Author Topic: v1.8.0 Bugs Thread  (Read 82112 times)

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Offline Prack

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Re: v1.8.0 Bugs Thread
« Reply #240 on: April 24, 2020, 11:28:11 AM »
Saw this error reported in V1. 6. 3 but I'm getting it now in V1. 8. 0
In the missile design screen, selecting a buoy with no engine in the load previous drop down throws errors

Function #2044: Object reference not set to an instance of an object.
Followed by
Function #2043: Object reference not set to an instance of an object.

The no engine checkbox is then unchecked and the engine size dropdown has nothing selected
As long as the engine size is empty any changes raise the 2044 error again.

The buoy does still work though

Also,

When changing the second stage, the info does not update.  Building this missile results in it having the previously selected second stage. 
Changing anything, including the separation distance causes the info to update as expected
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #241 on: April 24, 2020, 11:31:11 AM »
Started a new game. Not to much explored, ran into two NRP's being almost nextdoor buddies(tm) . Get along decently with one of them, the other hostile.

Few years and then the 5s increments start. ...everythings moving fast, turning the event window off and I'am looking at almost a minute of ingame time per real life second. Huzzah, this awesome!

Now they've been at it for... 36 hours of 5s updates I think. 
However it keeps throwing me interrupting Function #311's(Object reference not set to an instance of an object) irregurarly(0-4 times/hour) thinking this won't resolve due to whatever is throwing them errors.

I've been running automated turns on this for a while without any bugs. I may have already fixed it.
 
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Offline HeroicHan

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Re: v1.8.0 Bugs Thread
« Reply #242 on: April 24, 2020, 11:31:48 AM »
1.8
To add to the list of missing functions, it appears like civilian trade between races just doesn't happen.

I have a multi-earth start, every race is set to 200 relations, and toggled to allow trade.
Every race has civilian freighters.
Two races have idle freighters when there is fur demand on Earth A and fur supply on Earth B. Very poor capitalists.

Edit: Mercury also has a fur demand and the fur suppliers are not willing to trade.
« Last Edit: April 24, 2020, 12:25:01 PM by HeroicHan »
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #243 on: April 24, 2020, 11:38:13 AM »
Someone in the discord mentioned that they had the same problem and slapped a resolution 1 radar on their ship and the CIWS started firing.
I did the same and lo and behold, it worked.

It would be worthwhile for Steve to add a mention somewhere that CIWS still in fact require a missile detection radar for them to work

It's a bug. They should not require prior detection as the CIWS detects them and fires at the last second.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #244 on: April 24, 2020, 11:39:00 AM »
v1.8.0

If primary order is not valid but secondary order is valid, we are still getting "Orders Not Possible" messages when the ship has no other orders (and stopping auto-turn).

1. Have a survey ship with both geo-survey sensors and grav-survey sensors.
2. Set a survey ship with Primary standing order "Survey Nearest Body" and Secondary standing order "Survey Nearest Survey Location"
3. Send the ship to a system with all bodies geo-surveyed (or having no stellar bodies at all) but have some grav-survey points remaining to survey
4. Every time the ship has no order Events prompt "<ship> is unable to carry out its default order (Survey Nearest Body) as there is no acceptable destination within ten billion kilometers. And stopping auto-turn too.

I am pretty sure VB6 Aurora does not have such behavior unless both orders are not valid.

Attached DB have this keep happening, if it helps.

Should be fixed now.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #245 on: April 24, 2020, 11:43:49 AM »
Tiny bug.

Cargo ships with cargo hold below 5k can't move cargo.  The standard cargo orders doesn't appear.
I've created small freighter with 2 tiny cargo holds (1k capacity) just to move minerals (I don't use mass drivers) and cargo shuttles module and no joy. 
When I edited in SM mode design adding 3 additional cargo holds the orders showed up.

v1.8.0, I can confirm this too, having orbital miners with a single Tiny cargo bay intended to "pack up the minerals" after mining, just to found myself unable to do so. :(
(Not so much luck to add cargo bay for me because I need to keep the design under 10k tons for my shipyards to build...)
(If needed, my database on the last post also have such designs)

Fixed.
 
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Offline 15minutegamer

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Re: v1.8.0 Bugs Thread
« Reply #246 on: April 24, 2020, 12:18:32 PM »
Hi

Trying to load the game up and I am getting function #3056 Object reference not set to an instance of an object
It started up with function #1170 the given key was not present in the dictionary

This happened on load up, didn't even get in to start the game
Cant close the game or do anything, the error just keeps coming up

Also cant Ctrl+alt+delete
« Last Edit: April 24, 2020, 12:22:28 PM by 15minutegamer »
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #247 on: April 24, 2020, 12:39:59 PM »
When a ship goes above it's intended deployment time, there is no record of that in the log messages.

Added a new 'Exceeded Deployment' event.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #248 on: April 24, 2020, 12:45:15 PM »
When generating a new race, build points are still locked at what ever the starting population size was. They do not adjust to changing the population like any other population stats.

Fixed.
 
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Offline Ektor

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Re: v1.8.0 Bugs Thread
« Reply #249 on: April 24, 2020, 12:56:15 PM »
Tracked it down. Forced Mines and Forced Construction have the same worker type (none). I'll fix it for v1.9. Thanks for the DB.

Thanks a lot, Steve!
 

Offline dr125

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Re: v1.8.0 Bugs Thread
« Reply #250 on: April 24, 2020, 01:38:12 PM »
Two possible bugs.
I started with 3 Human races on Earth, me, the Western Alliance, a neutral UN and an NPR USSR. Standard start otherwise in terms of population, tech, etc.
In wanting to try out C# combat, I have run into two things I noticed.
1. I SM'ed 2 ELINT platforms orbiting Earth at the beginning. In the 8 years since start, the Intel window report 0 intel gathered.
2. I seem unable to be hostile with the Soviets. I do not see an option on the Intelligence and Foreign Relations window. Military cooperation is "unknown" even though communications are established. Diplomacy has stayed at 40 the entire game. In addition to this, in an effort to see if I could start hostilities, I attacked some ships in orbit. I was able to manually target them, and the Soviets certainly know about the war as in 5 seconds they began shooting back. However, my ships still saw them as neutral, did not use PD or otherwise recognize the other ships as targets even as diplomacy ratings went negative and my ships started to blow up.

It is entirely possible I am just missing things as new to C#, but otherwise the DB posted is before I started shooting.
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #251 on: April 24, 2020, 02:02:03 PM »
Not so much a bug but an annoyance but on the event log, when a Commander is promoted can the message show his command?  I don’t use automated assignments and about 15-20 years in when I get a ton of promotions, the promoted officer is relieved if too senior for assignment and leaves their ship/unit posting and I don’t notice unless I check specifically for it..  It seems like it would be easy enough text to add to event log promotion notification.

I've added an event for commanders being unassigned.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #252 on: April 24, 2020, 02:03:38 PM »
1. 8. 0

Minor bug

I had this happened twice in succession.  I transited jump ship and two grav surveyers with "transit and divide" -order.  Once done I ordered jump ship to transit back, but I got Transit Failure cannot tranisit as there is no available jump drive capable of allowing fleet's commercial engines to enter the jump point. 

In the following increment it jumps just fine so nothing game breakin, just weird.

That is working as intended. When you jump, the jump drive will not work again for a few minutes.
 

Offline Caplin

Re: v1.8.0 Bugs Thread
« Reply #253 on: April 24, 2020, 02:06:14 PM »
1. 8. 0

Minor bug

I had this happened twice in succession.  I transited jump ship and two grav surveyers with "transit and divide" -order.  Once done I ordered jump ship to transit back, but I got Transit Failure cannot tranisit as there is no available jump drive capable of allowing fleet's commercial engines to enter the jump point. 

In the following increment it jumps just fine so nothing game breakin, just weird.

That is working as intended. When you jump, the jump drive will not work again for a few minutes.

Maybe a separate "jump drive is cooling down/recharging/whatever," notification would make this clearer?
 

Offline Wieseltrupp

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Re: v1.8.0 Bugs Thread
« Reply #254 on: April 24, 2020, 02:09:56 PM »
Or a small hint in the ship details screen if thats not already the case. that info would only be usefull if you jump onto an contestet JP and have to jump back