Author Topic: 3.2 Bugs  (Read 27511 times)

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Offline Kurt

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Re: 3.2 Bugs
« Reply #135 on: January 25, 2009, 11:51:36 AM »
Steve -

I've been playing around with 3.2, just testing out a couple of concepts, and I've noticed a persistent set of bugs on the shipyard tab of the economic/population window.  I have noticed these bugs before, but I hadn't put them all together, and I don't know if you've encountered or fixed them for the next version.  

Basically, these bugs seem to be associated with whichever shipyard is listed last (at the bottom).  The bugs include the following:
1.  When refitting ships, the ship selected for refit won't advance to the next eligible ship (you have to manually select it);
2.  When adding tasks, the "Add Task" button won't gray out even when there are no more slipways available;

There may be other problems, but these are the two I just noticed.  A clue may be that this behavior is always associated with the bottom-listed shipyard.  

Kurt
 

Offline James Patten

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Re: 3.2 Bugs
« Reply #136 on: January 25, 2009, 03:36:15 PM »
Since you're noting shipyard bugs, let me mention one I also noticed.  If refitting a ship, and there's two or more ships available to be refitted, and you select the ship at the bottom of the list and tell the shipyard to start the refit, you get an error window that pops up.  It still lets you start the refit.  I suspect it wants to go to the ship lower down on the list but cannot.
 

Offline welchbloke

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Re: 3.2 Bugs
« Reply #137 on: January 25, 2009, 04:49:58 PM »
Quote from: "Kurt"
Steve -

I've been playing around with 3.2, just testing out a couple of concepts, and I've noticed a persistent set of bugs on the shipyard tab of the economic/population window.  I have noticed these bugs before, but I hadn't put them all together, and I don't know if you've encountered or fixed them for the next version.  

Basically, these bugs seem to be associated with whichever shipyard is listed last (at the bottom).  The bugs include the following:
1.  When refitting ships, the ship selected for refit won't advance to the next eligible ship (you have to manually select it);
2.  When adding tasks, the "Add Task" button won't gray out even when there are no more slipways available;

There may be other problems, but these are the two I just noticed.  A clue may be that this behavior is always associated with the bottom-listed shipyard.  

Kurt
I've also had exactly the same problem with my game.
Welchbloke
 

Offline Cassaralla

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Re: 3.2 Bugs
« Reply #138 on: January 26, 2009, 01:16:04 AM »
Not sure if this is a bug or something I've been doing wrong, but it's on the shipyard theme.  I have a shipyard on a colony, recovered from ruins.  I notice that the build date on anything I build there keeps slipping by 4 days every time I advance 5 days.  It has enough minerals, enough workforce and enough security at the colony, so I can't figure out why the date keeps slipping.  At the same time, all my shipyards on my homeworld are working just fine.

I've also noticed the refit problem Kurt has and it seems to also apply when scrapping ships.
 

Offline jfelten

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Re: 3.2 Bugs
« Reply #139 on: January 26, 2009, 05:18:47 AM »
I found a fighter factory from ruins but when I sent freighters to load it to bring it back to the HW, the freighters ended up with 1 Infrastructure loaded instead and there was no sign of the fighter factory anymore.  I haven't researched/built any fighters yet, could that be the cause of this?  

Also along the fighter factory theme, on the "SM Mods" windows, fighter factory is called "Small Craft Factories" instead.  I noticed that when I went to recreate the transmogrified fighter factory.
 

Offline Father Tim

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Re: 3.2 Bugs
« Reply #140 on: January 26, 2009, 01:10:41 PM »
Quote from: "Cassaralla"
Not sure if this is a bug or something I've been doing wrong, but it's on the shipyard theme.  I have a shipyard on a colony, recovered from ruins.  I notice that the build date on anything I build there keeps slipping by 4 days every time I advance 5 days.  It has enough minerals, enough workforce and enough security at the colony, so I can't figure out why the date keeps slipping.  At the same time, all my shipyards on my homeworld are working just fine.

Radiation perhaps?  The only reason for construction time to get longer is that you are suffering some sort of penalty.
 

Offline welchbloke

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Re: 3.2 Bugs
« Reply #141 on: January 26, 2009, 01:20:53 PM »
I've had a bug appear when I screwed up and designed a ship with no engines  :oops: .  I amended the ship class to include some of those pesky engines and even though the individual ships showed a maximum speed of 1552 kms the current speed was set to 1kms.  I tried to look for a method of refitting/reparing them and, although I was allowed to start a task with the first in class, the second in class has a blank progress field in the shipyard tasks bug and everytime I do a time increment I get an error 6.  I can fix this for myself by deleting the ships and recreating them.  I thought I'd report it in case it was another symptom of the previously reported shipyard bug.  The shipyard trying to perform the repair is not the last on the list of avaialable shipyards.

Edited to add:
This got more interesting.  I move the ships back and fore between fleets to see if the current speed would change to 1552 kms.  When I moved the ships using the arrows, the fleet containing the ships always dropped to 1 kms.  When I moved the ships using double click the speed updated correctly to 1552 kms.
Welchbloke
 

Offline Erik L

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Re: 3.2 Bugs
« Reply #142 on: January 26, 2009, 01:22:32 PM »
Quote from: "welchbloke"
I've had a bug appear when I screwed up and designed a ship with no engines  :oops: .  I amended the ship class to include some of those pesky engines and even though the individual ships showed a maximum speed of 1552 kms the current speed was set to 1kms.  I tried to look for a method of refitting/reparing them and, although I was allowed to start a task with the first in class, the second in class has a blank progress field in the shipyard tasks bug and everytime I do a time increment I get an error 6.  I can fix this for myself by deleting the ships and recreating them.  I thought I'd report it in case it was another symptom of the previously reported shipyard bug.  The shipyard trying to perform the repair is not the last on the list of avaialable shipyards.

Edited to add:
This got more interesting.  I move the ships back and fore between fleets to see if the current speed would change to 1552 kms.  When I moved the ships using the arrows, the fleet containing the ships always dropped to 1 kms.  When I moved the ships using double click the speed updated correctly to 1552 kms.

Did you try the "Max Speed" button on the fleet screen?
 

Offline welchbloke

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Re: 3.2 Bugs
« Reply #143 on: January 26, 2009, 01:36:19 PM »
Quote from: "Erik Luken"
Quote from: "welchbloke"
I've had a bug appear when I screwed up and designed a ship with no engines  :oops: .  I amended the ship class to include some of those pesky engines and even though the individual ships showed a maximum speed of 1552 kms the current speed was set to 1kms.  I tried to look for a method of refitting/reparing them and, although I was allowed to start a task with the first in class, the second in class has a blank progress field in the shipyard tasks bug and everytime I do a time increment I get an error 6.  I can fix this for myself by deleting the ships and recreating them.  I thought I'd report it in case it was another symptom of the previously reported shipyard bug.  The shipyard trying to perform the repair is not the last on the list of avaialable shipyards.

Edited to add:
This got more interesting.  I move the ships back and fore between fleets to see if the current speed would change to 1552 kms.  When I moved the ships using the arrows, the fleet containing the ships always dropped to 1 kms.  When I moved the ships using double click the speed updated correctly to 1552 kms.

Did you try the "Max Speed" button on the fleet screen?
Yes it made no difference as the max speed available was 1kms.
Welchbloke
 

Offline jfelten

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Re: 3.2 Bugs
« Reply #144 on: January 27, 2009, 04:40:59 AM »
What about the conditional order to set speed to max?
 

Offline welchbloke

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Re: 3.2 Bugs
« Reply #145 on: January 27, 2009, 05:52:50 AM »
Quote from: "jfelten"
What about the conditional order to set speed to max?
Made no difference; whenever the ships moved to a fleet the fleet dropped to 1kms max speed.  All I did differently when I moved the ships and the fleet adopted the max speed was use double clisk rather than the arrows. Very odd.
Welchbloke
 

Offline jfelten

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Terraforming making things worse?
« Reply #146 on: January 28, 2009, 03:56:22 AM »
I spent some more time on my 3.2 test game and I'm past the 20 year mark now.  I might have mentioned here somewhere that a couple large colonies I set up are increasingly sucking the life out of the Empire by demanding more and more infrastructure.  I long ago stopped sending colonists there but their own growth rate plus the efforts of the pesky civilian colonizer ships have them both over 60m pop now and growing at a rate the it takes most of the HW's production just to keep them supplied with infrastructure.  I saw this train wreck coming quite some time ago and learned I need to terraform them so started work on that but terraforming takes a long time.  Each is up to about 5 net terraformers operating.  The problem I discovered is one of the worlds is actually showing worse habitability as the terraforming progresses.  The other has yet to show any reduction but started at 1.8x with some Oxygen in the atmosphere already so I think it just needs more time and more O2, and then once O2 is within limits work on the temperature.

The one that is getting worse instead of better I didn't notice for the first year or two.  Then when I noticed something fishy I recorded the habitability at 2.9803.  One year of terraforming later the habitability was up to 2.9853.  Unfortunately I didn't write down the other environmental specifications the first time.  Below is the only data I've recorded so far.  The planet started with zero atmosphere and hot (it is the inner most planet) but due to mineral resources was still worth colonizing even though it was near 3x.  Since there was no atmosphere at all I just started adding oxygen.  Why would going from no atmosphere to 0.0103 O2 cause the habitability to go down?  Is the O2 making the planet hotter?  

Just for color and to perhaps help someone else out that decides to try something pre TN, I'll also add here that I have surveyed 30 systems and have yet to find a TN alien, which is O.K. (if a bit boring) since I've not yet invested a lot of resources in to the military.  The bulk of shipbuilding has gone in to freighters and refitting freighters to faster engines which is a long slow process.  I did encounter one pre TN alien very early on just 2 jumps from the home system, and decided rather than squash them to try to play them up to TN, but that is going extremely slowly.  After almost 20 years of effort they are still struggling to build an economy.  Duranium (sp?) shortage is stunting their growth severely so they've been concentrating on building mines but can only produce about 4 mines per year now (just recently reached the point where their Duranium production about balances their BP production for mines).  If they built more factories at this point it would just outstrip their Duranium production which is around 500 / yr now.  Their research is stuck at 400 RP / yr since they can't afford to add to their 2 starting research labs.  So despite almost 20 years of research they are just now researching the first engine tech and are about 1/3 through it.  Then I think they'll still need things like geo instruments before they can do much, and of course the 5,000 RP to research jump point theory is just a dream until they can finally afford to build at least a 3rd research lab.  But they are not going anywhere and don't take any real effort to run.  

Here is the little data I've collected so far on the planet that is getting worse with adding O2 to what was a vacuum.  

Romulus A1 2.9803 on 2/23/2028

Romulus A1 2.9853 on 2/19/2029  (Went Up??)
O2:  100.42%  0.0103 atm
Total Atm Pressure:  0.0103

Base C:  134.14
Surf C:  142.69

GH Pres:  0
Anti GH Pres:  0
GH Factor:  1
Planetary Albedo:  1.02
 

Offline jfelten

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Re: 3.2 Bugs
« Reply #147 on: January 28, 2009, 04:07:07 AM »
Should I be able to unload a particular quantity of something via the max load field?  It is grayed out by default when selecting unload, but you can leave a number in there when selecting load, which number it seems to take with the unload option as the resulting order shows that quantity to unload, but it doesn't seem to actually unload anything.  

If that doesn't make sense, here is an example.  I found some jump gate components in some ruins and sent a freighter fleet that could carry 6.  I wanted to drop 1 off on the way back past the home system and take the remaining 5 on to a distant system where a jump gate constructor ship needed 5 of them.  It seemed a waste of time to unload all 6 on the HW then reload 5, so I entered the orders to unload 1 which seemed to be accepted O.K.  But after the unload I checked and the fleet still had 6 loaded.  The unload 1x order executed but didn't unload any.
 

Offline jfelten

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Getting a DB error on the System Map
« Reply #148 on: January 28, 2009, 04:08:50 AM »
I don't know what caused it but I am now getting the below error when trying to display the System Map window.  It sounds like a duplicate key in the database but I've never encountered a DBMS that would actually allow you to insert a duplicate key.  

---------------------------
Error in ShowFleetList
---------------------------
Error 35602 was generated by Nodes
Key is not unique in collection
Please report to stevewalmsley@btinternet.com
---------------------------
OK
---------------------------
 

Offline Steve Walmsley (OP)

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Re: Getting a DB error on the System Map
« Reply #149 on: January 28, 2009, 05:01:37 AM »
Quote from: "jfelten"
I don't know what caused it but I am now getting the below error when trying to display the System Map window.  It sounds like a duplicate key in the database but I've never encountered a DBMS that would actually allow you to insert a duplicate key.  
Do you have two fleets with the same name? The TreeView control in VB6 uses a string-based key, which is the fleet name in this case.

Steve