Author Topic: Official v4.8 Bugs Thread  (Read 22245 times)

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Offline Yeti

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Re: Official v4.8 Bugs Thread
« Reply #60 on: January 18, 2010, 11:35:14 AM »
Hi! I'm new and I'm trying a conventional tech start after playing with the tutorials.

However, 17 years in, I seem to have run into a similar bug as Gabeux had. Time seems to have slowed to 5 seconds per interval for the last few hours. SM mode reveals a message each interval which says "Increment length adjusted due to imminent action. This may involve two NPRs fighting", but no actual combat messages. (Is there a way to inspect the NPRs to see what they're up to?)

The intervals are taking a very long time to process, almost 10 seconds per 5-second interval where normally I can do a day's worth of 5-second intervals in 1 or 2 minutes.

edit: v4.82
« Last Edit: January 19, 2010, 10:25:35 AM by Yeti »
 

Offline Earl Grey

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Re: Official v4.8 Bugs Thread
« Reply #61 on: January 18, 2010, 12:46:55 PM »
4.82

Error 9 when selecting ship type in ship design screen.
 

Offline MoonDragon

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Re: Official v4.8 Bugs Thread
« Reply #62 on: January 18, 2010, 02:01:07 PM »
4.82

In the missile design window, if I set the warhead strength for a drone to zero, I get negative cost and negative RP.

I'm not sure what would happen if I tried to research and or build these things. Didn't want to risk corrupting the database.
(@)
 

Offline Beersatron

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Re: Official v4.8 Bugs Thread
« Reply #63 on: January 18, 2010, 03:22:13 PM »
Quote from: "MoonDragon"
4.82

In the missile design window, if I set the warhead strength for a drone to zero, I get negative cost and negative RP.

I'm not sure what would happen if I tried to research and or build these things. Didn't want to risk corrupting the database.

Your 'drone engine power per msp' is 0 and I think that is also affecting the cost. It is the same in my current game, I think there is a tech we need to research before drones become available but I can not find the correct post from Steve were he states what it is!
 

Offline metalax

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Re: Official v4.8 Bugs Thread
« Reply #64 on: January 18, 2010, 03:23:45 PM »
System view, for the sol system the images for the planets as well as Jupiter's four main moons look like they are not getting assigned, they all look like blue balls. I'm assuming that the frequent reuse of images by a number of the other moons is just down to not having specific images for them?

Edit: An addition to this. I was using the change image button in system view to give the planets their images when for some reason it decided it was looking for g11.jpg instead of gg11.jpg. This meant it was looking for an image that was not there and so crashed, and would crash every time system view was brought up, without any ability to change what it was looking for or going to a default. Fortunately renaming an image to what it was looking for allowed it to load.
« Last Edit: January 18, 2010, 03:51:39 PM by metalax »
 

Offline Beersatron

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Re: Official v4.8 Bugs Thread
« Reply #65 on: January 18, 2010, 03:30:39 PM »
The NPR in my current game is hampered on exploration because it has only 2 naval shipyards one at 3k tons and the other at 1k tons.

It does have a couple of survey ships with jump engines and at least one jump destroyer (all of which are too large to have been built in the SY btw ;) ) but it has not expanded at any noticeable rate in a few years of game time. Because it has no commercial yards it can not build jump gates which is another reason it is lacking in expansion.

Might I suggest two things:

1. If possible, on NPR creation, create the shipyards first and then using the capacity of the shipyard design the ships and create the first couple of fleets worth from those designs.
2. Maybe cheat a little for the NPRs and make sure they have at least 1 commercial SY of a decent size at the start, otherwise they are gimped!
 

Offline sloanjh

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Re: Official v4.8 Bugs Thread
« Reply #66 on: January 18, 2010, 04:32:33 PM »
Quote from: "metalax"
Quote from: "backstab"
Any one having problems accessing the Planetary Market ... mine does not seem to be working

Yeah, I'm having the same issue. Clicking the planetary Market button on the system map is doing nothing.

I think planetary market was discontinued a couple of years ago - not sure though....

John
 

Offline Drakale

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Re: Official v4.8 Bugs Thread
« Reply #67 on: January 18, 2010, 07:40:13 PM »
Quote from: "Yeti"
However, 17 years in, I seem to have run into a similar bug as Gabeux had. Time seems to have slowed to 5 seconds per interval for the last few hours. SM mode reveals a message each interval which says "Increment length adjusted due to imminent action. This may involve two NPRs fighting", but no actual combat messages. (Is there a way to inspect the NPRs to see what they're up to?)

The intervals are taking a very long time to process, almost 10 seconds per 5-second interval where normally I can do a day's worth of 5-second intervals in 1 or 2 minutes.

Yeah exact same problem on 2 separate games :/ I let it run for a while but no luck, still stuck at 5 second increment. Sounds too long for a normal NPR fight, maybe some sort of bugged order is causing a hang up.
 

Offline Commodore_Areyar

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Re: Official v4.8 Bugs Thread
« Reply #68 on: January 18, 2010, 10:01:21 PM »
v482
an error that came out of nowhere.

Error in getaverage tftp: error 6 overflow.
occurs once or multiple times during time incrementation, no effect other than interrupted autoturn.

:) Arnoud

ed: each friggin 6 hour increment have to click the OK, aargh!
images of planets etc
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #69 on: January 19, 2010, 12:49:00 AM »
Quote from: "Beersatron"
Quote from: "MoonDragon"
4.82

In the missile design window, if I set the warhead strength for a drone to zero, I get negative cost and negative RP.

I'm not sure what would happen if I tried to research and or build these things. Didn't want to risk corrupting the database.

Your 'drone engine power per msp' is 0 and I think that is also affecting the cost. It is the same in my current game, I think there is a tech we need to research before drones become available but I can not find the correct post from Steve were he states what it is!
Aargh! You remember when I had a database corruption before Xmas and lost 2 weeks work and I wasn't sure about everything I lost? Well the drone engine tech was obviously one of those things. I can't find it in the DB. I'll fix it for the next DB release.

Steve
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #70 on: January 19, 2010, 12:54:05 AM »
Quote from: "Commodore_Areyar"
v482
an error that came out of nowhere.

Error in getaverage tftp: error 6 overflow.
occurs once or multiple times during time incrementation, no effect other than interrupted autoturn.

:) Arnoud

ed: each friggin 6 hour increment have to click the OK, aargh!
Not seen this one before. Please could you send me the DB so I can reproduce it. Zip up the Stevefire.mdb and send it to stevewalmsley at btinternet.com

Steve
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #71 on: January 19, 2010, 01:44:44 AM »
Quote from: "metalax"
On a new game after a 5 day jump, starting wealth is appearing on the expenditure side of the wealth tab, making it appear like I'm running a massive deficit.
Fixed for v4.9

Steve
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #72 on: January 19, 2010, 01:56:59 AM »
Quote from: "sloanjh"
I'm not getting any completion dates for proposed builds in my SY.  I think I've seen this before for the first build of a class (or maybe first build of a SY), but it seems to have gotten worse.  It's a naval SY, was the only one, and first tooled class (a geo-survey).

Also, in 4.77, the completion date displayed doesn't take into account stockpiled components.  I assume the same is still true....
I can't reproduce this one at the moment, although I am sure I have seen it in the past. Intermittent bugs are always the hardest to fix. I'll keep an eye out for it and fix it when it appears again. Stockpiled components are not taken into account. Not sure whether I should include them or not, or perhaps have a checkbox to include them.

Steve
 

Offline Rathos

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Re: Official v4.8 Bugs Thread
« Reply #73 on: January 19, 2010, 02:24:13 AM »
I get a Error 6 in ReturnDate Overflow every time I open the population and production screen and I have to click ok 6 times before it stops. It also pops up anytime I do anything in population and production. Is there anyway to fix this without starting a new game =(

Year is 2125, which I don't think should be a problem?

v4.82

Edit: I think it had something to do with negative wealth, I made a year pass on the system map and it was magically fixed.
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #74 on: January 19, 2010, 02:30:16 AM »
Quote from: "sloanjh"
Units which belong to a HQ unit (e.g. my 1st Armored battalion, which is part of my 1st Brigade (Armored)) are still showing up twice in the Population+PDCs view of the Ground Units tab of the F2 screen when they and the parent are in a PDC - once as part of the parent unit (in the PDC), and once at the "top level".
Fixed for v4.9

Steve