Author Topic: v1.12.0 Bugs Thread  (Read 73315 times)

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Offline nuclearslurpee

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Re: v1.12.0 Bugs Thread
« Reply #150 on: November 07, 2020, 07:28:35 PM »
Bug:
In the Ground Forces window, Unit Series tab, the "Delete Series" button does not delete the series. It will remove units from the series but the series itself remains in the list. I assume this is not the intended behavior since the button is not labeled "Clear Series" and because frankly it makes sense to delete a series rather than leaving an empty one cluttering up the list.

Info:
No error messages
Encountered while starting new game with techs and some ships already added using starting RP/BP
TN start
Real stars
Decimal separator is a period
Reproducible immediately in a new game start

SJW: Fixed
« Last Edit: November 29, 2020, 07:47:22 AM by Steve Walmsley »
 

Offline nuclearslurpee

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Re: v1.12.0 Bugs Thread
« Reply #151 on: November 07, 2020, 07:42:24 PM »
v1.12.0
Conventional start with 3 NPRs, all spoilers except invaders on

Ground Forces Screen, Unit Series Tab
Conventional star
I suddenly cannot create new unit series. It WAS working when I first tried to use it (before any civilian mining complexes or alien encounters); I added a bunch of unit series right at the start of the game.

When I went back to add some new vehicle types, I now get a Function #3353: an item with the same key has already been added error when I hit OK in the name popup.

This happens for all names, even "Foo," "Bar," and "Totally not a real unit." So I doubt there is such a series already from some other race.

The issue persists after a save and reload.

I can also confirm this same bug as well as the DB workaround proposed elsewhere in the thread.
 

Offline Black

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Re: v1.12.0 Bugs Thread
« Reply #152 on: November 08, 2020, 07:55:12 AM »
version 1.12.0, decimal separator is dot.

I encountered issue with ground force formations. In Ground Force tab. Complete Organization Unit List shows wrong numbers of unit for formation.

I have infantry regiment (1st Devil's Fusiliers) with 3 infantry battalions, each having 600 Riflemen. But when I select regimental formation, it shows total number of Riflemen as 2400, same issue with other elements. It shows numbers as if there are 4 battalions attached to regimental formation.

I have another identical regiment (2nd Devil's Fusiliers) that shows correct numbers in Complete Organization Unit List. Both formation have same size. Formation and Direct Attachments part shoes correct number of Units for both regiments, so it seems that the issue is only in Complete Organization Unit List.

Formations are on Earth and part of 1st Infantry Division. DB is too big for attachment so bellow is link to it, if anyone wants to check.

http://www.mediafire.com/file/twooxoisgymy8tz/AuroraDB.db/file
 

Offline Jeltz

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Re: v1.12.0 Bugs Thread
« Reply #153 on: November 08, 2020, 08:58:01 AM »
A minor issue, I hope:

Version 1.12.0, decimal separator dot, conventional start.

- from main form open Economic, then the GU Training tab (I have only one training facility)
- Well, I can select the first empty row!
- now if I click the Create Task button the first error message occur:

"1.12.0 Function #2187: Object reference not set to an instance of an object"

followed by a similar second:

"1.12.0 Function #569: Object reference not set to an instance of an object"

the game continues 


The error occur after 10 year, but I think that is a problem in the embedded table in GU Tarining tab that has an empty row at game start: in fact I have start a new test game, and the problem occur at turn 0.

J.


 

Offline Bremen

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Re: v1.12.0 Bugs Thread
« Reply #154 on: November 08, 2020, 11:17:16 AM »
1.12, decimal separator is dot, as I had a scout discover a new system I was spammed with dozens of "Object reference not set to an instance of an object" errors, all with different functions (or at least I noticed the number changing). Given the context and previous problems, I believe it was probably related to discovering a system with an NPR on one of the planets and the game trying to generate everything necessary. The game continued, but I haven't yet played on enough to see if the errors cause any permanent issues.

It was not my first system explored, so at least somewhat intermittent.

Edit: Indeed, exploring the system revealed an alien race, except they had absolutely nothing in orbit and a very small thermal signature (30,709 EM and 3,103 thermal). This leads me to believe something went wrong in the code to generate them and left them crippled. IIRC my first game in C# had the same thing happen, making me wonder if it may be something local to my machine that doesn't work with the code - I've never had a spontaneously generated NPR start with stuff (that does not apply for ones generated at game start), yet it always happening for me doesn't seem to mesh with other players apparently not having problems.

SJW: I think there is a rare bug that causes what you describe above but I have never been able to pin it down. I hope it will eventually happen in one of my own games so I can see what is happening.
« Last Edit: November 29, 2020, 08:00:47 AM by Steve Walmsley »
 

Offline Kristover

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Re: v1.12.0 Bugs Thread
« Reply #155 on: November 08, 2020, 12:15:54 PM »
Interesting bug that might be somewhat related to the report immediately above this one.  I captured two enemy troop transports in my home world system and brought them back to my capital.  I was in the middle of a pretty hot war and all of my shipyards were pumping out warships and support vessels so I didn't have any space left for scrapping.  They were inferior in design to my troop ships and doctrine so I deleted them and two things happened:

1.  On the next turn, a new NPR was formed on my home world named 'civilian'.  It didn't have any population, EM/TH signature, or ships and started with +10,000 relations.

2.  The next turn, I started getting 1.12.0 Function #11: Object reference not set to an instance of an object" errors on every turn.  Everything else appeared to be in order but just another error popup every turn - couldn't utilize continuous time because of the interrupts.

I don't know if the deleting the troopships was the cause but that was the only I took prior to the error messages.  I went back to an earlier DB (about 4 months earlier) and ended up encountering the same troopships and this time I destroyed them rather than capturing them and everything proceeded as normal.
 

Offline xenoscepter

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Re: v1.12.0 Bugs Thread
« Reply #156 on: November 08, 2020, 12:56:46 PM »
As per the "Bug Reporting Guidelines"
Quote
- The function number
 --- N/A

 - The complete error text
 --- N/A

 - The window affected
 --- Component Design Window, AKA Create Research Project; specifically the Beam Fire Control bit.

 - What you were doing at the time?
 --- Just playing as per the usual.

 - Conventional or TN start
 --- TN Start

 - Random or Real Stars
 --- Random

 - Is your decimal separator a comma?
 --- Decimal

 - Is the bug is easy to reproduce, intermittent or a one-off?
 --- Both very easy and quite simple to reproduce.

 - If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
 --- 76 Years in as of this typing.

The Bug in question occurs when you attempt to create a Beam FCS with a 1.25x Range, more specifically the game instead makes the Beam FCS in question to have a 0.25x Range. Easy enough to do.

SJW: Fixed
« Last Edit: November 29, 2020, 08:03:52 AM by Steve Walmsley »
 
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Offline Ogamaga

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Re: v1.12.0 Bugs Thread
« Reply #157 on: November 09, 2020, 01:00:52 PM »
Function number
     N/A
Error text
     N/A
window affected
     Economics most directly
Circumstances
     Normal play, and a dedicated test
Conventional or TN start
     TN in both cases
Random or Real Stars
     Random in normal play, real in test
Decimal separator
     Period
Easy to reproduce
     Yes
Long campaign
     No, under 10 years for normal, under 1 month for test

Sector governors have no impact on population growth. The dedicated test process was;
create a fresh install
create fresh game (I gave humanity a 5x growth multiplier to make differences more obvious and construction cycle to 431999 for easy time consistency)
note names of 2 admins of sufficient rank
hit save
close
set pop growth bonus for said admins to 50% in database with no other changes made (same reason as 5x growth)
SM Add 1 sector command
assign one admin to Earth Governor position
save
advance time 5 days (432000 seconds)
note new pop total for earth
close without saving
assign other admin as sector governor to Sol Sector
ensure Sol Sector includes Sol
advance time 5 days
note new pop total for earth.

Noted totals were the same, 501.29 million.

Database used for test available if needed or wanted

SJW: Fixed. The sector was applying a bonus to growth. However, it was the terraforming bonus :)
« Last Edit: November 29, 2020, 08:18:21 AM by Steve Walmsley »
 

Offline ExChairman

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Re: v1.12.0 Bugs Thread
« Reply #158 on: November 10, 2020, 01:31:57 AM »
Not entirely sure its a bug but when advancing time by 20 minutes my ship dont fire defensive at enemy missiles, eccept CIWS, but all the Gauss turrets, railguns and lasers are silent...



Not a bug. The missiles cross the entire firing envelope during the increment. You should use smaller increments when combat is imminent. -Garfunkel
« Last Edit: November 10, 2020, 12:37:47 PM by Garfunkel »
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Offline Ogamaga

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Re: v1.12.0 Bugs Thread
« Reply #159 on: November 10, 2020, 05:11:34 PM »
further testing, this time without touching the DB. 10x pop growth for humanity, growth time 5 days, starting pop 500m
no admins results in 501.73m
planetary governor bonus 25 results in 502.16m
sector governor bonus 20 results in 501.73m
both together result in 502.16m
DB available on request, just specify which one or both
 

Offline jtgasv

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Re: v1.12.0 Bugs Thread
« Reply #160 on: November 10, 2020, 05:42:55 PM »
affects the galactic map, with sectors check box enabled
occurs on both tn and conventional start, real and random systems.
Decimal separator - Period
400+ year campaign but reproduceable in fresh game with sm mode

sm mode
give improved command and control
build a sector command

on the galactic map...
assign sol to the sol sector.
switch sol back to "no sector"

the red ring around sol turns black instead of dissapearing
when clicking on sol system the drop down menu still lists it as being in the sol sector even though sector management still lists it.

SJW: Fixed. Sol was being assigned to a 'zero sector' instead of no sector.
« Last Edit: November 29, 2020, 08:25:21 AM by Steve Walmsley »
 
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Offline Froggiest1982

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Re: v1.12.0 Bugs Thread
« Reply #161 on: November 11, 2020, 07:55:43 PM »
When changing Jump Squadron size on Jump Drive Design Tech, if a Self-Jump is selected it's still changing the tonnage of the design.

The above behavior makes no sense as being a Sel-Jump Engine it shouldn't matter.

SJW: Fixed
« Last Edit: November 29, 2020, 08:29:38 AM by Steve Walmsley »
 

Online db48x

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Re: v1.12.0 Bugs Thread
« Reply #162 on: November 11, 2020, 07:57:56 PM »
the red ring around sol turns black instead of dissapearing
when clicking on sol system the drop down menu still lists it as being in the sol sector even though sector management still lists it.

I've seen those black rings but I couldn't figure out how I caused them!
 

Offline SerBeardian

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Re: v1.12.0 Bugs Thread
« Reply #163 on: November 13, 2020, 04:51:21 PM »
1.12.0
No mods


Scrapping a ship that is being tugged does not break the tug link.
It's possible to release tractored ships to break the link (which creates an empty fleet for the scrapped ship), however scrapping should break the link on it's own.

Confirmed. -Garfunkel

SJW: Fixed
« Last Edit: November 29, 2020, 08:31:52 AM by Steve Walmsley »
 

Offline TheTalkingMeowth

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Re: v1.12.0 Bugs Thread
« Reply #164 on: November 16, 2020, 10:10:54 PM »
Orbital Bombardment Accuracy does not behave as described in the changes thread.

Orbital weapon accuracy is supposed to be target fortification times a to-hit modifier based on the planetary terrain. Thus, a forested mountain planet should see a too hit chance of, at worst, 100/6 (max fortification)/2.5 (planetary fortification mod)/4 (planetary accuracy mod)=1.667%.

And the worst possible scenario, a jungle mountain world, has a to hit chance of no worse than 0.694%.

However, the event log reports anywhere from 0.1% to 0.3% chance to hit when firing on ground contacts on this forested mountain body. I can't post the DB (too big because of all the ground combat events), but I am looking at the event log right now.

The planet has significant radiation and dust, if that is relevant.

SJW: The base chance to hit isn't 100%. As per the link below "Orbital bombardment ships have the same chance to hit as ground units".
http://aurora2.pentarch.org/index.php?topic=8495.msg110310;topicseen#msg110310
« Last Edit: November 29, 2020, 08:47:14 AM by Steve Walmsley »
 
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