Author Topic: Official v4.7 Bugs Thread  (Read 32471 times)

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Offline sloanjh

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Re: v4.7 Bugs
« Reply #135 on: December 12, 2009, 09:22:00 PM »
I've got an NPR fighting it out with Precursors in a nebula, and it's dropped down to 5sec increments due to "imminent action".  Looking at the event log, I see a bunch of "can't fire missiles in Nebula" messages for the Precursors.  I suspect, but am not sure, that the Precursor "imminent action" check is looking at missiles and thinking that the NPR is within firing range.  Note that the NPR is within beam range, but not fire control range, of the Precursors (meaning the Precursors have the range to fire at them, but not the fire control), so this might also be contributing to the mix.

John
 

Offline schroeam

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Re: v4.7 Bugs
« Reply #136 on: December 12, 2009, 10:37:48 PM »
Steve,

I am currently trying to transfer four engineering regiments to Mars, but am having a problem getting them onto my transports.  The transports each have the capacity to carry one battalion, and have transferred units all around the system.  The is the first time I've tried to move my engineers since starting my 4.7 campaign.  I've tried to move them in ships with as much capacity as five battalions.  Is there something special about transferring engineers in the latest version?

Adam.
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #137 on: December 13, 2009, 01:43:26 AM »
Adding multiple queued projects on the industry screen places them in inverted order; the last one added is the highest on the queue.

Can we have the queue ordering arrows back for the industry screen?  That would make this less troublesome....

John
 

Offline Andrew

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Re: v4.7 Bugs
« Reply #138 on: December 13, 2009, 09:21:00 AM »
Quote from: "sloanjh"
I've got an NPR fighting it out with Precursors in a nebula, and it's dropped down to 5sec increments due to "imminent action".  Looking at the event log, I see a bunch of "can't fire missiles in Nebula" messages for the Precursors.  I suspect, but am not sure, that the Precursor "imminent action" check is looking at missiles and thinking that the NPR is within firing range.  Note that the NPR is within beam range, but not fire control range, of the Precursors (meaning the Precursors have the range to fire at them, but not the fire control), so this might also be contributing to the mix.

John
I think I have the same thing going on , there has been a prolonged engagement between 2 NPR's and checking the messages carefully I seem to have the Republic of Beaver eceiving error messages about launchign missiles in a Nebula
 

Offline waresky

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Re: v4.7 Bugs
« Reply #139 on: December 13, 2009, 09:24:47 AM »
Suspect the no-Missile in a nebula's Rule are still active?
Srry prob my answer r useless:)
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #140 on: December 13, 2009, 11:42:06 AM »
On the industrial tab/queue, we seem to have lost ability to start a new project immediately when the previous one has completed - instead it seems to be idling the factories at the end of a 5-day in which something was completed.

John
 

Offline georgiaboy1966

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Re: v4.7 Bugs
« Reply #141 on: December 13, 2009, 11:46:59 AM »
Have a problem with auto colonization, colony ships will auto goto colonies in system, but will not go out of system to other colonies. Have to manually send colony fleets.
Glen

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Offline Andrew

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Re: v4.7 Bugs
« Reply #142 on: December 13, 2009, 01:44:29 PM »
Quote from: "waresky"
Suspect the no-Missile in a nebula's Rule are still active?
Srry prob my answer r useless:)
I know missiles don't work in a nebula the problem is that the NPR does not seem to know that and so a near perpetual battle is ongoing between the NPR's
 

Offline alanwebber

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Re: v4.7 Bugs
« Reply #143 on: December 13, 2009, 02:28:41 PM »
Quote from: "georgiaboy1966"
Have a problem with auto colonization, colony ships will auto goto colonies in system, but will not go out of system to other colonies. Have to manually send colony fleets.
Do you have jump gates at the jump points. Shipping lines won't use jump ships.
Regards

Alan Webber
 

Offline alanwebber

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Re: v4.7 Bugs
« Reply #144 on: December 13, 2009, 02:31:28 PM »
Steve

There are a few fighter squadron names with apostrophes in them e.g. Satan's Kittens. This throws an error when you try to use them.
Regards

Alan Webber
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #145 on: December 13, 2009, 04:48:32 PM »
Just had a fairly major NPR blowup ~8yrs in.  The program hung (~10 minutes just churning away), I'm pretty sure during an econ update.  I ctrl-c'd out, and checked the NPR.  The only things suspicious I saw was that he was out of Sorium on his homeworld, with only 245 left in the stockpile (falling at a rate of -10), and that he'd just finished a research project.  There was plenty of Duranium.

After I restarted, I saw a new econ update message for me (which is why I assume the hang was during econ).  When I hit the "go" button, it tried to do econ update again (which is what usually happens when ctrl-c in middle of econ update) and gave me a ton (~10 each) of errors which I've now managed to forget - something about an error in making a class obsolete, and then another (sorry about that - I had them in my head when I started typing....) - I think it might have had something to do with resources.  I'm 99% these came from the NPR.

[PAUSE]

ok - I just ran through two new update cycles, and it seems to be okay.  I'll let you know if it gets stuck again.

John
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #146 on: December 13, 2009, 05:29:50 PM »
I'm not 100% sure about this, but it's a fairly strong conjecture....

I think that any scientist who starts without a research bonus will be automatically classified as Missiles & Kinetic (MK).  I had 3 of these guys to start with, and I've put them all on 1-lab projects (trying to get them to level-up).  In all 3 cases, they were classified as MK0%.  This made me suspicious, but I wanted to wait until one actually got a bonus to see if the MK stuck, or if the field of specialization was randomly assigned when the bonus became non-zero.

  I just had one whose bonus increased to 20%, and sure enough he's still got an MK speciality.  While this isn't total confirmation, it's pretty strong evidence that all researchers who start out as zeros will end up specializing in MK.  [Bites tongue on comment about various sub-fields of physics research :-) ]

  I would suggest that a scientist always has his speciality rolled for, even if he's got a zero% bonus.

John
 

Offline Father Tim

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Re: v4.7 Bugs
« Reply #147 on: December 13, 2009, 05:40:41 PM »
Perchance, were those 1-lab projects all in the M&K field?
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #148 on: December 13, 2009, 09:43:10 PM »
Quote from: "Father Tim"
Perchance, were those 1-lab projects all in the M&K field?

Nope, they were such interesting things terraforming module or small crew quarters.

John
 

Offline IanD

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Re: v4.7 Bugs
« Reply #149 on: December 14, 2009, 02:20:19 AM »
Quote
Steve Wrote Just to clarify. The sequence of events was as follows:

You gave orders to 2 to join 3
You gave orders to 3 to join 1
3 joined 1 (with no problems?)
2 joined 3
At which point a ship disappeared.

Do you know which fleet the ship that disappeared was originally in? Also, did this all happen during one increment or was it spread over several? I ask because the program loads and unloads data at the start/end of each increment.

I think it was fleet 2 that lost its ship. it was a while ago. I do recall having the F12 window open and wondering if that was responsible? Alternatively the potential problem may have been that 2 joined 3 at the same time increment that 3 joined 1, they were certainly close enough for that to happen.

Regards
IanD