Author Topic: v1.8.0 Bugs Thread  (Read 82608 times)

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Offline davidr

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Re: v1.8.0 Bugs Thread
« Reply #405 on: April 26, 2020, 11:05:46 AM »
The Medals screen only appears to have an area for ribbons to be awarded - on the left side towards the bottom.

Where is the facility to award actual medals as Aurora 4X

Trying to use medals from Aurora 4X or other peoples medal downloads just compresses and distorts the medal image in the ribbon area.

DavidR
 

Offline Droll

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Re: v1.8.0 Bugs Thread
« Reply #406 on: April 26, 2020, 11:12:25 AM »
The Medals screen only appears to have an area for ribbons to be awarded - on the left side towards the bottom.

Where is the facility to award actual medals as Aurora 4X

Trying to use medals from Aurora 4X or other peoples medal downloads just compresses and distorts the medal image in the ribbon area.

DavidR

This isn't so much a bug as it is a change in how medals work. I suggest you pop this into the suggestions thread cuz it would be cool to be able to have actual medals alongside ribbons
 

Offline Calavera

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Re: v1.8.0 Bugs Thread
« Reply #407 on: April 26, 2020, 11:41:07 AM »
Disclaimer: I'm quite new to the game, so I might be missing something. . .

During my current game I noticed, that cycle orders of cargo fleets, that consist of two commands, sometimes got canceled.  In these cases my fleet had the commands "Load Installation (infrastructure) on Earth" and "Unload all Installations on Mars" on cycle together with standing orders for refueling and resupply.

From time to time I got "Orders Not Possible" events, that read:
Quote
Cargo Fleet has cycle orders set but only has one order set up.  As this can lead to an endless loop the cycle orders request has been removed.

After that the fleet was orbiting Earth (so the pick-up planet - at least this time, when I tracked it down) without any orders.  However, there were still installations to be transported and I also didn't get the message "picking up stuff not possible, because there is none".
So I assume the check, if there is only one command, sometimes hits the window, when one of the commands was just executed and is being moved to the bottom of the list.

Database from directly after the event is available, if that helps.
 

Offline skoormit

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Re: v1.8.0 Bugs Thread
« Reply #408 on: April 26, 2020, 12:19:08 PM »
Disclaimer: I'm quite new to the game, so I might be missing something. . .

During my current game I noticed, that cycle orders of cargo fleets, that consist of two commands, sometimes got canceled.  In these cases my fleet had the commands "Load Installation (infrastructure) on Earth" and "Unload all Installations on Mars" on cycle together with standing orders for refueling and resupply.

From time to time I got "Orders Not Possible" events, that read:
Quote
Cargo Fleet has cycle orders set but only has one order set up.  As this can lead to an endless loop the cycle orders request has been removed.

After that the fleet was orbiting Earth (so the pick-up planet - at least this time, when I tracked it down) without any orders.  However, there were still installations to be transported and I also didn't get the message "picking up stuff not possible, because there is none".
So I assume the check, if there is only one command, sometimes hits the window, when one of the commands was just executed and is being moved to the bottom of the list.

Database from directly after the event is available, if that helps.

Was Earth building the installations at the time?
 

Offline Droll

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Re: v1.8.0 Bugs Thread
« Reply #409 on: April 26, 2020, 12:29:53 PM »
Disclaimer: I'm quite new to the game, so I might be missing something. . .

During my current game I noticed, that cycle orders of cargo fleets, that consist of two commands, sometimes got canceled.  In these cases my fleet had the commands "Load Installation (infrastructure) on Earth" and "Unload all Installations on Mars" on cycle together with standing orders for refueling and resupply.

From time to time I got "Orders Not Possible" events, that read:
Quote
Cargo Fleet has cycle orders set but only has one order set up.  As this can lead to an endless loop the cycle orders request has been removed.

After that the fleet was orbiting Earth (so the pick-up planet - at least this time, when I tracked it down) without any orders.  However, there were still installations to be transported and I also didn't get the message "picking up stuff not possible, because there is none".
So I assume the check, if there is only one command, sometimes hits the window, when one of the commands was just executed and is being moved to the bottom of the list.

Database from directly after the event is available, if that helps.

Also know that if you do not have a refuel order somewhere along the cycle you could trigger a conditional order which would cancel the whole thing.
 

Offline swarm_sadist

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Re: v1.8.0 Bugs Thread
« Reply #410 on: April 26, 2020, 12:35:02 PM »
When shift-clicking to add capabilities to a unit, if the list becomes larger than the summary screen allows, the text goes out of view and there is no way to scroll down.
 

Offline Calavera

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Re: v1.8.0 Bugs Thread
« Reply #411 on: April 26, 2020, 12:44:38 PM »
Quote from: skoormit link=topic=10990. msg128289#msg128289 date=1587921548
Was Earth building the installations at the time?

No.

Quote from: Droll link=topic=10990. msg128294#msg128294 date=1587922193
Also know that if you do not have a refuel order somewhere along the cycle you could trigger a conditional order which would cancel the whole thing.

I'm not sure what you mean, so let me explain the situation of conditional orders for the fleet:
The fleet did have a conditional refuel order and also a conditional resupply order.  The cycle itself only contained the load and the unload order.  I didn't see any indicators in the log suggesting, that one of the conditional orders was triggered.  And even if such a conditional order would have been triggered, I would assume, that the cycle would continue afterwards.
 

Offline Demakustus

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Re: v1.8.0 Bugs Thread
« Reply #412 on: April 26, 2020, 01:38:13 PM »
It seems that when completing new ships when there is not enough MSP to fill them, makes all the fuel disappear from the colony. 
This is a confirmation for 1. 8, Energyz found it in 1. 7. 3 ->
Code: [Select]
http://aurora2.pentarch.org/index.php?topic=10990.msg127079#msg127079
Attached is a DB, where the next construction phase 5 replenishment ships are completed and the fuel disappears (African Union empire). 

I don't know, but maybe it's connected to the weird bug with calculating MSP wrong when equipping different size of maintenance storage bays? ->
Code: [Select]
http://aurora2.pentarch.org/index.php?topic=10990.msg127520#msg127520
« Last Edit: April 26, 2020, 01:49:09 PM by Demakustus »
 

Offline Boris

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Re: v1.8.0 Bugs Thread
« Reply #413 on: April 26, 2020, 01:39:46 PM »
when opening the galactic map window, it goes to the background after several seconds
 
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Offline Migi

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Re: v1.8.0 Bugs Thread
« Reply #414 on: April 26, 2020, 01:42:34 PM »
1.8.0
Commanders window
TN start
Real Stars
Decimal separator is .

I have a commander with a 4500000 tons command limit, looks like he was generated at game start.
His name is Lucius Veranius Libanius, he's a Centurion Legionis (the lowest rank) and he has 661 promotion score, the second highest command limit (65k) has a promotion score of 4523, the third highest a command limit of 50k and a score of 2259.
My guess is that there is a problem with officers at game start getting a command limit which is larger than the game expects.
Possibly there is a problem with the promotion score calculation as well.
I've already uploaded the database in these posts here and here so I'll save your bandwith from having to carry another copy.
 

Offline db48x

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Re: v1.8.0 Bugs Thread
« Reply #415 on: April 26, 2020, 02:20:00 PM »
when opening the galactic map window, it goes to the background after several seconds

I have this problem with all windows, and I've determined that it's because a tooltip is created in the tactical window. If I move my mouse away from the button to where the new window will appear, the window order doesn't change.
 
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Offline db48x

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Re: v1.8.0 Bugs Thread
« Reply #416 on: April 26, 2020, 02:28:37 PM »
I was poking around in the database, and made the simplest possible tech-tree:



I can't help but notice that the "Power Boost 60%" and "Max Squadron Jump Radius - 2500k" techs have a prerequisite with no name, which means that the tech isn't in the database. Perhaps these are typos, or places where the tech tree has been edited to remove something?

A quick test in SM mode shows that you can't get to those techs by researching the earlier ones. Thanks!

Edit: also "Minimal Vehicle Armour - ARM 1"
« Last Edit: April 26, 2020, 06:04:52 PM by db48x »
 
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Offline Napier

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Re: v1.8.0 Bugs Thread
« Reply #417 on: April 26, 2020, 02:32:14 PM »
Quote from: Calavera link=topic=10990. msg128300#msg128300 date=1587923078
Quote from: Droll link=topic=10990.   msg128294#msg128294 date=1587922193
Also know that if you do not have a refuel order somewhere along the cycle you could trigger a conditional order which would cancel the whole thing.   

I'm not sure what you mean, so let me explain the situation of conditional orders for the fleet:
The fleet did have a conditional refuel order and also a conditional resupply order.    The cycle itself only contained the load and the unload order.    I didn't see any indicators in the log suggesting, that one of the conditional orders was triggered.    And even if such a conditional order would have been triggered, I would assume, that the cycle would continue afterwards. 

In VB6, all previous orders were removed when a conditional order was triggered, because the new orders could cause inconsistencies and errors.   I believe the same in true in C#.    I don't use conditional refuels in cargo runs.   Adding a refuel order at Earth to the list would take care of it in your case. 
 
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Offline Thrake

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Re: v1.8.0 Bugs Thread
« Reply #418 on: April 26, 2020, 02:34:42 PM »
1.8.0

I am getting about 60 "function #1414: value was too high or too low for a decimal" every turn for 5 to 10 turns.

I'm running your game without errors. However, I had to delete GravS6 to get the game to load. Maybe that was causing the problem.

I kept playing the same game and the same error appeared again.

It happened right after that the fleet Tug tractored the ship Cat 002 back home. In the fleet organization window, I have split the ship Cat 002 away from the Tug fleet and now when I click on this fleet, ScoutS2 in the naval organisation window, I get two errors: "#2976 value was too high or too low for a decimal" followed by "#916 value was too high or too low for a decimal". This fleet is composed of a single ship with 0 fuel which is ordered to refuel and resupply on the planet it is orbiting, but it won't do it for some reason.

When I load the game I get error 1171 and 1367 with "Can not perform a cast of DBnull item into other types" text. Errors are gone again and apparently ScoutS2 is gone this time. Could it be linked to the merging of fleets? Could the game keep track of the fleet that was automatically merged with the Tug fleet when I tractored the single ship of the ScoutS2 fleet and en error occured when I recreated a fleet with the same name?
« Last Edit: April 26, 2020, 02:48:56 PM by Thrake »
 
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Offline Zhatelier

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Re: v1.8.0 Bugs Thread
« Reply #419 on: April 26, 2020, 02:53:37 PM »
1.8, comma decimal separator, a diplomacy bug.

I have a quick and dirty test game where I have 3 player races to test trade mechanics, but I ran into a bug with diplomacy (in addition to the fact that currently, the races do not seem to trade with each other). We'll call them races A, B & C. Races A & B started on Sol, on different planets and I SM'd the communications, but the civilians refused to trade with the other race, possibly because there's not enough profit in the same system trade for them. So I figured I'd create another race couple jumps away with a stabilized highway from Sol to there. So race C is 3 jumps away, and I spawned in a race A diplo ship there to open up negotiations more naturally, in due time race A opened communications with C, but C was still attempting to communicate to A and A was now refusing since they already had communications established. So I made a C colony on Luna and spawned their diplo ship there to open communications with B and hopefully with A. Now C has communications with B, but they refuse to let B to establish the same. This might explain why some other players have had trouble communicating with NPRs: the NPR established communications and no longer needs to partake in doing it the other way around. Perhaps as a fix, once one side establishes communications the counterpart does it as well, no matter how far they are in the progress.

Edit: After 3 years and setting communications in SM, still no foreign trade what-so-ever. I even tried making A's colony on Venus a military colony to stop the traders, but the freighters going there simply stopped and a freighter they built on Earth did nothing. After I took the restriction away all freighters returned ferrying infra to Venus.
« Last Edit: April 26, 2020, 03:54:46 PM by Zhatelier »
 
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