Author Topic: v1.9.5 Bugs Thread  (Read 69326 times)

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Offline Kelewan

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Re: v1.9.5 Bugs Thread
« Reply #75 on: May 08, 2020, 05:55:10 AM »
I’ve set the cargo containers to ‘conscript’ which as I understand should stop officers being assigned.   But they are still assigned. 

Conscript is about crew rather than commanders.  If you check the Acadamies tab on the Race Infomation window, you'll see a figure for "Crewman and Junior Officers", which are generated by your Military Acadamies along with officers etc. (quantity vs quality can be decided by the Training Level control lower down).  These are subtracted from to crew your ships, unless you tick "Conscript" for a class in which case I guess you just get randoms off the street - the Crew Grade for ships of this class will start negative.

I think this is only a display issue.  In may game the Position is show again if the window is reloaded (e.g by re-selecting the race in the top left)
 

Offline Energyz

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Re: v1.9.5 Bugs Thread
« Reply #76 on: May 08, 2020, 06:28:12 AM »
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
The rest: N/A

You can't shoot down shipyards with missiles, but you can destroy them with beam weapons, strange.


 

Offline Saquenay

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Re: v1.9.5 Bugs Thread
« Reply #77 on: May 08, 2020, 08:01:59 AM »
Quote from: Nori link=topic=11298. msg131691#msg131691 date=1588899763
Quote from: Saquenay link=topic=11298. msg131658#msg131658 date=1588886477
I've searched as best I can for a previous mention of this bug but haven't found it, and if it is a known issue that hasn't been implemented yet, I haven't seen that mentioned either.    I've only noticed this issue in 1.  9.  4 (and now 1.  9.  5) but that is also the first time I attempted to use the feature in question in any campaign. 

It seems the highly anticipated c# feature, deep space logistics hubs with overhauling/resupply, does not work.    Details:

The function number: n/a
The complete error text: n/a
The window affected: n/a
What you were doing at the time: Attempting to give a military ship 'overhaul' orders at a deep space base with maintenance modules/cargo shuttles
Conventional or TN start: confirmed with both starts
Random or Real Stars: confirmed in both
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?:  was able to reproduce in a new game in just a few clicks
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Discovered it during a longish campaign, but can replicate in a fresh save. 

Steps to reproduce:
Design a station (or ship) with maintenance modules, spare MSP, and cargo shuttles (you can add a number of other modules including ordnance/fuel hubs and transfer systems without affecting the outcome).    You can set it to 'supply ship' and tell it to 'auto resupply own fleet' if you like. 
Bring the maintenance station to deep space.    (Alternatively, for SM mode testing, move it to an empty colony say on Mars)
Design any military ship that should be able to execute the order 'Begin Overhaul (rewind clock)', and test that it has that order by targeting earth. 
Now select either the station's fleet, or the empty colony where the station is anchored, and notice the lack of 'Begin Overhaul' orders. 

(Incidentally, there is also not an order to 'resupply from supply ship', but I'm focusing on the overhaul issue right now.  )

According to hxxp: aurora2.  pentarch.  org/index.  php?topic=8495.  msg101959#msg101959 , the station should qualify as a 'Maintenance Location' but it doesn't.    Adding population to the location of the maintenance station does not fix the issue, either with an orbital habitat or by adding colonists to the previously empty colony which the station is orbiting.    Adding various ground installations at the location such as cargo shuttle stations or spaceports does not fix the issue. 

If the station is deployed at a colony, the maintenance capacity shows up properly on the summary screen. 

If you add a single maintenance facility to the colony, whether there are any colonists present or not, the colony can now be a target for the 'Begin Overhaul' order. 

Please tell me I am stupid and have missed an obvious button somewhere, because I really like this proposed feature!!

I'm not sure on this one.  Maint station will stop the time from ticking up, but I'm not sure if it is supposed to be a overhaul location or not.
Anyone else know?

According to #7 in the link, it seems clear that overhaul should be a possibility.   Whether it is intended or not can have a major impact on the design and feel of a campaign!  If it simply hasn't been implemented yet, let's please add that to the known issues list.   Or if it never will be a thing, please clarify!
 

Offline Second Foundationer

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Re: v1.9.5 Bugs Thread
« Reply #78 on: May 08, 2020, 08:22:23 AM »
According to #7 in the link, it seems clear that overhaul should be a possibility.   Whether it is intended or not can have a major impact on the design and feel of a campaign!  If it simply hasn't been implemented yet, let's please add that to the known issues list.   Or if it never will be a thing, please clarify!

New Maintenance Rules link without obfuscation http://aurora2.pentarch.org/index.php?topic=8495.msg101959#msg101959  (I find it sad that obfuscation is necessary for new forum members, to me it felt like a presumption of malice :'(.) They explicitly state "Ships can enter overhaul in the same way as they do now, except they can also do this at a deep space Maintenance Location as well as at a population."
I'm also in a state of "high anticipation" on this feature. I tried to build such a station for my survey ships in 1.8 and couldn't get it to work, but wasn't absolutely sure that I hadn't missed something with the new features.
 

Offline Hastermain

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Re: v1.9.5 Bugs Thread
« Reply #79 on: May 08, 2020, 08:41:59 AM »
The function number: 1420
The complete error text: object reference not set to an instance of an object
The window affected: system generation and display
What you were doing at the time: Attempting to SM-mode spawn the Swarm (yes, SM mode was on)
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: period, thousand separator's a comma
Is the bug is easy to reproduce, intermittent or a one-off?:  happens in all systems
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  ~60 years long

Confirmed
« Last Edit: May 12, 2020, 10:05:58 AM by Bughunter »
 

Offline Energyz

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Re: v1.9.5 Bugs Thread
« Reply #80 on: May 08, 2020, 10:57:33 AM »
Ordering fleet A to join fleet B will cause fleet A to teleport if fleet B jumped to another system. The game consider by default that both fleet are in the same system, and fleet A in system 1 will go to the corresponding coordinates of fleet B in system 2.



In VB6 (if I remember correctly), if the targeted fleet changed system that would cause fleet A to interrupt its order. A QOL feature would be that fleet A follow fleet B if it's able to jump
 

Offline Ironclad Mouse

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Re: v1.9.5 Bugs Thread
« Reply #81 on: May 08, 2020, 11:37:08 AM »
Version: 1.9.5
Function Number and Error Text: N/a
Window Effected Economics
What I was doing: Terraforming
C or TN? Conventional, Spacemaster race and system
Random or Real? Random
Decimal Separator: "."
Easy to reproduce
Campaign Length: 65 Years
Additional notes: Game was originally 1.9.4 but updated to 1.9.5
I initially reported this in 1.9.4 but it seems to still be present in 1.9.5
The environment tab seems to not update with turns passing. It'll only update when you either close and reopen the economics window, or when you click on a different population and back to it. However, and this is what seems the strangest to me, it starts to update automatically with turns when there is population present on the planet. I.e if I'm terraforming a planet/moon/whatever and there is no one there other than the ships in orbit terraforming it, you have to manually refresh the tab every time you want an update. But the second you put some colonists there, you no longer have to do that as it begins updating automatically when turns pass without needing to be refreshed.
Also, my initial post mentioned the wealth tab doing this too, but I have not confirmed if it still is so it may be worth looking into. I would post a link to it but uh, well I don't know how, but I can tell you it was on page 10 of the 1.9.4 thread.
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Offline Energyz

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Re: v1.9.5 Bugs Thread
« Reply #82 on: May 08, 2020, 12:06:14 PM »
Decimal Separator: "."

I am able to jump back and forth without any delay (every 5 sec inc), even though an ennemy fleet is actively attacking me. My fleet is quite trained, but I got some low grade ships into the mix. Does the mechanism reducing jump shock is that efficient, or is it a bug?

------



-----

We can also see another potential bug regarding missiles. The salvoes that hit the Chitai 004 were launch 10 seconds before and unless it has active sensors (impossible for size 1 missile) they should have self destroyed.

Then the Chitai 004 was the only one trying to intercept those missiles, despite being a fleet with 19 of its kind (all on final fire, and it's usally working well with intercepting missiles)

All three are possibly WAI, but that's strange
 

Offline Inglonias

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Re: v1.9.5 Bugs Thread
« Reply #83 on: May 08, 2020, 12:19:23 PM »
Nori - This is a known bug that Steve hasn't figured out yet.

All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.

What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.

1.9.4 appears not to have this problem. Whatever happened to cause this new behavior doesn't occur there.
 

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Re: v1.9.5 Bugs Thread
« Reply #84 on: May 08, 2020, 12:34:08 PM »
A brief test game (1.9.5, no comma, etc.) also confirmed for me that ship-based maintenance modules do not allow ships to be ordered to be overhauled there (whether either at the fleet, a waypoint in space, or a colony orbit), though they do properly freeze the maintenance clock and consume MSP.
 

Offline skoormit

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Re: v1.9.5 Bugs Thread
« Reply #85 on: May 08, 2020, 12:49:08 PM »
Nori - This is a known bug that Steve hasn't figured out yet.

All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.

What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.

1.9.4 appears not to have this problem. Whatever happened to cause this new behavior doesn't occur there.

In 1.9.4, jump points that should have linked to a known system instead linked to a new system with the same system number.
Steve fixed that for 1.9.5, but it appears now that links to non-local systems all link to system number 0, which is Sol.

Fixed for next release
« Last Edit: May 08, 2020, 02:33:00 PM by Bughunter »
 

Offline Steve Walmsley (OP)

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Re: v1.9.5 Bugs Thread
« Reply #86 on: May 08, 2020, 01:22:38 PM »
Nori - This is a known bug that Steve hasn't figured out yet.

All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.

What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.

1.9.4 appears not to have this problem. Whatever happened to cause this new behavior doesn't occur there.

In 1.9.4, jump points that should have linked to a known system instead linked to a new system with the same system number.
Steve fixed that for 1.9.5, but it appears now that links to non-local systems all link to system number 0, which is Sol.

Yes, annoying. Fixed now. You can avoid by setting Local Chance to either 0 or 100.
 
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Offline Demakustus

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Re: v1.9.5 Bugs Thread
« Reply #87 on: May 08, 2020, 01:26:05 PM »
The function number - n/a
The complete error text - n/a
The window affected - Events
What you were doing at the time - Looking at time of event in the Events window
Conventional or TN start - n/a
Random or Real Stars - n/a
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - It depends on local language
If this is a long campaign - say 75 years or longer - n/a

This a particular issue, when a long name of a month is longer in the local language. In my case it causes the seconds part of the date to be hidden (see attached image).
I do like the long month name date format, but perhaps the Race column could be made resizeable with the size remembered between sessions (or at least a bit wider by default)?
 

Offline Energyz

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Re: v1.9.5 Bugs Thread
« Reply #88 on: May 08, 2020, 01:31:05 PM »
Some optimisation issues regarding the display. When the camera is centered on my 200~ fighters, the game slows down a lot (zooming in and out, opening a windows, etc...). I'm pretty sure it has something to do with the display of weapon range, since disabling it allows the game to run normally.

My computer has a good processor, so I don't think such slowdowns are normal. I never had that issue with fighters before (despite using a lot of them), but it's the first time I'm using beam fighters, so maybe the game is drawing each beam range?

Displaying fire control range also causes slowdowns

DB attached if that is something else, slowdown appeared in Sol looking a intervention fleet and Strike group
« Last Edit: May 08, 2020, 02:02:47 PM by Energyz »
 

Offline Bubbaisagod

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Re: v1.9.5 Bugs Thread
« Reply #89 on: May 08, 2020, 02:02:23 PM »
The function number: #2608 #222 #224 #2339 (in this order & multiple times)
The complete error text: Object reference not set to an instance of an object. (all errors)
The window affected: Tactical map of the affected system
What you were doing at the time: Grav Survey (manual move to & conditional survey order)
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: It happend a few times before.
campaign length: 32 Years

It happend a few times before, each time i reloaded the game.
Every time i find a habitable planet with an NPR it triggers the same sequence of errors.
==> I stopped the conditional survey order, flew to the only habitable planet in system,
 found an NPR as expected & saved my game after this.
(I started this game on a clean database & 1.9.5 exe)