Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 345811 times)

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Offline Kelewan

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2745 on: June 29, 2022, 01:02:00 PM »
I am currently on a two-week trip in a motorhome to Scotland. So far Loch Lomond, Isle of Mull, Loch Ness and now Loch Linnhe. There has been some whisky involved.

Enjoy the glens
 

Offline Voltbot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2746 on: June 29, 2022, 05:01:51 PM »
And another one:
Research info and wiki says, that orbital habitat can carry up to 50k workers. Ok. Then why when I put one orbital habitat in design, it says capacity: 200k. Why?
 

Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2747 on: June 29, 2022, 05:45:11 PM »
The wiki contains information about older versions of the game as well as the recent C# rewrite. You were looking at a page with information about the older version of the game.
 
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Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2748 on: June 29, 2022, 08:52:29 PM »
It's always a good idea to check the full C# changelog for information.
If you search that page for "orbital habitat" you will find this link, which explains the change.
 
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Offline unkfester

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2749 on: July 02, 2022, 06:05:36 AM »
How do I find  1.13.0 function #11 error?
I have had it for couple of real time months, in my 182 year game.
It is starting to get on my nerves now I have it every play turn.
I don't want to quit game with new update around corner.
Plus I an enjoying this game even though every turn takes couple of minutes.
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2750 on: July 02, 2022, 08:57:39 AM »
How do I find  1.13.0 function #11 error?
I have had it for couple of real time months, in my 182 year game.
It is starting to get on my nerves now I have it every play turn.
I don't want to quit game with new update around corner.
Plus I an enjoying this game even though every turn takes couple of minutes.

I've sometimes had luck searching the forums for the exact wording in the error.
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2751 on: July 02, 2022, 12:55:13 PM »
How do I find  1.13.0 function #11 error?
I have had it for couple of real time months, in my 182 year game.
It is starting to get on my nerves now I have it every play turn.
I don't want to quit game with new update around corner.
Plus I an enjoying this game even though every turn takes couple of minutes.

#11 is the function where the AI makes firing-related decisions. What is the error text?
 

Offline unkfester

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2752 on: July 02, 2022, 01:56:13 PM »

#11 is the function where the AI makes firing-related decisions. What is the error text?
[/quote]

1.13.0 Function  #11: Object reference not set to an instance or an object.
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2753 on: July 03, 2022, 04:56:07 AM »

Quote
#11 is the function where the AI makes firing-related decisions. What is the error text?

1.13.0 Function  #11: Object reference not set to an instance or an object.

This means that the code is trying to perform on action on something that it expects to exist, but doesn't. I've run through the fairly short code in this function and can't see an situation where that might occur, given there are checks on objects to make sure they exist in most cases. The only one I can see without a check is the AI object attached to individual NPR systems, because that should always exist. Has anything else odd happened in the campaign, are you running any mods or have you made any database edits?
 

Offline unkfester

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2754 on: July 04, 2022, 01:05:19 AM »

Quote
#11 is the function where the AI makes firing-related decisions. What is the error text?

1.13.0 Function  #11: Object reference not set to an instance or an object.

This means that the code is trying to perform on action on something that it expects to exist, but doesn't. I've run through the fairly short code in this function and can't see an situation where that might occur, given there are checks on objects to make sure they exist in most cases. The only one I can see without a check is the AI object attached to individual NPR systems, because that should always exist. Has anything else odd happened in the campaign, are you running any mods or have you made any database edits?

No. I am playing vanilla. I have had it for so long now I can't remember when it started. I just run play each turn and do something else for the couple of minutes for blue circle to finish
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2755 on: July 07, 2022, 10:43:04 PM »
Is there any way to set the formation template for the CMC garrisons before the first one spawns? I'm tired of not being able to force the first garrison that spawns to match whatever changes I make to the template.
 

Offline Voltbot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2756 on: July 08, 2022, 07:23:21 AM »
Random question, that i don't need to have answer to, but I'm asking it anyway:
When I'm bombarding planet with multiple populations, am I actually bombarding selected population?
For context: If there are multiple populations on Earth (nations), and one of them want to bombard another, there's no risk of destroying installations, that don't belong to targeted nation? There's still dust and radiation problem of course, but direct impact is not possible, right?
 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2757 on: July 08, 2022, 10:51:05 AM »
I'm not sure of C# but in VB6 damage hit only attacker & defender, so third-parties were safe.
 

Offline nakorkren

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2758 on: July 10, 2022, 03:18:32 PM »
Just wanted to confirm... active sensors are only ever active sensors, i.e. they do not act as passive EW sensors when turned off? Logically, it seems like they SHOULD, since they contain an EW transmitter (off) and an EW receiver, but my very limited play testing implies it doesn't work that way.
 

Offline xenoscepter (OP)

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2759 on: July 10, 2022, 03:30:58 PM »
Nope. They are not EM sensors.