Author Topic: Official v5.02 Bugs Thread  (Read 25758 times)

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Offline georgiaboy1966

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Re: Official v5.02 Bugs Thread
« Reply #105 on: March 23, 2010, 07:42:16 AM »
This is no giving an error message, but is a bug.

Recently did some assault boardings of ships left by a surrendered population. Now have the issue of many Marine companies and battalions loosing Morale as being stated of being held in combat-ready state on board a ship.

The event message does not state which ships being held on.
I have attempted to re-write their situation by loading them into drop modules from planet and drop onto planet. does not help.

Also, there is no order for boarders to be unloaded from captured ships when they return to port with their prize/captured ship. I have to use the pop/pdc transfer button to remove them from the ship and place them back on the planet.
Glen

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Offline Shadow

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Re: Official v5.02 Bugs Thread
« Reply #106 on: March 23, 2010, 09:41:21 AM »
Quote from: "georgiaboy1966"
This is no giving an error message, but is a bug.

Recently did some assault boardings of ships left by a surrendered population. Now have the issue of many Marine companies and battalions loosing Morale as being stated of being held in combat-ready state on board a ship.

The event message does not state which ships being held on.
I have attempted to re-write their situation by loading them into drop modules from planet and drop onto planet. does not help.

Also, there is no order for boarders to be unloaded from captured ships when they return to port with their prize/captured ship. I have to use the pop/pdc transfer button to remove them from the ship and place them back on the planet.
They're on the boarded ships. You should be able to take those ships to a planet and combat drop the marines there. Are you saying they keep losing morale even after being dropped on a planet?

EDIT:
Quote from: "Shadow"
Another bug: I invaded an enemy listening post, but their colony didn't appear in the Economics window, so I can't abandon it. It's an easily terraformable planet, but I'm afraid to create a serious colony there given there could be troubles due to the ghostly duplicate.

Whenever I try to select the phantom colony through the System Map's right-click menu, I get a "Please select a population" prompt twice, and then I'm taken to a completely empty Economics window (save for the colony list on the left). The Abandon button does nothing in that case.

The ghost settlement exists according to the System View and Task Groups screens, but I don't have any control over it because of its absence from the Economics window.

EDIT: Same thing happened with another invaded colony, on the aforementioned planet's moon. :?
Scratch this bug.

Months later I got an event that stated the civilian mining colony on that moon had expanded to 9 mines. So there you go, I indeed checked and both colonies are CMCs. I had those hidden, so that's obviously why they weren't showing up.
 

Offline georgiaboy1966

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Re: Official v5.02 Bugs Thread
« Reply #107 on: March 23, 2010, 09:56:13 AM »
Quote from: "Shadow"
Quote from: "georgiaboy1966"
This is no giving an error message, but is a bug.

Recently did some assault boardings of ships left by a surrendered population. Now have the issue of many Marine companies and battalions loosing Morale as being stated of being held in combat-ready state on board a ship.

The event message does not state which ships being held on.
I have attempted to re-write their situation by loading them into drop modules from planet and drop onto planet. does not help.

Also, there is no order for boarders to be unloaded from captured ships when they return to port with their prize/captured ship. I have to use the pop/pdc transfer button to remove them from the ship and place them back on the planet.
They're on the boarded ships. You should be able to take those ships to a planet and combat drop the marines there. Are you saying they keep losing morale even after being dropped on a planet?

That is what I am saying. the ships I boarded and took, do not list any troops on them now. I had to manually transfer them off the ships to the planet with the transfer button on the troop page.
The captured ships did not have any possible orders for dropping troops, or unloading troops.
I tried to use assault ships to take the troops from the captured ships and got an error of not enough space to transfer the troops, even when no troops were on those ships.
Glen

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Offline IanD

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Re: Official v5.02 Bugs Thread
« Reply #108 on: March 23, 2010, 04:28:07 PM »
Quote from: "Steve Walmsley"
I still haven't reproduced the Add Task bug. However, I assume it was caused by me trying to fix a problem with the button not greying out when a refit wasn't possible. I have undone that fix for v5.1 as the lesser of two evils until I can find a better way to handle it.

Steve

Just had the shipyard add task button grey out after 3 ships completed out of six on the slips. All yards seemed to be equally affected and as reported earlier if you select a modify shipyard task, but don't actually "set activity" you can ungrey the add task, but have to repeat this for each ship you wish to build. A few turns later the problem appears to have disappeared. The only action I took before the grey out was to update the ordnance loads while ships were under construction and wonder if that was the reason?

Regards
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Offline Shadow

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Re: Official v5.02 Bugs Thread
« Reply #109 on: March 23, 2010, 05:48:29 PM »
Two bugs:

- The "maximum amount to load" field in the Task Groups screen can't be modified for a single set of orders after it's altered the first time. Also, it displays certain information oddly. For instance, "Move to x10000 Earth" and "Refuel from colony x10000 Earth".

- Events that describe the closing of a civilian mining colony apparently don't store the name of the body they were on before deleting the settlement, which leads to entries like this: "The supplies of all minerals on  have been exhausted. The civilian mining operation is therefore shutting down and the civilian mining complexes will eventually be redployed elsewhere". Notice the blank where the body name should be (and the "redployed" typo :P). Also, clicking on these events generates a error (11, division by zero) and leads you to a random colony on the Economics window.
 

Offline Maltay

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Re: Official v5.02 Bugs Thread
« Reply #110 on: March 23, 2010, 09:45:56 PM »
When I clicked to advance 30 days, my game froze for 5 min. and then crashed to desktop without errors.  After reloading, I receive this error every other time I advance 30 days.

It appears three of my civilian shipping line freighters are confused.  As they are civilian shipping line freighters, I cannot change their orders per the error message.  They were likely fulfilling a civilian contract to transport automated mines from Earth to one of my many mining colonies in the Sol solar system.  I tried deleting all of my civilian contracts, but it did not have any effect.

The error message appears twice.
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Offline Beersatron

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Re: Official v5.02 Bugs Thread
« Reply #111 on: March 23, 2010, 11:44:04 PM »
Quote from: "Maltay"
When I clicked to advance 30 days, my game froze for 5 min. and then crashed to desktop without errors.  After reloading, I receive this error every other time I advance 30 days.

It appears three of my civilian shipping line freighters are confused.  As they are civilian shipping line freighters, I cannot change their orders per the error message.  They were likely fulfilling a civilian contract to transport automated mines from Earth to one of my many mining colonies in the Sol solar system.  I tried deleting all of my civilian contracts, but it did not have any effect.

The error message appears twice.

Have you tried removing the supply and the demand from all locations and then (under SM mode I think) clearing the Shipping Line orders?

Maybe even just try removing all the Supply contracts on the civ tab first.

I think that orbital movement error could be a TG set to an erroneous location. i.e one TG following another that may have left the system is where I have seen it before.
 

Offline Hawkeye

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Re: Official v5.02 Bugs Thread
« Reply #112 on: March 23, 2010, 11:49:04 PM »
Quote from: "Shadow"
Two bugs:

- The "maximum amount to load" field in the Task Groups screen can't be modified for a single set of orders after it's altered the first time. Also, it displays certain information oddly. For instance, "Move to x10000 Earth" and "Refuel from colony x10000 Earth".
 

The "maximum amount" order is only available for certain tasks and can only be changed with one of those tasks selected. Example: You set it to load 1.000t of Duranium. To change it back to 1, leave the "Load Duranium" selected, change the amount to 1 and only then select the order "unload all minerals"
Ralph Hoenig, Germany
 

Offline Maltay

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Re: Official v5.02 Bugs Thread
« Reply #113 on: March 24, 2010, 12:11:36 AM »
Quote from: "Beersatron"
Have you tried removing the supply and the demand from all locations and then (under SM mode I think) clearing the Shipping Line orders?

Maybe even just try removing all the Supply contracts on the civ tab first.

I think that orbital movement error could be a TG set to an erroneous location. i.e one TG following another that may have left the system is where I have seen it before.

I removed the civilian contracts for supply and demand from every location in every solar system.  I was not aware there was a "clear shipping lane order" in SM mode.  I started a new game with a better military and research doctrine in the meantime, so I may not revisit this game.  However, can someone else comment as to the "clear shipping lane order" in SM mode?
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Offline sloanjh

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Re: Official v5.02 Bugs Thread
« Reply #114 on: March 24, 2010, 01:00:50 AM »
Quote from: "Maltay"
Quote from: "Beersatron"
Have you tried removing the supply and the demand from all locations and then (under SM mode I think) clearing the Shipping Line orders?

Maybe even just try removing all the Supply contracts on the civ tab first.

I think that orbital movement error could be a TG set to an erroneous location. i.e one TG following another that may have left the system is where I have seen it before.

I removed the civilian contracts for supply and demand from every location in every solar system.  I was not aware there was a "clear shipping lane order" in SM mode.  I started a new game with a better military and research doctrine in the meantime, so I may not revisit this game.  However, can someone else comment as to the "clear shipping lane order" in SM mode?

On the shipping line screen, in the upper right corner, there's a "Clear Orders" button.  It was put in in the early days of shipping lines, when cargo TG would regularly get "stuck".  Basically it resets the selected ship into a "empty with no orders" state.  It doesn't look like it requires SM mode.

John

PS - We're trying not to clutter the bugs thread with a lot of back-and-forth discussion of new user issues, since this is the thread that Steve uses as his "filing cabinet" for bugs and we want to keep the signal/noise high.  Please read the "Where should I post?" FAQ (if you haven't already done so), which encourages new users to post what they think are bugs in The Academy for confirmation from experienced users.  In this case, it sounds like there really is a bug there, but I've always found 30-day advances to be dangerous, given that the game is built around a 5-day update cycle.  My primary advice in this case would be "don't do that" (use 30-day updates).  If you want to continue this discussion, please take it to another thread, e.g. in The Academy.  You can transfer the concepts by quoting in this thread, copying the text into your paste buffer, and the hit the "back" button on your browser (so that you don't post into this thread).  You can then past the quoted text into your new thread.  Thanks!
 

Offline EarthquakeDamage

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Re: Official v5.02 Bugs Thread
« Reply #115 on: March 24, 2010, 12:18:59 PM »
A couple 5.02 bugs for you:

1.  Apparently, you cannot convert a low tech ground unit to a cadre when it's the top unit in that population's list.  I run into this when I start a new game (haven't tried a TN start yet, so I don't know if it matters there) and immediately convert all units to cadres.  It claims the unit cannot be converted because it isn't low tech.  If I wait until I've trained, say, an HQ unit (those always sit above LT units in the list), then I can convert the LT unit.  But while it's the first in the list, my hands are tied.

2.  The list of active research projects (the one with estimated completion dates and so forth, not the "projects we could research" or "research queue" lists) doesn't like having exactly six projects.  When there are six active projects, the list has no scroll bar.  If you select the sixth project, the list scrolls down slightly.  Having only six entries, however, it still has no scroll bar.  So the first project in the list becomes inaccessible.  There are several ways to work around this, including Refresh All, but it's a bug nonetheless.

I hope that makes sense.
 

Offline Untelligent

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Re: Official v5.02 Bugs Thread
« Reply #116 on: March 24, 2010, 05:23:03 PM »
Just found out about this game earlier today, playing through with the wiki tutorial.


When I open up the Colony Summary screen, I get this error message three times, then it continues to the colony summary screen:

Error in GetCommanderName
Error 94 was generated by Aurora
Invalid use of null
Please report to (forum address)


I'm running Windows Vista, if it means anything.
 

Offline Erik L

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Re: Official v5.02 Bugs Thread
« Reply #117 on: March 24, 2010, 06:50:33 PM »
Not sure if this is a bug or just something odd.

Two survey fleets. Same ship class in both. One fleet in the F12 screen shows Maintenance supplies and Clock. The other one shows Fire Delay and Sensor Delay. Even the combat fleet shows the maintenance columns. Is there a way to toggle those that I'm not seeing?
 

Offline Shadow

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Re: Official v5.02 Bugs Thread
« Reply #118 on: March 24, 2010, 08:53:15 PM »
Quote from: "Erik Luken"
Not sure if this is a bug or just something odd.

Two survey fleets. Same ship class in both. One fleet in the F12 screen shows Maintenance supplies and Clock. The other one shows Fire Delay and Sensor Delay. Even the combat fleet shows the maintenance columns. Is there a way to toggle those that I'm not seeing?
I think you get that if the TG in question recently made a jump, so to show whether their sensors and fire controls are operating normally or still blind from said jump.
 

Offline Erik L

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Re: Official v5.02 Bugs Thread
« Reply #119 on: March 24, 2010, 10:58:27 PM »
Quote from: "Shadow"
Quote from: "Erik Luken"
Not sure if this is a bug or just something odd.

Two survey fleets. Same ship class in both. One fleet in the F12 screen shows Maintenance supplies and Clock. The other one shows Fire Delay and Sensor Delay. Even the combat fleet shows the maintenance columns. Is there a way to toggle those that I'm not seeing?
I think you get that if the TG in question recently made a jump, so to show whether their sensors and fire controls are operating normally or still blind from said jump.

They were in overhaul.