Author Topic: v1.20 Bugs Thread  (Read 14423 times)

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Offline AlitarSemiramis

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Re: v1.20 Bugs Thread
« Reply #45 on: April 13, 2020, 03:37:03 PM »
V 1. 20

Windows open outside of the screen and don't remember their positions between Aurora launches.

When opening a window (like the Colony Summary tab), most of the window is outside the screen, so it needs to be dragged and repositioned.

If that window is closed and opened again in the same Aurora session, then it remembers it position, but if you close and open Aurora again, the window will appear again partly outside of the screen.

This is on a Surface Book on default screen settings (3000x2000 resolution, 200% scale), may be related to DPI calculations for screen positions.
 
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Offline GodEmperor

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Re: v1.20 Bugs Thread
« Reply #46 on: April 13, 2020, 03:45:42 PM »
Is the lack of option to modify planetary pop through Space Master mode ( amount of industry buildings, fuel researves etc ) bug or a feature?

Oh and clicking on "economic" icon opens another window, instead of jumping to the one that is already opened.
« Last Edit: April 13, 2020, 03:47:58 PM by GodEmperor »
."I am Colonel-Commissar Ibram Gaunt. I am known as a fair man, unless I am pushed.
You have just pushed me."
 

Offline Energyz

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Re: v1.20 Bugs Thread
« Reply #47 on: April 13, 2020, 03:47:42 PM »
You can't remove targets from fire control (both beam and missile). Drag and dropping works fine for setting the target, but once you set it, you can only replace it by another one, not clear it.

Not sur if a bug or i'm missing something
 

Offline Alsadius

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Re: v1.20 Bugs Thread
« Reply #48 on: April 13, 2020, 03:52:08 PM »
V1.20

When creating a new race the Industrial percentage modifier (directly under population) is not changing the number of installations. 

Reproduction steps:
Create two new races:
(1) Population: 500m / Industrial percentage: 100
(2) Population: 500m / Industrial percentage: 200
Number of installations is the same for both races (in the create new race screen and ingame).

Working as designed, to my knowledge. "Industrial percentage" is a multiplier to their output, not a multiplier to the number of installations - it carries through the whole game.

Offline Hastermain

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Re: v1.20 Bugs Thread
« Reply #49 on: April 13, 2020, 03:52:29 PM »
Quote from: Energyz link=topic=10672. msg121993#msg121993 date=1586809696
Quote from: Hastermain link=topic=10672. msg121986#msg121986 date=1586809423
Hi Steve,

Thanks so much for the amazing work you've put into this. 

I rushed Sorium Harvesters to see if the bad behaviour was still there, and it is, due to either my fault or a bug. 

My Sorium Fuel Harvester fleet does the "Home World: Transfer Fuel to Colony" and "GAS_GIANT_WITH_SORIUM_HERE: Move to Location" cycle perfectly, but it doesn't deposit any fuel in Earth (I froze Fuel Production, and after a couple of years of the fleet going back and forth, the amount in earth hasn't changed)

You need to check tankers in class design, that'll fix it.  But I think it's a bug too

Hey Energyz,

Tried your recommendation, both by
unlocking existing design, changing to tanker and locking again,
and by creating a new one from scratch, building it and setting the harvester transfer and return routine,


but I'm still getting the same behaviour (they refill at the gas giant, go to Transfer Fuel to Colony, but don't transfer any fuel whatsoever)

so still happening
 

Offline xenoscepter

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Re: v1.20 Bugs Thread
« Reply #50 on: April 13, 2020, 03:53:32 PM »
In the Unit Class Design tab of the Ground Forces window, both "Base Unit Type" and "Component Type" are selectable fields, but throw an error if selected.

Function #1845.

 

Offline Ancalagon

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Re: v1.20 Bugs Thread
« Reply #51 on: April 13, 2020, 03:53:56 PM »
Quote from: Hastermain link=topic=10672. msg122015#msg122015 date=1586811149
Quote from: Energyz link=topic=10672.  msg121993#msg121993 date=1586809696
Quote from: Hastermain link=topic=10672.  msg121986#msg121986 date=1586809423
Hi Steve,

Thanks so much for the amazing work you've put into this.   

I rushed Sorium Harvesters to see if the bad behaviour was still there, and it is, due to either my fault or a bug.   

My Sorium Fuel Harvester fleet does the "Home World: Transfer Fuel to Colony" and "GAS_GIANT_WITH_SORIUM_HERE: Move to Location" cycle perfectly, but it doesn't deposit any fuel in Earth (I froze Fuel Production, and after a couple of years of the fleet going back and forth, the amount in earth hasn't changed)

You need to check tankers in class design, that'll fix it.   But I think it's a bug too

Hey Energyz,

Tried your recommendation, both by
unlocking existing design, changing to tanker and locking again,
and by creating a new one from scratch, building it and setting the harvester transfer and return routine,


but I'm still getting the same behaviour (they refill at the gas giant, go to Transfer Fuel to Colony, but don't transfer any fuel whatsoever)

so still happening

Perhaps you need a Refueling System on the tanker in order to offload onto a colony, even if it has a spaceport/refueling hub?
 

Offline Z3d10uS

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Re: v1.20 Bugs Thread
« Reply #52 on: April 13, 2020, 03:54:15 PM »
After deleting 2 Games from Create new game window, it just displays all game names as "h0" now.  Create 4 games, then delete 2, and when you go  to delete 3rd, it should recreate.
 

Offline Taino2

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Re: v1.20 Bugs Thread
« Reply #53 on: April 13, 2020, 03:55:22 PM »
Quote from: GodEmperor link=topic=10672. msg122012#msg122012 date=1586810742
Is the lack of option to modify planetary pop through Space Master mode ( amount of industry buildings, fuel researves etc ) bug or a feature?

you are able to modify the the amount of industry buildings under the civilian economy tab but it is hard to find and not that helpful, I would also like to be able to do that from the summary tab
 

Offline Hastermain

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Re: v1.20 Bugs Thread
« Reply #54 on: April 13, 2020, 03:55:40 PM »
Quote from: Ancalagon link=topic=10672. msg122017#msg122017 date=1586811236
Quote from: Hastermain link=topic=10672.  msg122015#msg122015 date=1586811149
Quote from: Energyz link=topic=10672.   msg121993#msg121993 date=1586809696
Quote from: Hastermain link=topic=10672.   msg121986#msg121986 date=1586809423
Hi Steve,

Thanks so much for the amazing work you've put into this.   

I rushed Sorium Harvesters to see if the bad behaviour was still there, and it is, due to either my fault or a bug.   

My Sorium Fuel Harvester fleet does the "Home World: Transfer Fuel to Colony" and "GAS_GIANT_WITH_SORIUM_HERE: Move to Location" cycle perfectly, but it doesn't deposit any fuel in Earth (I froze Fuel Production, and after a couple of years of the fleet going back and forth, the amount in earth hasn't changed)

You need to check tankers in class design, that'll fix it.    But I think it's a bug too

Hey Energyz,

Tried your recommendation, both by
unlocking existing design, changing to tanker and locking again,
and by creating a new one from scratch, building it and setting the harvester transfer and return routine,


but I'm still getting the same behaviour (they refill at the gas giant, go to Transfer Fuel to Colony, but don't transfer any fuel whatsoever)

so still happening

Perhaps you need a Refueling System on the tanker in order to offload onto a colony, even if it has a spaceport/refueling hub?

. . . yes I do.  Dumb mistake, thanks!
 

Offline Keeplivin

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Re: v1.20 Bugs Thread
« Reply #55 on: April 13, 2020, 03:56:43 PM »
While in the Design Components Screen:
Hitting "Show Next Tech" for engines does not show the next levels for Power Modifier and Max HS (For Prototyping).  It's something minor, but I was really looking forward to it.
 

Offline buergerjoh

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Re: v1.20 Bugs Thread
« Reply #56 on: April 13, 2020, 03:59:24 PM »
Quote from: Alsadius link=topic=10672.  msg122014#msg122014 date=1586811128
Quote from: buergerjoh link=topic=10672.  msg121991#msg121991 date=1586809582
V1.  20

When creating a new race the Industrial percentage modifier (directly under population) is not changing the number of installations.   

Reproduction steps:
Create two new races:
(1) Population: 500m / Industrial percentage: 100
(2) Population: 500m / Industrial percentage: 200
Number of installations is the same for both races (in the create new race screen and ingame). 

Working as designed, to my knowledge.   "Industrial percentage" is a multiplier to their output, not a multiplier to the number of installations - it carries through the whole game. 
According to the changes list that is the "Factory production modifier" (species attribute), left side of the new race screen.   "Industrial percentage" is the (old) race/empire attribute at game start. 
« Last Edit: April 13, 2020, 04:01:31 PM by buergerjoh »
 

Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #57 on: April 13, 2020, 04:04:00 PM »
Continuation of Display Bug from 1.0 through 1.20, no sensor display (passive) rings for Deep Space Tracking Stations.  Is this working as designed? They were present in VB6 but not here.  Tried clicking on passive vs. signature boxes on display tab on tactical map.

It was never coded. I've just added it now.
 

Offline buergerjoh

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Re: v1.20 Bugs Thread
« Reply #58 on: April 13, 2020, 04:04:46 PM »
V 1. 20

Not able to change the "active race" in the tactical view, all other windows are working fine (can change to different player empires in Naval Organization, Economics,. . . ).
 

Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #59 on: April 13, 2020, 04:05:16 PM »
Is the lack of option to modify planetary pop through Space Master mode ( amount of industry buildings, fuel researves etc ) bug or a feature?

Oh and clicking on "economic" icon opens another window, instead of jumping to the one that is already opened.

Use Edit Pop or Add Installations on the Economics window.

Second item is working as intended.