Author Topic: Official v5.30 Bugs Thread  (Read 11072 times)

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Offline Icebird

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Re: Official v5.30 Bugs Thread
« Reply #15 on: February 11, 2011, 01:56:53 PM »
AutoFire only act for the first Fire Control listed on a ship.
For example, a anti-missile ship with 10 fire controls, 5 launchers per fire control.  With autofire, only the first fire control will target and fire on hostiles.
Another example, a cruiser with a missile fire control, and a beam fire control.  If the beam is first on the list of fire controls, the missiles will never be used by the autofire.
 

Offline Icebird

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Re: Official v5.30 Bugs Thread
« Reply #16 on: February 14, 2011, 06:29:33 AM »
A funny bug: While orbiting an enemy planet, I wanted to get rid of his shipyard, so I started to fire on it with my lasers. But, while the log indicated that my lasers did damages, the size of the shipyard didn't lowered. In fact, the shipyard got bigger! In a few salvo, it went from 24.000 tons to 960.000 tons!!
 

Offline Erik L

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Re: Official v5.30 Bugs Thread
« Reply #17 on: February 19, 2011, 03:53:11 PM »
Missiles which lose their target head towards the sun. This is fine if the axis of attack is in that direction, but when it's not, that is a lot of missiles heading the wrong way.

The missiles in question have on-board guidance and ship-board.
 

Offline Erik L

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Re: Official v5.30 Bugs Thread
« Reply #18 on: February 20, 2011, 03:00:25 PM »
The Refit PDC industrial command does not seem to work.

I updated my PDCs and issued refit commands to the industry. Later I noticed they were still on the old design (through the F6 screen).
 

Offline Erik L

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Re: Official v5.30 Bugs Thread
« Reply #19 on: February 20, 2011, 06:13:33 PM »
The Refit PDC industrial command does not seem to work.

I updated my PDCs and issued refit commands to the industry. Later I noticed they were still on the old design (through the F6 screen).

As an addendum to this, is there a way (besides the SM repair all button) to fix the armor on a PDC?
 

Offline Erik L

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Re: Official v5.30 Bugs Thread
« Reply #20 on: February 20, 2011, 07:13:29 PM »
Interesting bug.

Defeated a robot defender unit in a ruin. Got a population conquered message, and a civilian colony ship (from one of my lines) was handed over to the government.
 

Offline Erik L

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Re: Official v5.30 Bugs Thread
« Reply #21 on: February 20, 2011, 07:43:51 PM »
When designing an engine, you can create an engine that is self-jump only, but then also increase the squadron size (which just makes the engine bigger).
 

Offline Steve Walmsley (OP)

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Re: Official v5.30 Bugs Thread
« Reply #22 on: February 21, 2011, 05:56:12 AM »
Interesting bug.

Defeated a robot defender unit in a ruin. Got a population conquered message, and a civilian colony ship (from one of my lines) was handed over to the government.

Interesting. Ships are handed over if they are in orbit of the population that was conquered and are of the same race. Somehow the program has picked up the defeated robots as being your race. I'll look into it.

Steve
 

Offline Brian Neumann

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Re: Official v5.30 Bugs Thread
« Reply #23 on: February 21, 2011, 08:18:13 AM »
Interesting. Ships are handed over if they are in orbit of the population that was conquered and are of the same race. Somehow the program has picked up the defeated robots as being your race. I'll look into it.

Steve
I have gotten the same thing several times.  I also have had a problem that in the same process my entire colony disapears.  Anything on it that is colony specific is gone.  Ground units are in limbo as are any officers on teams on the colony.

Most of the time, but not quite always this has happened when SM was enabled.

Brian
 

Offline Steve Walmsley (OP)

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Re: Official v5.30 Bugs Thread
« Reply #24 on: February 21, 2011, 08:22:10 AM »
I have gotten the same thing several times.  I also have had a problem that in the same process my entire colony disapears.  Anything on it that is colony specific is gone.  Ground units are in limbo as are any officers on teams on the colony.

Most of the time, but not quite always this has happened when SM was enabled.

Brian

There must be some other factor at work because I have captured colonies from Precursors and fought off Robotic guardian in ruins without any problems in my current campaign. I always have SM enabled. The hardest bugs to find are those that only happen sometimes :)

Steve
 

Offline randal7

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Re: Official v5.30 Bugs Thread
« Reply #25 on: February 21, 2011, 08:58:48 AM »
I don't know if this is related, but anyway...

Twice when fighting robot guardians I've ended up with a second, conquered (empty) colony on the same planet. In both cases, I had not ordered my units to cease fire after destroying the last enemy, and the conquered colony appeared after the next interval. This has never happened if I cease fire. I've never tried to deliberately duplicate the problem, however, so I'm not sure about the cause. Using 5.20, not 5.30.
 

Offline Erik L

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Re: Official v5.30 Bugs Thread
« Reply #26 on: February 21, 2011, 09:54:02 AM »
Interesting. Ships are handed over if they are in orbit of the population that was conquered and are of the same race. Somehow the program has picked up the defeated robots as being your race. I'll look into it.

Steve
The population I had on there became "Vanquished" and took the production hit. Also gained/lost some reparations.
 

Offline Hawkeye

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Re: Official v5.30 Bugs Thread
« Reply #27 on: February 21, 2011, 10:04:59 AM »
I had this happen two or three time too.
It only happened, when there was a bombardement (I take it this means collateral damage) that destroyed a facility of my colony. When the robot guardians were just defeated, everything worked all right.
It also only happened on the first combat with robot guardians on that planetary body. Once a first "uprising" has been defeated (and Aurora crates a conquered colony) everything seems to work fine in later robot defeats.
Ralph Hoenig, Germany
 

Offline Steve Walmsley (OP)

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Re: Official v5.30 Bugs Thread
« Reply #28 on: February 21, 2011, 10:19:16 AM »
Now I think about it, I might never have actually attacked the robotic guardians that emerge from ruins. I usually just put ground forces on the colony and let the robotic guardians destroy themselves attacking my garrison forces.

Steve
 

Offline Erik L

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Re: Official v5.30 Bugs Thread
« Reply #29 on: February 21, 2011, 11:40:22 AM »
Now I think about it, I might never have actually attacked the robotic guardians that emerge from ruins. I usually just put ground forces on the colony and let the robotic guardians destroy themselves attacking my garrison forces.

Steve

That's what I had done also. Dropped a brigade of infantry and 4 engineer units along with the Xeno team. Once the Xeno team did their work, the engineers started theirs. There was 170-180 installations I believe. When it got to 70 or so, the robots had managed to destroy 2 installations (in about 6-8 waves), and kill off maybe half a million civs. When that last wave was destroyed, the civ ship in orbit was "captured", the population became vanquished and reparations were paid out.

The ground units (and their commanders) disappeared into the aether. The colony stayed where it was. I opened the db and changed their status back to an imperial pop, wiped out the unrest and points to become an imperial pop and gave the colony ground units again.

Since then, they've cleaned out ~another 20 installations and no robots.