Author Topic: v1.20 Bugs Thread  (Read 14053 times)

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Offline Steve Walmsley (OP)

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v1.20 Bugs Thread
« on: April 13, 2020, 02:40:57 PM »
Please post bugs in this thread for v1.12

Please check the Known Issues post before posting so see if the problem has already been identified. 'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

When you post, please post as much information as possible, including the function number, the complete error text, the window affected, what you were doing at the time, if this was a conventional start and if this was a random stars game. Also if the bug is easy to reproduce, intermittent or a one-off. If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well.
 
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Offline bankshot

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Re: v1.20 Bugs Thread
« Reply #1 on: April 13, 2020, 02:46:47 PM »
Note: this bug was on 1.1 - the thread locked while I was posting.  Adding here in case it is still relevant.

New game, checked "generate planet X" for Sol.  A terrestrial Minerva was generated, with negative 0.9 atm.  I kept the database in case you would like a look.   
 

Offline DFNewb

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Re: v1.20 Bugs Thread
« Reply #2 on: April 13, 2020, 02:50:50 PM »
Adding a NPR in Sol causes error:

Function #1512: Object reference not set to an instance of an object.

I have tried with both human NPR's checked and not checked at game start.

 

Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #3 on: April 13, 2020, 02:52:01 PM »
Armour sizing bug is reproduced and fixed.
 
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Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #4 on: April 13, 2020, 02:52:53 PM »
Note: this bug was on 1.1 - the thread locked while I was posting.  Adding here in case it is still relevant.

New game, checked "generate planet X" for Sol.  A terrestrial Minerva was generated, with negative 0.9 atm.  I kept the database in case you would like a look.

Please can you show me the gas list from System View for that planet.
 

Offline Boris

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Re: v1.20 Bugs Thread
« Reply #5 on: April 13, 2020, 02:53:07 PM »
When pushing "new ship class" button in the "class design" window, after selecting a Hull, the ship is created under "Cruiser" hull, regardless of the hull selection.  once that happens, selecting the needed hull again, and pushing "new ship class" again, does create the ship under the needed hull type.
 
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Offline DFNewb

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Re: v1.20 Bugs Thread
« Reply #6 on: April 13, 2020, 02:55:25 PM »
Your starting planet is always called Home World.
 

Offline Ancalagon

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Re: v1.20 Bugs Thread
« Reply #7 on: April 13, 2020, 02:56:33 PM »
Quote from: Steve Walmsley link=topic=10672.  msg121949#msg121949 date=1586807521
Armour sizing bug is reproduced and fixed. 

Here's one last tonnage issue.   This may be the same bug, or might be different:

1) Create new ship design. 
2) Set armor rating to 10. 
3) Tonnage shows as 4,187 tons. 
4) Press "Update Armour" button. 
5) Tonnage now changes to 4,180 tons for no reason. 

Thanks for taking care of all these, Steve!
 

Offline xenoscepter

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Re: v1.20 Bugs Thread
« Reply #8 on: April 13, 2020, 02:58:04 PM »
That might be the rounding... it's weird like that sometimes, but I've typically only seen it do so to the nearest ton.

I wish it would round down, but meh.
 

Offline Tarran

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Re: v1.20 Bugs Thread
« Reply #9 on: April 13, 2020, 03:02:07 PM »
Not a critical issue, but when creating a new game from a new and patched installation, hovering over the "Allow human NPRs" checkbox, along with research, terraforming, and survey speeds do not appear to create any new tooltips in the box below, resulting in them using the tooltip text of the last thing that did have an associated tooltip.

Reading comprehension failure on the known issues thread, sorry.
« Last Edit: April 13, 2020, 03:14:26 PM by Tarran »
 

Offline Randy

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Re: v1.20 Bugs Thread
« Reply #10 on: April 13, 2020, 03:03:08 PM »
using a default start (TN I guess - the only thing I changed was setting start pop size to 1000)

And no starting tech generated. Working in the Create Research project window,  I've spotted a coule problems
- Engines start with Conventional, Nuclear Thermal and Improved nuclear thermal researched
- With engines, clicking the "Company Name" button generates an error "1652 - index out of range", then a "function 2636 object reference not set..."  and finally the company name is set to "error"
- you get the same error on some other component types - but only if you click on company name after there is a name (other than "error") in the company name field
- if the company name is blank or "error" it works for other than engines
- Gauss Cannons work for 5 or 6 names then generate the error
- other components work once or twice, then error
- some techs seem available but maybe shouldn't be - can we get a list of what the default base techs are with a TN start? And a conventional start?

Components that always get error:
engines, CIWS, Em Detection Sensors, Fighter pod bay, others?

Missile design gets same error, as does turret design (and probably everywhere else company name is used...)

(this is in 1.1, but thread locked while I was typing it up...) - will confirm if still an issues in 1.2

I wonder if it is tied to one of the name files I selected. New game in 1.2 accepting random names for the race seems to work - so I'm guessing its specific files.  I had used Alberta, Aurora Forum Members, Kreigsmarine when I got the errors...


« Last Edit: April 13, 2020, 03:14:51 PM by Randy »
 

Offline xenoscepter

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Re: v1.20 Bugs Thread
« Reply #11 on: April 13, 2020, 03:03:17 PM »
Tool tips were omitted for the sake of an earlier release. Check the Known Issues thread for more details.
 
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Offline Boris

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Re: v1.20 Bugs Thread
« Reply #12 on: April 13, 2020, 03:03:45 PM »
can't add missile launchers to space stations (when designing a new ship/space station class)
 

Offline buergerjoh

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Re: v1.20 Bugs Thread
« Reply #13 on: April 13, 2020, 03:05:46 PM »
Version 1. 20

When designing ground unit templates, the HQ level in the overview is shown only when the HQ unit class is the last one added.
Reproduction:
Start a new game.
Create two unit classes: 1: HQ unit 2: anything else.
Create new template.
Add HQ unit first.
Add other unit next.
Template attributes in overview stays empty.
 

Kyle Kingsberry

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Re: v1.20 Bugs Thread
« Reply #14 on: April 13, 2020, 03:07:18 PM »
Hey guys, it appears that if you want to add a player race to a non-sol system, you need to restart the game after race creation for them to actually become playable.