So far I have found the following bugs:
Civilian companies design and build ships without cargo handling if not yet researched and throw error messages doing so. The resulting ships are actually usable and their small variation plays ok, but the huge ones take really long to load and unload and are more or less useless/bad investment. Conventional Start game. Sadly didn't note down the error, happend long ago.
Civilian Spaceliners enter systems with one-way jumpgates, becoming stuck in there. Happened multiple times in different systems.
Spacemaster empire comparsion does not sort correctly in the last few columns.
When considering to deliver colonists, civilian colony ships might consider the colony ships already on their way to the destination, but not the ones that are currently idle and start their journey the same time. For example, there are 20 idle colony ships, and some infrastructure gets delivered to a colony so that there is space for a few colonists. Now all the idle colony ships start delivering, possible completely overloading the colony.
When conquering a population, surrendering fighters stay assigned to their old squadrons, thus not showing up unassigned for their new owner. If they are docked during transfer, each gets asssigned its own taskgroup, while remaining docked, which should not be possible. Both races are player races.
The "Show Passive Sensor Ranges" option on the system map, Sensors tab, only shows thermal sensor detection ranges. Maybe have differently colored circles for EM and TH?
Foreign Aid window lets me freely select the empire that donates money, but the empires in the list for the recieving empire are dependent on the currently selected race in the main window.
The SM View event log text file created by clicking the "Text File" button on the Event Updates window often has the dates shuffled around. It also shows spoiler race and NPR events, which are not visible in the window (Should be consistent).
Deleting a race that recieves or gives money via financial aid contracts leads to the following: The aid contracts involving this race persist, so races giving money to the deleted race still get the money substracted from their wealth, but every 5-day increment, when the game tries to give that money to the deleted race, it throws:
Error in AddToRaceWealth
Error 3201 was generated by DAO. Recordset
(Translation: The record can not be added or modified because a record in the Race table must be related to this record. )
Please report. . .
The other way round the recieving race still gains the money, but the game throws an error when trying to take the money from the deleted race:
Error in DeductFromRaceWealth
Error 3201 was generated by DAO. Recordset
(Translation: The record can not be added or modified because a record in the Race table must be related to this record. )
Please report. . .
In both ways, the aid contract can't be deleted, as the window only allows doing so when the correct race combination is selected, which is not possible anymore as one of the races got deleted and is thus unselectable. Is reproducable in new games.
This now happens four times every 5-day increment in my current game (multiple player races, currently ~60 years old) and is quite annoying (and I have already played 15 years with it) - any way to fix it and keep the save intact? I guess it would be just four records to delete from the db?
And just happened today:
In a different game with multiple nprs one of them "conquered" another nprs homeworld. Now the game throws the following error every 5-day increment:
Error in IndustrialProjects
Error 11 was generated by Aurora
Division by zero
Please report. . .
The planet is heavily radiated and probably has little industry left (TH 805, EM 8047). The game is less than a year old.