Author Topic: 4.0b Bugs  (Read 28540 times)

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Offline schroeam

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Re: 4.0b Bugs
« Reply #240 on: July 10, 2009, 10:50:37 AM »
Quote from: "sloanjh"
I've heard of dangerous research, but this is a bit much....

I had 480 points left  on Earth to finish Beam Fire Control Range 24,000.  It was 2nd in the research queue.  One of my ships transitted into the system, and downloaded 640 points to Earth, which completed Beam Fire Control Range 24,000.  That part is all okay.

The unexpected part is that it also disintegrated my home world population :-)  I was tempted to role play it from there (as a mysterious catastrophe), but since I'd just backed up 15 minutes earlier I went ahead and restored (and had the same thing happen).  Pulling the research out of the queue solved the problem though after restoring again.  Another indicator that it was the "research completed" event that did it was that the additional research being downloaded all went to Mars.

I know that you've change the research spying rules a lot for 4.1, but thought I'd report it anyway in case the bugs still there for other forms of research point acquisition, e.g. interrogations.  To repeat, it appears that a project that's in the queue and completed through download destroys the queue's population.

John
So that's whats causing that.  I've had that happen twice.  The first time I started a new campaign, the second I recreated my Earth population.  That took some doing, but I had a pretty good idea of how many of each factory, shipyard, mine, lab, etc. I had.  The funny thing is that the commanders survived and had to be manually moved to the new Earth colony.  This clears up a lot.

Adam.
 

Offline Kurt

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Re: 4.0b Bugs
« Reply #241 on: July 12, 2009, 09:23:25 AM »
Steve -  

This is actually a suspected v3.11 bug, and I don't know if you've changed ground combat since then, so it may or may not still be valid.  

Simply put, for some time I've been getting odd results out of ground combat, where it appears that out-numberred forces seem to be doing a lot of damage against numerically superior forces.  I've written this off as being atypical but statistically possible results, but I've just had something happen that is so unlikely that I felt I had to mention it.

The situation is as follows -

Side A: 4xHeavy Assault Division (HAD), 3xAssault Infantry Divisions (AID),  Offensive strength 343, Defensive strength 282

Side B: 6xEngineer divisions, Offensive Strength 0, Defensive strength 96

This is quite obviously a lopsided match, and Side B should have been destroyed quickly.  That is not how it worked out, though.  After the first round of combat was resolved, Side A lost 4xHAD and 1xAID, while Side B lost 3xEng.  This result was so far from what I expected that I examined the Event Updates screen to determine how this could happen, and this is what I discovered: Aurora showed Side B as having an attack strength of 1875 and a defense strength of 339.8, while Side A had an attack strength of 1958 and defense strength of 223.  

Both side's offensive strength was drastically overstated, particularly Side B's (which should have been 0 and wasn't attacking, only defending), while Side A's defense strength was understated and Side B's was overstated.  

I don't know what modifiers Aurora uses for combat, but in any case, Side B had no offensive strength at all, so how it could go from 0 to 1875 I have no idea.  

Kurt
 

Offline simon

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Re: 4.0b Bugs
« Reply #242 on: July 13, 2009, 12:13:03 PM »
A few decades deep into the game my empire faltered all was well until for a certain reason my economy ground to a halt. Basically wealth generation seized up galaxy wide and capital reserves were consumed. Sectors of the the empire from research and development to shipbuilding along with armaments and fuel production. My empire is in the middle of a life and death struggle and expecting combat vessels to be released from naval yards to flesh it's severely battered navy, and the merchant navy has transferred the empire's last fuel reserves to active fleet combatants (a for want of a nail case). I've tried role playing the bug sloanjh-style(Till extinction) but I've ploughed a lot into this one and was wondering whether recovery from the bug is possible from backup.
PS whats wrong with the smilies  they aren't working.
 

Offline Erik L (OP)

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Re: 4.0b Bugs
« Reply #243 on: July 13, 2009, 12:28:38 PM »
:roll:  :wink:
 

Offline simon

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Re: 4.0b Bugs
« Reply #244 on: July 13, 2009, 01:12:30 PM »
Hmm must be the browser. So is there any solution. Just tried it again and even the backup hiccups on the month of July don't know why, should I open up the database or shut the casket.
 

Offline alexwildstar

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Re: 4.0b Bugs
« Reply #245 on: July 16, 2009, 05:58:58 PM »
I am trying to start a game and busy trying to figure out how to build my ships.   The problem I have found though is after I exit the game I can renter the game but I do not have acces to my industrial. research  population page.   I can open ship creation and alien contact window.      The population and production window does come up on the bottm of my computer screen but when i try and maximize it it wont open.   any ideas
 

Offline Hawkeye

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Re: 4.0b Bugs
« Reply #246 on: July 16, 2009, 10:37:06 PM »
On the game setup-screen, select/deselect "Recall windows position"
This does the trick usually
Ralph Hoenig, Germany
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #247 on: July 18, 2009, 05:27:09 PM »
Load Sorium when X available seems to be not working properly.

It seems to be loading the sorium, but not processing the order.  In other words, if I load when 400 available, and there's 428 on the world, after the next pulse the order list will still be sitting on "load when 400 available", but the 428 will have been transfered to the ship.

John
 

Offline Erik L (OP)

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Re: 4.0b Bugs
« Reply #248 on: July 19, 2009, 12:26:18 AM »
Quote from: "simon"
Hmm must be the browser. So is there any solution. Just tried it again and even the backup hiccups on the month of July don't know why, should I open up the database or shut the casket.

Which browser are you using? The smilies are all stock phpBB3.0. I've not done anything with them. Make sure on the side --> when you are composing the message it says "Smilies are ON".
 

Offline alexwildstar

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Re: 4.0b Bugs
« Reply #249 on: July 19, 2009, 04:05:54 AM »
ok i tried de selecting and selecting the window recall call button but that did not fix my problem anyone else have any idea on how to get my population/economy screen to open.    I trying to load a saved game and i can open anyother window/screen    except that one.
 

Offline Cassaralla

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Re: 4.0b Bugs
« Reply #250 on: July 19, 2009, 04:51:16 AM »
Quote from: "alexwildstar"
ok i tried de selecting and selecting the window recall call button but that did not fix my problem anyone else have any idea on how to get my population/economy screen to open.    I trying to load a saved game and i can open anyother window/screen    except that one.


Your Pop/Econ window has to be closed at the time you use the window recall option for it to work.
 

Offline IanD

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Re: 4.0b Bugs
« Reply #251 on: July 23, 2009, 03:34:18 PM »
A possible bug for those of us who are unable to coordinate the arrival of a Jump Ship with the survey group. The survey group was ordered to transit the jump point and divide; however when the jump ship failed to show up on schedule, the survey group divided anyway! On the wrong side of the jump point.
Regards
IanD
 

Offline IanD

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Re: 4.0b Bugs
« Reply #252 on: July 24, 2009, 05:56:08 AM »
Not sure whether this has been reported already but in case it hasn’t here goes.

I recruited a Xenologist team from available officers in the F2 screen, for deployment on Mars where I had placed a ruin. When I went to order their transport to Mars from Earth I couldn't find the order pick-up team. I checked I had created the team, and I had, but had inadvertently selected Mars as the colony, so the team were already on Mars, I can only assume they teleported! :D

Should the officer screen for team selection be some how linked to the colony? Does it work for extra solar colonies? (I don’t have any to try it on, building up a fleet to get demolished by the precursors in Sigma Draconis!)

If you replace an officer in a team do they have to be in the same place I had assumed yes, but perhaps not? Should they need to be in the same place or is that too much micro management?

Regards
IanD
 

Offline Father Tim

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Re: 4.0b Bugs
« Reply #253 on: July 24, 2009, 07:56:06 PM »
Quote from: "IanD"
Not sure whether this has been reported already but in case it hasn’t here goes.

I recruited a Xenologist team from available officers in the F2 screen, for deployment on Mars where I had placed a ruin. When I went to order their transport to Mars from Earth I couldn't find the order pick-up team. I checked I had created the team, and I had, but had inadvertently selected Mars as the colony, so the team were already on Mars, I can only assume they teleported! :D

Should the officer screen for team selection be some how linked to the colony? Does it work for extra solar colonies? (I don’t have any to try it on, building up a fleet to get demolished by the precursors in Sigma Draconis!)

If you replace an officer in a team do they have to be in the same place I had assumed yes, but perhaps not? Should they need to be in the same place or is that too much micro management?

Regards


The Officer screen already has a check box for "Assign to Any Location" - it is assumed civilian transport or possibly small courier ships (dispatch boats?) handle moving officers to their new commands.  Steve mentioned the possibility of coding in a delay to represent travel time, but decided it would require too much effort for such a minor payoff.  Officers & teams may be sent via ship with pick-up and drop-off commands for those that wish to roleplay out all transfers, and can be 'beamed around' for those (like me) who view it as 'fiddly little details that our personnel office should be handling' instead of we lofty Emperor types.

#:-]
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #254 on: July 25, 2009, 11:16:51 AM »
Ok, so this is probably more of a "feature" but....

In the class summary display (1st) tab of the class design screen (F5), the "to hit" probabilities for the various fire controls don't take tracking speed of the weapons systems into account.  I've got researched tracking speed of 5K, a 2x fire control (10K speed), and the only weapons on the ship are non-turretted laser.  The ship speed is ~6K.  When I toggle between the 5K and 10K target speed buttons, the probabilities don't change.  When I toggle from 10K to 20K target speed, the probabilities drop to 1/2 of the 5K (base) value.  From this, I'm pretty sure that the probability table is only looking at the tracking speed of the fire control, without taking the weapon mounts' tracking speed into account.

I realize fixing this would probably require multiple rows when displaying the "to hit" fall-off for ships with both turretted and non-turretted weapons (or with turrets with multiple speeds) or another button selector.

A related suggestion:  It would be really nice to be able to see the probability table for FC while it was being design (or looked at on the tech table) rather than having to put it into a class to see what it can do.  Post 4.1, of course :-)

John