Author Topic: v2.5.1 Bugs Thread  (Read 142418 times)

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Offline db48x

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Re: v2.5.1 Bugs Thread
« Reply #300 on: November 01, 2024, 08:23:28 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?

How can the cost be independent of the research speed when it is literally multiplied by the speed?

The cost of a research lab should be based on the number of people that it employed during the increment, not the amount of research that it accomplished. As it stands, at 10% research speed you just need to employ 10× the number of people (in 10× the number of labs), as you would at 100% speed. The total wealth cost will be the same either way, because each lab costs only 10% as much.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #301 on: November 02, 2024, 05:50:04 AM »
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?

How can the cost be independent of the research speed when it is literally multiplied by the speed?


I think because, in the above calculation, Research Amount has already been adjusted for the Research Speed game setting (presumably by multiplying by Research Speed / 100).
Therefore this cost calculation multiplies by the inverse factor to cancel it out.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #302 on: November 02, 2024, 08:33:13 AM »
Right-clicking on the main map (or the galactic map) and selecting a colony opens the Econ window with that colony selected.
Except sometimes it opens the Econ window with no colony selected.

Of the colonies in my game, it works correctly for:
  • Colonies with non-zero population.
  • Civilian Mining Colonies.
  • Colonies with orbital miners in orbit.

It opens with no colony selected for:
  • Colonies with only ground units and/or a deep space tracking station
  • Colonies with only a mass driver
  • DSPs (I have one with nothing at all, and one with only maintenance capacity)

Quote
SJW: Can't reproduce - working normally for me.

That's so weird.
Just to confirm, if you do this:
1) make a new colony anywhere.
2) right click the colony location on the main map, and select the colony to open it

Then the econ window opens with the colony selected?
For me, the econ window is blank. No colony is selected.
 

Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #303 on: November 02, 2024, 08:59:47 AM »
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?

How can the cost be independent of the research speed when it is literally multiplied by the speed?


I think because, in the above calculation, Research Amount has already been adjusted for the Research Speed game setting (presumably by multiplying by Research Speed / 100).
Therefore this cost calculation multiplies by the inverse factor to cancel it out.

Yes, that's correct.
 

Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #304 on: November 02, 2024, 09:01:54 AM »
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.

No, it is only affected by the overall game research speed.

I agree it probably is better to modify by the racial research speed as well. I'll add that to the game.

EDIT: The formula is now

Wealth Cost = Research Amount * Facilities * ROI * (100.0 /  Game Research Speed) * (1 / Species Research Speed)
« Last Edit: November 02, 2024, 09:12:50 AM by Steve Walmsley »
 
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Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #305 on: November 02, 2024, 09:45:16 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

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.

All NPR ground force formations have something called an Automated Template ID, which provides the AI with the function of that formation for deployment purposes. If you transfer something you designed to an NPR, it won't have that ID, causing the above error when the AI queries the formation.

How did you do the transfer? I need to remove that option if it exists in game.
 
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Offline Louella

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Re: v2.5.1 Bugs Thread
« Reply #306 on: November 02, 2024, 09:49:32 AM »
How did you do the transfer? I need to remove that option if it exists in game.

I did it with the "Transfer Alien" button on the Ground Forces window.
 
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Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #307 on: November 02, 2024, 09:54:00 AM »
Right-clicking on the main map (or the galactic map) and selecting a colony opens the Econ window with that colony selected.
Except sometimes it opens the Econ window with no colony selected.

Of the colonies in my game, it works correctly for:
  • Colonies with non-zero population.
  • Civilian Mining Colonies.
  • Colonies with orbital miners in orbit.

It opens with no colony selected for:
  • Colonies with only ground units and/or a deep space tracking station
  • Colonies with only a mass driver
  • DSPs (I have one with nothing at all, and one with only maintenance capacity)

Quote
SJW: Can't reproduce - working normally for me.

That's so weird.
Just to confirm, if you do this:
1) make a new colony anywhere.
2) right click the colony location on the main map, and select the colony to open it

Then the econ window opens with the colony selected?
For me, the econ window is blank. No colony is selected.

I've just created an empty colony in a random system, then right-clicked that system on the galactic map and clicked the colony. The Economics window opened with that new colony selected.

It is possible there was a bug in v2.5 that I accidentally fixed while working on other things.
 
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Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #308 on: November 02, 2024, 10:00:44 AM »
How did you do the transfer? I need to remove that option if it exists in game.

I did it with the "Transfer Alien" button on the Ground Forces window.

Thanks - I'll either disable that for transfer to NPRs, or find a way to set a template ID for unknown formations.

EDIT: I've added some code that allows NPRs to analyse any transferred formation and assign them one of their own templates (infantry, armour, STO, Brigade HQ, survey, xeno, construction or decomtamination), depending on the composition of the formation and the designs of the units therein.
« Last Edit: November 02, 2024, 12:46:56 PM by Steve Walmsley »
 
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Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #309 on: November 02, 2024, 04:06:38 PM »
Double-clicking the "Unrest Increasing" event opens the Econ window with the homeworld selected, even if the unrest is occurring at a different colony.

SJW: Fixed for v2.6
« Last Edit: November 02, 2024, 04:30:18 PM by Steve Walmsley »
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #310 on: November 03, 2024, 10:59:29 AM »
In the System Generation and Display window, using Wide View, the colony cost projection panel (bottom right) is blank for moons with no eccentricity around planets with non-zero eccentricity, even though the temperature on such a moon will vary by the planet's distance from the sun.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #311 on: November 04, 2024, 05:22:02 AM »
Auto Refit task gets faster each iteration.

I have a 1kt, 2-slip yard that is auto-refitting some fighter scouts.
The slips began the task simultaneously, and I have had no mineral shortages, so the tasks have also been completing simultaneously.

My current FCT_GameLog contains the last eight pairs of completion events, which indicate that the time between refits has been steadily decreasing.

timestamp     Date            H  M   S   seconds     delta
  998452620 08/22/2056 03 57 00 
1002134825 10/03/2056 18 47 05  3682205
1005221275 11/08/2056 12 07 55  3086450    595755
1007692540 12/07/2056 02 35 40  2471265    615185
1009554030 12/28/2056 15 40 30  1861490    609775
1010872480 01/12/2057 21 54 40  1318450    543040
1011583850 01/21/2057 03 30 50    711370    607080
1011853930 01/24/2057 06 32 10    270080    441290

(Note that this task has been ongoing for longer than the log shows. That first completion event above was not the first completion for this Auto Refit task.)

The next refit just started, and was projected to finish in just two days (1-26-2057).
I canceled the task and started a new one, and the projected finish is in 55 days (3-20-2057), which is the expected duration by my calculations:

The cost of the refit task is 43.
The build rate displayed for the task on the Shipyard Task tab is 286.
43/286 * 365 = ~54.9.


Other possibly pertinent info:
The source ship is 471 tons (9.4138 exact size).
The target ship is 500 tons (9.9994 exact size).
My governor's shipbuilding bonus is 30%. No sector.
My race is still at starting shipbuilding rate (400).
The planet has had 100% in all economic modifiers for the duration.

DB attached.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #312 on: November 04, 2024, 05:39:26 AM »
Ship components in a ship's cargo hold only occupy the space of a single component, no matter how many are there.

I have a fleet with a single ship with 400t cargo space.
I gave an order to load Crew Quarters (50t each) at a colony.
The ship loaded 8 (as expected).

After loading, the fleet's cargo capacity read "400 (350)", indicating that only 50t of space was being used.

I gave another order to load Crew Quarters.
The ship loaded 7.
I now have 15 of these 50t components loaded, despite only having 400t of cargo space.

SJW: Yes, I noticed this in my own game and fixed it.
« Last Edit: November 04, 2024, 11:45:18 AM by Steve Walmsley »
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #313 on: November 04, 2024, 04:35:25 PM »
Double-clicking the "Fighter Construction" event opens the Industry tab of the Econ window with the homeworld selected, even if the event occurred at a different colony.

SJW: Fixed for v2.6. The reason for the similar errors of this type is that the event generation function is overloaded and I haven't always used the full parameter list that allows the correct behaviour in these cases.
« Last Edit: November 07, 2024, 09:46:23 AM by Steve Walmsley »
 

Offline ChubbyPitbull

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Re: v2.5.1 Bugs Thread
« Reply #314 on: November 05, 2024, 10:14:24 AM »
Not sure if this is a bug, or just a mechanic that needs more clarification in-game, but currently to disassemble a component for tech at a population, there's a pop-up saying it can only be done at a population "with at least one operating Research Facility."

While true, it appears that a corollary to this is you need at least one operating Research Facility that is also fully staffed. At a colony with 2 operating research facilities but suffering a severe workforce shortage, I was not able to disassemble the component, but once I raised the population/remove enough other facilities so that there were enough workers to fully staff one of the Research Facilities I was then able to perform the disassembly.

I think the fully staffed requirement may be intended as you need enough people to analyze an alien component, but the pop-up is misleading in that case.

SJW: Working as intended
« Last Edit: November 07, 2024, 09:42:27 AM by Steve Walmsley »