Author Topic: Official v4.7 Bugs Thread  (Read 33452 times)

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Offline ZimRathbone

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Training Fleets
« Reply #150 on: December 14, 2009, 07:38:25 AM »
Still getting error message *2 whenever I have a fleet in training.  If I have n fleets in training I get n*2 messages

---------------------------
Error in FleetTraining
---------------------------
Error 6 was generated by Aurora
Overflow
Please report to viewforum.php?f=11


The strange behavior of stationary training fleets is not happening this time.  However in this campaign the homeworld is on a planet of a distant binary companion and the training ships FREQUENTLY run out of fuel despite having conditional orders to refuel at 30%.   I suspect that what is happening is that the 1st waypoint location for the TF is somewhere close in relative to the primary star, and the TFs dont check the condition and/or dont use LPs to get to the inner system (where all the jump points are).  I have just observed that units given an auto refuel order do not use the LPs, but try to cover the distance in normal space (which will take around 3 years for my 4000kps surveyors if they had enough fuel to make the journey)

I'm going to can this campaign as the distant binary is proving too difficult  and frustrating to run, but I suspect that this might cause problems with NPCs on distant binaries too
« Last Edit: December 14, 2009, 06:20:22 PM by ZimRathbone »
Slàinte,

Mike
 

Offline Andrew

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Re: v4.7 Bugs
« Reply #151 on: December 14, 2009, 12:49:24 PM »
Quote from: "Andrew"
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
It defeinetly gets stuck doing this 16 hours real time and slightly longer game time at 5 second progression due to this
 

Offline georgiaboy1966

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Re: v4.7 Bugs
« Reply #152 on: December 14, 2009, 05:04:03 PM »
Not sure if this is a bug or not.

But I find that lasers have a hard low mass limit of 100 tons. Downsizing/longer recharge will not lower the weight below 100 tons.
Glen

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Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #153 on: December 14, 2009, 10:59:26 PM »
Quote from: "Brian"
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.
Added to v4.8 as an SM option

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #154 on: December 14, 2009, 11:01:16 PM »
Quote from: "georgiaboy1966"
Not sure if this is a bug or not.

But I find that lasers have a hard low mass limit of 100 tons. Downsizing/longer recharge will not lower the weight below 100 tons.
That is working as intended. I didn't want to allow tiny anti-missile weapons.

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #155 on: December 14, 2009, 11:06:34 PM »
Quote from: "Beersatron"
v4.76

Task Force Training does not seem to be increasing anything like in previous versions.
The rate of which fleets gain TF training points is dependent on the Crew Training Rating of the Task Force Commander and half the Crew Training Rating of the Operations Officer. Are those lower than in previous campaigns?

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #156 on: December 14, 2009, 11:13:24 PM »
Quote from: "sloanjh"
PS - Are you planning to put out 4.8 within the next couple of days, or is it going to be a while?  I don't want to go too far down a 4.7x campaign if 4.8 is about to come out....
Not in the next couple days, unless some game-breaking bug pops up in v4.77. Probably close to or after Xmas. I am playing my own campaign at the moment to test the recent changes and I have some other distractions. I still don't have my new digital piano though because I told my broker to sell a bond to pay for it and I am still waiting for the money to transfer - grrr! I am however downloading World of Warcraft at the moment as my son and I haven't played it in two years and we just decided to revisit it for a while :)

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #157 on: December 14, 2009, 11:15:34 PM »
Quote from: "sloanjh"
There's something odd going on with promotions.  My academy produced a colonel several 5-days ago; that brought me to 9 colonels and 2 brigadier generals.  I would expect a colonel to be promoted, but that hasn't happened yet.  I thought it might be the automated turns causing the problem (they rock, btw :-) ), but I just did a manual 5-day advance and still no promotion.

The same thing happened with my naval officers.  I first noticed it when I had 7 O2 and 25 O1.  It wasn't until I hit 27 O1 that a double-promotion happened.  This may have something to do with start-up - I'm stil pretty near the start of the game.
I just encountered something similar in my game and found a bug. It is fixed for v4.8. By the way, promotions for army officers are on a 5-1 basis and all naval officers are at a 3-1 basis (no longer 2-1 for higher ranks).

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #158 on: December 14, 2009, 11:16:26 PM »
Quote from: "adradjool"
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?
Engineer Regiments require the same space as four battalions.

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #159 on: December 14, 2009, 11:17:53 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.
Civilian shipping will only visit systems with jump gates. Do you have jump gate connections to the systems with the affected colonies?

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #160 on: December 14, 2009, 11:22:08 PM »
Quote from: "sloanjh"
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 :). All officers have a science specialization even if they don't have a research bonus. It has always worked that way. The code is simply CmdrResSpecID = RandomNumber(7). I can't see any other reference to this in the Create Officer code so I think its just a coincidence. Let me know though if this continues and I will start looking for another cause.

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #161 on: December 14, 2009, 11:25:55 PM »
Quote from: "Andrew"
Quote from: "Brian"
Steve, I have been playing a conventional start game, gone about 15 years and have yet to see the first upgrade to a leaders admin rating.  Some of my scientists have there reasearch rating go up, but there has been no changes in the number of labs they can control.  It may just be a statistical fluke, but you might want to double check the code for when it is going to happen.  I deliberately set this up as a test for this and gave the race 1000 reasearch labs and put as many scientists to work as possible with multiple items qued for each and have still seen no difference.
I can defeinetly confirm that scientists do get an improvement sometimes , I just had one. It does seem rare though
I have increased the chance of scientist improvements by 3x recently but I can't remember if that made it into v4.77 or it is only in v4.8. The reason is that Scientists only improve (like other officers) if they are doing something. However, there is usually only a small sub-set of the total number of scientists engaged in research, which put them at a disadvantage compared to other officer types.

Steve
 

Offline alanwebber

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Re: v4.7 Bugs
« Reply #162 on: December 15, 2009, 12:42:37 AM »
Quote from: "Steve Walmsley"
Quote from: "adradjool"
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?
Engineer Regiments require the same space as four battalions.

Steve

I assume this means you need 4 troop bays. Do they all have to be on one ship? I've tried loading an engineer rehiment onto 3 ships with a total capacity of 6.6 battalians but get an error message each time.

Alan
Regards

Alan Webber
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #163 on: December 15, 2009, 12:48:11 AM »
Quote from: "alanwebber"
Quote from: "Steve Walmsley"
Quote from: "adradjool"
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?
Engineer Regiments require the same space as four battalions.
I assume this means you need 4 troop bays. Do they all have to be on one ship? I've tried loading an engineer rehiment onto 3 ships with a total capacity of 6.6 battalians but get an error message each time.
Yes, you need a ship with at least four bays. Engineers are now Regiments whereas the combat units are only Battalions. I envisage the combat units to be approximately 500 men while the engineer regiment are a much larger formation used for construction and recovery tasks. The details are in this thread: viewtopic.php?f=1&t=1680

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #164 on: December 15, 2009, 12:51:22 AM »
Quote from: "Andrew"
Quote from: "Brian"
Steve, I have been playing a conventional start game, gone about 15 years and have yet to see the first upgrade to a leaders admin rating.  Some of my scientists have there reasearch rating go up, but there has been no changes in the number of labs they can control.  It may just be a statistical fluke, but you might want to double check the code for when it is going to happen.  I deliberately set this up as a test for this and gave the race 1000 reasearch labs and put as many scientists to work as possible with multiple items qued for each and have still seen no difference.
I can definetly confirm that scientists do get an improvement sometimes , I just had one. It does seem rare though
Same here. The Eridani have a scientist who increased in both admin rating and research in recent weeks. He is now 40% and AR7.

Steve