Author Topic: v2.5.1 Bugs Thread  (Read 46865 times)

0 Members and 2 Guests are viewing this topic.

Offline skoormit

  • Rear Admiral
  • **********
  • Posts: 951
  • Thanked: 392 times
Re: v2.5.1 Bugs Thread
« Reply #285 on: October 31, 2024, 03:20:12 PM »
Double-clicking the "Mineral Shortage" event opens the Econ window to the Mining tab with the homeworld selected, even if the shortage is at a different colony.

Same is true for the "Mineral Exhausted" event.

SJW: Both fixed for v2.6
« Last Edit: November 01, 2024, 09:30:21 AM by Steve Walmsley »
 

Offline Ragnarsson

  • Chief Petty Officer
  • ***
  • R
  • Posts: 49
  • Thanked: 15 times
Re: v2.5.1 Bugs Thread
« Reply #286 on: October 31, 2024, 04:57:08 PM »
Changing the "Research Speed" game option to a value greater than 100 breaks research wealth costs in-game, causing research to consume no wealth at all.
Values of 100 or less function as expected.

Replication: Within any game, new or existing, simply set the "Research Speed" game option to a value greater than 100. Ensure any research project is active and pass at least one construction cycle. Observe the Expenditures table of the Wealth/Trade tab. If this is a new game, you will observe no research expenditure occurring at all. If this is an existing game you will see the amount spent on Research begin to decline, disappearing entirely after whatever time-frame you have selected (1 month, 3 month, etc.) has passed.

SJW: Fixed for v2.6
« Last Edit: November 01, 2024, 08:55:21 AM by Steve Walmsley »
 
The following users thanked this post: skoormit

Offline alex_brunius

  • Vice Admiral
  • **********
  • Posts: 1303
  • Thanked: 197 times
Re: v2.5.1 Bugs Thread
« Reply #287 on: November 01, 2024, 07:06:23 AM »
Changing the "Research Speed" game option to a value greater than 100 breaks research wealth costs in-game, causing research to consume no wealth at all.
Values of 100 or less function as expected.

Replication: Within any game, new or existing, simply set the "Research Speed" game option to a value greater than 100. Ensure any research project is active and pass at least one construction cycle. Observe the Expenditures table of the Wealth/Trade tab. If this is a new game, you will observe no research expenditure occurring at all. If this is an existing game you will see the amount spent on Research begin to decline, disappearing entirely after whatever time-frame you have selected (1 month, 3 month, etc.) has passed.

I would actually prefer if the cost to run a Research Facility was fixed regardless of research speed value setting. This is because if you desire to change the difficulty of Research in terms of population and installations needed, isn't it logical to assume you want to also change the wealth cost needed too?
(if you need 10 times as many labs but they only consume 10% the wealth due to 10% speed as now the wealth cost / RP always remains the same )

I guess that is more of a suggestion, but it might simplify fixing this bug ;D
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11978
  • Thanked: 22251 times
Re: v2.5.1 Bugs Thread
« Reply #288 on: November 01, 2024, 09:14:46 AM »
Changing the "Research Speed" game option to a value greater than 100 breaks research wealth costs in-game, causing research to consume no wealth at all.
Values of 100 or less function as expected.

Replication: Within any game, new or existing, simply set the "Research Speed" game option to a value greater than 100. Ensure any research project is active and pass at least one construction cycle. Observe the Expenditures table of the Wealth/Trade tab. If this is a new game, you will observe no research expenditure occurring at all. If this is an existing game you will see the amount spent on Research begin to decline, disappearing entirely after whatever time-frame you have selected (1 month, 3 month, etc.) has passed.

I would actually prefer if the cost to run a Research Facility was fixed regardless of research speed value setting. This is because if you desire to change the difficulty of Research in terms of population and installations needed, isn't it logical to assume you want to also change the wealth cost needed too?
(if you need 10 times as many labs but they only consume 10% the wealth due to 10% speed as now the wealth cost / RP always remains the same )

I guess that is more of a suggestion, but it might simplify fixing this bug ;D

If I dropped wealth costs for research along with speed of research, it would change the balance of wealth within the game.

C# has a 'feature' whereby if you code decimal x = int y / int z, it will always return an integer value, not a decimal, losing any fractional value. You need to cast the first int as a decimal before the calculation. I just missed that in this particular case, which caused the bug.
 

Offline alex_brunius

  • Vice Admiral
  • **********
  • Posts: 1303
  • Thanked: 197 times
Re: v2.5.1 Bugs Thread
« Reply #289 on: November 01, 2024, 09:28:30 AM »
C# has a 'feature' whereby if you code decimal x = int y / int z, it will always return an integer value, not a decimal, losing any fractional value. You need to cast the first int as a decimal before the calculation. I just missed that in this particular case, which caused the bug.
Sweet, then it was a simple bugfix   ;D

If I dropped wealth costs for research along with speed of research, it would change the balance of wealth within the game.
You are already dropping the wealth cost for research along with the speed. I'm suggesting NOT to do that.

Right now 100 labs at 10% research speed employ 100 million workers (generating alot of wealth in taxes), but they cost just 10% the wealth to run since wealth is connected 1:1 to RP generated.
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 3202
  • Thanked: 2549 times
  • Radioactive frozen beverage.
Re: v2.5.1 Bugs Thread
« Reply #290 on: November 01, 2024, 09:31:48 AM »
If I dropped wealth costs for research along with speed of research, it would change the balance of wealth within the game.
You are already dropping the wealth cost for research along with the speed. I'm suggesting NOT to do that.

Right now 100 labs at 10% research speed employ 100 million workers (generating alot of wealth in taxes), but they cost just 10% the wealth to run since wealth is connected 1:1 to RP generated.

Agreed, I always thought it was weird that dropping the (racial) research rate made your economy easier. Not that wealth is usually a big challenge, but still.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11978
  • Thanked: 22251 times
Re: v2.5.1 Bugs Thread
« Reply #291 on: November 01, 2024, 09:48:13 AM »
What are Function #115 and Function #1658 ?

The error window only says "object reference not set to instance of an object"

GroundCombatSetup and AssignRegimentsToHQs
 
The following users thanked this post: Louella

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11978
  • Thanked: 22251 times
Re: v2.5.1 Bugs Thread
« Reply #292 on: November 01, 2024, 10:23:02 AM »
If I dropped wealth costs for research along with speed of research, it would change the balance of wealth within the game.
You are already dropping the wealth cost for research along with the speed. I'm suggesting NOT to do that.

Right now 100 labs at 10% research speed employ 100 million workers (generating alot of wealth in taxes), but they cost just 10% the wealth to run since wealth is connected 1:1 to RP generated.

Agreed, I always thought it was weird that dropping the (racial) research rate made your economy easier. Not that wealth is usually a big challenge, but still.

The code is:

Wealth Cost = Research Amount * Facilities * ROI * (100.0 /  Research Speed)

So to me that means that cost should be independent of speed. If research speed is 25%, then cost should be 4x research amount. Is something else happening in reality?

Note this was the line causing problems with research speed above 100, because it resolved to zero before I fixed the problem. However, anything at 50 or below should increase cost per RP. It was a still a bug that it return an int, so 40 would be 2x and 60+ would be 1x, but less noticeable. 10 though should be 10x in v2.5 even with the bug.

« Last Edit: November 01, 2024, 10:25:54 AM by Steve Walmsley »
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 3202
  • Thanked: 2549 times
  • Radioactive frozen beverage.
Re: v2.5.1 Bugs Thread
« Reply #293 on: November 01, 2024, 01:47:43 PM »
The code is:

Wealth Cost = Research Amount * Facilities * ROI * (100.0 /  Research Speed)

So to me that means that cost should be independent of speed. If research speed is 25%, then cost should be 4x research amount. Is something else happening in reality?

Note this was the line causing problems with research speed above 100, because it resolved to zero before I fixed the problem. However, anything at 50 or below should increase cost per RP. It was a still a bug that it return an int, so 40 would be 2x and 60+ would be 1x, but less noticeable. 10 though should be 10x in v2.5 even with the bug.

Does the "Research Speed" variable include the racial modifier? I always leave the global value at 100 and set the racial modifier, so as to give the NPRs some compensation for the player's ability to optimize tech rate and path better.
 

Offline Snoman314

  • Sub-Lieutenant
  • ******
  • Posts: 128
  • Thanked: 39 times
Re: v2.5.1 Bugs Thread
« Reply #294 on: November 01, 2024, 01:48:49 PM »
The code is:

Wealth Cost = Research Amount * Facilities * ROI * (100.0 /  Research Speed)

So to me that means that cost should be independent of speed. If research speed is 25%, then cost should be 4x research amount. Is something else happening in reality?

Note this was the line causing problems with research speed above 100, because it resolved to zero before I fixed the problem. However, anything at 50 or below should increase cost per RP. It was a still a bug that it return an int, so 40 would be 2x and 60+ would be 1x, but less noticeable. 10 though should be 10x in v2.5 even with the bug.

I don't understand exactly what those other variables are, but with a racial research speed in the range 0.5 - 5, which is what I've played with, there seems to be a pretty direct proportional relationship where higher racial research speed costs more for the same number of research facilities. Perhaps 'Research Amount' and/or other values are being calulated with the racial research speed as a coefficient, and the result is cancelling out the divisor, or something like that?
 

Offline skoormit

  • Rear Admiral
  • **********
  • Posts: 951
  • Thanked: 392 times
Re: v2.5.1 Bugs Thread
« Reply #295 on: November 01, 2024, 02:01:13 PM »
The code is:

Wealth Cost = Research Amount * Facilities * ROI * (100.0 /  Research Speed)

So to me that means that cost should be independent of speed. If research speed is 25%, then cost should be 4x research amount. Is something else happening in reality?

Something else is happening, but it's hard to say what, exactly.

In my 20% research speed game, I have 91 labs presently generating RP at a rate of 9154/yr (= 762.8/mo) according to the Research tab.

My wealth/trade tab tells me I spent 1541.3 wealth on research over the last month.

Seems like I'm paying 2 wealth per RP.
 

Offline alex_brunius

  • Vice Admiral
  • **********
  • Posts: 1303
  • Thanked: 197 times
Re: v2.5.1 Bugs Thread
« Reply #296 on: November 01, 2024, 02:12:12 PM »
The code is:

Wealth Cost = Research Amount * Facilities * ROI * (100.0 /  Research Speed)

So to me that means that cost should be independent of speed. If research speed is 25%, then cost should be 4x research amount. Is something else happening in reality?

Note this was the line causing problems with research speed above 100, because it resolved to zero before I fixed the problem. However, anything at 50 or below should increase cost per RP. It was a still a bug that it return an int, so 40 would be 2x and 60+ would be 1x, but less noticeable. 10 though should be 10x in v2.5 even with the bug.

The game in question I noticed this was played using a 2022 version of the game and using 70% Research speed setting. I did not verify by actually testing 10%, sorry!
 

Offline Ragnarsson

  • Chief Petty Officer
  • ***
  • R
  • Posts: 49
  • Thanked: 15 times
Re: v2.5.1 Bugs Thread
« Reply #297 on: November 01, 2024, 02:24:39 PM »
The code is:

Wealth Cost = Research Amount * Facilities * ROI * (100.0 /  Research Speed)

So to me that means that cost should be independent of speed. If research speed is 25%, then cost should be 4x research amount. Is something else happening in reality?

Note this was the line causing problems with research speed above 100, because it resolved to zero before I fixed the problem. However, anything at 50 or below should increase cost per RP. It was a still a bug that it return an int, so 40 would be 2x and 60+ would be 1x, but less noticeable. 10 though should be 10x in v2.5 even with the bug.

Does the "Research Speed" variable include the racial modifier? I always leave the global value at 100 and set the racial modifier, so as to give the NPRs some compensation for the player's ability to optimize tech rate and path better.
In my testing it does not seem to include the racial modifier.

If one lowers the game option research modifier for all races to a value less than 100, research costs per research point increase as you'd imagine. Or put another way, cost per lab stays the same.

However, if you lower the RACIAL research modifier to a value less than 1.00, research costs per research point stay the same, or cost per lab is reduced proportional to the reduction in modifier.

These two settings are inconsistent with each other, and personally I'd favor an approach that harmonized the racial research modifier to that of the overall game research modifier, otherwise lowering the racial research modifier unbalances wealth generation and kind of trivializes it, given what a large proportion of overall wealth research can eat up.
« Last Edit: November 01, 2024, 02:36:20 PM by Ragnarsson »
 
The following users thanked this post: Snoman314

Offline skoormit

  • Rear Admiral
  • **********
  • Posts: 951
  • Thanked: 392 times
Re: v2.5.1 Bugs Thread
« Reply #298 on: November 01, 2024, 04:11:13 PM »
Double-clicking the "Civilian Mining Colony" event (for a new CMC) opens the Econ window to the Mining tab with the homeworld selected, instead of the new colony.

SJW: Fixed for v2.6
« Last Edit: November 02, 2024, 09:33:54 AM by Steve Walmsley »
 

Offline Louella

  • Warrant Officer, Class 1
  • *****
  • L
  • Posts: 76
  • Thanked: 137 times
Re: v2.5.1 Bugs Thread
« Reply #299 on: November 01, 2024, 06:42:33 PM »
What are Function #115 and Function #1658 ?

The error window only says "object reference not set to instance of an object"

GroundCombatSetup and AssignRegimentsToHQs

So if there's an error occurring, what might be happening, is it preventing NPRs building ground units, and would I be able to do anything about it ?

The only thing that I think I might have done that could have caused this, was transferring some ground units to a friendly NPR with the intention of helping them in a ground war against another NPR on the same body. So the NPR might still have some of those ground units left, which they wouldn't necessarily have the right ground force doctrine for.