V178: System Generation and Display - When you select "Minerals" so only bodies with minerals are shown, it doesn't matter what option you select for moons - they are never shown - even if they have minerals on them.
Fixed in v179 which is available now
Send messages by a cycled fleet seem to reset the current speed back to maximum.
Couldn't reproduce, but I think this may have actually happened when the fleet switched systems, see below
V178: When a fleet transits into another system AND is set to a slower than maximum fleet, the speed is reset to maximum.
Fixed in v179 (did not verify the fix is working correctly)
V178: When a planet has no population and you gain research facilities by exploring a ruin, the warning message that there are unused research facilities keeps being given even if you have disabled research facilities in the civilian tab.
Fixed in v179 (did not verify the fix is working correctly)
V178: Disassembling an alien tech gains you research points - but only on the planet you disassemble them on. I think that is a leftover from VB6 which handled that in the same way. Steve changed that for C# Aurora - I think it makes more sense if those values are globally available as in C#... .
I don't currently have any plans to change this functionality. Components can be transported to the population you desire prior to disassembling them.
V178: When you already have a move command in a fleet to jump between two LPs and you next want to move to a waypoint the automation adds another jump command between the LPs if the fleet is still on the far side of the LPs.
Fixed in v179
V178: In the "Individual Unit Display" there are some 000 missing in the fuel display of the population
Fixed in v179
V178: When plotting a course with tankers into another system, if that other system has Lagrange points the calculation routine does not add the LPs automatically. If you do the same when the ship is already in system, it works.
This is intentional. There is currently no logic in place to calculate where the Lagrange Points and the destination will be in the future when the fleet finally reaches that system and whether an LP jump is still beneficial at that point in time.
Based on what I can see using the "Unload Ordnance to Colony" Action on a Carrier fleet with both Carriers and Fighters loaded with missiles their ordnance seems to simply vanish into thin air.
This was tested on a colony both with and without Missiles in the stockpile and in both cases they never arrive at the colony. Missiles were in a missile series.
In one test using a combination of load/unload actions also managed to vaporize a stockpile of thousands of missiles from the colony itself ( despite there not even being room for that many missiles on the fleet ).
I normally use these actions to upgrade missiles to a new model for the whole TG, so them not working properly is a small inconvenience for Carrier Ops
This sounds like a critical bug that needs to be fixed ASAP. Unfortunately, 98% of the time it takes to fix these types of bugs is spent setting up a scenario that reproduces the bug. The scenario is necessary to trace the code and find where the bug is occurring, and also to verify that the fix works and nothing new was broken afterwards. My time is limited these days so I don't have time to set this up right now... would you be willing to post your save file where you did your own testing or create a new save file I can work on? It'd be super appreciated.
It looks like Point Defense won't fire unless the sensors were able to detect the missiles in a previous time increment before they intercept their target.
Not sure if this was the case in VB6 Aurora, perhaps it was...
The database structure and the rules for sequence of play make it hard to do it any other way, unfortunately.
but it's still quite annoying when it happens due to advancing time and getting your ships blown up despite having overwhelming PD firepower.
When I reversed course with the fleet and stepped 5 second increments they were able to spot the incoming missiles and kill them when their speed / distance combination were able to detect them in the previous 5 second increment.
I'm not certain that is the same issue as in the case with torpedoes the missiles are not possible to detect at all the previous increment ( as they weren't even launched which is 100% predictable ), and in my case detection depends on how close they randomly happen to end up in their movement the increment before impact ( within or outside of sensors detection range ) which feels like a pretty strange and unpredictable behavior.
This is something I'd be able to fix, if I had a copy of the save file you had where this was occurring. I don't want the player to have to worry about making sure their increments and sub-pulse lengths are short enough to avoid this problem, the game is supposed to automatically shorten them when such a collision is imminent.
- Seems like automatic Hangar reloads did reload the launchers, but did not transfer the actual ordnance from the Carrier Mothership to the Fighter. ( Edit: This one I might be remembering wrong though, was a few years since I played VB6 Aurora with Carriers and reloading with the button in TG UI does seem to work to transfer the missiles ).
- When launching a Fighter Squadron from F7 it's not converted into a separate fleet.
Again, a save file so I can quickly reproduce these issues would be appreciated.