Author Topic: v2.3.1 Bugs Thread  (Read 8538 times)

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Offline nuclearslurpee

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Re: v2.3.1 Bugs Thread
« Reply #45 on: December 06, 2023, 07:17:02 PM »
I am currently running a conventional start as a test campaign. Two NPRs have found each other and decided to express their distaste for one another by way of violence, with the usual accompaniment of increment adjustments and interrupts.

Occasionally, I am getting an error popup box "2.3.1 Function #755: Object reference not set to an instance of an object." on increments which are adjusted due to imminent action. The error does not crash or stop the game and I can continue with no apparent problems, but I don't know if this bug is affecting the NPRs in some way that will have long-term side effects.

I firmly believe that this is actually a very big problem requiring an immediate fix so we can have 2.4.0 with its saucy new jump drive mechanics.  ;D

SJW: Fixed for v.2.4.0
« Last Edit: December 07, 2023, 07:32:11 AM by Steve Walmsley »
 
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Offline Kaiser

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Re: v2.3.1 Bugs Thread
« Reply #46 on: December 07, 2023, 04:57:43 AM »
I am still getting the same error as my last bug report, after completing the stabilization of a lagrange point, this time on Saturn:

The function number: 3673
The complete error text: Object reference not set to an instance of an object
The window affected: main map
What you were doing at the time: click on 5 days increment, error popup, closing error window and the only event was the stabilization of the lagrange point.
Conventional or TN start: conventional
Random or Real Stars: real
Is your decimal separator a comma? comma
Is the bug is easy to reproduce, intermittent or a one-off? dunno
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 27

SJW: Fixed for v.2.4.0
« Last Edit: December 07, 2023, 07:35:16 AM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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Re: v2.3.1 Bugs Thread
« Reply #47 on: December 07, 2023, 07:31:48 AM »
I am currently running a conventional start as a test campaign. Two NPRs have found each other and decided to express their distaste for one another by way of violence, with the usual accompaniment of increment adjustments and interrupts.

Occasionally, I am getting an error popup box "2.3.1 Function #755: Object reference not set to an instance of an object." on increments which are adjusted due to imminent action. The error does not crash or stop the game and I can continue with no apparent problems, but I don't know if this bug is affecting the NPRs in some way that will have long-term side effects.

I firmly believe that this is actually a very big problem requiring an immediate fix so we can have 2.4.0 with its saucy new jump drive mechanics.  ;D

Its a small function that relocates admin commands from a pop that has been conquered or lost its last naval headquarters has been eliminated. If no admin command can be found, the error pops up but there is no other effect. I've fixed it for v2.4.0.
 

Offline Steve Walmsley (OP)

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Re: v2.3.1 Bugs Thread
« Reply #48 on: December 07, 2023, 07:34:54 AM »
I am still getting the same error as my last bug report, after completing the stabilization of a lagrange point, this time on Saturn:

The function number: 3673
The complete error text: Object reference not set to an instance of an object
The window affected: main map
What you were doing at the time: click on 5 days increment, error popup, closing error window and the only event was the stabilization of the lagrange point.
Conventional or TN start: conventional
Random or Real Stars: real
Is your decimal separator a comma? comma
Is the bug is easy to reproduce, intermittent or a one-off? dunno
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 27

It's a only a display issue. It's in the code for creating ship histories and it was trying to find a jump point to report on rather than the Lagrange point.
 
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Offline smoelf

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Re: v2.3.1 Bugs Thread
« Reply #49 on: December 07, 2023, 12:25:29 PM »
Genome Sequence: Base Gravity 20% seems to increase gravity by 2.3 instead of 1.2.

SJW: Fixed for v.2.4.0

Another thing related to different species (and might be a more QOL thing than actual bug): The system window does not update Colony Cost when selecting a new species. If you create a colony with the new species, then the system window updates, but if you close the window again, you are back to the original species and need to create a colony in a random place with the new species to see the proper colony cost.
« Last Edit: December 07, 2023, 02:39:08 PM by Steve Walmsley »
 

Offline nuclearslurpee

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Re: v2.3.1 Bugs Thread
« Reply #50 on: December 08, 2023, 11:59:37 AM »
I am seeing commanders occasionally gain skills that are not part of their specialty. Examples so far include a naval commander gaining Xenoarcheology skill and a ground forces commander gaining Diplomacy skill. While I appreciate the initiative of my commanders to become well-rounded individuals I'm not sure these particular endeavors are the best use of their valuable professional development hours.

SJW: Fixed for v2.4.0
« Last Edit: December 18, 2023, 09:11:37 AM by Steve Walmsley »
 
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Offline Ultimoos

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Re: v2.3.1 Bugs Thread
« Reply #51 on: December 08, 2023, 02:58:39 PM »
I have 2 stage missiles. Second stage has 2.2m km range. Separation is set to 1.5m km. Targeted hostile ship is going straight at firing ship. Second stage looses power just before hitting the target. Unfortunately I did not check the distance to target from point of separation. So I'm not sure if separation was too early, or missile somehow lost fuel half way.

Ok, I can confirm that separation took place at double the set distance.
I also noticed similar error. I made my ship follow the target at 40m km, but it's keeping, again double that distance, so 80m km.
« Last Edit: December 08, 2023, 03:26:38 PM by Ultimoos »
 

Offline Marski

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Re: v2.3.1 Bugs Thread
« Reply #52 on: December 09, 2023, 12:56:14 AM »
Using "Copy + Upgrade" function to create updated ground unit models, which then are ported into the original template and deleting the "upgraded" template for the sake of retaining formation numbering, removes the original template from "Organizations" list.

SJW: Removing the old formation is working as intended
« Last Edit: December 09, 2023, 04:39:49 AM by Steve Walmsley »
 

Offline joshuawood

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Re: v2.3.1 Bugs Thread
« Reply #53 on: December 09, 2023, 03:51:02 AM »
I have this save file that failed to load, my backups work. Not sure how much information you could get from this but hopefully some!

Many many error messages when i try to load it.
 

Offline joshuawood

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Re: v2.3.1 Bugs Thread
« Reply #54 on: December 09, 2023, 05:13:24 AM »
Weird formations appearing in the organisations tab that i assume shouldn't be there (with field positions)

https://media.discordapp.net/attachments/699273256531787836/1183000717393395742/image.png?ex=6586be46&is=65744946&hm=823c3fad0cd91d537ba9e2844a500ed4de3c21d472afe7fdc14269b171d6d676&=&format=webp&quality=lossless&width=1087&height=701

https://media.discordapp.net/attachments/699273256531787836/1183001055823413379/image.png?ex=6586be96&is=65744996&hm=020866bbae08ebe63792103ba226a5afc122eb90665a95c6086bafdf5c364d99&=&format=webp&quality=lossless

you can see in the first picture i have several "ASST Assault Squadron -77 (FA) in the list to assign to organisations, in the 2nd picture you can see i have no such formations named this meanwhile the proper ones don't appear in the list when they should do.

I will attach by DB so hopefully this will bring extra insight into the Organisations tab issues.

(i don't see this specific bug mentioned in here only other bugs about the organisations tab, my Organisations also refuse to sort themselves into the correct hierarchy after construction if you also want to test that out)
 

Offline joshuawood

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Re: v2.3.1 Bugs Thread
« Reply #55 on: December 09, 2023, 07:23:19 AM »
I have a fleet of alien ships that are firing at something (i assume by buoy) and they have done 1000+ damage with no signs of other enemies nearby.

Events screen:
https://media.discordapp.net/attachments/402321466839793664/1183033584957796382/image.png?ex=6586dce2&is=657467e2&hm=0a223a5bc272e613170ec851624bb19638bc2b9ad8b6ac1b35fbf042af75f0f7&=&format=webp&quality=lossless&width=1102&height=701

System View:
https://media.discordapp.net/attachments/402321466839793664/1183033612770222110/image.png?ex=6586dce8&is=657467e8&hm=bd6366620b65388c8b78a342796a992d6d08a498f9beb20428d4468a0cabd84d&=&format=webp&quality=lossless

They stopped firing after i deleted the buoy

(i couldn't find a way to find salvo ID on the system view so i had to guess based on age and the path of my mine layers, it would be nice to have a way to force that to appear on the system view for your own missiles again)

DB attached.
 

Offline nuclearslurpee

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Re: v2.3.1 Bugs Thread
« Reply #56 on: December 09, 2023, 06:15:51 PM »
Possible bug (call this a bug check): The Limited Research Admin setting is supposed to limit scientist admin skill to 1 + (0.2 * RADM) where RADM is the 'normal' research admin skill when the Limited option is not checked. According to the database, the maximum RADM bonus is 50.0, which means the maximum scientist admin skill with the Limited option active should be 1 + (0.2 * 50) = 11.

I currently have a brilliant sensor scientist with the ability to administer 14 labs, despite the fact that I have Limited Research Admin active as in all my games. This is about 15 years into a conventional start. It seems like the check for maximum admin skill is not scaling the maximum value of the skill to account for the Limited option, which I don't think is WAI.

SJW: WAI. I decided not to add a maximum for Limited Research games.
« Last Edit: December 11, 2023, 05:49:15 AM by Steve Walmsley »
 

Offline Froggiest1982

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Re: v2.3.1 Bugs Thread
« Reply #57 on: December 09, 2023, 07:07:12 PM »
I am sure I read this probably a long time ago, so it either escaped or reappeared.

Comets move in the direction of their tails instead of the opposite.

Offline Steve Walmsley (OP)

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Re: v2.3.1 Bugs Thread
« Reply #58 on: December 09, 2023, 07:19:36 PM »
Possible bug (call this a bug check): The Limited Research Admin setting is supposed to limit scientist admin skill to 1 + (0.2 * RADM) where RADM is the 'normal' research admin skill when the Limited option is not checked. According to the database, the maximum RADM bonus is 50.0, which means the maximum scientist admin skill with the Limited option active should be 1 + (0.2 * 50) = 11.

I currently have a brilliant sensor scientist with the ability to administer 14 labs, despite the fact that I have Limited Research Admin active as in all my games. This is about 15 years into a conventional start. It seems like the check for maximum admin skill is not scaling the maximum value of the skill to account for the Limited option, which I don't think is WAI.

That is working as intended, as I didn't want to limit improvement for the LRA games.
 
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Offline Steve Walmsley (OP)

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Re: v2.3.1 Bugs Thread
« Reply #59 on: December 09, 2023, 07:21:09 PM »
I am sure I read this probably a long time ago, so it either escaped or reappeared.

Comets move in the direction of their tails instead of the opposite.

The tail isn't connected to movement any more. It just faces away from the primary. I am considering changing it back though, as while the new version is scientifically correct, the older version was a better visual aid.
 
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