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Your starting planet is always called Home World.
V1. 20When 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: 200Number of installations is the same for both races (in the create new race screen and ingame).
I posted this in the 1.1 thread but confirmed the case to be same in 1.2. Moving JP's around in SM mode only changes the data on the system view window, but the original location remains, both on the map and for navigational purposes.
in Aurora VB divide fleet into single ships and the JP transit version of it kept the conditional and standing orders of the fleet on all the new single ship fleets.In C# this does not happen and I suspect it's a bug.
Something to look into from v 1.00:(Screenshots are a pain in the nutz, so I'll just describe it as best I can) - After making some Ground Units, I proceeded to create some Ground Unit Formations. All is fine, nothing weird. (To me at least.) - After assembling them into a Hierarchy I check the Total force to see how much they weigh. - EGAD it's 6,400 Tons! It was then that I realized that the size shown in the design windows are not actually tons. (I'm guessing it's HS equivalent)(Much tweaking and ree-ing ensued) - Change things around, everything is cool at 14,000 Tons. (It's a full company, so... it's big.) - I was unsure if I need HQ of 400 or 300 to command a 100 size formation and three 100 size sub-ordinate formations. - I decided, screw it, better safe then sorry and I'll ask around a bit later if it isn't posted elsewhere. - Changed the HQ 300s to HQ 400s, both of which are actually size ten. (Infantry Light HQs, btw) - Now the formation is 15,200!!! Everything else is EXACTLY the same size, only the HQs changed. - Why though?Oh... well uh.This would explain it:(See Attachment)Seems the DB is saving formations that I told it to delete using the "Delete formations" button. Or am I deleting things wrong?(These formations did NOT show up before I exited and reloaded the game.)Steps to Reproduce:1 - Start a new game2 - Make some ground units3 - make some templates4 - build a few formations. (I insta built them)5 - delete formations using the delete formations button.6 - make some new formations7 - save8 - close down aurora9 - restart the game, load up your save and viola! you now have all of them back!
Quote from: Steve Walmsley on April 13, 2020, 03:27:46 PMQuote from: Desdinova on April 13, 2020, 03:19:33 PMI'm two years into a 1.2 conventional start and am getting an attempted divide by zero error in function #4 most production cycles.It the AI Diplomacy code. I've found something that might cause an occasional error.Could there be a situation where the AI is detecting your presence but without detecting any ships or populations? Maybe a sensor buoy?I don't think so. I haven't built any ships yet. I do have AI activates precursors checked at startup, and I created a Neutral player race on Earth.Forgot to mention, when creating the neutral race I got an object reference not set error in Function 2110. Also, are neutral races working? I haven't built a ship yet in this game, but in my 1.0 game I couldn't see a neutral race population to grab colonists from. I only see an EM contact that I can't interact with.
Quote from: Desdinova on April 13, 2020, 03:19:33 PMI'm two years into a 1.2 conventional start and am getting an attempted divide by zero error in function #4 most production cycles.It the AI Diplomacy code. I've found something that might cause an occasional error.Could there be a situation where the AI is detecting your presence but without detecting any ships or populations? Maybe a sensor buoy?
I'm two years into a 1.2 conventional start and am getting an attempted divide by zero error in function #4 most production cycles.
Quote from: Desdinova on April 13, 2020, 03:32:10 PMQuote from: Steve Walmsley on April 13, 2020, 03:27:46 PMQuote from: Desdinova on April 13, 2020, 03:19:33 PMI'm two years into a 1.2 conventional start and am getting an attempted divide by zero error in function #4 most production cycles.It the AI Diplomacy code. I've found something that might cause an occasional error.Could there be a situation where the AI is detecting your presence but without detecting any ships or populations? Maybe a sensor buoy?I don't think so. I haven't built any ships yet. I do have AI activates precursors checked at startup, and I created a Neutral player race on Earth.Forgot to mention, when creating the neutral race I got an object reference not set error in Function 2110. Also, are neutral races working? I haven't built a ship yet in this game, but in my 1.0 game I couldn't see a neutral race population to grab colonists from. I only see an EM contact that I can't interact with.Was the neutral race an NPR or was the assign tech option checked?