Author Topic: v1.8.0 Bugs Thread  (Read 82592 times)

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Offline joshuawood

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Weird NPR Sensor readings
« Reply #105 on: April 22, 2020, 05:14:20 PM »
I am having an NPR arrive at a point every 2 hours like clockwork then dissapearing from sensors, even though there is NO way they can get to that point without me seeing them?

https://i. imgur. com/6X3GI1G. png

i have no idea what a [PARTIAL] sensor contact means? their engines are more than within my thermal limit but they leave, then turn up again?

i will attach the DB for you to have a look at if you want but i understand if you want to ignore this since it's not 1. 8 :)
 

Offline Energyz

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Re: v1.8.0 Bugs Thread
« Reply #106 on: April 22, 2020, 05:15:15 PM »
Bug on V 1.7.3, but i've checked both bug threads and nothing on that subject.

I had about 500M fuel of reserve on Earth, and it just went poof in an instant. I've checked the fuel reserve like 60 days earlier so I'm positive nothing could have eaten it that fast.

What I suspect happened : Shipyards just completed some ships



As you notice everything went fine fuel wise until the Helmdale.

And I think this is the reason :



Earth just went out of MSP, and couldn't supply entirely the Bombarde, and I guess it caused Earth fuel reserve to reset.

Edit : I've managed to replicate that bug on 1.7.3, so I'm pretty sure it's the MSP causing the issue
« Last Edit: April 22, 2020, 05:33:08 PM by Energyz »
 
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Offline Kracc

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Re: v1.8.0 Bugs Thread
« Reply #107 on: April 22, 2020, 05:34:50 PM »
Hi, there seems to be a bug on empire creation with NPRs.  If creating an NPR, whenever you attempt to set its starting tech points it changes your value to 100,000 no matter what, even if the population would mean it would be more or less.
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #108 on: April 22, 2020, 06:08:58 PM »
The function number: 1868
The complete error text: "Unable to cast object of type 'ha' to type 'f4'." / "Unable to cast object of type 'iy' to type 'f4'."
The window affected: Order of Battle tab in the Ground Forces window
What you were doing at the time: Clicking the 'Change Rank' button while a planet or system is selected (see attached)
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Found in 1.8.0, reproduced in 1.5.1

Fixed. Thanks for the detailed bug report.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #109 on: April 22, 2020, 06:15:13 PM »
This is an update for the bug I signaled with 1. 6. 3, which I have confirmed still exists in 1. 8. 0.

Setup: a fleet with a ship with absolutely no fuel capacity, such as a station being towed by a tug.

If you select a tanker fleet and issue the 'join fleet and refuel' order, you will get a divide by 0 error 854.   The errors (multiple per time increment) persist until you detach the tanker.   If instead you have the tug/space station fleet target the tanker fleet and 'refuel from stationary tankers', you get a divide by 0 error 858.

Fixed.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #110 on: April 22, 2020, 06:17:36 PM »
v1.8

When setting starting tech points manually during game setup, on the second player created race, it sets itself to 100,000 and will revert any player input. This is with research speed set to 50. No idea if those factors matter or not.

Can you confirm it was a player race and not an NPR? That code should only trigger if the NPR checkbox is checked.
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #111 on: April 22, 2020, 06:20:20 PM »
v1.8

When setting starting tech points manually during game setup, on the second player created race, it sets itself to 100,000 and will revert any player input. This is with research speed set to 50. No idea if those factors matter or not.
The number changes based on assigned population. If you don't mind the NPR having a lower population then this is an acceptable workaround.
There might be a lower limit at which an NPR becomes locked by its low tech level and is unable to progress, I think avoiding this is the reason for the 100k point lock in.
I'll note the default transnewtonian start costs about 30,000 research points, but even if you give an NPR that it will spend points on ship systems and other unnecessary stuff like ground construction and sorium harvesters, so I would be wary of reducing their starting points too much.

I'm aware there is a workaround, though that is somewhat counterproductive when attempting to create china. But I don't follow your later reasoning. First off, you can't increase them or decrease them, so it's a not a minimum. Moreover, the NPR when first generated does not have 100k points, only after modification, therefore one could assume all NPRs probably do not have 100k points, but rather have points scaled in other ways.

It's a bug, I feel characterizing it as a feature is a disservice to the game. While I understand that many wish to defend Aurora, I am persistently confused by the desire to whitewash bugs as features. Steve does not attempt to this, why would would fans of the game wish to? A minor bug is not an assault on the game or it's quality.

The 100k is deliberate, to avoid players reducing NPR tech points below the level at which the NPR is viable. If you prevent an NPR from having the necessary tech, it will just cause bugs. You can increase them above 100k for an extra challenge.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #112 on: April 22, 2020, 06:31:58 PM »
Don’t know if that was mentioned before:  there are no messages in the log that a new production has began after another one was finished. Would be nice to have that as in VB6.

Added.
 
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Offline aramina

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Re: v1.8.0 Bugs Thread
« Reply #113 on: April 22, 2020, 06:39:50 PM »
Remember seeing something about this bug in a previous version's thread, but I've encountered it again and also found a workaround that may explain why it's happening? (Not a programmer)

Was terraforming in a brand new game, 1. 8. 0 and the environment tab of the colony refused to save my 0. 2 atm max for oxygen.  Tried different formats, at one point putting in 00. 20 just to test if you know, maybe something weird would work, found that no matter what I did, if I put in a number in that max atm field, then immediately closed the colony screen it wouldn't save.  However, if I switched over to another colony and back before closing the screen, the field saved properly.  I didn't think to test switching tabs within the same colony, but hopefully this helps figure out what's going on.
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #114 on: April 22, 2020, 06:40:23 PM »
1.8.0, Economics window, Environment tab
If you switch to the Environment tab without switching colonies, the gas field shows Aestusium.  Switching to a different colony and back shows the correct gas.
If you are adding water vapour and condensation occurs, the Maximum Atm field shows '0'.

Fixed.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #115 on: April 22, 2020, 06:41:22 PM »
Laser warheads were supposed to be removed for C# weren't they? Well, the techs are still there.  Just research soft x-rays and watch the soft x-ray laser warhead tech appear.  If you keep progressing, the rest will appear too.

Removed.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #116 on: April 22, 2020, 06:42:33 PM »
Here's a small curiosity which may or may not be a bug:

Low FuelBarnards StarFriedrich Bessel has only 0 percent of its maximum fuel (0 litres)
Low FuelProcyonEdward Barnard has run out of fuel
Low FuelBarnards StarEdmond Halley has only 0 percent of its maximum fuel (0 litres)

These three ships are all out of fuel (oops), but one of them has a different message. The difference is likely related to the standing orders they have.

The 0 percent might not be zero due to rounding. Should move to 'run out of fuel' shortly thereafter.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #117 on: April 22, 2020, 06:43:45 PM »
V 1.7.3, but that wasn't reported

Function #311 null error

DB attached, the next increment will prompt up the bug

Edit: also the next 2000 increment :(. Think it killed my game

I think that was fixed in 1.8. Please don't report bugs unless you confirm they are in the current version.
 

Offline Guridan

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Re: v1.8.0 Bugs Thread
« Reply #118 on: April 22, 2020, 07:22:52 PM »
Was just passing time on the tactical map when an NPR started fighting (at least thats what I assume).  Increments went down to 5sec for quite some time until I got spammed by errors in function #713.  I clicked a lot of these away until I got a #1414 followed by a #1555 then repeated from there, on and on until I gave up clicking.

TN start with random stars, just 6 years into the game.
Made a fresh install when 1. 8 was released and I have changed my windows regional settings to UK.
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #119 on: April 22, 2020, 07:24:38 PM »
Was just passing time on the tactical map when an NPR started fighting (at least thats what I assume).  Increments went down to 5sec for quite some time until I got spammed by errors in function #713.  I clicked a lot of these away until I got a #1414 followed by a #1555 then repeated from there, on and on until I gave up clicking.

TN start with random stars, just 6 years into the game.
Made a fresh install when 1. 8 was released and I have changed my windows regional settings to UK.

Do you remember the text of the errors? The number tells me where but the text tell me what.