Author Topic: v6.00 Official Bugs Thread  (Read 26080 times)

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Offline Steve Walmsley (OP)

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Re: v6.00 Official Bugs Thread
« Reply #105 on: October 21, 2012, 10:17:23 AM »
- The "MSP Allocation of Previous Designs" dropdown does not correctly set the number of missile engines of the chosen design (it stays at whatever is in that box)

Fixed for v6.10

Steve
 

Offline Steve Walmsley (OP)

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Re: v6.00 Official Bugs Thread
« Reply #106 on: October 21, 2012, 10:21:11 AM »
- I think there's an issue with the documentation in the 6. 00 changes thread; it says that the crew requirement for engines is HS * 2 * sqrt(modifier), but in the game (and also the examples in the docs) it seems to be HS * modifier.

Yes, the documentation is wrong. I have corrected it to:

"The crew requirement for engines has been significantly reduced. It is now equal to Engine HS x Power Modifier (rounded down). So an engine with 5 HS and a 25% increase in power would require a crew of 5 x 1.5 = 7.5 (rounded down to 7). The old method was simply Engine HS * 5."

Steve
 

Offline Steve Walmsley (OP)

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Re: v6.00 Official Bugs Thread
« Reply #107 on: October 21, 2012, 10:33:57 AM »
"Reduced Window Size On" causes a torrent of Overflow "Error 6" in Missile Design Screen.

EDIT: It's not "Reduced Window Size", happens in either case.

EDIT2: Some times replaced with Error 11 for Division by Zero. Could be that I don't have any Reactor technologies discovered? Will test.

EDIT3: Shoot me, I'm idiot. It was because I had no reactor technologies researched yet. Works fine now.

Still a bug that it causes so many errors though. I've updated the missile design window so that it greys out the sections for technology you don't have. Also the default reactor size was set to 1 so I have changed it to zero.

Steve
 

Offline Steve Walmsley (OP)

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Re: v6.00 Official Bugs Thread
« Reply #108 on: October 21, 2012, 10:34:50 AM »
Disclaimer first, I'm playing through Wine.  I got the first error during actual play (3315, Field Race. RaceName can't be a zero-length string), followed by a likely endless number of 3201 errors (First, You cannot add or change a record because a related record is required in table 'Race', then tons of the same with table 'RaceMapDisplay').  Checking through SM mode after killing the process, there seems to be a new race that wasn't there at the start of the game, the Heart, but I don't know whether they are the culprits.

Assuming this was an SM game and not a Sol start, I have fixed this for v6.10

Steve
 

Offline Steve Walmsley (OP)

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Re: v6.00 Official Bugs Thread
« Reply #109 on: October 21, 2012, 10:35:50 AM »
Geo Teams:

I suspect that they can only increase accessability now. No new mineral finds are being made, and teams with below 140 skill will complete a survey without doing anything or increasing their skill. +140 teams can increase their skill however.

They can increase mineral deposits too, and by a considerable amount. It just doesn't happen as often

Steve
 

Offline Steve Walmsley (OP)

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Re: v6.00 Official Bugs Thread
« Reply #110 on: October 21, 2012, 10:36:56 AM »
Hey, I'm having the exact same error.  Do you know if starting a game that way causes any long-term issues? or it just an issue with the pre-designed silos?

The problem is that the ICBM was no longer in the database. It won't cause any long-term problems and the issue is fixed for v6.10.

Steve
 

Offline Steve Walmsley (OP)

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Re: v6.00 Official Bugs Thread
« Reply #111 on: October 21, 2012, 10:37:56 AM »
When I go to design a missile I get an overflow error 6. This pops up every time I alter anything in the missile fields.

The numbers also seem ridiculously high (using conventional engine tech 100km/s and 187m km range on a size 9.5 with .5 for fuel) but I assume that is something to do with the new system since to-hit chances are very low (1% for a 1km/s target).

Do you have reactor technology yet? If you don't, that was the problem and it is fixed for v6.10

Steve
 

Offline Steve Walmsley (OP)

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Re: v6.00 Official Bugs Thread
« Reply #112 on: October 21, 2012, 10:41:51 AM »
I doublechecked that buoy bug.  Even having one out on a jump point completely suspends the construction cycle check

Fixed for v6.10.

Steve
 

Offline Steve Walmsley (OP)

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Re: v6.00 Official Bugs Thread
« Reply #113 on: October 21, 2012, 10:43:00 AM »
Got an odd bug. Whenever I create a game with the same name as a previous(deleted) game, after race creation, the game goes on forever creating it, no error messages or nothing, just stays on game creation until I close the program. The game does show up, but I haven't played those games to see if they're alright

I think the same name was probably a coincidence. There was a game hanging bug in initial game setup. I've fixed it for the next version.

Steve
 

Offline Steve Walmsley (OP)

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Re: v6.00 Official Bugs Thread
« Reply #114 on: October 21, 2012, 10:45:10 AM »
Cargo Hold - Small and Cargo Hold - Standard have their descriptions accidentally swapped.

Fixed for v6.10

Steve
 

Offline Steve Walmsley (OP)

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Re: v6.00 Official Bugs Thread
« Reply #115 on: October 21, 2012, 10:46:18 AM »
Whenever a fleet is given the "Join Fleet" order on another (say an asteroid mining fleet), the fleet given the order will go and carry it out, but the planet won't update to show that there are now more asteroid miners in orbit.  The same thing happens with terraformers.  You have to solve it by telling the new larger fleet to go to its destination again (in this case the asteroid)

Is that definitely for v6.00 and not v5.60, as I thought I had fixed it?

Steve
 

Offline Steve Walmsley (OP)

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Re: v6.00 Official Bugs Thread
« Reply #116 on: October 21, 2012, 10:54:48 AM »
The 'bug' of Luna appearing as a moon of Venus has been reported a few times. This actually working as intended :), although I may change it.

Because Earth has a population it is shown in the list of populations that precede the list of uncolonised bodies. As Earth is missing from the uncolonised list, the Moon follows Venus. I could include all the Moons of populated worlds in the populations list (when Moons is checked as an option) but I am concerned that would be more confusing than the current situation.

Steve
 

Offline Knight Otu

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Re: v6.00 Official Bugs Thread
« Reply #117 on: October 21, 2012, 10:55:49 AM »
Quote from: Steve Walmsley link=topic=5400. msg55925#msg55925 date=1350833690
Assuming this was an SM game and not a Sol start, I have fixed this for v6. 10

Steve
No, that was a Sol start, and the error was triggered by me and the starting NPRs exploring.  I wouldn't be surprised if the same root cause applies, though.
 

Offline Nathan_

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Re: v6.00 Official Bugs Thread
« Reply #118 on: October 21, 2012, 11:59:28 AM »
Error in Use fuel.
Error 5.
Invalid procedure call or argument.

When using a tug(5 of them in a taskforce) to move a shipyard from earth to luna.

update:moving 5 shipyards at a time produced I think 10 calls to use Fuel.
« Last Edit: October 21, 2012, 12:14:24 PM by Nathan_ »
 

Offline Steve Walmsley (OP)

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Re: v6.00 Official Bugs Thread
« Reply #119 on: October 21, 2012, 12:22:38 PM »
Not seeing this anywhere in the thread, so:

When designing a ship with a small crew requirement (fighter for example), the automatic crew quarters script does not make use of 'Tiny' crew quarters, stopping at small. This means having to manually add a tiny crew quarter and removing the small one for the space savings.

Fixed for v6.10

Steve