Author Topic: Official v5.10 Bugs Thread  (Read 34523 times)

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Offline Brian Neumann

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Re: Official v5.10 Bugs Thread
« Reply #30 on: April 19, 2010, 07:49:33 AM »
I got a new error associated with ruins.

Error in Add Ruin Tech
Error 3061 generated by DAO.database
To few parameters expected 1...

and then followed by a bunch of error 91's

I also noticed that I had recovered a genetic modification center and the message continued on to say "And technical details of"  but no tech was recovered.  I had yet to reasearch the background tech for genetic engineering.  I am guessing that the program is looking to see what is already reasearched and finding nothing where it wants a value.

Brian

P.S.  I got the same error message and the only thing recovered this time was a genetic mod center.  I had previously (after the first time) given myself the background tech to unlock the field.  I have saved a copy of the db if you want it.
 

Offline Brian Neumann

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Re: Official v5.10 Bugs Thread
« Reply #31 on: April 19, 2010, 07:59:28 AM »
I am not positive if this is a bug or not, but I have dissasembled close to 300 items and have yet to receive any tech from them.  Each time the message sais that nothing is recovered, and I did check to see if I was getting some incremental rp instead, but there was no change there either.  Either I have been incredibly unlucky, or this is not working as intended.

Brian
 

Offline georgiaboy1966

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Re: Official v5.10 Bugs Thread
« Reply #32 on: April 19, 2010, 10:13:06 AM »
v5.13

Have done 2 invasions now, and the invasion beachhead/temp colony is removed when invasion is completed. But the troops disappear with the temp colony.

Are they supposed to be transferred to the invaded people as garrison.

Or is the temp colony supposed to not have been deleted by the program.
Glen

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Offline Steve Walmsley (OP)

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Re: Official v5.10 Bugs Thread
« Reply #33 on: April 19, 2010, 12:10:13 PM »
Quote from: "Brian"
I got a new error associated with ruins.

Error in Add Ruin Tech
Error 3061 generated by DAO.database
To few parameters expected 1...

and then followed by a bunch of error 91's

I also noticed that I had recovered a genetic modification center and the message continued on to say "And technical details of"  but no tech was recovered.  I had yet to reasearch the background tech for genetic engineering.  I am guessing that the program is looking to see what is already reasearched and finding nothing where it wants a value.

Brian

P.S.  I got the same error message and the only thing recovered this time was a genetic mod center.  I had previously (after the first time) given myself the background tech to unlock the field.  I have saved a copy of the db if you want it.
I found it. There is a mistake in the SQL for recovering ruin tech. It should only affect recovery of genetic mod centres though. The fix will be in the next version.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.10 Bugs Thread
« Reply #34 on: April 19, 2010, 12:33:56 PM »
Quote from: "georgiaboy1966"
v5.13

Have done 2 invasions now, and the invasion beachhead/temp colony is removed when invasion is completed. But the troops disappear with the temp colony.

Are they supposed to be transferred to the invaded people as garrison.

Or is the temp colony supposed to not have been deleted by the program.
They are supposed to be transferred to the conquered colony and the temp colony is deleted. The colony is identified as 'temp' if its has no populatons and no installations. I'll look into the problem.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.10 Bugs Thread
« Reply #35 on: April 19, 2010, 12:54:00 PM »
Quote from: "Steve Walmsley"
Quote from: "georgiaboy1966"
v5.13

Have done 2 invasions now, and the invasion beachhead/temp colony is removed when invasion is completed. But the troops disappear with the temp colony.

Are they supposed to be transferred to the invaded people as garrison.

Or is the temp colony supposed to not have been deleted by the program.
They are supposed to be transferred to the conquered colony and the temp colony is deleted. The colony is identified as 'temp' if its has no populatons and no installations. I'll look into the problem.

Steve
Found it. The code for conquered/vanquished populations performs a few clean ups, including deletion of shipyard tasks, construction tasks, etc.. One of these clean ups is the deletion of any remaining ground units, Unfortunately, the transfer of the conquering ground units takes place before deletion of any ground units at that population - oops!

Fixed for next version. Also fixed are the two "Record Deleted" pop up errors after the conquest

Steve
 

Offline IanD

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Re: Official v5.10 Bugs Thread
« Reply #36 on: April 19, 2010, 02:19:51 PM »
Quote from: "Father Tim"
IanD wrote:
If you create a second empire in Sol System ,say on Triton, the moon is immediately renamed Earth in the new empires economics screen, F9 screen etc.
Regards


Did you change the default empire name from "Terran Federation" and the default homeworld name from "Earth" when you created the second empire?

Oops!  :oops: No I didn't, since it was a methane breather and I quite forgot that part as the race was to be deleted after producing one or two precursor-like ships.

Sorry!
IanD
 

Offline Steve Walmsley (OP)

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Re: Official v5.10 Bugs Thread
« Reply #37 on: April 19, 2010, 03:20:12 PM »
Quote from: "Brian"
I am not positive if this is a bug or not, but I have dissasembled close to 300 items and have yet to receive any tech from them.  Each time the message sais that nothing is recovered, and I did check to see if I was getting some incremental rp instead, but there was no change there either.  Either I have been incredibly unlucky, or this is not working as intended.
It's a bug. I'll fix it for v5.14

Steve
 

Offline Treebiter

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Re: Official v5.10 Bugs Thread
« Reply #38 on: April 19, 2010, 04:25:28 PM »
I think this has been brought up elsewhere but commercial shipping on strike. I have a bunch of freighters having a party around earth. They are definitely not completing a round-trip between increments and I have set up no civilian contracts. I don't know if this is 5.10-specific but this is my first game using it and it's never happened before.
 

Offline Steve Walmsley (OP)

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Re: Official v5.10 Bugs Thread
« Reply #39 on: April 19, 2010, 04:56:33 PM »
Quote from: "Treebiter"
I think this has been brought up elsewhere but commercial shipping on strike. I have a bunch of freighters having a party around earth. They are definitely not completing a round-trip between increments and I have set up no civilian contracts. I don't know if this is 5.10-specific but this is my first game using it and it's never happened before.
Do you have other colonies that they can reach? If your other colonies are in other systems, you will need jump gates.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.10 Bugs Thread
« Reply #40 on: April 19, 2010, 04:56:53 PM »
v5.14 is out btw

Steve
 

Offline Treebiter

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Re: Official v5.10 Bugs Thread
« Reply #41 on: April 19, 2010, 05:02:14 PM »
It's very early into the game and I have a small colony on Mars. I've had a large inter-system network of civilian shipping in my last game so from experience I know it should be moving.
 

Offline AndonSage

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Re: Official v5.10 Bugs Thread
« Reply #42 on: April 20, 2010, 02:24:56 AM »
Version 5.14:
I guess you missed this when I mentioned it earlier. A leaders's first promotion date always has 2025 as the year, no matter what starting date was chosen when the game was created. This is for all four types of leaders. The following image is from a game where I picked 2100 as the starting date:
[attachment=0:3v4o6h73]Leaders_Promotion_Error.png[/attachment:3v4o6h73]
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Offline Xaoc

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Re: Official v5.10 Bugs Thread
« Reply #43 on: April 20, 2010, 02:32:39 AM »
5.14:
Technology Report window has both the Electronic Warfare and Cloaking Devices. Now I don't have any cloaking devices in this game yet, but aren't these categories essentially the same? ECMs and ECCMs show up on both categories.
Also, Technology Report window doesn't have a category for survey modules. Since survey modules aren't displayed anywhere in the Tech Report I can't make older modules obsolete to reduce clutter in the design window. Indeed, a lot of non-player-designed components aren't, which is for the most part fine, except for those components that are upgraded via background tech for which we should be able to mark obsolete the old components which we are unlikely to use.
 

Offline The Shadow

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Re: Official v5.10 Bugs Thread
« Reply #44 on: April 20, 2010, 03:34:31 AM »
Quote from: "Xaoc"
5.14:
Technology Report window has both the Electronic Warfare and Cloaking Devices. Now I don't have any cloaking devices in this game yet, but aren't these categories essentially the same? ECMs and ECCMs show up on both categories.

No, they aren't at all the same.  ECM makes your ship harder to hit;  cloaking makes it harder to see in the first place.

Quote
Also, Technology Report window doesn't have a category for survey modules. Since survey modules aren't displayed anywhere in the Tech Report I can't make older modules obsolete to reduce clutter in the design window. Indeed, a lot of non-player-designed components aren't, which is for the most part fine, except for those components that are upgraded via background tech for which we should be able to mark obsolete the old components which we are unlikely to use.

You can obsolete old-tech geosurvey sensors and the like in the Class Design screen.  Look for the "Obsolete Comp" button and the "Show Obsolete" checkbox.