Author Topic: v1.00 Bugs Thread  (Read 40612 times)

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Offline Garfunkel

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Re: v1.00 Bugs Thread
« Reply #300 on: April 12, 2020, 06:34:10 PM »
Scrapping ships.

The drop-down menu for scrapping ships does not automatically update when you give an order to a shipyard to scrap a ship. This is identical to VB6 behaviour but in the Changes list this was supposed to be changed so that it is no longer possible to have multiple slipways scrapping the same ship.
 
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Offline Energyz

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Re: v1.00 Bugs Thread
« Reply #301 on: April 12, 2020, 06:40:17 PM »
You can create multiple refiting task for the same ship.  The drop down menu does not update, neither does scrapping menu

https://ibb. co/hLKC63D


Less important, I had this as a generated design (created a new player race):

https://ibb. co/4KpGFd3

Seems rubbish, but maybe i've missed something
 

Offline Droll

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Re: v1.00 Bugs Thread
« Reply #302 on: April 12, 2020, 06:41:16 PM »
The obsolete and rename buttons do not work on the tech overview tab.
 

Offline Caplin

Re: v1.00 Bugs Thread
« Reply #303 on: April 12, 2020, 06:45:12 PM »
Another accessibility bug…

The tab order of icons on the icon bar at the top is very different from the order in which they appear visually. This is disorienting at best and frustrating at worse, more so given the current unlabeled state of those buttons. I don't know if the same applies in other windows, though suspect it might.
 

Offline Desdinova

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Re: v1.00 Bugs Thread
« Reply #304 on: April 12, 2020, 06:54:52 PM »
I built my first generation of jump scouts and explored a neighboring system. Now that I've gravsurveyed that system, I moved my jump scout back in but when I try to explore a second jump point, I get a "cannot carry out a transit as there is no available jump drive capable of allowing the fleet's military-engined ships to enter the jump point" despite the fact that the only ship in the fleet is a military-engined scout with a military jump drive.

Edit: I think the problem was the jump points were close enough that the jump cooldown was keeping it from jumping. Still, the error message was confusing.
« Last Edit: April 12, 2020, 06:58:42 PM by Desdinova »
 

Offline Energyz

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Re: v1.00 Bugs Thread
« Reply #305 on: April 12, 2020, 07:01:21 PM »
Ships leaving their shipyard will join instantly their task force, even if the fleet left the planet. 

Also, fleets are visible even when they contains no ship, wich was not the case in VB6.


Hope you're not overwhelmed Steve, that's a big amount of bugs reported in a few hours.  Take your time, the game is still frakking awesome and it's a miracle we encounter no game breaking bugs.  Nice work, and thanks!
 

Offline Desdinova

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Re: v1.00 Bugs Thread
« Reply #306 on: April 12, 2020, 07:05:39 PM »
The "transit and divide" orders no long inherit default orders once the fleet divides, nor do they inherit the entry jump point, causing "move to entry jump point" orders to fail.
 

Offline Vivalas

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Re: v1.00 Bugs Thread
« Reply #307 on: April 12, 2020, 07:17:21 PM »
Seems like auto commander assignments has broken for me. It was working until someone got assigned to a civilian shipping line ship then it broke completely for me.

EDIT: Unassigning the commander from the civilian shipping line ship gets auto assignment to work again... but the person I unassigned just gets immediately re-assigned!
« Last Edit: April 12, 2020, 07:19:19 PM by Vivalas »
 

Offline Cyborg29

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Re: v1.00 Bugs Thread
« Reply #308 on: April 12, 2020, 07:35:42 PM »
I've encountered some inconsistencies in the ship designer regarding the calculations for crew quarters and armor size. In the first picture i've built the design as normal (new class > +1 fuel storage > +2 engines > +1 geo-sensor) which gave a total ship speed of 301 km/s.



However, upon removing and re-adding one of the fuel tanks this speed has dropped to 299 km/s.



The third picture shows the ship design with which i first encountered the bug, which gives a third speed value of 296 km/s.



Of note is that both the crew quarters and the armor HS differ in all the three pictures (the first two show the same crew quarter layout).
« Last Edit: April 12, 2020, 07:47:50 PM by Cyborg29 »
 
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Offline DFNewb

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Re: v1.00 Bugs Thread
« Reply #309 on: April 12, 2020, 07:37:21 PM »
I built my first generation of jump scouts and explored a neighboring system. Now that I've gravsurveyed that system, I moved my jump scout back in but when I try to explore a second jump point, I get a "cannot carry out a transit as there is no available jump drive capable of allowing the fleet's military-engined ships to enter the jump point" despite the fact that the only ship in the fleet is a military-engined scout with a military jump drive.

Edit: I think the problem was the jump points were close enough that the jump cooldown was keeping it from jumping. Still, the error message was confusing.

I'm constantly getting this all the time with all my ships, no clue what's causing it.
 

Offline DFNewb

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Re: v1.00 Bugs Thread
« Reply #310 on: April 12, 2020, 07:46:03 PM »
I've terraformed Luna but it still needs infrastructure...

Attached are pictures

Well now the colony cost is 0 so IDK why it was different before. Time to Terraform Io.
 

Offline Resand

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Re: v1.00 Bugs Thread
« Reply #311 on: April 12, 2020, 08:02:10 PM »
Quote from: DFNewb link=topic=10636. msg121458#msg121458 date=1586738763
Quote from: DFNewb link=topic=10636. msg121423#msg121423 date=1586732972
I've terraformed Luna but it still needs infrastructure. . .

Attached are pictures

Well now the colony cost is 0 so IDK why it was different before.  Time to Terraform Io.

It's shown in the print screens you provided.  Oxygen needs to be less then 30%.
Since you still was adding Nitrogen, it has now moved into correct range
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline Kristover

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Re: v1.00 Bugs Thread
« Reply #312 on: April 12, 2020, 08:12:40 PM »
On the ground forces page, when I drag on unit onto another to designate support - I see no option to clear the support relationship.  Example, I have an Artillery BN within the same Brigade designated to support the 1st Infantry BN.  When the battle is done, I would like to end the support relationship (clear it) but it continues to indicate it is supporting the same BN.  I can transfer the support to another BN in the hierarchy but I can't clear it altogether.  I have tried deleting the Hierarchy but that doesn't seem to work either.
 

Offline Erik L

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Re: v1.00 Bugs Thread
« Reply #313 on: April 12, 2020, 08:17:06 PM »
The No Maintenance Required game option does not work.
 
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Offline Kristover

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Re: v1.00 Bugs Thread
« Reply #314 on: April 12, 2020, 08:19:04 PM »
Set training level under academies in racial information doesn't do anything - no change of value detected.