Author Topic: Official v4.7 Bugs Thread  (Read 32470 times)

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Offline Brian Neumann

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Re: v4.7 Bugs
« Reply #165 on: December 15, 2009, 08:54:54 PM »
In the officers tab, on the Ground forces there is no option to search for officers with xeno, or factory skills.  They have them, you just can not do a sort by them.

For naval officers there is no choice for sorting by mining skill, would that not be appropriate for a asteroid miner to use.  I did not see any officers with a mining bonus.

Brian
 

Offline georgiaboy1966

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Re: v4.7 Bugs
« Reply #166 on: December 16, 2009, 12:39:07 PM »
In my 4.77 game, have run into 3 issues.

1) On the Ind Status/civs page, the industry shutdown buttons are not working.

2) Under the leaders page, the reorder button is not working. found this one due to a error stating problem with getpromotionscore. Tried to reorder the officers to see if this would fix the problem, but no reordering of their standing happenend.

3) Colony ships will not leave the home system on the default order to do so.
Glen

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Offline rdgam

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Re: v4.7 Bugs
« Reply #167 on: December 16, 2009, 01:22:23 PM »
Version 4.77
Refitting of PDC's does not work.  The industrial job runs OK, but when finished the PDC does not change.
I was trying to upgrade my earliest PDCs to the new version.  In my case Skyflash -> Skyflash II.
 

Offline Silentbrick

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Re: v4.7 Bugs
« Reply #168 on: December 17, 2009, 06:53:37 PM »
I've started getting an error 3420 generated by DAO.Recordset.  Object Invalid or no longer set.
It's coming from NPRPopPlanning.


It's not stopping the game, it's just irksome at the moment.
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #169 on: December 17, 2009, 11:00:25 PM »
Just built a 21-battalion PDC to hold a division.  Transferred my 1st division into it (division was compressed on the display).  I was only in "population view", and it looked like the division had been removed from the OOB, leaving its subordinate brigades.

I then started trying to transfer subordinate units in (1st Brigade and children).  My ground units tab is now fairly hosed - in the "planet + PDC" view I seem to have a multiple copies of subordinate units, that change location simultaneously when I move them in or out.  I suspect that theres some sort of duplication going on in the DB - I closed F2 and re-opened and they're still there.  It isn't a deep copy, though, since the copies of a unit change locations at the same time.  Oh yes, the copies seem to be taking up space too - the PDC filled up after only getting about 1/2 the division into it.

John
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #170 on: December 17, 2009, 11:23:52 PM »
Quote from: "sloanjh"
Just built a 21-battalion PDC to hold a division.  Transferred my 1st division into it (division was compressed on the display).  I was only in "population view", and it looked like the division had been removed from the OOB, leaving its subordinate brigades.

I then started trying to transfer subordinate units in (1st Brigade and children).  My ground units tab is now fairly hosed - in the "planet + PDC" view I seem to have a multiple copies of subordinate units, that change location simultaneously when I move them in or out.  I suspect that theres some sort of duplication going on in the DB - I closed F2 and re-opened and they're still there.  It isn't a deep copy, though, since the copies of a unit change locations at the same time.  Oh yes, the copies seem to be taking up space too - the PDC filled up after only getting about 1/2 the division into it.

John

Ok, just did some more experimenting.  I think it's just a display issue, and just for "planet+PDC" and "planet+PDC+Ships in orbit".  The "all ground forces" display looks ok.

The space that was being taken up was because my 1st division is still mostly low tech troops - they're a lot bigger than a battalion so only a few fit.

So it's just a minor display bug....

John
 

Offline Kurt

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Re: v4.7 Bugs
« Reply #171 on: December 19, 2009, 07:38:41 AM »
STeve -

I am getting an error on startup now:

Error in SetMDICaption, error 3021 was generated by DAO.Field, no current record

Kurt
 

Offline Andrew

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Re: v4.7 Bugs
« Reply #172 on: December 19, 2009, 09:51:51 AM »
A minor error, I have a carrier in orbit and thermal sensors on the planet can detect the FACs and Fighters it is carrying even though they have not been launched
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #173 on: December 19, 2009, 12:27:30 PM »
The automated turns checkbox and the "here will be N subpulses in this increment.  Are you sure you wish to proceed?" popup don't play nicely with one another :-)  Aurora correctly warned me about the insane number of pulses and I clicked "no".  Aurora then tried to execute the next automated 1day increment and popped the same popup again.  I'm now trapped in an infinite popup loop and will need to ctrl-C out.

Thanks,
John
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #174 on: December 19, 2009, 01:39:59 PM »
Got the following popups while exploring a WP.  I'm using random (not real-life) systems and US theme on 4.77.

    "Error in GenerateSystem": "Error 91 was generated by Aurora.  Object variable or With block variable not set".

    "Error in GenerateSystem": "Error 3314 was generated by DAO.Recordset.  The field "RaceSysSurvey.Name" cannot contain a Null value because the Required property for this field is set to True.  Enter a value in this field."

    "Aurora": "The currently selected fleet does not exist."

Hmmm - just realized this sounds like the disappearing system bug that I think you said you'd fixed (probably in 4.8 ).  I'll go look up the thread and try to repair the DB.

[EDIT] - ok found the "fix it" button and it seems to have repaired the problem.  One weird thing - this happened in 4.77, and from reading the thread it sounded like you thought you'd fixed the problem in 4.76.

John

(Note to self - save012 if Steve wants DB.)
« Last Edit: December 19, 2009, 01:54:45 PM by sloanjh »
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #175 on: December 19, 2009, 01:43:39 PM »
Quote from: "Steve Walmsley"
That is how it works now :). 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.

I recently generated a 0% EW officer, so it must have been a coincidence.

John
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #176 on: December 19, 2009, 01:49:33 PM »
Quote from: "Steve Walmsley"
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

I saw the same thing - 13 years in and no lines (and I built a spaceport around year 6).  Is it possible there's a bug here, or is something in the mechanics of civilian line generation putting a low probability in until there's a large offworld community?

Thanks,
John
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #177 on: December 20, 2009, 03:04:02 PM »
On the "Leaders" (F4) screen, team members are showing up as grey (rather than white for assigned) when they're members of a team in the "Seniority of officers ..." list.

Also, I'm getting an "Error in grdSorted_SelChange" "Invalid Row Value" when I click on my most senior (R5 now) officer in the list on the right after sorting for e.g. Diplomacy.  I suspect that the problem is in the maximum allowed rank for assignments - that Aurora is looking for potential assignments for him to put in the middle panel, and not finding any because all my commands are R1.

John
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #178 on: December 20, 2009, 03:28:46 PM »
Cut the ratio for ground commander promotion to 4 (which makes sense, given the 4 battalions/brigade system).  I'm having trouble getting enough division commanders....

John
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #179 on: December 20, 2009, 04:03:59 PM »
Some suggestions for the Ground Units tab.  These are just ideas - I don't feel strongly about them....

1)  My understanding is that, at present, ground units must be in a PDC to take advantage of their parent formation's training bonus.
1A)  Change this so that only ground units outside a PDC will get increases from training.  This will introduce a strategic trade-off between leaving your troops out in the open where they can be killed from space, but will be training up, v.s. having them safe inside their PDCs....
1B)  Introduce a time lag similar to that involving in boarding actions for troops to transfer in/out of a PDC.  That way, if an enemy suddenly appears in the sky 3 hours out from the home planet, only a fraction of the troops which are deployed for training will be able to get back inside the PDC.
1C)  Allow a unit commanders training bonus to be applied to that unit, even if it's not part of a parent formation.  This would give more balance between the training and combat bonuses - a commander might have a lousy combat bonus, but still be a useful battalion commander because he's an excellent trainer.
1D)  Split morale up into two pieces, similar to the way fleet quality has been split up.  One bonus is intrinsic unit grade, similar to a ship's grade points.  This one is only improved by the unit's commander, i.e. suggestion 1C above, and is diluted by replacements for combat losses.  The other is "combined arms" training, i.e how well it fits into its brigade.  This is the current morale - it's boosted by the rating of the commander of the parent HQ when the unit is deployed to the planet's surface, reduces when a unit switches formation, and is similar to the current Fleet training value (whatever it's called).

2)  Have you thought any about "hostile environment" ground combat penalties?  Something like the colony cost of the world being fought on, times some multiplier according to unit type (e.g. HVA receives a lower penalty than low tech infantry - this would be another region where marines excel, or it might be a different unit type).  This would make it harder to invade a home world with a hostile environment for your race.

3)  I'd like to see a stronger coupling between the original unit used for cadre and the final unit:
3A)  Keep the unit name the same in the DB when converting to cadre; you can add " cadre" to the name when you display it.
3B)  Assign the cadre unit's name to the unit being trained (and don't increment the unit number counter) when you use cadre to train a new unit (or at least allow this as a checkbox option).
3C)  Allow units being trained to be renamed - at present I have to remember what I wanted to name them after they come out.  Hmmm - same might be true for units being built in SY.
3D)  Keep the grade points/and or morale of the original unit when creating a unit from cadre (this might already be the way it works now - don't know).

John