.9.3
Conventional start, known stars disabled, created system, created race, decimal separator

Exploring home system with geo surveyors, on system view received Function# 225 object reference not set to an instance at 0 in object.

Clear function and turn completes then have five researches completed in ground combat, one researcher assigned to subject all were expected to be completed in 2-3 years in sequence.
Appears to be one-off, 14 years in start at year 1, 1 day production cycle/turns
 

Offline Salva

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Re: v1.9.3 Bugs Thread
« Reply #230 on: May 03, 2020, 05:28:17 AM »
Hello,

Potential Bug or missing feature report by me, as suggested here: hxxp: aurora2. pentarch. org/index. php?topic=11201. msg130227#msg130227

I have a test run of my test game setup (checking for validity of it before actually starting the campaign) and have sent diplomatic ship with commander, ELINT Module, Diplomatic Module and Sensors to the NPRs in my system.

My setup: i created a random player race on earth, edited the Sol system, created then the actual player race to play on Mars, deleted the original player race and then added two NPRs (on Earth and Ceres) to the system.  Then added tome tech and ships.  (database attached)

During lots of time increments i spied:
- "Technical details of Magazine Feed system efficiency 80%" --> this one seems to have been added to my own tech, but is not visible on the NPRs known tech tab
- Details about a missile destroyer they did not yet have built (0 ships in this class)
- Detailled Information about AS Sensor "AS102-R128" known as AS #12.  --> this one is not visible anywhere, no ship has it, it is not listed in the NPRs known Tech tab, etc.

Also, as a side note: all my diplomatic / espionage efforts seem only to affect the first NPR (UN), the second one (OPA)  produces no intel except sensor inputs.

best regards


 

Offline Resand

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Re: v1.9.3 Bugs Thread
« Reply #231 on: May 03, 2020, 05:43:57 AM »
Might not be strictly bugs, but close enough imo.

Naval Org. window are bad at remember settings.
It both forgets what I've chosen for the "Show Civilian" and "Select on Map" check boxes. So both are reset to default every time I open the window.
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline Cosinus

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Re: v1.9.3 Bugs Thread
« Reply #232 on: May 03, 2020, 06:10:20 AM »
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

Using the attached DB, I selected the Jump Destroyer "Covenant" class. I clicked copy class. I selected destroyer escort as a new hull type for the copied class. There were no errors.

There must be something specific to your installation that is causing the problem. In fact, given other reported errors with dropdown and treeviews, I am started to wonder if this is an issue with .NET.

Do you happen to know what version of .NET frameworks in on your PC?

Sorry for the late reply. The bug is very rare, but with that ship in that save I got it every time, even after restarting the game. However about a few in-game years later, I can copy and re-designate this class just fine, which is weird. It's not a prototype anymore, so maybe that has some influence, but I've gotten the error before with non-prototype classes as well. My dot net version is 4.8.03761 according to the instructions by Inglonias. However I apparently have a bunch of other versions installed as well. Not really sure about that. See the attached screenshot.
 

Offline Black

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Re: v1.9.3 Bugs Thread
« Reply #233 on: May 03, 2020, 06:33:02 AM »
I encountered strange issue with my ground formation commander ranks. I tried to find if it was reported before, but no luck.

I have several templates that have different ranks of commanders set with Change Rank button (Ground Forces - Formation Templates window).

For example regiment have COL, division have MG and corps have LTG.

But in Commanders window all formation except one show lowest rank (MAJ) as set commander. So my large formation will get automatically assigned low officer as unit commander and higher ranking officers have no assignment.



TN start, real stars, decimal separator is dot.

Edit: I am using Terran Federation ranking system and I changed some abbreviations of higher ranks because they were the same as abbreviations of low ranks MAJ was both Major and Major General. I also deleted highest Ground Force Commander rank - that was set to Sky Marshal. Not sure if this could affect the problem.

Edit 2: I think I found reason for this, already existing units are not affected by later changes to set command rank. I made new units and they have correct command rank.
« Last Edit: May 03, 2020, 07:03:38 AM by Black »
 

Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #234 on: May 03, 2020, 06:50:48 AM »
On the Galactic Map my fuel harvester space station uses the ship icon, not the space station icon.
It is the only ship/station in the system.
(Changing icons makes no difference)

Version: 1.9.3
Start: TN
Stars: Real
Locale: Eng_UK
Window: Galactic Map
Easy to reproduce: Yes

Space station icon is for shipyards.
 

Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #235 on: May 03, 2020, 07:05:00 AM »
CIWS still seem to need active sensor on ship to function in 1.9.3

Yes, confirmed

Could someone upload a db where this is happening. There isn't even a reference to contacts in the CIWS code so hard to find without an example.
 

Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #236 on: May 03, 2020, 07:10:14 AM »
It seems that auto-numbering of newly built ships is only incrementing each time a ship of the current design is built.
It should also increment any time a ship is refitted to the current design.

Example:
I have class SpeedyA.
I have one ship of this class: FAC SpeedyA 001.
I make a new design: SpeedyB.
I refit FAC SpeedyA 001 to the new design.
I use the Class Design window, Ships In Class tab to auto-rename the ship.
The ship is now named FAC SpeedyB 001 (sidenote: it would be nice if, upon refitting any ship with a ship name that matches the default format, the ship received a new default ship name for the new design).
At the shipyard, I go to build a new SpeedyB.
The default name for the new ship is FAC SpeedyB 001. It should be FAC SpeedyB 002.

Fixed.
 
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Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #237 on: May 03, 2020, 07:25:40 AM »
The global "Survey Speed" modifier only affects Geo survey. Grav is working at default speed.

Game settings are 50% survey speed
Fleet view attachment: 5x Thor Heyerdahls are giving 19.99 Grav points, but only 9.99 Geo points.
Thor Heyerdahl attachment: The ships in question have 3 of each sensor. 3x5 + some commander bonuses gives 19.99, while 9.99 is 1/2 of that.

1.92 game continued in 1.93

It is a display issue on the fleet window, which I've fixed. Survey speed is working when actually surveying.
 

Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #238 on: May 03, 2020, 07:26:52 AM »
Not sure if this is a bug or WAI. I have a bunch of construction formations on a planet and I went to industry to queue up a construction factory. It shows I have 80BP from the units, yet the factory never makes any building progress.

Picture attached.

What is the status of the production modifiers for that colony?
Manufacturing is showing as 0% for some reason. Please see attached.

Could you send me the db please - I'll check why efficiency is zero.
 

Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #239 on: May 03, 2020, 07:33:39 AM »
Minor Bug

In Naval Organisation Window, Rabble fleet selected, micellaneous tab

There is button "SM: Move Fleet" Visible, but I do not have Space Master enabled

Fixed.