Author Topic: v1.20 Bugs Thread  (Read 14413 times)

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Offline GhostIsGone

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Re: v1.20 Bugs Thread
« Reply #105 on: April 13, 2020, 06:15:16 PM »
Quote from: Yonder link=topic=10672. msg122107#msg122107 date=1586819509
Quote from: CatchItGamer link=topic=10672. msg122105#msg122105 date=1586819403
When adding a research project to the queue I have to select an ongoing project in order to enqueue the new project behind.   Doing this however negates my selection for the scientist I chose for the new project; the scientist leading the ongoing project is being used to lead the new project, which I don't want. 

That's intended behavior.  The queues are per Scientist, they don't work as "Ok Bill finished using the ten labs, now it's Janet's turn".

I would have expected the queue to work tech after tech, not being limited to the scientist running the ongoing project, pretty confusing to me, but alright  ???
 

Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #106 on: April 13, 2020, 06:20:12 PM »
FYI if you uncheck orbital motion for planets etc. .  when starting a game they still move.

Fixed.
 

Offline Inglonias

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Re: v1.20 Bugs Thread
« Reply #107 on: April 13, 2020, 06:23:43 PM »
In V 1.2, "Missile Engines" is a category of tech you can view in the tech report, and those are no longer a thing.
 

Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #108 on: April 13, 2020, 06:24:59 PM »
Small issue.  If you select "automatically assign research points" and "automatically research ship components" in the New Race menu, the premade designs will include Aux Control and Combat Information Center on warships and Science Department on survey ships, even if you don't have those techs.  This will prevent you from tooling shipyards to those designs until you remove the offending components.

Fixed.
 
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Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #109 on: April 13, 2020, 06:26:29 PM »
I got a 1927, object not set to an instance of an object.  I attacked an NPR on earth with ground forces.  I successfully attacked.  Then, next tick, some enemy ships moved.  And then right after that the error appeared and is not going away.  It does not look like the game will unfreeze enough for me to open the event menu or anything unfortunately.

I thought I had fixed that for v1.2. Can you confirm you are using v1.2? (shows in the Misc tab of the Tactical Map window)
 
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Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #110 on: April 13, 2020, 06:28:33 PM »
When attempting to modify a Research Facility build order from 2. 9320 to 3. 9320 or 12. 9320, I get:
Function #3190: Input string was not in a correct format.

Which decimal separator are you using?
 
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Offline Ektor

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Re: v1.20 Bugs Thread
« Reply #111 on: April 13, 2020, 06:28:52 PM »
Steve, still fixing bugs at this time? My man, you're unstoppable today!
 

Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #112 on: April 13, 2020, 06:33:01 PM »
Mineral Survey Window doesn't filter by Colony Cost.

Fixed.
 
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Karb123

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Re: v1.20 Bugs Thread
« Reply #113 on: April 13, 2020, 06:34:34 PM »
If you create a copy of a ship design and try to retool the shipyard to that copy(0 Retool cost), Function #2196 error comes up and the shipyard disappears from the Shipyards tab.  The shipyard is still counted on the summary tab, but it is gone from the Shipyards tab. 
 

Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #114 on: April 13, 2020, 06:35:26 PM »
When attempting to modify a Research Facility build order from 2. 9320 to 3. 9320 or 12. 9320, I get:
Function #3190: Input string was not in a correct format.

This applies to all buildings and this bug was not around in 1.0

Thanks for mentioning that. I've reproduced but I have no idea why this suddenly stopped working. I'm looking into to it now.

EDIT: Fixed it - it was due to the extra code I added to check for negative values.
« Last Edit: April 13, 2020, 06:37:22 PM by Steve Walmsley »
 
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Offline Energyz

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Re: v1.20 Bugs Thread
« Reply #115 on: April 13, 2020, 06:39:10 PM »
Hit chance with beam fire control vs moving targets;

In VB6 , when a target was moving faster that the maximum beam fire control tracking speed, the base change was multiplied by Target Speed/Tracking Speed.

This appears to not be the case in 1.2, at least that's what class design summary describes :

Target speed at 3750:

https://ibb.co/GVQ3hcW

Target speed at 3751 :

https://ibb.co/18M4mqf

Hit chance dropped to 0, at least visually

(How do you post images on this forum?)

« Last Edit: April 13, 2020, 06:41:51 PM by Energyz »
 

Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #116 on: April 13, 2020, 06:40:20 PM »
I just unpacked patch 1.2 into clear install and I can confirm that Compressed Fuel Storage System - Small is still present in Race Components.

Yes, confirmed. No idea what is going on there :)

EDIT: This is a really weird bug. I can't even find where the tech is being researched :)
« Last Edit: April 13, 2020, 07:00:58 PM by Steve Walmsley »
 
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Offline Raaaak

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Re: v1.20 Bugs Thread
« Reply #117 on: April 13, 2020, 06:47:26 PM »
In the Mineral Survey Window the default accessibility settings use a decimal point, but my language settings use a decimal comma.
Clicking "Search" with default settings gives a error in function #2026 "Invalid input string format. "
With a decimal comma everything works as expected.
 

Offline Kiks

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Re: v1.20 Bugs Thread
« Reply #118 on: April 13, 2020, 06:54:52 PM »
Having the AI create everything for you in a new game seems to prioritize building an army over a navy. Only troops were built in several games, but plenty of templates for ships were made.

When making ships, if you delete all/most of the components on the ship a warning text will appear saying "freighters require at least one engineering space."

You can design size 0 fighter pods. When you design the pods with size 0 they are still counted as 1 MSP.
A size 0 autocannon pod still does damage (mine says 30, not sure if this is base or not).
Damage on autocannon pod does not go up with MSP size but armor pen does, not sure if this is intentional or not.
When you put these size 0 pods on a ship the game says that there is "0x fighter pod" in the ordnance layout (probably working as intended but still weird).
Addition: When making size 0 pods the bombardment and air-to-air pods show the missile specifications rather then the fighter pod specifications. Autocannon size 0 shows fighter pods specifications
« Last Edit: April 13, 2020, 07:09:47 PM by Kiks »
 

Offline bankshot

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Re: v1.20 Bugs Thread
« Reply #119 on: April 13, 2020, 06:56:16 PM »
Minor issue:
Class Design screen.  Before creating any new ships:  Select "New Hull", enter any text on the hull name popup.  Hit "OK".  Then hit "Cancel" on the Enter hull abbreviation popup.  Error: Function #249: Object reference not set to an instance of an object.  It appears to work OK if you first create a new ship.