Author Topic: 3.2 Bugs  (Read 27571 times)

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Offline Father Tim

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Re: 3.2 Bugs
« Reply #120 on: January 12, 2009, 12:50:28 PM »
Quote from: "James Patten"
The missile design window has a strange tab arrangement, hitting tab takes you all over the place.

Pretty much all of the windows are like that.  I think it's a problem with VB.
 

Offline Erik L

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Re: 3.2 Bugs
« Reply #121 on: January 12, 2009, 01:39:40 PM »
Quote from: "Father Tim"
Quote from: "James Patten"
The missile design window has a strange tab arrangement, hitting tab takes you all over the place.

Pretty much all of the windows are like that.  I think it's a problem with VB.

Ahh... not VB per se, but the order of the tabs in generated by the order the controls are placed on the window. It is possible to change this order (fairly easily in VB6). We just need to convince Steve to take the time to do it ;)
 

Offline Sotak246

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Re: 3.2 Bugs
« Reply #122 on: January 12, 2009, 10:40:00 PM »
I don't remember seeing anyone with a similar problem but has anyone lost ships in a task force no the TF but the ships in it?  I had a single ship run out of fuel and sent the other 4 ships of its task force to it with the absorb subfleet command.  When they got there, I got about a dozen error messages (of which I don't remember a single one, so much for my decision to take constant notes).  After the error messages I noticed the TF wasn't continuing on, I opened it up to check its orders and 5 the ships were gone :cry: .  My question is, is this a bug others have had or am I just lucky.
 

Offline sloanjh

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Re: 3.2 Bugs
« Reply #123 on: January 13, 2009, 12:07:57 AM »
Quote from: "Sotak246"
**SNIP**  Well, about 10 turns later on the other side of my empire the exact same thing happened again not the running out of fuel but the abosorb TF command and dissapearing ships(this time I took notes but just realized I can't find them, typical).  The spacers are worried :cry: .  My question is, is this a bug others have had or am I just lucky.

You might want to check that the shipyard didn't switch the "absorb" and "self-destruct" labels on the command consoles.  It's such a bother when your helmsman hits the wrong button....

(I've not seen this bug, but I don't use that command.)
 

Offline Charlie Beeler

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Re: 3.2 Bugs
« Reply #124 on: January 13, 2009, 07:20:46 AM »
Quote from: "Sotak246"
I don't remember seeing anyone with a similar problem but has anyone lost ships in a task force no the TF but the ships in it?  I had a single ship run out of fuel and sent the other 4 ships of its task force to it with the absorb subfleet command.  When they got there, I got about a dozen error messages (of which I don't remember a single one, so much for my decision to take constant notes).  After the error messages I noticed the TF wasn't continuing on, I opened it up to check its orders and 5 the ships were gone :cry: .  My question is, is this a bug others have had or am I just lucky.

I have seen something similiar, but it was in v3.1 and thought Steve had fixed it for v3.2.  In my case it was related to "rescuing" civilian ships that had run out of fuel.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Sotak246

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Re: 3.2 Bugs
« Reply #125 on: January 14, 2009, 07:47:06 PM »
I finally had some time to experiment and sent a fleet out into space and stop.  Then using the view TF option sent a second fleet out with orders to absorb the first fleet.  When they got there I did not get the expected error messages, but when I looked at the TF screen the remaining fleet was empty of ships, vanished into thin space. I was able to get around this by using the similar join command and keep the ships from vaporizing, so this is more a word of warning. Watch out for the abosrb/self destruct command, or the, oops, another fumble fingered helmsmen explaination.
 

Offline Charlie Beeler

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Re: 3.2 Bugs
« Reply #126 on: January 19, 2009, 01:46:52 PM »
I've started a new game with 8 Human pre-TNT goverments/empires on Earth.  Advanced the game 5 sec to allow for thermal detection.  Next turned Spacemaster On and forced full coms between all in deplomacy (ctrl-f5).  Still have "Sol Aliens ####" showing for all other races.  Even after advancing the game 30 days.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Charlie Beeler

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Re: 3.2 Bugs
« Reply #127 on: January 19, 2009, 02:51:07 PM »
I may have missed someone else posting this one.  When TNT research is completed it appears that Research Trade & Wealth tracks get tagged as having all iterations comepleted but still calc from the base item (ie research looks to be 1500 but still calcs 200).  I'm using the SM feature "remove" to correct this.

1/21/09 edit

Nevermind,  I think I did this one to myself with a database edit.  I was trying to make those areas available for pre-TNT research by changing the check box in the tech table.
« Last Edit: January 21, 2009, 07:08:02 AM by Charlie Beeler »
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Brian Neumann

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Re: 3.2 Bugs
« Reply #128 on: January 21, 2009, 05:42:40 AM »
In the officer screen there is no choice for searching using the geology rating of the officer.  All the others do seem to be there.

PS  The geology rating is not showing up in the officer corps screen at all.  I checked a couple of names from the team list that had a geology rating and they did not show anything in the officer window.

Brian
 

Offline backstab

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Re: 3.2 Bugs
« Reply #129 on: January 21, 2009, 06:07:50 AM »
Every few turns I get
ERROR IN CHECKFORTECHOFFER
Error3420 was generated by DAO.RecordSheet
Objective invalid or no longer set
Move foward and draw fire
 

Offline Cassaralla

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Re: 3.2 Bugs
« Reply #130 on: January 21, 2009, 11:18:32 AM »
Quote from: "Brian"
In the officer screen there is no choice for searching using the geology rating of the officer.  All the others do seem to be there.

PS  The geology rating is not showing up in the officer corps screen at all.  I checked a couple of names from the team list that had a geology rating and they did not show anything in the officer window.

Brian

Doesn't the geology rating go off the officer's Survey rating . . . or did I just pick that one out of thin air?
 

Offline Brian Neumann

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Re: 3.2 Bugs
« Reply #131 on: January 21, 2009, 03:16:23 PM »
Quote from: "Cassaralla"
Doesn't the geology rating go off the officer's Survey rating . . . or did I just pick that one out of thin air?
Thin air I do believe.

Brian
 

Offline Kurt

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Re: 3.2 Bugs
« Reply #132 on: January 21, 2009, 08:16:44 PM »
Quote from: "Brian"
Quote from: "Cassaralla"
Doesn't the geology rating go off the officer's Survey rating . . . or did I just pick that one out of thin air?
Thin air I do believe.

Brian

Nope, he is right.  Geology Teams use the survey rating.  

Kurt
 

Offline jfelten

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Re: 3.2 Bugs
« Reply #133 on: January 22, 2009, 06:46:32 AM »
Yes, in the Mechanics/Geology Teams thread Steve wrote that Geology teams are based on the survey skill.
 

Offline rdgam

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Re: 3.2 Bugs
« Reply #134 on: January 22, 2009, 05:31:46 PM »
In the planetary market window, I tried to make an offer to sell some gallicite at a trading parnter's home world.  (They were short of cargo capacity.)
I checked the gallicite in the minerals window (the only thing showing), but the offer turns into duranium.

It looks like the market has a problem with minerals when all are not present.