Author Topic: v1.13.0 Bugs Thread  (Read 91854 times)

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Offline Iceranger

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Re: v1.13.0 Bugs Thread
« Reply #585 on: December 05, 2021, 08:01:30 PM »
ECM modules currently stack for combat purposes. The design screen does not show the increased ECM rating but it does show in the combat reports in the event log.

Steps to reproduce:
Design a ship and add multiple ECM modules.
Spawn in the ship and spawn in another ship to shoot at it.
Fire at the ship with multiple ECM modules. Note that your chance to hit has been reduced by each of the ECM modules, not just by one.

This means that, for example, a ship with 20 ECM 2 modules reduces incoming fire by 400%, making it effectively immune to everything.

Example logs from firing at ships with 1, 2 and 3 ECM 3 modules:
Sensor data reveals that the alien class AMT Target ECM 3 x1 has an ECM rating of 30
Sensor data reveals that the alien class AMT Target ECM 3 x2 has an ECM rating of 60
Sensor data reveals that the alien class AMT Target ECM 3 x3 has an ECM rating of 90
AMT Tribal 001 attacked AMT Target ECM 3 x1 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 100%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x1 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1
AMT Tribal 001 attacked AMT Target ECM 3 x2 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 70%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x2 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1
AMT Tribal 001 attacked AMT Target ECM 3 x3 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 40%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x3 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1



Iceranger's been doing some further testing on this bug on the Discord but isn't able to make a post on the forum at the moment so I'm posting this here so it doesn't get missed - he should be along later with more details of his testing.


More details on my test for this bug:

Target ships used are as below. They only show ECM30, but the actual ECM modules mounted on the ship are recorded in their names.

Code: [Select]
Target ECM 3 x1 class Ammunition Transport      4,043 tons       16 Crew       969.2 BP       TCS 81    TH 0    EM 0
1 km/s      Armour 40-22       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 3.12 Years     MSP 149    AFR 131%    IFR 1.8%    1YR 23    5YR 345    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

ECM 30

Code: [Select]
Target ECM 3 x2 class Ammunition Transport      4,455 tons       22 Crew       1,061.6 BP       TCS 89    TH 0    EM 0
1 km/s      Armour 40-24       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 2.46 Years     MSP 148    AFR 159%    IFR 2.2%    1YR 34    5YR 507    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

ECM 30

Code: [Select]
Target ECM 3 x3 class Ammunition Transport      4,848 tons       28 Crew       1,149.6 BP       TCS 97    TH 0    EM 0
1 km/s      Armour 40-25       Shields 0-0       HTK 5      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 2.13 Years     MSP 148    AFR 188%    IFR 2.6%    1YR 44    5YR 657    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

ECM 30

Code: [Select]
Target ECM 3 x2 ECM 2 x1 class Ammunition Transport      4,860 tons       32 Crew       1,142.3 BP       TCS 97    TH 0    EM 0
1 km/s      Armour 40-25       Shields 0-0       HTK 5      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 2.23 Years     MSP 146    AFR 189%    IFR 2.6%    1YR 40    5YR 595    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

ECM 30

Code: [Select]
Target ECM 3 x2 ECM 2 x2 class Ammunition Transport      5,250 tons       42 Crew       1,219.2 BP       TCS 105    TH 0    EM 0
1 km/s      Armour 40-26       Shields 0-0       HTK 7      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 2.09 Years     MSP 145    AFR 220%    IFR 3.1%    1YR 44    5YR 667    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

ECM 30

Code: [Select]
Target ECM 3 x2 ECM 2 x3 class Ammunition Transport      5,616 tons       52 Crew       1,290.7 BP       TCS 112    TH 0    EM 0
1 km/s      Armour 40-28       Shields 0-0       HTK 8      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 1.91 Years     MSP 143    AFR 252%    IFR 3.5%    1YR 51    5YR 762    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

ECM 30

The attacker, nothing special but it definitely should have 100% hit chance against the target at point blank range.
Code: [Select]
Tribal class Ammunition Transport      4,097 tons       213 Crew       1,510.8 BP       TCS 82    TH 0    EM 0
1 km/s      Armour 1-22       Shields 0-0       HTK 29      Sensors 0/0/0/0      DCR 1      PPV 31.68
Maint Life 1.10 Years     MSP 230    AFR 134%    IFR 1.9%    1YR 191    5YR 2,870    Max Repair 320 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

Fuel Capacity 50,000 Litres    Range N/A

Single 25.0cm C4 Far Ultraviolet Laser Turret (3x1)    Range 320,000km     TS: 20000 km/s     Power 16-4     RM 50,000 km    ROF 20       
Beam Fire Control R320-TS20000 (3)     Max Range: 320,000 km   TS: 20,000 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor R13 (1)     Total Power Output 12.6    Exp 5%

Active Search Sensor AS11-R1 (1)     GPS 28     Range 11.2m km    MCR 1m km    Resolution 1

ECCM-3 (3)         This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

Actual relevant logs:
Code: [Select]
Sensor data reveals that the alien class AMT Target ECM 3 x1 has an ECM rating of 30
Sensor data reveals that the alien class AMT Target ECM 3 x2 has an ECM rating of 60
Sensor data reveals that the alien class AMT Target ECM 3 x3 has an ECM rating of 90
AMT Tribal 001 attacked AMT Target ECM 3 x1 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 100%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x1 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1
AMT Tribal 001 attacked AMT Target ECM 3 x2 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 70%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x2 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1
AMT Tribal 001 attacked AMT Target ECM 3 x3 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 40%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x3 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1

Sensor data reveals that the alien class AMT Target ECM 3 x2 ECM 2 x1 has an ECM rating of 80
Sensor data reveals that the alien class AMT Target ECM 3 x2 ECM 2 x2 has an ECM rating of 100
Sensor data reveals that the alien class AMT Target ECM 3 x2 ECM 2 x3 has an ECM rating of 120
AMT Tribal 001 attacked AMT Target ECM 3 x2 ECM 2 x1 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 50%    Shots 1    Damage per Hit 16    No hits    New Target Speed 1 km/s
AMT Target ECM 3 x2 ECM 2 x1 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    No hits
AMT Tribal 001 attacked AMT Target ECM 3 x2 ECM 2 x2 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 30%    Shots 1    Damage per Hit 16    No hits    New Target Speed 1 km/s
AMT Target ECM 3 x2 ECM 2 x2 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    No hits
AMT Tribal 001 attacked AMT Target ECM 3 x2 ECM 2 x3 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 10%    Shots 1    Damage per Hit 16    No hits    New Target Speed 1 km/s
AMT Target ECM 3 x2 ECM 2 x3 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    No hits

So ALL installed ECM modules stack in combat calculation (also in the alien ship intel screen), only in the ship design screen it displays the correct ECM rating.

Test DB file attached.

SJW: Fixed for v2.0. Thanks for testing it.
« Last Edit: December 09, 2021, 06:30:56 AM by Steve Walmsley »
 
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Offline Migi

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Re: v1.13.0 Bugs Thread
« Reply #586 on: December 05, 2021, 09:28:09 PM »
Sorry for the double post but this is a different issue.
When a commander is assigned to an Academy it doesn't generate a Command Assignment event in the event log. (The commander history does show them being assigned)
I suspect, but I'm not certain, that when officers die or retire when commanding an Academy, it doesn't generate the relevant Commander Health or Retirement events.
I just had a ground officer retire from an academy; it generated the retirement event and current assignment was listed as part of that event. And I know I've seen health events for academy commanders (idk specifically about death, but I'd be surprised if it were different).
The problem is promotions, where the assigment the officer is getting promoted out of is a seperate event from the promotion event itself. As with assigning, unassigning from an academy doesn't generate an event.
Good to know.
The reason I reported assignment but not unassignment as a bug was because I was going by what happens when you assign a commander to a ship, which is admittedly an assumption. Ship commanders who are manually replaced don't get an unassignment message, as the same thing occurred for academy commanders I assumed it was WAI.
 

Offline Zook

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Re: v1.13.0 Bugs Thread
« Reply #587 on: December 20, 2021, 04:38:25 AM »
The ship designs of all the civilian lines I deleted have returned from the netherworld to haunt me in the design window. Looks like this old report:
http://aurora2.pentarch.org/index.php?topic=11565.msg139813#msg139813

In the DB , ClassShippingLineID is 0.
 

Offline Zook

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Re: v1.13.0 Bugs Thread
« Reply #588 on: December 20, 2021, 05:38:47 PM »
My fleet spent its ordnance in battle and should replenish its missiles from a tender. But no missiles are transferred. I tried with a different tender type and different warship type and different missile type, same result. The tender can remove missiles, but not load the size 10 type. However, it does work as advertised with my size 1 AMMs.

My ships all have *both* box and normal launchers in size 10. Is that the problem, that magazines do not get reloaded in space if box launchers are present on the same ship?

http://aurora2.pentarch.org/index.php?topic=12522.msg156478#msg156478
 

Offline Zook

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Re: v1.13.0 Bugs Thread
« Reply #589 on: December 24, 2021, 10:02:18 AM »
I have finally captured two Precursor cruisers, both armed with missiles. All is fine; their mags were empty after I captured them. Nobody tried to load/unload anything from them.

Now, months later, I was trying to rearm two carrier groups in the Precursor system, where the fight is still going on (due to lack of ammo on my part). Rearming in space can be painful with the new ordnance system and I was experimenting with various ways of load/unload/replace missiles (I needed to get old missiles out and new ones in, with no spare room in the tender's magazine). After some time I noticed Alien missile types on the tender, and plenty of them. I fly to a nearby staging area where I had placed an ordnance transfer point and unloaded the stuff. Well.

Days later they were still unloading, with their magazines still full. The missile horn of plenty. Mineral cornucopia.

(Disclaimer: I tinkered with the DB several times earlier in this game by changing the X-coordinate of misbehaving NPR fleets. Nothing else.)

Savegame here:
https://ufile.io/q08jni82
 

Online nuclearslurpee

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Re: v1.13.0 Bugs Thread
« Reply #590 on: December 24, 2021, 10:44:18 AM »
After some time I noticed Alien missile types on the tender, and plenty of them. I fly to a nearby staging area where I had placed an ordnance transfer point and unloaded the stuff.

Are you sure you didn't have the tenders pick these up from the planet some time ago and forgot about them? Precursor planets usually contain large stockpiles of missiles, so it seems probable that you may have gotten them from the planet after capturing it.
« Last Edit: December 25, 2021, 08:01:02 AM by nuclearslurpee »
 

Offline Zook

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Re: v1.13.0 Bugs Thread
« Reply #591 on: December 25, 2021, 05:18:27 AM »
I never captured anything in this game. The only time I tried I was taught a lesson about cosmophibious invasions, if that's the term.
 

Offline Zook

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Re: v1.13.0 Bugs Thread
« Reply #592 on: December 27, 2021, 05:38:25 PM »
My boarding team (30 guys, 4 machineguns, 1 boss) is counted twice.
 

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Re: v1.13.0 Bugs Thread
« Reply #593 on: January 02, 2022, 02:20:47 PM »
1. 13. 0 - Function #2047: Object Reference not set to an instance of an object

Using the missile design window and selecting any of the ground support weapon boxes - bombardment, autocannon, or air-to-air.  Pressing "Instant research" does not do anything other than give the error message.  Pressing "Create project" displays the error message but also creates the research project.  I was able to research the project and add the weapon to ship designs.
I vaguely remember running into this same bug when I first started the campaign.  I'd been hesitating to use ground support fighters and only now do I remember why.

TN Start
Real Stars, I think
Decimal Separator
108 year long campaign
 

Offline Grimm Spector

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Re: v1.13.0 Bugs Thread
« Reply #594 on: January 04, 2022, 06:13:13 PM »
Error: 1.    13.    0 Function #2184: Value was either too large or too small for a Decimal.   
Error: 1.    13.    0 Function #2092: Value was either too large or too small for a Decimal.   

When I click on Venus I get this error message, I also get it randomly sometimes when passing time.     I can never see how many minerals are left on Venus, which is the other large body in Sol that had minerals for me.     Conversely you can see Mars in the third image which has none, just to allay anyone who doesn't recall what the screen looks like when there's no minerals.     I assume the turn proc error is when it tries to fire the Mass Driver.     Fourth image is the proc.     And as seen in the fifth image, the mineral packet is empty.    .    .    so I've been getting no minerals from Venus this whole time, without realizing it, explaining why I've run out on Earth soooo quickly.     So I guess this entire save is borked.     :( What a waste of time.     If anyone knows a good way to salvage this I'd love to know!



This means I can never see how many minerals are left on Venus, to make any judgement about adding or removing more mines or population.     Or as far as I can tell, retrieve any minerals whatsoever.   



Images imgur link! https://imgur.    com/a/OC6v24U

Couldn't post the fifth or sixth image due to forum limitations.     Sixth image shows a Cargo attempt and all minerals show 0 despite the mining having been going on there for more than a decade now.   

TN Start
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Comma Separator I think? Like a million is 1,000,000
Don't know the campaign length, if it's a setting? Game started in 2025 it's now 2053. 
Don't know how I'd even go about reproducing this bug. 

Nothing really modified in the start or racial parameters, just a normal game.     Haven't mucked around with anything.     When I originally surveyed Venus it was fine, it had a ground survey option, and everything went well at first and then suddenly it looks like it must've lost or corrupted some data or something.   

Edit: Added a seventh image to the imgur link that shows the survey screen, showing what Venus is SUPPOSED to have, what it generated with on it's own.
« Last Edit: January 04, 2022, 08:10:01 PM by Grimm Spector »
 

Online nuclearslurpee

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Re: v1.13.0 Bugs Thread
« Reply #595 on: January 04, 2022, 11:07:30 PM »
I think I have seen this one before. When there is a planet with a very large amount of low-accessibility resources, it is possible for the time-to-depletion value to exceed the size of what can be stored in a C# Decimal type if you have either very few mines there or (as is common with Venus) a very small actual production due to low manufacturing efficiency. Probably a similar error is causing the random turn pop-ups, possibly due to the mass driver having too small of a packet.

This has been fixed in the v2.0 which will release Soon™. In the meantime my suggestion is to not place manual mines on Venus, automatic mines should probably be fine if you really want to mine Venus. However, it is very rarely worth doing anyways and I would just not colonize Venus at least until you have much better terraforming tech, as it is a surprisingly tricky endeavor fraught with peril (OrbHabs, for example, rarely work as well as you hope).
 

Offline silverpenny7

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Re: v1.13.0 Bugs Thread
« Reply #596 on: January 06, 2022, 08:09:29 AM »
Bug? Size 100 Missile Launchers is missing from the research project options. 
 

Offline Silvarelion

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Re: v1.13.0 Bugs Thread
« Reply #597 on: January 06, 2022, 12:14:02 PM »
Missiles don't hit tugged ships.

Seems to happen every time my tugged survey ships encounter precursors, the tug dies, while the tugged ship has a 0% hit rate against it.  Once the tug dies, the tugged ship starts moving at 1/3rd the speed of light.
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Offline Silvarelion

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Re: v1.13.0 Bugs Thread
« Reply #598 on: January 06, 2022, 12:15:19 PM »
When applying multiple SM internal damage to a ship, multiple wrecks can be formed.
Mistake Not My Current State Of Joshing Gentle Peevishness For The Awesome And Terrible Majesty Of The Towering Seas Of Ire That Are Themselves The Mere Milquetoast Shallows Fringing My Vast Oceans Of Wrath.
  ~The Mistake Not, Hydrogen Sonata, Iain Banks
 

Online nuclearslurpee

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Re: v1.13.0 Bugs Thread
« Reply #599 on: January 06, 2022, 12:20:41 PM »
When applying multiple SM internal damage to a ship, multiple wrecks can be formed.

I never knew about this, but now that I do I think this could be kept as a feature to create scenarios with multiple wrecks around a planet very easily.