Author Topic: v4.4 Bugs  (Read 11614 times)

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Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #105 on: October 25, 2009, 07:21:07 PM »
Quote from: "Shinanygnz"
OK, I've updated to v4.45 and the error is gone.  However, I think you have another error in the code that this was masking as just before the update I had...
1 Admiral
0 Vice Admiral
1 Rear Admiral
2 Commodore
6 Captain
13 Commander
40 Lieutenant Commander (all in their 20s)

After the auto-assignment, it's carnage...

1 Admiral
0 Vice Admiral
1 Rear Admiral
1 Commodore
6 Captain
12 Commander

and (drum roll)

0 Lieutenant Commander

The event log says they've all retired because they've all suddenly gained around 40 years in age and are in their early sixties.
Yes, there is a bug. It looks like I need to put out a v4.46. Everyone else back up your databases now :) so nothing bad happens before i release v4.46

Steve
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #106 on: October 25, 2009, 07:29:55 PM »
A v4.46 patch is now out that fixes the retirement bug

viewtopic.php?f=10&t=1712

Steve
 

Offline Shinanygnz

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Re: v4.4 Bugs
« Reply #107 on: October 26, 2009, 01:45:31 PM »
Quote from: "Steve Walmsley"
A v4.46 patch is now out that fixes the retirement bug

viewtopic.php?f=10&t=1712

Steve

Indeed it does.   :lol:

Stephen
 

Offline Kurt

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Re: v4.4 Bugs
« Reply #108 on: October 26, 2009, 08:51:05 PM »
Steve -

I've been playing around with the CIWS design sequence, and as far as I can tell the Turret Rotation Gear setting doesn't seem to affect anything.  I stepped it down from 4,000 kps to 1250 kps, and it didn't seem to make a difference in the size, price, or any other aspect of the finished product.  

Kurt
 

Offline Beersatron

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Re: v4.4 Bugs
« Reply #109 on: October 26, 2009, 09:43:43 PM »
My fleet GE TG A had the following orders:

Primary default
-survey nearest planet or moon
Secondary default
-move to entry JP
conditional order 1
-if fuel less than 30% -> refuel nearest colony or tanker
condition order 2
-if supply less than 20% -> resupply nearest colony or tanker

I told them to jump and divide fleet, which they did. But, they then all performed the secondary order and moved to the entry gate instead of the primary which is now queued after the move to entry gate order.

The secondary order for all the fleets is now all 'no special order' even though I didn't change anything.

Also, the events list shows:
As per secondary orders, Shipyard TG has been assigned the following order: Move To Sol Jump Point Jump Point
As per secondary orders, GE TG A has been assigned the following order: Move To Sol Jump Point Jump Point

The thing is, there is no event text to signify that the other 5 subfleets from 'GE TG A' are heading to the sol jump point (but they are). So, does that mean that the secondary order is firing before the primary order and also before the first order which was to transit and divide?

Also, the Shipyard TG is in no way related to 'GE TG A', so I can't figure out why it would be giving me that notice.
 

Offline sloanjh

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Re: v4.4 Bugs
« Reply #110 on: October 27, 2009, 01:16:13 AM »
Quote from: "Shinanygnz"
The event log says they've all retired because they've all suddenly gained around 40 years in age and are in their early sixties.

Wasn't there a Star Trek episode about that? :-)

John
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #111 on: October 27, 2009, 11:13:11 AM »
Quote from: "Beersatron"
My fleet GE TG A had the following orders:

Primary default
-survey nearest planet or moon
Secondary default
-move to entry JP
conditional order 1
-if fuel less than 30% -> refuel nearest colony or tanker
condition order 2
-if supply less than 20% -> resupply nearest colony or tanker

I told them to jump and divide fleet, which they did. But, they then all performed the secondary order and moved to the entry gate instead of the primary which is now queued after the move to entry gate order.

The secondary order for all the fleets is now all 'no special order' even though I didn't change anything.

Also, the events list shows:
As per secondary orders, Shipyard TG has been assigned the following order: Move To Sol Jump Point Jump Point
As per secondary orders, GE TG A has been assigned the following order: Move To Sol Jump Point Jump Point

The thing is, there is no event text to signify that the other 5 subfleets from 'GE TG A' are heading to the sol jump point (but they are). So, does that mean that the secondary order is firing before the primary order and also before the first order which was to transit and divide?

Also, the Shipyard TG is in no way related to 'GE TG A', so I can't figure out why it would be giving me that notice.
Just to check, is this using v4.46 as there was a similar bug with secondary orders in an earlier version that was fixed?

Steve
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #112 on: October 27, 2009, 11:15:28 AM »
Quote from: "Kurt"
Steve -

I've been playing around with the CIWS design sequence, and as far as I can tell the Turret Rotation Gear setting doesn't seem to affect anything.  I stepped it down from 4,000 kps to 1250 kps, and it didn't seem to make a difference in the size, price, or any other aspect of the finished product.  
The code is automatically using the best available turret tracking speed for the selected race so I guess that dropdown really doesn't need to be there :)

Steve
 

Offline Beersatron

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Re: v4.4 Bugs
« Reply #113 on: October 27, 2009, 12:28:12 PM »
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
My fleet GE TG A had the following orders:

Primary default
-survey nearest planet or moon
Secondary default
-move to entry JP
conditional order 1
-if fuel less than 30% -> refuel nearest colony or tanker
condition order 2
-if supply less than 20% -> resupply nearest colony or tanker

I told them to jump and divide fleet, which they did. But, they then all performed the secondary order and moved to the entry gate instead of the primary which is now queued after the move to entry gate order.

The secondary order for all the fleets is now all 'no special order' even though I didn't change anything.

Also, the events list shows:
As per secondary orders, Shipyard TG has been assigned the following order: Move To Sol Jump Point Jump Point
As per secondary orders, GE TG A has been assigned the following order: Move To Sol Jump Point Jump Point

The thing is, there is no event text to signify that the other 5 subfleets from 'GE TG A' are heading to the sol jump point (but they are). So, does that mean that the secondary order is firing before the primary order and also before the first order which was to transit and divide?

Also, the Shipyard TG is in no way related to 'GE TG A', so I can't figure out why it would be giving me that notice.
Just to check, is this using v4.46 as there was a similar bug with secondary orders in an earlier version that was fixed?

Steve

Yeah, latest version with clean installation. I am not sure this was fixed in an earlier version, pretty sure I have been having this issue since you moved over to OOP :(
 

Offline Andrew

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Re: v4.4 Bugs
« Reply #114 on: October 27, 2009, 05:09:26 PM »
Automatic point defense does not work at all for me except for final defensive fire from Energy weapons.
Every increment ,I get a number of error messages equal to the number of defensive weapons
Error in FireAllWeapons
Error 6 was generatedby Aurore
Overflow

No missiles fire, both races are hostile and have been since before they launched the missiles
 

Offline tanq_tonic

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Re: v4.4 Bugs
« Reply #115 on: October 27, 2009, 10:29:59 PM »
Changing names of the gound units.

In the list, the first two are:
12 Headquarters
13 Headquarters

Changed one so the list now looks as
13 Headquarters
HQ Brig 001

Clicked on "13 Headquarters"
Clicked Rename
Typed "HQ Brig 002"

After entry of data list is as follows:
13 Headquarters
HQ Brig 002
 

Offline tanq_tonic

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Re: v4.4 Bugs
« Reply #116 on: October 28, 2009, 01:08:31 AM »
placed an order for finanical centres into the industry.

On the table, it is listed, and at the end of table the moniker "queued" is indicated for pause/queue.

Am building industrial capacity in parallel at 80%, financial centre set to 20%, no other builds.

The indicator for financial centre never moves off "queued", unused capacity shows 20%
 

Offline Father Tim

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Re: v4.4 Bugs
« Reply #117 on: October 28, 2009, 10:25:43 AM »
Quote from: "tanq_tonic"
Changing names of the gound units.

In the list, the first two are:
12 Headquarters
13 Headquarters

Changed one so the list now looks as
13 Headquarters
HQ Brig 001

Clicked on "13 Headquarters"
Clicked Rename
Typed "HQ Brig 002"

After entry of data list is as follows:
13 Headquarters
HQ Brig 002


Click slower.

I had the same problem, it's a result of the new battalion / brigade / division organizational structure and the way the GF tab dispays that structure.  Click on the HQ, pause for a couple seconds, make sure the tab has the correct unit highlighted, (maybe click on the unit again), then hit 'Rename'.
« Last Edit: October 28, 2009, 12:48:34 PM by Father Tim »
 

Offline Kurt

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Re: v4.4 Bugs
« Reply #118 on: October 28, 2009, 11:49:25 AM »
Quote from: "tanq_tonic"
placed an order for finanical centres into the industry.

On the table, it is listed, and at the end of table the moniker "queued" is indicated for pause/queue.

Am building industrial capacity in parallel at 80%, financial centre set to 20%, no other builds.

The indicator for financial centre never moves off "queued", unused capacity shows 20%

I've had this happen when I put in a new build order when 100% of the industrial capacity is already in use.  Nothing I can do will change the status from queued to anything else, even after IC becomes available.  

Kurt
 

Offline IanD

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Re: v4.4 Bugs
« Reply #119 on: October 28, 2009, 12:08:00 PM »
Quote from: "Andrew"
Automatic point defense does not work at all for me except for final defensive fire from Energy weapons.
Every increment ,I get a number of error messages equal to the number of defensive weapons
Error in FireAllWeapons
Error 6 was generatedby Aurore
Overflow

I saw this in 4.26, but could not place whether it was the 165 incoming missiles or my defensive fire. I had previously been unable to get area defensive fire to work and put it down to the speed of the precursor missiles in that case. I have also seen escorts try and defend a ship which left the task group and was 3m kilometres away :) I got a lot of zero chance to hit messages.

Regards
IanD