Author Topic: v2.5.1 Bugs Thread  (Read 50008 times)

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Offline Kiero

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Re: v2.5.1 Bugs Thread
« Reply #330 on: November 20, 2024, 01:19:30 AM »
I would bet more on something related to jump shock.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #331 on: November 20, 2024, 06:35:39 AM »
I would bet more on something related to jump shock.

Jump shock that ends after 10 seconds for a standard transit?
(Read the last test case.)
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #332 on: November 29, 2024, 08:42:28 AM »
Order delays are not applied to an auto-included Lagrange point transit.

1) select a fleet in a system with 2 or more LPs
2) With the "Auto-include Lagrange Points" checkbox ticked, give a move order, with a delay, to somewhere that will cause the inclusion of an LP transit.

Result: The delay is applied to the given order, rather than to the auto-included LP transit.
 

Offline sneer

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Re: v2.5.1 Bugs Thread
« Reply #333 on: November 30, 2024, 05:11:50 AM »
I have weird bahaviour from time to time but on regular basis - jumping population size  to the very high values and almost instant mid game research
like 120bn population in sol
 

Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #334 on: November 30, 2024, 05:58:47 AM »
I have weird bahaviour from time to time but on regular basis - jumping population size  to the very high values and almost instant mid game research
like 120bn population in sol

Is your decimal separator a comma?
 

Offline sneer

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Re: v2.5.1 Bugs Thread
« Reply #335 on: November 30, 2024, 08:44:42 AM »
yes it was
I am freshly moved to win 11 so I did not pay attention ( and it was hidden nastily deep)
I assume after switching there shouldn't be more problems ?
« Last Edit: November 30, 2024, 08:49:40 AM by sneer »
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #336 on: December 04, 2024, 08:17:15 AM »
A fleet that has had its speed set via the Set Speed button (and with the "Use Maximum Speed" checkbox unticked) reverts to max speed (though the checkbox remains unticked) whenever another fleet joins, or whenever ships are detached from the fleet.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #337 on: December 06, 2024, 04:11:21 PM »
I recently landed a small scout on a carrier briefly--just long enough to refuel.
When it landed, the scout transferred to the carrier the single survivor (of my race) that the scout had been carrying.
Now (starting at the next construction cycle), I am getting the "Ship Overcrowded" message for the carrier.
The message says that the overcrowding on the carrier will increase the rate at which time passes for deployment purposes by 5.09x.

That seems rather a hefty penalty to be applied to an entirely undamaged ship with 136 crew for carrying a single extra person on board.
It is especially strange considering that I was getting no overcrowding message for the scout prior to the survivor transfer. (The scout design has 11 crew members.)

The carrier is carrying a 1kt missile station--a design that has just one crew member.
Perhaps the penalty calculation is using that parasite rather than the carrier itself?