Author Topic: v1.6.3 Bugs Thread  (Read 22350 times)

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Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #30 on: April 18, 2020, 04:19:08 PM »
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

That was in v1.6.1. Should be fine in v1.6.3.
 

Offline SakSak

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Re: v1.6.3 Bugs Thread
« Reply #31 on: April 18, 2020, 04:20:11 PM »
Experienced in a new game created in 1. 62 and also after patching to 1. 63 .
I have a colony with a cost of  . 95, a population of 2million and enough infrastructure to support 8million.  This colony continues to generate unrest due to overcrowding.

I confirm. Same problem, created a colony on Mars on conventional start, used Spacemaster to create Infrastructure sufficient for 10 million people, and gave it a population of 1 million.
Each turn receive reports of growing unrest due to overcrowding.
Tried to add LG infrastructure as well. No effect.

EDIT: Did a new test after reinstalling 1.6.3 update. Problem not present when starting a completely new game in 1.6.3
« Last Edit: April 18, 2020, 04:29:08 PM by SakSak »
 

Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #32 on: April 18, 2020, 04:21:06 PM »
Maybe a bug. In create new race, if you change the starting tech points to be anything less than 100k (for instance I like to start with 10k) it will set it to 100k. You can set it higher, but not lower.

That should only happen for NPRs. Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #33 on: April 18, 2020, 04:24:12 PM »
Experienced in a new game created in 1. 62 and also after patching to 1. 63 .
I have a colony with a cost of  . 95, a population of 2million and enough infrastructure to support 8million.  This colony continues to generate unrest due to overcrowding.

That bug was in 1.6.2 but fixed in 1.6.3. Can you check your version number please.
 
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Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #34 on: April 18, 2020, 04:36:37 PM »
Hadi asked me about this behavior that I suppose isn't really a bug so much as an accessibility oversight. We were able to work through it, though since it's easier to explain with pictures, I took the liberty of writing the report.

Reproduction steps
1. Launch Aurora 1.6.3
2. Open the Federated Nations game.
3. Open the Naval Organization window.
4. Using the mouse, select SRV Federation Survey Command (CAPT) - Home World. Make sure it is expanded.
5. Using the keyboard this time, press the down arrow to select the GEV Ferdinand Magellan fleet. This is where the problem appears.

Once you select that fleet, the focus moves over to this location with the red box around it, meaning that further keyboard navigation doesn't apply to the list of fleets on the left.

Fixed. I've set the focus back to the tree view after the tab view is displayed so you can now go down the list with keys.
 

Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #35 on: April 18, 2020, 04:42:07 PM »
Please don't change the multiple research window, it' so useful to design weapons and sensors all together!

The problem is that people are jumping back and forth mid-project and it is creating errors. It is a lot easier to restrict use than try to figure out every possible situation.
 
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Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #36 on: April 18, 2020, 04:43:46 PM »
So I am testing the same thing I was testing last time. Small NPR on Earth with me, base stats that come with 500 pop for myself and 400 for them, minimal tech for the NPR (I set 0 RP for them so the 100k minimum kicked in) and maxed out combat tech for me, start fighting them within first 10 in-game minutes of game start.

With boarding combat I'm coming across something kinda weird. I suspected it in the last test but it's very prominent now. It must be take you daughter to work day or something because my boarding units are able to kill more people then are supposed to be on a ship. E.g. their destroyer escort has a complement of  231, and I killed 327.

Another issue is that it seems like no one is attacking me, again. Fighting has gone on for a few minutes now and I am easily leap frogging from ship to ship boarding them unopposed. It's not like they don't have combat ships, because they do.

The reported number of units killed isn't the exact number killed. Your troops will tend to overestimate the enemy casualties.
 
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Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #37 on: April 18, 2020, 04:45:24 PM »
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

I see the same in 1.63

Ian

Please go to the Misc tab of the Tactical window and tell me what version number you see.
 

Offline Froggiest1982

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Re: v1.6.3 Bugs Thread
« Reply #38 on: April 18, 2020, 04:47:08 PM »
Please don't change the multiple research window, it' so useful to design weapons and sensors all together!

The problem is that people are jumping back and forth mid-project and it is creating errors. It is a lot easier to restrict use than try to figure out every possible situation.

I understand, it's a bummer really

Offline Black

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Re: v1.6.3 Bugs Thread
« Reply #39 on: April 18, 2020, 04:49:39 PM »
Luna doesn't have it's Crustal Hydrosphere.
 

Offline Randy

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Re: v1.6.3 Bugs Thread
« Reply #40 on: April 18, 2020, 04:52:31 PM »
as I wrote earlier, it is enough that when opening the window both values are set to 0/0 by default and not 0 / 0.1 because you have to enter it every time you open the window.

If this is implemented, it should at best be by toggle - I would really hate having to manually exclude all bodies with no minerals every time I opened the form...

Given that this problem only exists because of the system setting to  use , instead of . - and this has been designated as WAI, you must be having lots of other issues from not switching to use the UK style number presentation.
 

Offline Caplin

Re: v1.6.3 Bugs Thread
« Reply #41 on: April 18, 2020, 04:53:24 PM »
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

I see the same in 1.63

Ian

Please go to the Misc tab of the Tactical window and tell me what version number you see.

It's definitely 1.6.3 for me, no question.
 

Offline Randy

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Re: v1.6.3 Bugs Thread
« Reply #42 on: April 18, 2020, 04:55:03 PM »
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

That was in v1.6.1. Should be fine in v1.6.3.

I just created a new game in 1.6.3, and still got the multiple spinal mounts error while it was creating my designs (turned on auto tech, auto ships and auto ground units). And definitely 1.6.3 (in misc tab)
« Last Edit: April 18, 2020, 04:56:41 PM by Randy »
 

Offline Randy

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Re: v1.6.3 Bugs Thread
« Reply #43 on: April 18, 2020, 05:00:57 PM »
Also another bug:
On the Economics screen - research tab. Select radio to show completed tech.

The check boxes under the planet list don't always follow the radio button.
System body, Hide CMC, and By function all immediately switch to show available only (but radio is still showing completed)

The Star option however, will continue to show Completed when checked, but when you uncheck it, it reverts to Available tech displayed.

In all cases, the current radio selection doesn't change...
 

Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #44 on: April 18, 2020, 05:04:06 PM »
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

That was in v1.6.1. Should be fine in v1.6.3.

I just created a new game in 1.6.3, and still got the multiple spinal mounts error while it was creating my designs (turned on auto tech, auto ships and auto ground units). And definitely 1.6.3 (in misc tab)

That is really weird - I can't get that to happen in my game.