Author Topic: v1.8.0 Bugs Thread  (Read 82822 times)

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Offline Zhatelier

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Re: v1.8.0 Bugs Thread
« Reply #375 on: April 26, 2020, 04:12:25 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.
I am having a similar issue in a test game, the civilians from two different races refuse to trade with each other even though supply and demand do exist. This could potentially be because of sharing a homeworld, so I'll do another test to see if having different homeworlds will solve this issue.
 

Offline MarcAFK

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Re: v1.8.0 Bugs Thread
« Reply #376 on: April 26, 2020, 04:43:05 AM »
V1. 8. 0 created a new game, had two JPs in Sol, then both systems had no jump points after survey.  Turned on SM and tried to 'Add Jump Point" in System Generation and Display screen, it did nothing. . .  is it turned on? "Change Position" seemed to work.
After adding a jump point you'll need to re-do the survey since the JPs aren't defaulted to visible.
I've already posted an issue with this, The Added jump point isn't visible in the system window, which it probably should be when spacemaster is on as "unsurveyed"", and Furthermore there is a bug where the new jump point is literally undiscoverable if the system was already fully surveyed . (At least when spacemaster mode is used to survey). I havent tested if it also applies if the new points are added before every jump point is finished, or if the entire system is surveyed manually, but I suspect that might still be the case.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline hadi

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Re: v1.8.0 Bugs Thread
« Reply #377 on: April 26, 2020, 04:48:54 AM »
Unsure if WAI, but with No Maintenance enabled, ships will still suffer maintenance failures during combat, consuming MSP if available as normal. The description for the No Maintenance toggle makes it seem like this shouldn't be the case.
I noticed this today as well.
I'm hoping that this is a bug/oversight perhaps.
At this point, I was suspecting demonic intervention.
-Steve
 

Offline Haji

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Re: v1.8.0 Bugs Thread
« Reply #378 on: April 26, 2020, 04:57:01 AM »
I created five ground units on one of my planets. I saved, I quit. I loaded the game some time later and those five were gone. There was no error message nor anything else out of the ordinary. I have attached the DB (the units disappeared on Alpha Centauri B II, for "The Union" faction) but I was unable to re-create the issue so I'm not sure if it will be of any use.
 

Offline Resand

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Re: v1.8.0 Bugs Thread
« Reply #379 on: April 26, 2020, 05:46:44 AM »
Maybe not entirely a bug, but doesn't feel right.

The wealth cost of research is tied to research rate, which makes sense originally. Better research tech, means more expensive labs.
But it breaks a bit if you change the global research rate. Since this effects the research rate of labs, you end up with really cheap labs.

Sure, you presumably pay the same amount of wealth pr research point, but once your industry gets going, wealth is the real limiter on research. So you can end up with the same amount of research, you just need to spend the minerals/time to build more labs. Which kind of removes the point of the global setting after a while.



« Last Edit: April 26, 2020, 05:51:10 AM by Resand »
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline Eretzu

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Re: v1.8.0 Bugs Thread
« Reply #380 on: April 26, 2020, 05:53:27 AM »
Maybe not entirely a bug, but doesn't feel right.

The wealth cost of research is tied to research rate, which makes sense originally. Better research tech, means more expensive labs.
But it breaks a bit if you change the global research rate. Since this effects the research rate of labs, you end up with really cheap labs.

Sure you presumably pay the same amount of wealth pr research point, but once your industry gets going, wealth is the real limiter on research. So you can end up with the same amount of research, you just need to spend the minerals/time to build more labs. Which kind of removes the point of the global setting after a while.

You are still limiter by scientist ability. If they cannot command enough lab, then you cannot rush technologies too fast.

That said, I also second that labs should not get cheaper with slower research rate.
 

Offline Demonides

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Re: v1.8.0 Bugs Thread
« Reply #381 on: April 26, 2020, 05:55:56 AM »
Hello. I have a problem. I discovered alien system and now every increment take very long time to compute. It is normal ?. Steve can you check this ?

 

Offline MarcAFK

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Re: v1.8.0 Bugs Thread
« Reply #382 on: April 26, 2020, 05:56:37 AM »
Also take into account the high population requirement of research labs, they're still making the wealth income equivalent of 3.3 Financial centers.
Right now with Half research my labs cost 800 wealth a year to run, but are making 960 wealth a year from their workers.
But thats at base research. Once I get that first research boost I assume it'll be break even. And the cost of making those Labs in the first place is very high.
« Last Edit: April 26, 2020, 06:00:00 AM by MarcAFK »
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

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Re: v1.8.0 Bugs Thread
« Reply #383 on: April 26, 2020, 06:07:54 AM »
I'll report multiple bugs that i experienced
updated from 1. 63 to 1. 80 .  used as decimal divider for my normal game
fresh download 1. 51 to 1. 80 for replicating the bugs .  used as decimal divider

Minor bug

1in the ground forces oob the "clear support" button some times works some times doesn't even if you close and re open the window; the work around is changing the hierarchy of that unit clear the support and then put it back in its company.

2 i don t know if it can be called a bug but the auto assign for commander assigned only a few officer on my military ships even tho i put 1 and 2 as a priority on them i would expect to have all of this ships with commanders even i they aren t good

Major bugs

1 i cannot use the fighter they don t work in any of my testes in all the types of missions; in ground support they take part in the battle but they don't shoot (they have the MFC;i also tried one with every sensor and FC possible but noting changed)
the error given is "function 1821 reference to an object not set on an object instance"

2 my units don t resupply properly they don t pool supplies from the higher parent formation
125k battalion HQ 200LG (LV-LOG)  under it
4X 25k company HQ, under each of them
4X 5k Lance
(i was using the battletech OOB classification)
but it was working properly wen i had only the company and lance structure

3 During ground combat i kept receiving this error "function 1810 reference to an object not set on an object instance"
i was invading a NPR homewold and at the end of the battle after 1. 5 in game yr a inf unit was unkillable every GC fase there was no combat just intel of this unit i advanced time for half a year before giving up (i forgot to save so the DB will be before the end of the battle)

suggestions for UI improvements

it would be nice if you could:

select multiples units  at the same time to organize them in the Naval and Ground OOB .
select multiples units  at the same time to assign them their support target for Both GU and ships.
have a way to go directly to the tactical map of a system from the galaxy map.
have the number of your available crew and junior officer displayed in the commander assignment window
in the commandeer assignment window have a way to select the commander clicking on the ship name
in the commander assignment window a a way to filter already assigned commander like you do with the ships.

thanks for your work on this awesome game


 

Offline Fietsenstandaard

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Re: v1.8.0 Bugs Thread
« Reply #384 on: April 26, 2020, 06:48:28 AM »
Not particularly gamebreaking, but still annoying:

When I use a fleet with several freighters to pick up minerals, the game pauzes and shows me a "pickup failed" alert for each of the freighters that is full.     However, the fleet as a whole can perfectly ship all the resources.    Because I only care about the fact that all minerals are shipped, these pickup failed messages are only slowing me down.    The fleet is doing its job exactly as I want it to.    This happens to me every other in-game week, since that fleet is on cycle moves.     Is it possible to have that message only show up when the fleet cannot pick up the minerals instead of when one of the ships cannot pick up everything?

details:
I'm on a TN start,
use a .   as decimal seperator
Game is going on for 70 years now. 
real stars
version 1.  8
no mods.
« Last Edit: April 26, 2020, 07:04:00 AM by Fietsenstandaard »
 
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Offline joshuawood

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Non- Known stars is still broken
« Reply #385 on: April 26, 2020, 07:27:26 AM »
https://i. imgur. com/zuTBqIS. png

Play on any game without known stars selected and within 2-3 jumps you start getting insane numbers of interconnected systems and double jump points between systems
 

Offline NeedHydra

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Re: v1.8.0 Bugs Thread
« Reply #386 on: April 26, 2020, 07:38:52 AM »
Not game breaking but a big watch out.
Ships under a training admin will not overhaul


TN start
Real Stars
decimal separator
the bug happens when every a ship in under a training admin as in it will stop overhauls if they are moved mid overhaul and resume once they are out
 

Offline MarcAFK

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Re: v1.8.0 Bugs Thread
« Reply #387 on: April 26, 2020, 07:50:33 AM »
I believe thats WAI, But the mechanic isn't ideal. I manually transfer Ships to a different admin command when they're in overhaul.
If this is indeed working as intended. I would suggest that when a fleet is sent to overhaul it gets pushed from the training admin its current in up to whatever level of Command that training command is in, or none if the training command isn't nested. Then when the entire fleet comes out of overhaul it gets pushed back into the Training command.
There should probably be an interrupt for this, though maybe not, you do get interrupts for every ship thats finished overhaul.  I would offer an addittional suggestion, maybe when multiple ships are sent in for overhaul an interrupt should only fire when the entire fleet is finished. If you really want a stop for each individual ship you could break that unit out into a subfleet.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Migi

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Re: v1.8.0 Bugs Thread
« Reply #388 on: April 26, 2020, 08:03:21 AM »
I believe thats WAI, But the mechanic isn't ideal. I manually transfer Ships to a different admin command when they're in overhaul.
If this is indeed working as intended. I would suggest that when a fleet is sent to overhaul it gets pushed from the training admin its current in up to whatever level of Command that training command is in, or none if the training command isn't nested. Then when the entire fleet comes out of overhaul it gets pushed back into the Training command.
There should probably be an interrupt for this, though maybe not, you do get interrupts for every ship thats finished overhaul.  I would offer an addittional suggestion, maybe when multiple ships are sent in for overhaul an interrupt should only fire when the entire fleet is finished. If you really want a stop for each individual ship you could break that unit out into a subfleet.
Personally I think there should be a warning message when trying to give a fleet the overhaul command while the fleet is part of a training admin. Moving things around admin commands automatically sounds like it cause people to report more bugs like "why is my fleet missing".
With respect to the overhaul messages, it would be better if there were 2 separate messages
Quote
Fleet AA, X out of Y ships completed overhaul, Z ships still undergoing overhaul
Quote
Fleet AA, all ships completed overhaul
The first would generate a log message only, the second would also interrupt auto-turns.
 
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Offline legemaine

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Re: v1.8.0 Bugs Thread
« Reply #389 on: April 26, 2020, 08:47:54 AM »
Hi, don't know if this is WAI, but playing 1. 8 I find that the Researcher I assigned as Academy Commandant is still available to lead research projects.