Author Topic: Official v5.20 Bugs Thread  (Read 37221 times)

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Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #75 on: September 12, 2010, 04:02:05 PM »
Don't recall, does damage collapse through to the next open spot?
...what?
 

Offline Erik L

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Re: Official v5.20 Bugs Thread
« Reply #76 on: September 12, 2010, 04:07:49 PM »
...what?

If you hit a spot that has been partially wiped away, does the damage destroy a red box, or drop to the next highest white box.
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #77 on: September 12, 2010, 04:15:50 PM »
If you hit a spot that has been partially wiped away, does the damage destroy a red box, or drop to the next highest white box.
Oh, you mean if you hit next to a column that already has a bunch of damage? I'm pretty sure it drops down. And if you hit a hole that's next to less-damaged column, the spillover jumps up to the top of that column.
 

Offline Erik L

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Re: Official v5.20 Bugs Thread
« Reply #78 on: September 12, 2010, 04:58:11 PM »
Oh, you mean if you hit next to a column that already has a bunch of damage? I'm pretty sure it drops down. And if you hit a hole that's next to less-damaged column, the spillover jumps up to the top of that column.

That could account for the pattern too I think
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #79 on: September 12, 2010, 05:04:00 PM »
That could account for the pattern too I think
No, it can't. Look at the far right. There's a hole all the way through the armor, with completely undamaged columns on either side. You can't do that with anything that does any damage at all to adjacent columns. There are other problem spots, but that's the most obvious.
 

Offline Brian Neumann

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Re: Official v5.20 Bugs Thread
« Reply #80 on: September 12, 2010, 07:25:07 PM »
For my dissapearing colonies I am using 5.2.  I have tried it with both a sol system start and using the random SM map system generation.  Happens with both.  I normally play with the following options turned off:  Use known star systems, orbital motion for asteroids, Use inexperienced fleet penalties, Jump gates on all jump points, and No overhauls needed.  The rest of the options are turned on.  No disasters either and the only change to the basic info is to have a least 3 comets per system.  None of these are likely to cause a problem.

I do recall the problem you are talking about, and that it was fixed.  I have started other games where I had ruins on the planet and this did not happen untill recently.  5.2 for sure, I don't think it happened under 5.14 but I could be wrong.

Brian
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #81 on: September 12, 2010, 08:30:54 PM »
I'm getting an error in Display WP every time the galactic map screen redraws. Error 5, invalid procedure call or argument. It comes up twice, then everything looks fine. It may have something to do with the jump point data I just got from interrogating prisoners.

Edit: Oh, and when I first open the map I get an error saying "WP Link not found in GetWarpPointData".

Edit 2: Oh, this must be the problem. I found out about a star system from espionage, and four warp points were already located. One of them goes to a system I've explored, but haven't surveyed yet, so there's a warp point link going in one direction only.

Edit 3: Discovering the jump point on the other side seems to have fixed the problem, even though I haven't explored it yet - although the system in question was not linked to the system I thought it was.
« Last Edit: September 12, 2010, 09:49:05 PM by Vanigo »
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #82 on: September 12, 2010, 11:14:54 PM »
Civilian ships are still sometimes taking stupid routes when moving from system to system if there are loops in the jump gate network. Shouldn't it be pretty easy to use A* for this? Edit: Or just Dijkstra's Algorithm, since I have no idea what kind of heuristic you'd use and there aren't many nodes anyway.
Heh... following up on this, I've got civilian ships taking four jump gates to get from Earth to Mars. Seriously, why are they even looking at the jump gates on a trip like that?
 

Offline martinuzz

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Re: Official v5.20 Bugs Thread
« Reply #83 on: September 13, 2010, 02:02:52 AM »
The scientist I transferred between races, I reported earlier about, seems to have become immortal as well.
My estimate is, that he is over 95 years old now. I can't reach his stats in any way to check though.
He's still happily researching for me :)
 

Offline ZimRathbone

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Re: Official v5.20 Bugs Thread
« Reply #84 on: September 13, 2010, 03:50:26 AM »
I just captured a ship after crippling it with strength 4 missiles, and this is what its armor looked like. Obviously armor damage is either being applied wrong or displayed wrong, because a size 4 missile's damage template can't possibly do damage like this.

I don't see a lot impossible about that damage profile - remember white is where there is armour remaining, red has been plastered flat - basically that ship has been pretty sandpapered, there are only a few columns of armour left - the only funny one I see is on the far Right (2nd col from the end) which could be an artifact of damage allocation routine not scoring damage on the last column correctly (an array limit error).

Whoops I take that back - just noticed the other side.  Yes there does seem to be some laser like damage - havent seen this before in my games
« Last Edit: September 13, 2010, 04:24:21 AM by ZimRathbone »
Slàinte,

Mike
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #85 on: September 14, 2010, 10:03:35 PM »
Wow, this is nuts. I dropped a couple sensor buoys in a system with some precursors, and when they detected them, they started launching countermissiles and anti-ship missiles at them as fast as possible. I don't know why they feel that level of overkill is necessary, but it's had my game running in 5-second increments for a while.
(I'd just destroy the buoys, but, hey, making them waste missiles is cool.)
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #86 on: September 14, 2010, 11:21:09 PM »
This is odd. I've got a beam PD destroyer, and for some reason it's shooting down precursor missiles without tracking speed being taken into account. With a tracking speed of 16000 and missiles at 40,000 km/s, it should only be hitting a bit over a third of the time, but the event log is listing its hit chance as 97%. I don't know if the actual hit chance is that high, since I haven't seen more than one missile at a time get through my countermissiles yet.
Edit: No, wait, it does, it's just only shown in the target hit and target missed events, which I turned off to cut down on message spam. Maybe the effects of fire control tracking speed should be shown in the Targeting event, even though weapon tracking speed might be lower.
« Last Edit: September 14, 2010, 11:24:27 PM by Vanigo »
 

Offline Laurence

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Re: Official v5.20 Bugs Thread
« Reply #87 on: September 16, 2010, 09:47:10 AM »
Posting here but I'm not sure if it's a bug or not. 

Did a Conventional start with me running multiple nations on Earth. Diplomatic settings between them are Neutral, Friendly or Allied.  Nobody is set to share technology or geo/grav data.

When the country that is the most advanced goes forward, the previous technogy is shared to the allied races.

For example, country A gets Engineering Section - Tiny.  Country B, an ally of A, is given Engineering Section - Small.

When country A gets Gas-Cooled Reactor Technology, Country B (ally) is given Pebble Bed Reactor Technology.  Countries C & D, set to Friendly, are given Pressurised Water Reactor (two levels back).

Again, country A is not set to share any tech data.  Should this be happening?
 

Offline martinuzz

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Re: Official v5.20 Bugs Thread
« Reply #88 on: September 16, 2010, 10:58:25 AM »
I asked about that as well about a week ago, thinking it was buggy behaviour.
Turns out, it is intended.
Amongst populations on the same planet, there always is a chance of the other races acquiring a (lower level) tech of something you researched.
This is to simulate, how hard it is, to keep commonly used technologies a secret.
 

Offline Laurence

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Re: Official v5.20 Bugs Thread
« Reply #89 on: September 16, 2010, 11:20:32 AM »
I asked about that as well about a week ago, thinking it was buggy behaviour.
Turns out, it is intended.
Amongst populations on the same planet, there always is a chance of the other races acquiring a (lower level) tech of something you researched.
This is to simulate, how hard it is, to keep commonly used technologies a secret.

Thanks for the explanation.  I must have missed your asking/getting answered when I skimmed through the boards this morning. 
I don't mind the effect, it does seem to be realistic in that they could "follow along".  I guess the official sharing of tech data affects the items as they are currently researched then.