Here is a save where i just offloaded fuel from the Fleet TK Delete to planet Kristina III. Planet still says 0 fuel. I think you can reproduce by OB creating a tanker of same class and offload 90% fuel to colony Kristina III
This is fixed. There was a bug in a line of SQL code left over from when I changed Fuel consumption to allow fractions internally.
I believe there used to be a +/- indication of the last change in wealth in the top of the window. As of right now my game shows just an empty ()
This is fixed, negative numbers weren't showing.
https://imgur.com/a/3qXMPcX
These two ships claims low fuel, but fleet window says 100% fuel. This is the first time I encounter this. The issue resolved when i sets speed to max speed instead of speed 1.
This should be an easy fix since it repeats itself each turn, I just need a save file so I can trace through when it is happening.
There is some issue when you detach ships from another fleet that have max speed=1 they keep this speed instead of going to there max speed. (IE. there two ship were put into Earth SY taskgroup when created, this taskgroup also hold a newly created ship without engine therefor the SY tastgroup have movement of 0, when i create a new group they keep the speed at 0)
Easy to fix, I just need to know precisely how the ships were detached. The Detach Ship button already updates the speed of the newly created fleet.
Here are some for v96.
Part of me wants to stop reporting so you won't have any distractions from the next feature additions, but I keep playing and noticing weird things.
Up to you
Sooner or later these have to be fixed. The overall time spent on the project is probably reduced by me not having to spend time isolating the exact problem when I run into these issues.
System map sidebar "Minerals" tab -> "Show Mineral Concentrations" displays mineral concentrations on unsurveyed bodies.
Fixed
Sidebar width issue not fixed, my monitor is "only" 1920x1080 and expanding the system map all the way across turns the sidebar into a pretty big obscuration (completely covers scale bar). Sidebar width could probably just be constrained to the default value as nothing is gained by letting it be wider.
Fixed. I honestly have no idea how my previous fix got undone.
LPs can display the wrong LP# in the "select destination" window which comes up when you click intra-system jump from another LP. For instance, if you have a 2-LP system, and you select LP1->Intra-system jump, in the resulting "select destination" window LP2 will be erroneously labeled as LP1.
Fixed
Choosing to replace an commander by selecting "ok" on the "Do you wish to replace him/her" dialog resets the Commanders screen as though you closed and reopened it. As in, if you replace a ground forces commander, as soon as you click "ok" the Commanders screen will reset to Naval Officers, lowest rank selected, no officer selected. The commander does get replaced, but it's very annoying for mass-replacing.
Fixed. My goal is to eventually eliminate all of these cases where a refresh causes the currently selected item in a menu or list to get reset. Just a matter of weeding them out.
Naval commanders don't get skill upgrades by performing their duty as they did in Aurora. For example, officers assigned to vessels conducting surveying or constructing jump gates would rapidly gain survey and factory production skill, respectively. Right now the only way to train an officer in a skill like survey or logistics is to assign them to the appropriate TF staff position. I've created a dozen otherwise useless TFs for this reason.
Duty skillups aren't yet implemented. I've moved them up on my list.
Cancelling research projects can still result in the project being duplicated in the research list. I haven't noticed any factors as to why sometimes they get duplicated and sometimes they don't.
Fixed. Duplicates already existing in your game might stick around until the project is fully reseached.
"Projected Usage" in the industry tab can display negative values. My neutronium projected usage is at -39 right now. If this is somehow intended, I apologize.
Lots of possible places for a bug that would cause this, a save file would save me a lot of time finding the issue.
Vessels in overhaul can still suffer maintenance failures.
Fixed. Also stopped failures from occurring on ships not in overhaul but being tended by Maintenance Facilities. Also stopped failures from occurring when "No Overhauls" is enabled.
The "fuel situation" window displays mx spares as the vessel's maximum value, not the actual remaining.
Fixed
Homeworld geological survey always fails on the first construction interval. In Aurora the homeworld geological survey would proceed as any other with normal failure or success rates.
Ship geo survey worked fine, so I assumed you meant team geo survey. I just created a game in Aurora 7.1 with all the default settings, and the homeworld was already marked as surveyed by geo team so there doesn't appear to be any functional difference here.
Deployment time <3 months is not a criteria for military vessel classification as in Aurora.
Fixed
The default order "build closest jump gate", when finding that the closest jump gate is outside the system, halts and reports that all movement orders have been rescinded. . . but they don't get taken out of the orders list so the constructor starts acting on them on the next increment anyway. I've tried this several more times but can't recreate it.
I'll keep it in mind. Let me know if you're able to isolate this.
In the naval organization tab if you add vessels to a branch under a different TF, then "Create Task Groups / Land Parasite" -> "Ship Only (Branch only etc)" on that ship or branch, the newly created TG should be part of the appropriate TF (evidenced in the top-left dropdown). All my TGs are still assigned to the starter TF, no matter how I create them or try to move them.
Fixed
Maximum speed in a nebula is as though the vessel has only one level of armor, regardless of how many levels it has. I refit a bunch of survey vessels with extra armor in order to fight through a high-level nebula but they still move at the same speed.
Fixed
Clicking the "all projects" radio button in the research screen locks out adding/queueing research projects until Quasar is closed and restarted.
Wasn't able to reproduce. Can you send me a save file where this is reproducable?
Minimum Jump Engine Size techs after the first one (size 15, the one you have to research to build jump drives) don't do anything. They're supposed to reduce the minimum engine size that allows squadron jumps.
Fixed. Any existing Jump Engine designs and components with the wrong max squadron size will need to be recreated.
https://imgur.com/a/5l66JFW
So logs says Grav of Grenå is complete. Yet there are two unsurveyed, and Agricourt 002 and 006 seems to wanna survey the same point...
Fixed. There were duplicate entries in the "This race has completed the survey of this survey point" table. I fixed the code that was making the duplicate entries and hopefully made the rest of the code safely ignore duplicates. Existing systems in your game with partially completed grav surveys may act a bit weird but the surveys should be completable. Unsurveyed systems, new systems, and completed systems should be fine.
I fixed a bug that was sending multiple ships to survey the same geo or grav location, which should resolve some of the survey-related strangeness reported in the past. I have not tested the new survey code beyond making sure your game doesn't crash when I press "5 days", so there may or may not be further kinks to work out.
There doesn't seem to be any negative effects of being in negative wealth. I believe in Aurora there is some limitation on building new ships and constructions (?) when in negative wealth ?
Production (of everything) should slow down; the F2 window should show a negative wealth modifier next to the unrest modifier, lack of workers modifier, overpopulation modifier, etc.
Negative wealth impact hasn't been implemented yet. I've moved it up on my list.
Thanks for the reports. Build 97 has been pushed with these changes along with some new things I'll be mentioning in a progress update in a bit.