Author Topic: v6.00 Official Bugs Thread  (Read 26088 times)

0 Members and 1 Guest are viewing this topic.

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20561 times
Re: v6.00 Official Bugs Thread
« Reply #90 on: October 20, 2012, 01:39:23 PM »
Here's a minor one.  The description in the Power Efficiency/Power Reduction reads "for engines and power plants", but I believe the tech line is now only used for power plants.

I've changed it to Reactor Power Boost tech and removed the references to fuel efficiency and engines. I have also halved the research cost for each level.

Steve
« Last Edit: October 20, 2012, 01:43:24 PM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20561 times
Re: v6.00 Official Bugs Thread
« Reply #91 on: October 20, 2012, 02:02:14 PM »
starting a new game using the spacemaster start throws up an error to the effect of "can't have a race name of 0 chars" and then a mess of related errors.  Regular Sol start seems to work fine for me.  

Fixed for v6.10

Steve
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20561 times
Re: v6.00 Official Bugs Thread
« Reply #92 on: October 20, 2012, 02:15:10 PM »
I'm getting a divide by zero error every 5-day increment from the Geological Team surveying Apollo. I notice it and the other near-Earth asteroids have diameters of 0 in the system view.

I've changed the near-Earth asteroids to have a radius of 1 km. Not astromically correct but it should prevent that type of problem

Steve
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20561 times
Re: v6.00 Official Bugs Thread
« Reply #93 on: October 20, 2012, 02:16:23 PM »
Clicking on the "About" tab under Help in the main menu bar results in a 3201 error and complete lock up which can only be cured by closing the programme through the Task Manager (win7)

DavidR

Oops! I left some test code behind that button. Removed for the next version.

Steve
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20561 times
Re: v6.00 Official Bugs Thread
« Reply #94 on: October 20, 2012, 02:24:53 PM »
you can build missile and civ designed drives in the ship components section of the industry tab.

not sure if the missle drives are a bug as they could be used to make missiles faster like ships?

I've removed both from the list

Steve
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20561 times
Re: v6.00 Official Bugs Thread
« Reply #95 on: October 20, 2012, 02:31:23 PM »
In the f7 (Race tech screen) the missile engine designs don't appear to show when you select that option from the drop down.

Fixed for v6.10

Steve
 

Offline Conscript Gary

  • Lt. Commander
  • ********
  • Posts: 292
  • Thanked: 27 times
Re: v6.00 Official Bugs Thread
« Reply #96 on: October 20, 2012, 02:44:54 PM »
A friend of mine is having some missile production issues.
Namely, for some reason the game is consuming over 2000 tons of uridium per missile, which is rather expensive for missiles without any sensors on them.





Cost displays correctly in the design window, and in the industry allocation section, but not in the construction options section.



The expense does wind up eating into his mineral stores though.

It doesn't happen to all of his missiles, so I haven't a clue why it happens. But there it is.

edit: and apparently re-researching the missiles fixes it. :shrug:
« Last Edit: October 20, 2012, 03:04:51 PM by Conscript Gary »
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20561 times
Re: v6.00 Official Bugs Thread
« Reply #97 on: October 20, 2012, 02:59:13 PM »
Under the Ships Design tab:

After creating a design and locking it, if you change the deployment time the additional crew modules will be added if the deployment time is increased. If the time is decreased, nothing changes.

I've disabled the deployment time when the design is locked

Steve
 

Offline Conscript Gary

  • Lt. Commander
  • ********
  • Posts: 292
  • Thanked: 27 times
Re: v6.00 Official Bugs Thread
« Reply #98 on: October 20, 2012, 03:04:15 PM »
Also this is a bug that's been around since 5.6 but whenever I've run into the Star Swarm the contact listings have been cut off and wrap around to the left side of the system maps screen, behind the control windows for most cases. http://i.imgur.com/RHVLn.png
 

Offline Mailo

  • Leading Rate
  • *
  • M
  • Posts: 10
  • Thanked: 3 times
Re: v6.00 Official Bugs Thread
« Reply #99 on: October 20, 2012, 03:05:09 PM »
When advancing time by 5 days (I think a ship just entered a new system for the first time):

Error in GetSystemThemeName
Error 3077 was generated by DAO. Recordset
syntax error (missing operator) in expression <--- translated from german
 

Offline Karlito

  • Chief Petty Officer
  • ***
  • K
  • Posts: 31
  • Thanked: 6 times
Re: v6.00 Official Bugs Thread
« Reply #100 on: October 20, 2012, 09:25:38 PM »
Quote
Strength 0 Nuclear Detonation x3 Detected!

It looks like an NPR is launching AMM against one of my sensor drones that's headed for what presumably is their home planet. Although they do appear to have excellent accuracy against my slow moving drone, it looks like their engineers forgot to include warheads.

EDIT: Also 'Missile Engines' in the tech summary window doesn't display anything.
« Last Edit: October 20, 2012, 09:55:06 PM by Karlito »
 

Offline tryrar

  • Sub-Lieutenant
  • ******
  • t
  • Posts: 100
Re: v6.00 Official Bugs Thread
« Reply #101 on: October 21, 2012, 12:10:10 AM »
Just finished building a few sorium harvesters to send to alpha centauri(7mil sorium on B2 at .7 acc? Hell yeah!), and set up the primary and secondary orders(after ordering them to dump fuel on alpha B3, my primary colony in alpha centauri). Well, I hit 30 days, and I got an error 5, invalid procedure call or argument. It goes away after a minute of holding down enter, and time advances, but then it pops right back up
 

Offline mberkers

  • Leading Rate
  • *
  • m
  • Posts: 8
Re: v6.00 Official Bugs Thread
« Reply #102 on: October 21, 2012, 01:13:23 AM »
Quote from: Karlito link=topic=5400. msg55895#msg55895 date=1350786338
It looks like an NPR is launching AMM against one of my sensor drones that's headed for what presumably is their home planet.  Although they do appear to have excellent accuracy against my slow moving drone, it looks like their engineers forgot to include warheads.

EDIT: Also 'Missile Engines' in the tech summary window doesn't display anything.

I have run into that one also.  (The Strength 0 nuclear detonations, that is).  I had the greatest of fun imagining that the warheads had degraded to the point of being more like fizzles than proper nuclear detonations.  :)

MattB
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20561 times
Re: v6.00 Official Bugs Thread
« Reply #103 on: October 21, 2012, 06:36:39 AM »
got some precursor attacking me with warhead-0 missiles.

Fixed for v6.10 (I think :))

Steve
 

Offline TheBeardyMan

  • Leading Rate
  • *
  • T
  • Posts: 6
Re: v6.00 Official Bugs Thread
« Reply #104 on: October 21, 2012, 09:51:31 AM »
After starting a new game, with "Create ship systems and ship designs" checked, no ships can be built in any of the shipyards; the New Class list is empty.