Author Topic: v2.3.1 Bugs Thread  (Read 8503 times)

0 Members and 3 Guests are viewing this topic.

Offline Elouda

  • Gold Supporter
  • Lieutenant
  • *****
  • Posts: 194
  • Thanked: 21 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2020 Supporter 2020 Supporter : Donate for 2020
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: v2.3.1 Bugs Thread
« Reply #105 on: December 14, 2023, 03:48:19 PM »
When researching Sensor Jammer 5, I was awarded Sensor Jammer 8 as well. I don't quite know how but I thought I'd mention it.

Cost on SJ-8 appears to be incorrectly set to 30k instead of 300k.

SJW: Fixed for v2.4.0
« Last Edit: December 14, 2023, 03:56:16 PM by Steve Walmsley »
 

Offline Froggiest1982

  • Gold Supporter
  • Vice Admiral
  • *****
  • F
  • Posts: 1341
  • Thanked: 596 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: v2.3.1 Bugs Thread
« Reply #106 on: December 14, 2023, 04:55:49 PM »
Personally I wish Steve would rewire Formations to be built from unit series rather than units, as this would make a lot of things work more smoothly IMO.

I think, but I am not a coding expert, that would be easier that once you create the unit a new series with that unit assigned is created. Isn't that what we all do anyway?

Or at least this is what I do: I create a unit, give it a name, then go to series, create a new series with exactly the same name, then slot it in.

I also think that now with the automated updates, shouldn't be impossible for the code to put the updated unit under the same series, but again no expert.  ???

EDIT: I think your solution works, I am just trying to consider what could be easier/less coding extensive. We would like 2.4 to be out soonTM  ;D
« Last Edit: December 14, 2023, 04:57:42 PM by Froggiest1982 »
 

Offline Oafsalot

  • Petty Officer
  • **
  • Posts: 23
  • Thanked: 11 times
Re: v2.3.1 Bugs Thread
« Reply #107 on: December 15, 2023, 02:43:11 PM »
As a follow-up to my sensor jammer bug. I had to replay the game because I lost some from not saving.

The tech was awarded by "Information on Sensor Jammer 8 has been provided to us by "my alliance name"."

I had another bug where a tug dropped a shipyard and it made a new race with the same name as mine for the shipyard.
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1706
  • Thanked: 599 times
Re: v2.3.1 Bugs Thread
« Reply #108 on: December 15, 2023, 05:57:15 PM »
This might be better suited for the typo thread but the "German Destroyers" name theme seems to contain the names of German capital ships (E.g Sharnhorst, Bayern etc.) and not any actual destroyers.

SJW: Most of the naming themes are player-submitted and I don't normally check them. I have renamed this one to 'German Warships' as that seems a better description.
« Last Edit: December 18, 2023, 10:07:36 AM by Steve Walmsley »
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 3009
  • Thanked: 2265 times
  • Radioactive frozen beverage.
Re: v2.3.1 Bugs Thread
« Reply #109 on: December 15, 2023, 06:04:21 PM »
This might be better suited for the typo thread but the "German Destroyers" name theme seems to contain the names of German capital ships (E.g Sharnhorst, Bayern etc.) and not any actual destroyers.

Iz of destroyer; iz of destroy ze ship, yez?  :P
 
The following users thanked this post: Droll

Offline kyonkundenwa

  • Chief Petty Officer
  • ***
  • k
  • Posts: 45
  • Thanked: 29 times
Re: v2.3.1 Bugs Thread
« Reply #110 on: December 16, 2023, 12:27:48 PM »
"Load Previous" doesn't load the previous missile's "Multiple Warheads" value. I made a 4-warhead missile, researched it, and when I "load previous" the Multiple Warheads value stays at 1.
A very similar bug was reported in this thread regarding "Retarget Capability" and marked as fixed for 2.4.0.

SJW: Fixed for v2.4.0
« Last Edit: December 18, 2023, 10:11:07 AM by Steve Walmsley »
 

Offline Nori

  • Bug Moderators
  • Lt. Commander
  • ***
  • Posts: 234
  • Thanked: 42 times
  • Discord Username: Nori Silverrage
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: v2.3.1 Bugs Thread
« Reply #111 on: December 16, 2023, 08:12:57 PM »
Didn't see this mentioned. But I made a "collier" station and when I try to replace ordinance there with any fleet it locks the gameup. No error or anything.
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1706
  • Thanked: 599 times
Re: v2.3.1 Bugs Thread
« Reply #112 on: December 17, 2023, 12:00:00 AM »
Both commercial and military jump drives have their costs stuck to 10 (2.0 Duranium, 8 Sorium) until HS 7.7/77 for military and commercial respectively. Larger jump drives begin to see an increase in cost.

The 7.7 refers to the ACTUAL size of the jump engine design and not necessarily the size dropdown on the design window (aka if messing with the squadron size and radius gets you over the threshold the cost will start increasing).

SJW: Working as Intended. Jump Drives have a minimum cost of 10. This is changing in v2.4.0
« Last Edit: December 18, 2023, 10:12:06 AM by Steve Walmsley »
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 3009
  • Thanked: 2265 times
  • Radioactive frozen beverage.
Re: v2.3.1 Bugs Thread
« Reply #113 on: December 17, 2023, 12:01:45 AM »
Both commercial and military jump drives have their costs stuck to 10 (2.0 Duranium, 8 Sorium) until HS 7.7/77 for military and commercial respectively. Larger jump drives begin to see an increase in cost.

The 7.7 refers to the ACTUAL size of the jump engine design and not necessarily the size dropdown on the design window (aka if messing with the squadron size and radius gets you over the threshold the cost will start increasing).

This isn't a bug, jump drives have a minimum cost of 10 in pre-2.4 versions.
 
The following users thanked this post: Droll

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1706
  • Thanked: 599 times
Re: v2.3.1 Bugs Thread
« Reply #114 on: December 17, 2023, 12:23:42 AM »
A couple decoy launcher related bugs:

When pressing "Assign all" in the ship combat menu, assigned decoys are duplicated in the list view. Closing and re-opening the naval organisation tab does not fix this, the duplicated entries can be manually cleared by dragging them into the unnasigned weapons tab. Conversely, when pressing "Assign all" on a ship with all decoy launchers unnassigned, other ships of the class with assigned decoy launchers will not unassign their decoy launchers like they should.

SJW: Fixed for v2.4.0

I'm not sure about this one but when using SM to instant research decoy launchers, if the ship design window is open, the component does not get properly researched, the research event log is generated but even after pressing "refresh tech" or just reopening the ship design menu the decoy launcher wont show up. SM researching with the ship design window closed seems to work though. HOWEVER, in all cases, the Technology Overview window never seems to show the decoy launchers in their aptly named "Decoy Launcher" category (they aren't marked obsolete).
« Last Edit: December 18, 2023, 10:30:16 AM by Steve Walmsley »
 

Offline Uran

  • Chief Petty Officer
  • ***
  • U
  • Posts: 31
  • Thanked: 7 times
Re: v2.3.1 Bugs Thread
« Reply #115 on: December 17, 2023, 09:08:23 AM »
In my current game, I do not see the Thermal Reduction technology anymore.

I am unaware of the exact time this was took place. Maybe it was there until I disassembled some alien technology. At least some of them gave me some progress in Defensive science. But of course I am absolutely not sure about this.

Unfortunate, I can't imagine how it is possible to figure out what was happening. I could provide the DB, but if it does not log changes I do not know if it is possible to find the root cause.

PS. My game is too old by now. I am going to roleplay that.
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1706
  • Thanked: 599 times
Re: v2.3.1 Bugs Thread
« Reply #116 on: December 17, 2023, 01:05:58 PM »
I'm posting this as a bug because I think this is an unintended side effect of the way decoys are designed.

Decoys can't be loaded into a magazine, when trying to add the decoys to a ships ordnance template, I just get 0 despite available space. This makes it impossible to transport decoys via magazine from one population to another, which is quite annoying if you have static defense bases that use countermeasures. I get that we shouldn't be able to reload decoy launchers through a ships magazine, but we should still be able to transport them to distant populations.

SJW: Decoys aren't 'missiles' in the traditional sense, so this is working as intended. I agree though that some form of transport for decoys is needed.
« Last Edit: December 18, 2023, 10:14:54 AM by Steve Walmsley »
 

Offline Cobaia

  • Warrant Officer, Class 1
  • *****
  • C
  • Posts: 88
  • Thanked: 16 times
Re: v2.3.1 Bugs Thread
« Reply #117 on: December 17, 2023, 02:51:56 PM »
Hello,

For some reason the Ground Force Commanders promotions are not happening despite I have the units requiring an upper level. Wasn't this change introduced in 2.0?
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 3009
  • Thanked: 2265 times
  • Radioactive frozen beverage.
Re: v2.3.1 Bugs Thread
« Reply #118 on: December 17, 2023, 03:26:22 PM »
Hello,

For some reason the Ground Force Commanders promotions are not happening despite I have the units requiring an upper level. Wasn't this change introduced in 2.0?

Promotions can only occur one level at a time, so make sure you have an intermediate level. Commanders will not promote from, e.g., Major to Field Marshal in one go (using typical rank names for this example). Almost every time someone says the auto-promote is not working this is the reason.
 

Offline Ulzgoroth

  • Captain
  • **********
  • U
  • Posts: 423
  • Thanked: 73 times
Re: v2.3.1 Bugs Thread
« Reply #119 on: December 17, 2023, 07:14:14 PM »
Superheavy Vehicle Armor tech (and Ultraheavy Vehicle Armor tech) does not require the Superheavy Vehicle unit type, even though you can't actually use it without that.

SJW: Fixed for v2.4.0
« Last Edit: December 18, 2023, 10:35:26 AM by Steve Walmsley »