Author Topic: Official v4.7 Bugs Thread  (Read 32455 times)

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Offline alanwebber

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Re: v4.7 Bugs
« Reply #180 on: December 21, 2009, 02:53:40 AM »
Steve

I purchased the minerals from a CMC but nothing arrived at Earth until I installed my own mass driver. I thought the CMC came with one already installed.

Alan
Regards

Alan Webber
 

Offline lastverb

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Re: v4.7 Bugs
« Reply #181 on: December 21, 2009, 07:31:30 AM »
they do, but u need to have enough md on destination planet (earth) and choose target for cmc, after setting buy option for cmc
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #182 on: December 21, 2009, 11:03:29 PM »
I like the gradually appearing jump points, btw.  Onfortunately, the renaming when a new one is discovered inside a current one isn't being propagated to ship orders.

I recently discovered JP#2 in Boston.  I sent a couple of probe ships towards it.  While they were in transit, a new JP was discovered inside the original, which was renamed to JP#3.  So far everything is working great - the renumbering is necessary so as not to give away how many jump points there might be.

My ships are still heading towards the original JP#2 - again this is working correctly.  The problem is that they claim to be heading to JP#2 - they should claim JP#3.

Note that I think this same issue has been showing up forever when a JP is explored - any ships in transit will still claim to be heading to e.g. JP#5 rather than JP New York.

John
 

Online Kurt

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Re: v4.7 Bugs
« Reply #183 on: December 22, 2009, 08:26:57 AM »
Steve -

I've found what appears to be a minor problem, at least at this point.  I had a combat situation in my new campaign, and one of my ships powered up its shields.  No problems with this, but once the combat situation was over, I can't get the shields to deactivate.  I gave the order through the Task Group screen for the TG to lower its shields.  The order went through fine, apparently, and the Battle Control Window shows the shields as (OFF), however, they still show on the Task Group screen as powered up (40/40), instead of (0/40).  I checked the Ship window, and although the shields are showing as (OFF) on the Combat Settings tab, they are showing above as "Maximum Shields 40", "Current Shields 40" above.  

Kurt
 

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Re: v4.7 Bugs
« Reply #184 on: December 22, 2009, 10:27:01 AM »
Steve -

I've had this problem appear in several campaigns.  Mostly my small test campaigns, but not it has popped up in the new Terran Campaign.  On the research screen, the "expand economy by 20%" research option isn't appearing anyplace, meaning I cannot increase the racial wealth production.  This is a minor annoyance at this point, although it will become serious at some point.

Kurt
 

Offline Silentbrick

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Re: v4.7 Bugs
« Reply #185 on: December 24, 2009, 11:55:07 AM »
Not sure if this is a bug, but Larry said to post it so I am.  One of my scientists (Sensors) has managed to get his bonus up to 95%.  Game is up to mid 2032.  Since he can control 40 labs, I keep him VERY busy.  Not sure if it was intended to get that high.
 

Offline Brian Neumann

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Re: v4.7 Bugs
« Reply #186 on: December 24, 2009, 12:34:17 PM »
Quote from: "Kurt"
Steve -

I've had this problem appear in several campaigns.  Mostly my small test campaigns, but not it has popped up in the new Terran Campaign.  On the research screen, the "expand economy by 20%" research option is in appearing anyplace, meaning I cannot increase the racial wealth production.  This is a minor annoyance at this point, although it will become serious at some point.

Kurt
I have also noted it comes in several different random costs.  As far as I can tell it is not giving you the benifit of already reasearching the lower cost levels.  I started a conventional campaign out and as soon as the initial reasearch to allow high tech was done I looked and the cost to increase was 40000 points.  The amount that I was making before and after did not change, and was in line with another campaign that I did as a test.  Same basic setup, but this one showed the cost as 20000,  and had the same wealth generation as the previous game.

Brian
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #187 on: December 27, 2009, 05:02:05 AM »
Quote from: "Brian"
I have also noted it comes in several different random costs.  As far as I can tell it is not giving you the benifit of already reasearching the lower cost levels.  I started a conventional campaign out and as soon as the initial reasearch to allow high tech was done I looked and the cost to increase was 40000 points.  The amount that I was making before and after did not change, and was in line with another campaign that I did as a test.  Same basic setup, but this one showed the cost as 20000,  and had the same wealth generation as the previous game.
it doesn't have random costs. Each time you research it, it adds 20% to your civilian economy and the cost doubles for the next time you research it. It will keep doing that forever. You can check the actual racial wealth per million pop by looking at the Racial Per Capita Income on the wealth tab.

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #188 on: December 27, 2009, 05:08:26 AM »
Quote from: "Silentbrick"
Not sure if this is a bug, but Larry said to post it so I am.  One of my scientists (Sensors) has managed to get his bonus up to 95%.  Game is up to mid 2032.  Since he can control 40 labs, I keep him VERY busy.  Not sure if it was intended to get that high.
Not it isn't a bug but it was a good idea to report it. It looks like I over-corrected on scientists gaining experience. I have a 55% and a 60%. I think perhaps I should cap them at 60% and 60 Labs.

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #189 on: December 27, 2009, 05:13:42 AM »
Quote from: "alanwebber"
I purchased the minerals from a CMC but nothing arrived at Earth until I installed my own mass driver. I thought the CMC came with one already installed.
They should do. Just to check, did you have a destination in the same system with a mass driver to catch the minerals and did you select the destination on the mining tab of the CMC colony?

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #190 on: December 27, 2009, 05:19:33 AM »
Quote from: "Kurt"
Steve -

I've found what appears to be a minor problem, at least at this point.  I had a combat situation in my new campaign, and one of my ships powered up its shields.  No problems with this, but once the combat situation was over, I can't get the shields to deactivate.  I gave the order through the Task Group screen for the TG to lower its shields.  The order went through fine, apparently, and the Battle Control Window shows the shields as (OFF), however, they still show on the Task Group screen as powered up (40/40), instead of (0/40).  I checked the Ship window, and although the shields are showing as (OFF) on the Combat Settings tab, they are showing above as "Maximum Shields 40", "Current Shields 40" above.  
There are separate setting for Shield Strength and Shields Active (in case you have active shields that are currently at strength 0). The fleet order is only unsetting the Active flag and isn't modifying the shield strength. I have fixed it for v4.8. As a workaround, you should still be able to turn the shields off manually using the buttons on the Ship and Battle windows.

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #191 on: December 27, 2009, 06:00:18 AM »
Quote from: "sloanjh"
I like the gradually appearing jump points, btw.  Onfortunately, the renaming when a new one is discovered inside a current one isn't being propagated to ship orders.

I recently discovered JP#2 in Boston.  I sent a couple of probe ships towards it.  While they were in transit, a new JP was discovered inside the original, which was renamed to JP#3.  So far everything is working great - the renumbering is necessary so as not to give away how many jump points there might be.

My ships are still heading towards the original JP#2 - again this is working correctly.  The problem is that they claim to be heading to JP#2 - they should claim JP#3.

Note that I think this same issue has been showing up forever when a JP is explored - any ships in transit will still claim to be heading to e.g. JP#5 rather than JP New York.
I have aded some code to update order descriptions after a new jump point is discovered or a jump point is explored

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #192 on: December 27, 2009, 06:10:09 AM »
Quote from: "Brian"
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.
I have already corrected these for v4.8. They require DB changes though so I couldn't fix them in the incremental updates to v4.7

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #193 on: December 27, 2009, 06:17:37 AM »
Quote from: "georgiaboy1966"
1) On the Ind Status/civs page, the industry shutdown buttons are not working.
For some reason the code in this area has disappeared. I realised when I was putting ordnance and fighter factories back in so its fixed for v4.8

Quote
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.
This is going to sound like a strange question but what makes you think it didn't work? The Reorder button will set the seniority of the commanders to match their current order. This is to correct problems with duplicate or missing seniority numbers. There should be no apparent change to the user as the change happens in the DB.

Quote
Colony ships will not leave the home system on the default order to do so.
Do you have jump gates or jump-capable colony ships, as default orders (and civilians) require jump gates en route?

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #194 on: December 27, 2009, 06:22:41 AM »
Quote from: "Andrew"
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
Oops! Fixed for v4.8

Steve