Author Topic: v2.5.1 Bugs Thread  (Read 54806 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?
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #338 on: December 09, 2024, 08:38:01 AM »
When designing a box launcher, the explanatory text at the bottom of the righthand pane contains outdated information about reloading:

Quote
Note that Box or Decoy Launchers are not affected by increases in Reload Rate Technology as they may only be reloaded in a hangar deck or at maintenance facilities. Reload Rate 1 will automatically be used for their design
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #339 on: December 10, 2024, 10:08:44 AM »
My game recently lost some information related to geo surveys.
Two different types of information I am aware of the game having lost:
1) Records of completed geo surveys.
2) The existence of ground-based survey potential at a planet.

1) Lost records of completed geo surveys.
Two different geo survey fleets of mine have entries in their fleet histories indicating completion of geo surveys for bodies that are nevertheless still showing as not surveyed.
I can see in the database (FCT_SystemBodySurveys) that there is no record of my race having surveyed the bodies in question.
The logged dates of all of the missing surveys are within a roughly two-week span (which happened a few months prior to my noticing the problem).
The histories of both fleets contain completed surveys (both before and after the "missing" surveys) for which the associated record in FCT_SystemBodySurveys is NOT missing.

None of my other survey fleets have any fleet history records for completed surveys in this two-week span.
It stands to reason that I lost all records of completed geo surveys within this span--it just so happens that only two of my fleets completed surveys during that window.

I save my game sometimes quite often (in terms of game time).
It would be not at all unusual for me to save a game just two weeks after my previous save.
So, the beginning and end of the time span of missing survey records could very likely correspond to two consecutive instances of me saving the game.

The strongest suspicion I have is that the data was lost while saving the game--somehow, FCT_FleetHistory was updated, while FCT_SystemBodySurveys was not.

2) Lost records of ground-based survey potential at a planet.

About a year prior to this, a geo survey fleet completed a geo survey which revealed the potential of a ground based survey at a planet.
I dispatched a troop transport with a ground survey team to the planet.
When the transport arrived and unloaded the survey troops, the planet no longer indicated that it had any ground survey potential.
It is not the case that the survey may have completed without my noticing--I inspected the planet immediately upon the unloading of the troops (which was the last order in the troop transport's order list, so caused an interrupt upon completion), and the survey would have taken nearly two years to complete.



Apologies for this somewhat vague report, but I feel the report is merited nevertheless, if only to give you something to be aware of, and perhaps provide some useful clue in case you do notice some similar behavior.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #340 on: December 11, 2024, 11:05:42 AM »
Minor display quirk:

On the main map, if the "Waypoints" checkbox in the Display options is unticked, any fleets located at waypoints won't have a visible dot (although the fleet text is still displayed near their location).
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #341 on: December 12, 2024, 06:35:41 AM »
Double-clicking the "Ruins Exploited" event (for an ancient construct being fully surveyed) opens the Summary tab of the Econ window with the homeworld selected.
I would expect it to open the Ancient Constructs tab with the appertaining colony selected.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #342 on: December 14, 2024, 06:38:02 AM »
An NPR ship within active sensor range of my STOs on a planet (but within no other active sensor range, only in thermal range of one of my ships) fired on my STOs in three consecutive 5-sec increments.

The third increment provided an Intelligence Update event, because the ship was at greater range than we had previously seen it fire.
Great, it updated the known max range of the NPR's weapon.

I would have expected the ROF to be updated as well.
But no. The ROF shown for the weapon on the Intel window is still "99...".

Meaning that active sensors for STOs don't appear to be updating ROF intel for NPR weapons.
 

Offline Icekiller

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Re: v2.5.1 Bugs Thread
« Reply #343 on: December 16, 2024, 03:15:30 PM »
Ordnance Transfer Hubs currently do not function to reload box launchers. Tested multiple times with different designs and in different systems.
 

Offline dracko81

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Re: v2.5.1 Bugs Thread
« Reply #344 on: December 17, 2024, 07:42:59 AM »
Error Message:

"2.5.1 Function #2186:Attempted to divide by zero."

Cause: Accidentally set 0% when creating Ground Units.

Reproducible by setting 0% on the GU Training tab in the Economy Window.

Error persists with reloading.