Author Topic: v2.6.0 Bugs Thread  (Read 2683 times)

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Offline simast

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Re: v2.6.0 Bugs Thread
« Reply #30 on: September 08, 2025, 09:57:16 AM »
Minor issue: I understand that dividends are removed in this version - but shipping lines UI still has "Last Dividend Time/Amount" lines.

SJW: Fixed for next version.
« Last Edit: September 08, 2025, 10:30:58 AM by Steve Walmsley »
 

Offline Salieri42

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Re: v2.6.0 Bugs Thread
« Reply #31 on: September 08, 2025, 10:53:38 AM »
For some reason, boarding enemy vessels doesn't resolve in you getting their portrait.

I boarded raiders, 2 NPRs and got boarded by swarm, got no portraits. The "Establish communication" SM option also doesn't reveal portrait. The only way to currently see race portrait if they didn't talk to you first is to in SM mode press edit on the racial icon and cancel it.



When doing standing/conditional orders, the checkmarks for "Copy Standing on Detach" and "Copy Conditional on Detach" get unticked when you detach ships, so if you recombine them back and transit-divide, all of orders get deleted and you have to load templates. These checkmarks also aren't saved into templates.
 

Offline SinisterMinister

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Re: v2.6.0 Bugs Thread
« Reply #32 on: September 08, 2025, 11:08:52 AM »
Hey. Not sure whether to put this here or in the suggestions thread but ultimately figured it would be better suited here.

2 accessibility issues I'm leaving for your consideration.
1. Comboboxes no longer automatically announce changes in values to NVDA and I assume other screen readers. So for example let's say I'm adjusting the category in the research screen, going from Biology to Construction, I have to shift tab and tab back to the combo box to know what it's set to.
2. The edit boxes in the customised NPR screen are shifted one space to the right. And on that note the new checkboxes in the Missile Screen all say no engine.

Awesome game really enjoy the changes.
 
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Offline simast

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Re: v2.6.0 Bugs Thread
« Reply #33 on: September 08, 2025, 01:39:19 PM »
In my current game the following techs are available for research at the same time:

  • Small Jump Point Stabilisation Module (2500 RP)
  • Jump Point Stabilisation Module 180 (5000 RP)

Suspect it might be a bug that they are available at the same time (should be an upgrade path).
 

Offline Black

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Re: v2.6.0 Bugs Thread
« Reply #34 on: September 08, 2025, 02:46:08 PM »
In my current game the following techs are available for research at the same time:

  • Small Jump Point Stabilisation Module (2500 RP)
  • Jump Point Stabilisation Module 180 (5000 RP)

Suspect it might be a bug that they are available at the same time (should be an upgrade path).

I believe this is WAI. Each module have different advantages, so one is not not really upgrade of the other.
 

Offline crispiboiz

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Re: v2.6.0 Bugs Thread
« Reply #35 on: September 08, 2025, 02:47:53 PM »
In my current game I am getting a 2.6.0 Function #1525: Object reference not set to an instance of an object. after I run a 5 turn full increment past 12/31. I attached the save from a few in game days before the error happens. I do not have any older backups as it's a new run, but I also have a save with about March 1004 as well and progressing from there gets the same error after 12/31.

I tried a few common fixes like deleting all orders, civilian fleets, etc with no success. When I look at the game log the only thing really happening at that time is NPR building a ship.

Decimal separator is period, US-locale.
TN-Start, Real Stars game.

Thanks for taking a look! I had a blast just setting up my game :)
« Last Edit: Yesterday at 08:48:12 AM by crispiboiz »
 

Offline relmz32

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Re: v2.6.0 Bugs Thread
« Reply #36 on: September 08, 2025, 07:36:52 PM »
On the Summary screen for colonies, the line above Infrastructure per million population read "Current Infrastructure/LG Infrastructure   1/2" where 1 and 2 show the amount of Infrastructure on the colony. This line now is just "Current Infrastructure". This line should still show the amount of infrastructure on the colony.
 

Offline GodEmperor

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Re: v2.6.0 Bugs Thread
« Reply #37 on: Yesterday at 12:57:42 AM »
The "automated governor" not working bug seems to be back.
."I am Colonel-Commissar Ibram Gaunt. I am known as a fair man, unless I am pushed.
You have just pushed me."
 
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Offline Oafsalot

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Re: v2.6.0 Bugs Thread
« Reply #38 on: Yesterday at 04:32:54 AM »
I've got a ship that won't refuel.

"STB Jump Engineer - 75k - Mk IA 003" in"Navy -> Industrial" Command. See the Db, attached.

I've also been talking to others about the Standing Orders bugs.

Standing Orders will overwrite themselves, so an order to refuel will be overwritten by an order to Stablize a JP, and also, they will overwrite valid orders entered manually. It is however not consistent and sometimes they work as expected.

I've also had a reoccurrence of the deployment clock refusing to tick down, but again, I didn't catch how it happened.

This time I didn't SM mode the ships.
 

Offline Demonius

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Re: v2.6.0 Bugs Thread
« Reply #39 on: Yesterday at 05:35:01 AM »
I've seen several reports on the discord that boarded and captured Raiders vessels are marked as "biological entities - no crew" as if they were swarm ships.

I have not played enough 2.6 yet by myself to encounter this, but its probably worth the bug report.
 

Offline lumporr

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Re: v2.6.0 Bugs Thread
« Reply #40 on: Yesterday at 10:43:51 AM »
Oh! I figured something out about missiles! For some reason, when selecting some missiles in the Load Previous dropdown missile tab, the "Separation Range" field will fill out with "150000000" which will throw an error, instead of just 150.
 

Offline Black

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Re: v2.6.0 Bugs Thread
« Reply #41 on: Yesterday at 02:58:23 PM »
Possible issue with Civilian Mining Colonies - I am pretty sure that in previous versions, when you had colony on planet, it was never selected as site for CMC. That seems to not be a case in 2.6.0, I made colony on Ceres which has Duranium deposit. Some time after that CMC was created on Ceres.
 

Offline Laurence

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Re: v2.6.0 Bugs Thread
« Reply #42 on: Yesterday at 10:56:17 PM »
Possible issue with Civilian Mining Colonies - I am pretty sure that in previous versions, when you had colony on planet, it was never selected as site for CMC. That seems to not be a case in 2.6.0, I made colony on Ceres which has Duranium deposit. Some time after that CMC was created on Ceres.

Oh if that is a change I like it. haha  I have been avoiding putting mines down on some nice bodies until some CMCs show up first.
 

Online pedter

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Re: v2.6.0 Bugs Thread
« Reply #43 on: Today at 12:22:02 AM »
v2.6.1 switching to v2.7.0 with a database update in the near future means it's time for me to get to work.

The usual data dump:
  • Fresh install of v1.13 patched directly to v2.6.0
  • Tested with conventional starts
  • Tested with random stars
  • Viewed from the Research tab of the Economics window
  • en-US standards: comma for thousands, period for decimals
  • Errors occur every time
  • Brand new Jan 1 2050 save started for testing rather than using the Example Game save
  • Fixed plasma carronade tech cost at 70cm and above.
  • Fixed the text of thermal reduction 24% technology (from 25%).

The thermal reduction tech display bug is fixed but the carronade tech cost bug still persists: 60cm @ 250k RP, 70cm @ 300k RP, 80cm @ 600k RP, "100 cm" @ 12,000k RP. I'm not certain if 70cm and 80cm were meant to be updated to the standard x2 per level but 100cm is definitely still a bug at 12m RP.

Additionally, I flushed out a number of other minor errors in the tech tree while I was working; it might be useful to correct them at the same time. The typo thread also seems to have fallen into disuse so I'll drop them here; please let me know if I should copy this list to the typo thread instead!
Lastly, I crossed paths with a number of other, smaller formatting and continuity issues. With your permission, I'd be happy to do a full copyedit of at least the research table to clean up anything else and return the updated table rather than leaving you to wrestle with a pile of individual changes. Please do let me know if that's something I can take care of for you!
 
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Online Andrew

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Re: v2.6.0 Bugs Thread
« Reply #44 on: Today at 07:04:32 AM »
In SM mode on the Priorities/Mic Tab of the class design when about to use instant build to assign to squadron, the list of squadrons includes a list of <name> <number> strike group instances which are not squadrons in my fleets but I suspect are NPR carrier strike groups