Author Topic: v1.13.0 Bugs Thread  (Read 26204 times)

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Offline somebody1212

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Re: v1.13.0 Bugs Thread
« Reply #495 on: August 30, 2021, 03:21:16 PM »
Bug? - Crew rescued from lifepods do not add to the crew formation size during boarding combat.

This came up during one of the duels being run on the Aurora4x discord - one of the players was running short on crew during a boarding action and decided to bolster their numbers by picking up the lifepods from some of their ships which had previously been destroyed but this did not add any additional crew to the combat.

Unclear whether this is WAI or not (cannot find anything on this on the forums) so posting here to confirm.

What you were doing at the time - collecting lifepods with a ship which has been boarded.
Conventional or TN start - Tested on both.
Random or Real Stars - Tested on both.
Is your decimal separator a comma? - Decimal separator is a full-stop, thousands separator is a space.
Is the bug is easy to reproduce, intermittent or a one-off? - Easy to reproduce.
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Offline ISN

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Re: v1.13.0 Bugs Thread
« Reply #496 on: September 04, 2021, 08:13:16 PM »
You can order a fleet to unload survivors on a planet with no colony, but this does not actually unload any survivors. I imagine you shouldn't be able to give this order if there's no colony on the planet.
 

Offline idefelipe

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Re: v1.13.0 Bugs Thread
« Reply #497 on: September 06, 2021, 12:02:57 AM »
Good morning!

I have this chain of errors messages (see three images attached). And it happens all the time and massively, I mean that I click on ok and they are shown again and again and again... (I guess I have lost the game)


 

Offline nuclearslurpee

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Re: v1.13.0 Bugs Thread
« Reply #498 on: September 10, 2021, 01:12:01 PM »
Here's a fun one: Beam Fire Controls with tracking speed less than 1000 km/s have no build cost nor development cost.

I don't know why this exception should exist, since BFC cost is dependent only on size and this behavior does not seem to happen for very short ranges. Since a tracking speed <1000 km/s could be relevant in some SMed conventional settings I would recommend removing that exception if possible.
 

Offline Garfunkel

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Re: v1.13.0 Bugs Thread
« Reply #499 on: September 11, 2021, 10:50:07 PM »
Might be related to the issue where a weapon with less than 10,000 km range never fires, ie in that there's something funky about beam weapons and BFCs at very short ranges and velocities.
 

Offline xenoscepter

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Re: v1.13.0 Bugs Thread
« Reply #500 on: September 14, 2021, 02:56:38 AM »
 --- Can we get Fighters fixed? They still don't load / unload colonists. :(
 

Offline Vandermeer

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Re: v1.13.0 Bugs Thread
« Reply #501 on: Yesterday at 11:41:14 AM »
Hello, quickly jumping in because it might be important. I think I got a critical clue or perhaps even solution on the #478, #1943, #1951 error loop that has been reported here at least 5 times like here and here.
Bughunter moved to report it to Steve here more than a year ago, but since I stumbled across the issue in my modern game, it seems there was yet no solution found.

I thought by myself that it was about civilian cargo, because I had been very busy managing some armaggeddon level evactuation that raised suspicion to be error prone. Luckily the critical clues in the forum set me towards that this was about an emerging spoiler, which I had missed was just discovered at some frontier routine search.
I stepped into the db to take a look and found this:

...A double instance of some Rakhas race. I expected to run into many problems trying to take them out, like having to one by one remove their ships, populations etcetc., but apparently I could just delete the second instance there, and then all the errors vanished.

So, precise analysis goes to Steve for this, but I can wager that it is either caused by having this spoiler race be generated at discovery (while others seem to exist at game start), or maybe just something with them spawning without having any apparent assets (again, ships or population). Either way, I would think the reason people seem to get these errors ~2 out of 5 times when encountering spoilers is that they encounter Rakhas, which seem to be broken in some way or the other. (Maybe someone can confirm if they have ever seen them for real and working)

Anyway, so whether this is caused by double race spawn or something else entirely, if you have the error and it comes from just Rakhas, you can save your original DB and then like me try to erase one or possibly more of them to see the errors go away.
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Offline Steve Walmsley (OP)

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Re: v1.13.0 Bugs Thread
« Reply #502 on: Yesterday at 11:52:44 AM »
There can be multiple Rakhas races in a single game with different levels of tech. The same is true for Star Swarm.
 

Offline Vandermeer

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Re: v1.13.0 Bugs Thread
« Reply #503 on: Yesterday at 12:34:22 PM »
I figured. These two spawned in the same system at the same time but on different (closeby) system bodies though. If you need access to the erroneous db to find the exact issue with species 238 here, I still have it on file.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy