Author Topic: Official v4.7 Bugs Thread  (Read 32506 times)

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Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #105 on: December 09, 2009, 02:54:35 AM »
Quote from: "Beersatron"
Quote from: "Steve Walmsley"
Quote from: "Steve Walmsley"
The DDG (with eight escorts remaining) is now targeting four other bad guy NPR ships at 43m kilometers. Oh! I just noticed that plucky NPR still has a dozen FACs in the outer system that are rushing home. No Shipyards but not dead yet. More as it happens :)
I really, really enjoyed that film except for two things. Promoting someone from Cadet to First Officer (and then Captain!) and the fact that Engineering looked like a 20th Century factory. There were obviously a lot more plot holes but I could handle those for the sake of entertainment. Cadet to Captain was just too much though :). Still one of the best Trek films, behind Wrath of Khan and Undiscovered Country.

Steve
 

Offline Beersatron

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Re: v4.7 Bugs
« Reply #106 on: December 09, 2009, 03:12:49 AM »
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
Quote from: "Steve Walmsley"
More bad guy NPR ships just arrived in the system to avenge their comrades. Six 13,500 ton missile cruisers and fifteen DDGs. It's Kobyashi Maru I think.
How are your holosuite hacking skills and have you got an apple handy for when the gloating begins? :). Still one of the best Trek films, behind Wrath of Khan and Undiscovered Country.

Steve

They should rename it to: Star Trek - "Oil Rigs in Space"

I hated the way they produced the ships on the ground, the whole cadet thing was a bit weird but Starfleet did just get their arses handed to them! Seeing Pike in the wheelchair was a nice little nod to the hard core fans.

I saw it on the second night at last showing, the cinema was full of middle aged men, and we all laughed our butts off at the in jokes - was good!

Can't beat the even-odd rule .. Wrath, Voyage Home, Undiscovered Country :)
 

Offline Andrew

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Re: v4.7 Bugs
« Reply #107 on: December 09, 2009, 06:17:53 AM »
Quote from: "Steve Walmsley"
I have released v4.76. You can find it here: viewtopic.php?f=10&t=1833

Anyone with the RaceSysSurvey.Name problem should run the data fix as described in the patch notes. Andrew, it's probably quicker for you to do that than for me to send you back an updated DB

Steve
No problem, thats what I will do
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #108 on: December 09, 2009, 07:53:02 AM »
Quote from: "Steve Walmsley"
Quote from: "Steve Walmsley"
The DDG (with eight escorts remaining) is now targeting four other bad guy NPR ships at 43m kilometers. Oh! I just noticed that plucky NPR still has a dozen FACs in the outer system that are rushing home. No Shipyards but not dead yet. More as it happens :)
 
John
 

Offline Shinanygnz

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Re: v4.7 Bugs
« Reply #109 on: December 09, 2009, 02:35:06 PM »
Quote from: "Steve Walmsley"
Quote from: "Shinanygnz"
Error in ReloadMgFromPopulation
Error 3077 was generated by DAO.Recordset
Syntax error (missing operator) in expression

Seems to happen when I give a fleet containing docked parasite ships (gunboats in my case) a load ordnance from colony order

v4.75 I should add
I can't find anything in the code that specifically relates to parasites so I am guessing it might be something relating to the parasites themselves. What happens if you try to reload the parasites when they are not in the hangar. What happens if you try to reload the mothership without the parasites?

Steve

I've narrowed this down now.  It's one of the carriers causing the problem.  It always throws this error out, even if it's off by itself and no matter if its magazines are full or not.  Very odd, because the other three don't do it.  Default loadout looks OK, I can empty the mags and refill them manually or via the "load ordnance" command, which does it even though the error appears.

Edit: now stopped it happening.  Removed all missiles from ship, cleared the class default loadout, issued load ordnance and got error (and no missiles on ship as expected), reset class loadout, issued load ordnance and missiles loaded with no error.  Still got a copy of the dB if you want to take a look.  Back to Precursor squashing, apart from the ones with anti-missiles that are wiping my Sun Burns from space :(

Stephen
 

Offline schroeam

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Re: v4.7 Bugs
« Reply #110 on: December 09, 2009, 07:08:57 PM »
One little bug... When assigning officers new billets the officer who just got relieved does not have his time in tour reset to zero, instead it still goes off the date he was first assigned to his previous command.  This might have negative influence on an officer who may have kept a billet for several years, gets relieved, then waits a couple of years for a new command only to be mustered out for meeting the time in tour of six years and no assigned billet.  He may have some extremely good qualities that you are waiting for the right tech to be developed and ship to be built to take advantage of and then *poof* he's out on the streets in the soup line waiting to get his dole from Caesar.

Adam.
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #111 on: December 10, 2009, 06:46:50 AM »
Quote from: "Shinanygnz"
I've narrowed this down now.  It's one of the carriers causing the problem.  It always throws this error out, even if it's off by itself and no matter if its magazines are full or not.  Very odd, because the other three don't do it.  Default loadout looks OK, I can empty the mags and refill them manually or via the "load ordnance" command, which does it even though the error appears.

Edit: now stopped it happening.  Removed all missiles from ship, cleared the class default loadout, issued load ordnance and got error (and no missiles on ship as expected), reset class loadout, issued load ordnance and missiles loaded with no error.  Still got a copy of the dB if you want to take a look.  Back to Precursor squashing, apart from the ones with anti-missiles that are wiping my Sun Burns from space :)

I wouldn't mind seeing the DB if you have a copy from when the error was still occuring.

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #112 on: December 10, 2009, 07:36:33 AM »
More on Bad Guy NPR (BGN) vs Plucky NPR (PN)

A group of four BGN escorts was fairly near the PN homeworld but they started pulling back to rendezvous with a 13,500 ton CA damaged in earlier fighting. The major BGN reinforcements were still far away in the outer system. The last PN DDG, accompanied by several escorts kept moving to the PN homeworld, reloading and attacking these escorts. One escort, separated from the others by about 500,000 km, was destroyed before the other three rendezvoused with the CA. Once the CA joined up the group moved toward the PN homeworld and faced a constant barrage of 7-missile salvos from the DDG, which reloaded from the planet a dozen times. Eventually the CA was destroyed just 12m kilometers from the planet and the escorts decided to break away and head into the outer system to meet the reinforcements. The DDG pursued and, after a lucky hit took out a BGN fire control system and reduced defensive fire, it slowly wore down the escorts and destroyed them all.

There are over forty wrecks in the system now and the battle continues. A group of a dozen PN FACs in the opposite side of the outer system from the BGN reinforcement fleet of 6 CA and 15 DDG is racing back to the homeworld to reload before the main BGN force arrives to wipe out the population.

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #113 on: December 10, 2009, 07:43:00 AM »
Quote from: "adradjool"
One little bug... When assigning officers new billets the officer who just got relieved does not have his time in tour reset to zero, instead it still goes off the date he was first assigned to his previous command.  This might have negative influence on an officer who may have kept a billet for several years, gets relieved, then waits a couple of years for a new command only to be mustered out for meeting the time in tour of six years and no assigned billet.  He may have some extremely good qualities that you are waiting for the right tech to be developed and ship to be built to take advantage of and then *poof* he's out on the streets in the soup line waiting to get his dole from Caesar.
Well spotted. Fixed for v4.78

Steve
 

Offline Beersatron

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Re: v4.7 Bugs
« Reply #114 on: December 10, 2009, 08:08:11 AM »
Quote from: "Steve Walmsley"
More on Bad Guy NPR (BGN) vs Plucky NPR (PN)

A group of four BGN escorts was fairly near the PN homeworld but they started pulling back to rendezvous with a 13,500 ton CA damaged in earlier fighting. The major BGN reinforcements were still far away in the outer system. The last PN DDG, accompanied by several escorts kept moving to the PN homeworld, reloading and attacking these escorts. One escort, separated from the others by about 500,000 km, was destroyed before the other three rendezvoused with the CA. Once the CA joined up the group moved toward the PN homeworld and faced a constant barrage of 7-missile salvos from the DDG, which reloaded from the planet a dozen times. Eventually the CA was destroyed just 12m kilometers from the planet and the escorts decided to break away and head into the outer system to meet the reinforcements. The DDG pursued and, after a lucky hit took out a BGN fire control system and reduced defensive fire, it slowly wore down the escorts and destroyed them all.

There are over forty wrecks in the system now and the battle continues. A group of a dozen PN FACs in the opposite side of the outer system from the BGN reinforcement fleet of 6 CA and 15 DDG is racing back to the homeworld to reload before the main BGN force arrives to wipe out the population.

Steve

Can you see if the PN is trying to rebuild its Shipyards or does it have any PDCs?

Do you have the NPRs setup to invade with troops or is it just bombardment at the moment?
 

Offline ussdefiant (OP)

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Re: v4.7 Bugs
« Reply #115 on: December 10, 2009, 06:22:28 PM »
A problem: using the Copy Orders to Subordinate Formations button and copying Conditional orders results in the Orders being passed down to the subfleets being messed up

Conditional A and Conditional B both have the order for Condition A placed in them.
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #116 on: December 11, 2009, 03:39:17 AM »
Quote from: "ussdefiant"
A problem: using the Copy Orders to Subordinate Formations button and copying Conditional orders results in the Orders being passed down to the subfleets being messed up

Conditional A and Conditional B both have the order for Condition A placed in them.
Fixed for next version, which is probably going to be v4.8 now.

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #117 on: December 11, 2009, 03:42:31 AM »
Quote from: "Beersatron"
Can you see if the PN is trying to rebuild its Shipyards or does it have any PDCs?

Do you have the NPRs setup to invade with troops or is it just bombardment at the moment?
It is too soon at the moment as the next 5-day hasn't been reached yet. However the race only had about 700 tons of Duranium in its stockpile at the moment (200kt deposits though) so it probably won't build anything until that increases a little.

NPRs just kill everyone and destroy everything at the moment. I do intend to add invasions at some point though.

Steve
 

Offline Brian Neumann

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Re: v4.7 Bugs
« Reply #118 on: December 11, 2009, 06:05:51 AM »
Steve, I am not sure if this is a bug, or a suggestion.

Playing a new random start game with a conventional industry start.  After about 10 years of gametime I wondered why I was not seeing any civilian shipping.  I took a look at the civilian shiping info and there were no company's available.  Because there were no companies there were no ships.  This is despite the fact that a cheap colony and freighter design had been around since the 2nd year of the game.  There are multiple worlds in the system that are colony cost 2 and just need a smidgeon of terraforming to be a cost 0 planet.

Could we have a button to create a new civilian line in case this happens in the future.

Brian
 

Offline waresky

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Re: v4.7 Bugs
« Reply #119 on: December 11, 2009, 11:03:26 AM »
Ive been pass 20 years before some civ Shippingline come into a game:)
And am in a TransNewtonian