Author Topic: v1.8.0 Bugs Thread  (Read 82299 times)

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Offline johiah

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Re: v1.8.0 Bugs Thread
« Reply #180 on: April 23, 2020, 01:24:16 PM »
I've got another one that's legitimately an issue and also freaking bizarre. I've got 7 planets over 100 mil and 4 over 200 mil. I keep getting messages that pickup failed for civvy ships trying to grab textiles of machinery or whatever. These pickup failed messages break autoturn, along with messages when civvies scrap old ships. IMO neither of these things should break autoturn, thoughts?
Oh and I suppose the fact that I'm running out of textiles might be an issue as well but I don't know if that's my fault or if the game's civvy production needs tweaking.
 

Offline Inglonias

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Re: v1.8.0 Bugs Thread
« Reply #181 on: April 23, 2020, 01:50:00 PM »
Selecting the table header on the jump point list in the system view (the table at the bottom left) causes this to occur on 1.8.0:

Function #3098: Object reference not set to an instance of an object
 

Offline LuciusSulla

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Re: v1.8.0 Bugs Thread
« Reply #182 on: April 23, 2020, 01:57:50 PM »
Two JPs in one system leading to a same system.

DB attached. Two JPs in Esege Malan(3) lead to Ptah(4).

I believe one of the JPs were found in Esege Malan(3) and led me into Ptah(4). The other JP was hidden in Esege Malan(3) and was discovered during surveying Ptah(4). That hidden JP connected back to Esege Malan(3).
 

Offline SpikeTheHobbitMage

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Re: v1.8.0 Bugs Thread
« Reply #183 on: April 23, 2020, 02:16:12 PM »
Two JPs in one system leading to a same system.

DB attached. Two JPs in Esege Malan(3) lead to Ptah(4).

I believe one of the JPs were found in Esege Malan(3) and led me into Ptah(4). The other JP was hidden in Esege Malan(3) and was discovered during surveying Ptah(4). That hidden JP connected back to Esege Malan(3).
This is working as intended.
 

Offline LuciusSulla

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Re: v1.8.0 Bugs Thread
« Reply #184 on: April 23, 2020, 02:24:18 PM »
Two JPs in one system leading to a same system.

DB attached. Two JPs in Esege Malan(3) lead to Ptah(4).

I believe one of the JPs were found in Esege Malan(3) and led me into Ptah(4). The other JP was hidden in Esege Malan(3) and was discovered during surveying Ptah(4). That hidden JP connected back to Esege Malan(3).
This is working as intended.

I thought this was a fixed bug?
 

Offline Friday

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Re: v1.8.0 Bugs Thread
« Reply #185 on: April 23, 2020, 02:37:48 PM »
Quote from: LuciusSulla link=topic=10990. msg127384#msg127384 date=1587669858
Quote from: SpikeTheHobbitMage link=topic=10990. msg127382#msg127382 date=1587669372
Quote from: LuciusSulla link=topic=10990. msg127379#msg127379 date=1587668270
Two JPs in one system leading to a same system.

DB attached.  Two JPs in Esege Malan(3) lead to Ptah(4).

I believe one of the JPs were found in Esege Malan(3) and led me into Ptah(4).  The other JP was hidden in Esege Malan(3) and was discovered during surveying Ptah(4).  That hidden JP connected back to Esege Malan(3).
This is working as intended.

I thought this was a fixed bug?

Had it aswell in a game
 

Offline Resand

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Re: v1.8.0 Bugs Thread
« Reply #186 on: April 23, 2020, 02:38:12 PM »
Fleets don't remember sub-fleet structure when joining other fleets.

Reproduce:
 - Have a fleet with at least two levels of sub-fleets. IE: "Armada" -> "Intel" -> "Scouts"
- Detach "Intel". You should now have a Fleet called "Intel" with a Sub-Fleet "Scouts". So far so good.
- Tell the fleet "Intel" to join fleet "Armada" as a sub-fleet.
- You now end up with all ships in "Intel" and "Scouts" in the same sub-fleet called "Intel" under "Armada".
- Expected result would be to end back at same fleet structure as we started with.

This makes it so you can't really organize your ships into fleet hierarchies, since as soon as you detach one of the parts to go do something, you lose the structure.
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline aramina

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Re: v1.8.0 Bugs Thread
« Reply #187 on: April 23, 2020, 03:06:38 PM »
Might be a bug, might be WAI, if you fully terraform a planet/moon to 0 colony cost before putting any colonists there, and do not send any infrastructure (as it doesn't need any) civilian shipping lines won't be activated to start building ships and trading for the first time.  I had to send infrastructure to the moon to get my civilians to wake up and do stuff.
 

Offline Desdinova

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Re: v1.8.0 Bugs Thread
« Reply #188 on: April 23, 2020, 03:25:57 PM »
Are NPRs still refusing all communication? I've discovered 2 in my current game and neither are willing to communicate. I even found the home planet of one and dropped a diplomatic ship in orbit, no luck.

DB attached.

 

Offline Stoned

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Re: v1.8.0 Bugs Thread
« Reply #189 on: April 23, 2020, 03:34:26 PM »
Function #2471 Value cannot be null
Parameter name: value
I can no longer make or manage medals but i am still able to give them out.  version is 1. 8. 0
 

Offline IanD

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Re: v1.8.0 Bugs Thread
« Reply #190 on: April 23, 2020, 03:51:53 PM »
The function number: v1.8.0
The complete error text: Function #2169: Object reference not set to an instance of an object.
The window affected: Initially the Research Window, but after that on pressing all buttons up to the Create design window of the tool bar at the top of the System view window the same error popped up but on pressing OK the window appeared.
What you were doing at the time: I had designed Stellarator fusion reactors with a power of 3, 6, 10 and 12.4 then gone to the Research window and tried to queue them for a scientist. The error message appeared and on pressing OK the item disappeared from the projects list. This happened for all of the reactors. It now happens for all attempts to queue a project. The only other thing of note was the reactors were not whole integers in size.
Conventional or TN start: TN start.
Random or Real Stars: Real Stars
Is your decimal separator a comma? Decimal Separator
Is the bug is easy to reproduce, intermittent or a one-off? Edit: After closing the program the error disappeared and when I went to research new reactor project the original projects appeared in the queue when I went to queue the new projects. No sign of the error now.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Campaign is 18 years duration.

Db Attached

Sorry uploaded same Db x3 due to internet problems.
« Last Edit: April 24, 2020, 03:28:57 AM by IanD »
IanD
 

Online Froggiest1982

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Re: v1.8.0 Bugs Thread
« Reply #191 on: April 23, 2020, 04:33:23 PM »
Might be a bug, might be WAI, if you fully terraform a planet/moon to 0 colony cost before putting any colonists there, and do not send any infrastructure (as it doesn't need any) civilian shipping lines won't be activated to start building ships and trading for the first time.  I had to send infrastructure to the moon to get my civilians to wake up and do stuff.

I am quite sure it's WAI. In order to avoid civilian shipping to send unwanted infrastructure or colonist on a rock you may want to keep as automated mining colony only you have 2 ways to start off a colony with Civilians:

A - You drop off some infrastructure on a planet with a colony. The Civs will then establish a route to drop off colonists.
B - You drop off colonists on a rock with a colony. You will be able then to create an infrastructure contract to drop off installations from a colony to another. If you create the contract but there aren't any people the civs wouldn't still build ships.

Regarding point B I don't know if that changed for Aurora C#, but that was how it worked in Aurora VB6.
« Last Edit: April 23, 2020, 04:35:07 PM by froggiest1982 »
 

Offline johiah

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Re: v1.8.0 Bugs Thread
« Reply #192 on: April 23, 2020, 04:47:34 PM »
So you can go negative in starting RP and BP. This isn't really an issue because I'd rather go a little over than have a little bit sitting around for forever.
What is an issue, is the ai going way over. I made an NPR far from sol, explicitly reduced its RP and BP. I go look in the database later, and it's sitting at -138k RP and -34k BP. Presumably this isn't intended behavior as I didn't really want this ai to be at a similar tech level as me.
 

Offline SpikeTheHobbitMage

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Re: v1.8.0 Bugs Thread
« Reply #193 on: April 23, 2020, 04:53:01 PM »
Two JPs in one system leading to a same system.

DB attached. Two JPs in Esege Malan(3) lead to Ptah(4).

I believe one of the JPs were found in Esege Malan(3) and led me into Ptah(4). The other JP was hidden in Esege Malan(3) and was discovered during surveying Ptah(4). That hidden JP connected back to Esege Malan(3).
This is working as intended.

I thought this was a fixed bug?
There is/was a bug that creates duplicate Sol systems, but JP loops, including duplicates, are intentional.

Might be a bug, might be WAI, if you fully terraform a planet/moon to 0 colony cost before putting any colonists there, and do not send any infrastructure (as it doesn't need any) civilian shipping lines won't be activated to start building ships and trading for the first time.  I had to send infrastructure to the moon to get my civilians to wake up and do stuff.

I am quite sure it's WAI. In order to avoid civilian shipping to send unwanted infrastructure or colonist on a rock you may want to keep as automated mining colony only you have 2 ways to start off a colony with Civilians:

A - You drop off some infrastructure on a planet with a colony. The Civs will then establish a route to drop off colonists.
B - You drop off colonists on a rock with a colony. You will be able then to create an infrastructure contract to drop off installations from a colony to another. If you create the contract but there aren't any people the civs wouldn't still build ships.

Regarding point B I don't know if that changed for Aurora C#, but that was how it worked in Aurora VB6.
It is a change from VB.  Before, if you put a colony on a cost 0 world they would immediately start sending colonists, even if it was behind enemy lines.  Or on an enemy homeworld.  People complained about that for some reason.
 
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Online Froggiest1982

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Re: v1.8.0 Bugs Thread
« Reply #194 on: April 23, 2020, 05:03:58 PM »
Two JPs in one system leading to a same system.

DB attached. Two JPs in Esege Malan(3) lead to Ptah(4).

I believe one of the JPs were found in Esege Malan(3) and led me into Ptah(4). The other JP was hidden in Esege Malan(3) and was discovered during surveying Ptah(4). That hidden JP connected back to Esege Malan(3).
This is working as intended.

I thought this was a fixed bug?
There is/was a bug that creates duplicate Sol systems, but JP loops, including duplicates, are intentional.

Might be a bug, might be WAI, if you fully terraform a planet/moon to 0 colony cost before putting any colonists there, and do not send any infrastructure (as it doesn't need any) civilian shipping lines won't be activated to start building ships and trading for the first time.  I had to send infrastructure to the moon to get my civilians to wake up and do stuff.

I am quite sure it's WAI. In order to avoid civilian shipping to send unwanted infrastructure or colonist on a rock you may want to keep as automated mining colony only you have 2 ways to start off a colony with Civilians:

A - You drop off some infrastructure on a planet with a colony. The Civs will then establish a route to drop off colonists.
B - You drop off colonists on a rock with a colony. You will be able then to create an infrastructure contract to drop off installations from a colony to another. If you create the contract but there aren't any people the civs wouldn't still build ships.

Regarding point B I don't know if that changed for Aurora C#, but that was how it worked in Aurora VB6.
It is a change from VB.  Before, if you put a colony on a cost 0 world they would immediately start sending colonists, even if it was behind enemy lines.  Or on an enemy homeworld.  People complained about that for some reason.

Thanks. I guess I didn't notice as I am still acting as it was in VB6. I may try to let the civvies do their work next time and see if it's working without me touching it.