Author Topic: v2.3.1 Bugs Thread  (Read 8522 times)

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Offline nuclearslurpee

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Re: v2.3.1 Bugs Thread
« Reply #60 on: December 09, 2023, 09:57:34 PM »
Quote
Fixes
  • Ground units now deleted correctly when parent colony is deleted.

Does not appear to work. Ground units at a deleted colony still show up in the Order of Battle when the Location checkbox is unchecked.

SJW: Cannot reproduce.

Re-reporting from previous bug thread as this happens to me in 2.3.1 as well.

Steps to reproduce:
1. Create a colony somewhere, like Venus since it is useless.
2. Instant-build a bunch of ground formations.
3. Delete the colony.
4. Ground formations still exist in the Ground Forces window if the Location checkbox is unchecked.

Closing and re-opening the Ground Forces window does not change this behavior.

SJW: Fixed for v2.4.0
« Last Edit: December 18, 2023, 09:19:46 AM by Steve Walmsley »
 

Offline Droll

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Re: v2.3.1 Bugs Thread
« Reply #61 on: December 09, 2023, 11:41:11 PM »
The change logs for 2.2.0 state that all particle beams are now HS 6 (300 Tons). However looking at the DB I notice that particle beam 16 and onwards seem to have their old sizes still (HS 12 onwards). I'm assuming that's not intended. For what it's worth the same problem also exists for the advanced variants

Looks like it's already fixed for 2.4.0.

SJW: Yes, fixed for v2.4.0
« Last Edit: December 11, 2023, 04:55:43 AM by Steve Walmsley »
 

Offline captainwolfer

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Re: v2.3.1 Bugs Thread
« Reply #62 on: December 10, 2023, 12:30:28 AM »
Bug Report: Attacking a planet defended by the precursors. I destroyed the ships in orbit with missiles, went close and got shot by laser STOs, so I destroyed the laser STOs with volleys of missiles (12-13 fired at a time). I then sent a ship to go to the planet, and it just got shot by what are either railgun or gauss cannon STOs. However, the gauss cannons/railguns did not attack the missile volleys I had sent, which I assume should not be the case.
 

Offline Droll

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Re: v2.3.1 Bugs Thread
« Reply #63 on: December 10, 2023, 01:13:57 AM »
Disabling eccentric orbits does not seem to disable eccentricity for the Sol system. It works properly on newly generated systems though. This can be observed by watching the planets fail to align with their circular orbital paths drawn on the tactical view.

To reproduce just create a new game with eccentricity options disabled and observe through production increments.
 

Offline joshuawood

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Re: v2.3.1 Bugs Thread
« Reply #64 on: December 10, 2023, 07:18:39 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.

It has happened again, attaching the DB again.
https://i.imgur.com/u9mNWPM.png
https://i.imgur.com/EF5SW1D.png

i still don't know of a way to find the salvo ID of a specific missile without just randomly guessing and deleting them from the salvos screen.


« Last Edit: December 10, 2023, 07:31:05 AM by joshuawood »
 

Offline Garfunkel

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Re: v2.3.1 Bugs Thread
« Reply #65 on: December 10, 2023, 11:18:26 AM »
Fighter-sized crafts (shuttles etc) are still unable to land on a planet so to load/unload them you need a spaceport or the appropriate stations.

SJW: Fixed for v2.4.0
« Last Edit: December 18, 2023, 09:41:15 AM by Steve Walmsley »
 

Offline Kaiser

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Re: v2.3.1 Bugs Thread
« Reply #66 on: December 10, 2023, 12:12:28 PM »
Moved 35 terraforming installation on Mars using civilian contracts, now I want move these installs. on another planet using the civilian contract, however this time I cannot add a "supply" order for the terraforming, instead the number I set ends in the "demand" for terraforming.

If instead, I remove the demand order from Mars, then I can add the supply order.

Bug? I remember there was something similar in previous version, maybe it is time to address it Steve?

SJW: Working as intended. You can't have supply and demand for the same installation at the same planet.
« Last Edit: December 10, 2023, 01:02:26 PM by Steve Walmsley »
 

Offline Snoman314

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Re: v2.3.1 Bugs Thread
« Reply #67 on: December 10, 2023, 12:28:24 PM »
Moved 35 terraforming installation on Mars using civilian contracts, now I want move these installs. on another planet using the civilian contract, however this time I cannot add a "supply" order for the terraforming, instead the number I set ends in the "demand" for terraforming.

If instead, I remove the demand order from Mars, then I can add the supply order.

Bug? I remember there was something similar in previous version, maybe it is time to address it Steve?

Having a Demand order and Supply order for the same thing at the same location wouldn't make sense. Sounds like WAI to me.
 

Offline Ultimoos

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Re: v2.3.1 Bugs Thread
« Reply #68 on: December 10, 2023, 02:05:48 PM »
Moved 35 terraforming installation on Mars using civilian contracts, now I want move these installs. on another planet using the civilian contract, however this time I cannot add a "supply" order for the terraforming, instead the number I set ends in the "demand" for terraforming.

If instead, I remove the demand order from Mars, then I can add the supply order.

Bug? I remember there was something similar in previous version, maybe it is time to address it Steve?

Having a Demand order and Supply order for the same thing at the same location wouldn't make sense. Sounds like WAI to me.

This happens, because now even when order is fulfilled it remains in either demand or supply active orders list. It just have a value of zero. Such order can remain until you restart the game. Let's say you ordered 1000 infrastructure to Luna. The order gets fulfilled, but remains on the list. Some time later you terraform Luna and you no longer need any infrastructure there. So you try to place a supply order with all that infrastructure, but game instead adds all of that to remaining active demand order. This was happening to me a lot before I realized what was going on.
 

Offline nuclearslurpee

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Re: v2.3.1 Bugs Thread
« Reply #69 on: December 10, 2023, 02:36:25 PM »
Bug report from Reddit, but I have confirmed this as well:

Quote from: Neosurvivalist
When I close out of the game and then reload it, all the colonies with the governor radio button "No Assignment" selected get swapped to "Automated Assignment". The other buttons save their state however. Just a little frustrating when all my civilian mining operations start using up my best administrators.

Version 2.3.1, TN start, random stars, happens every time I restart the game.

I can also confirm this is a big annoyance with the CMCs.

EDIT: Source of error appears to be that the "AutoAssign" field in FCT_Population is treated as a boolean, but the no-assignment status is stored as the integer value '2', which converts to TRUE. Seems like the solution is to change the column datatype to Integer.

SJW: Yes, that was the problem. Fixed for v2.4.0
« Last Edit: December 11, 2023, 04:48:57 AM by Steve Walmsley »
 

Offline paolot

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Re: v2.3.1 Bugs Thread
« Reply #70 on: December 10, 2023, 04:15:21 PM »
Maybe for non-English speaking people, "Demand order" and "Supply order" can have the same meaning.
"Demand order" can be read as "an order for a request, a demand, of goods", and "Supply order" as "an order to receive a supply": i.e. they can be the same thing.
If I remember well the mechanics, maybe could "Supply order" be better expressed as "Supply offer", or even better turn "supply" into "exportation"? So, it is clear that a site allows to supply that item.
And if the site serve as a deep space depot, it could have demand and supply active together: to receive goods from producing locations and distribute them to other places.
 

Offline Droll

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Re: v2.3.1 Bugs Thread
« Reply #71 on: December 10, 2023, 10:43:09 PM »
When designing Fire Controls and Active Sensors the option to improve the ECCM tech will generally speaking increase the Corbomite cost of the component. Unless it's a BFC in which case the increase is also reflected to the Uridium cost. This causes the resource cost of the BFC in question to be more than the BP cost of the component, which is unusual even outside the domain of active sensors/FCs.

This isn't WAI right?

SJW: Fixed for v2.4.0
« Last Edit: December 11, 2023, 04:35:06 AM by Steve Walmsley »
 

Offline captainwolfer

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Re: v2.3.1 Bugs Thread
« Reply #72 on: December 11, 2023, 01:20:42 AM »
Bug Report: I ordered an assault division (and its sub-units) to be built using the organization tab of the ground forces page. While it queued up the units properly, I just realized it did not add them to the organization properly. In the attached database save, you can see that the sub-units of 3rd division were instead attached in a weird way to 2nd division and sub-units within 2nd division (which had existed before I queued up 3rd division). To see how the divisions should look, just look at the organizations tab.

SJW: Fixed for v2.4.0. See this post: http://aurora2.pentarch.org/index.php?topic=13368.msg166993#msg166993

Edit: 2nd Bug Report: The standing order: "Move to system requiring Geosurvey" doesn't work. The ships just go to the manticore-sol jump point and repeatedly go back and forth between the two systems. in the database I provided you can see the bug by setting any of the survey ships to have "Move to system requiring Geosurvey" as standing order
« Last Edit: December 11, 2023, 07:48:23 AM by Steve Walmsley »
 

Offline Black

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Re: v2.3.1 Bugs Thread
« Reply #73 on: December 11, 2023, 01:23:22 AM »
I got also hit with assignment of ground unit formations when building from organizations bug. I never modified the build queue. I currently have two colonies with  GFCCs and both are affected. I am only 6 years in the game.

Only thing I did was constructing some ground formations from GU training window in Economics. But those formation were independent units without any hierarchy.

SJW: Fixed for v2.4.0
« Last Edit: December 18, 2023, 09:23:38 AM by Steve Walmsley »
 

Offline Impassive

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Re: v2.3.1 Bugs Thread
« Reply #74 on: December 11, 2023, 01:50:42 AM »
I got also hit with assignment of ground unit formations when building from organizations bug. I never modified the build queue. I currently have two colonies with  GFCCs and both are affected. I am only 6 years in the game.

Only thing I did was constructing some ground formations from GU training window in Economics. But those formation were independent units without any hierarchy.

I have also had issues with building using org, currently I'm only doing 1 org formation at a time, e.g. a division with 4 regiments as the lowest unit. If I then do the Corps made of multiple Divisions, it doesn't create the org correctly. I usually end up with randomly one of the sub units having a bunch of the newly created formations under it

SJW: Fixed for v2.4.0. See this post: http://aurora2.pentarch.org/index.php?topic=13368.msg166993#msg166993
« Last Edit: December 11, 2023, 07:48:32 AM by Steve Walmsley »