Report - Current Bugs and Issues

A forum for chatting about in-development game features.
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: Report - Current Bugs and Issues

Post by Chasm »

Fatal error at end of turn, upload game 1906.
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: Report - Current Bugs and Issues

Post by Chasm »

And another fatal end of turn, game 1907 uploaded.
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: Report - Current Bugs and Issues

Post by Chasm »

Game upload 1908, Demolishing fargone outpost before pirate arrive to extort it causes fatal error.
SilasOfBorg
Posts: 42
Joined: Tue May 17, 2016 11:16 pm

Re: Report - Current Bugs and Issues

Post by SilasOfBorg »

Fatal error at end of turn:

Code: Select all

Lua state\Encounters\pirate_raid.lua:215: attempt to perform arithmetic on local 'total_chance' (a nil value)
Lua state\Encounters\pirate_raid.lua:215:pick_raid_star:
 Lua state\Encounters\pirate_raid.lua:436:deal_instance:
  Lua state\Encounters\trigger_generic_events.lua:41:trigger_generic_events:
   Lua state\Orders\end_year.lua:160:
    Lua state\Orders\end_year.lua:235
Lua state\Sounds\looping_sounds.lua:10: attempt to index local '(in)' (a nil value)
Lua state\Sounds\looping_sounds.lua:10:do_rollover_sound:
 Lua state\Sounds\looping_sounds.lua:27:
  Lua state\GUI\@EventDispatcher.lua:335:@EventDispatcher.lua:149:
   Lua state\GUI\~GalaxyMap\GalaxyMap.lua:810GalaxyMap.GalaxyMap :
 :


Game uploaded (1921).
bjg
Posts: 639
Joined: Wed Feb 03, 2016 10:55 pm

Re: Report - Current Bugs and Issues

Post by bjg »

After finishing the "City Planning" the production doesn't go to the next item in the queue, but stops. The fact that the queue isn't shown and can't be expanded adds to the confusion. Maybe technically not a bug, but definitely not "right".
game_1925, Endarin II
bjg
Posts: 639
Joined: Wed Feb 03, 2016 10:55 pm

Re: Report - Current Bugs and Issues

Post by bjg »

SilasOfBorg wrote:... error at end of turn:

Code: Select all

Lua state\Encounters\pirate_raid.lua:215: attempt to perform arithmetic on local 'total_chance' (a nil value)
Lua state\Encounters\pirate_raid.lua:215:pick_raid_star:
 Lua state\Encounters\pirate_raid.lua:436:deal_instance:
  Lua state\Encounters\trigger_generic_events.lua:41:trigger_generic_events:
   Lua state\Orders\end_year.lua:160:
    Lua state\Orders\end_year.lua:235
    ...

A similar error. game_1926
wminsing
Posts: 132
Joined: Tue Feb 03, 2015 1:51 am

Re: Report - Current Bugs and Issues

Post by wminsing »

Happening every time the turn ends in the latest build:

Code: Select all

invalid key to 'next', perhaps you should try changing pairs to an insertion safe iterator, like rpairs or spairs?
Lua state\Encounters\pirate_raid.lua:119:generate_instances:
 Lua state\Encounters\trigger_generic_events.lua:15:trigger_generic_events:
  Lua state\Orders\end_year.lua:160:
   Lua state\Orders\end_year.lua:235:
    Lua state\Orders\end_year.lua:281:end_year
Lua state\Sounds\looping_sounds.lua:10: attempt to index local '(in)' (a nil value)
Lua state\Sounds\looping_sounds.lua:10:do_rollover_sound:
 Lua state\Sounds\looping_sounds.lua:27:
  Lua state\GUI\@EventDispatcher.lua:335:@EventDispatcher.lua:149:
   Lua state\GUI\~GalaxyMap\GalaxyMap.lua:810GalaxyMap.GalaxyMap :
 :


Let me know if you need more detail.

-Will
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: Report - Current Bugs and Issues

Post by Chasm »

1st turn error ,see game 1939
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: Report - Current Bugs and Issues

Post by Chasm »

Human colony ship cannot disembark population on board her. Also is saying they are phidi. Will we no longer be able to use colony ships as long range, expensive transports? Human heavy cruiser now only mounts point defense turbolasers . Intentional (all defense version is kinda fun,pls leave)? Also, in 19 games of 19 the viscoid system is beside my homeworld, intentional? Please add a bomb from orbit option for unoccupied worlds, or allow quarantine of a colony, with no inbound freighters allowed (ie NO FOOD), or alien races setting NONE... I can deal with reduced productivity alien races but viscoids are just meant as a griefer race (no productivity AT ALL and devour all my food), and FORCING them on me EVERY game is kinda lame...
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spitfire_ch
Posts: 35
Joined: Tue Dec 20, 2016 2:01 am
Location: Switzerland

Re: Report - Current Bugs and Issues

Post by spitfire_ch »

Game # 1952: The construction of the second bunker on Gaia in the Tyl system just finishes before the battle. However, in the battle, only weapons from the second bunker are available. Weapons from the first bunker seem to have disappeared. Is this a bug or by design? As you are actually building a second bunker (versus upgrading the existing bunker), I would expect both bunkers to participate in the battle. If that's not how it's meant to work, maybe the description or the symbols could be adjusted.

Thanks very much
Pesche
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Arioch
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Location: San Jose, California
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Re: Report - Current Bugs and Issues

Post by Arioch »

All ground bases are identical; if you upgrade or redesign them, they all change together.
bjg
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Joined: Wed Feb 03, 2016 10:55 pm

Re: Report - Current Bugs and Issues

Post by bjg »

spitfire_ch wrote:... only weapons from the second bunker are available. Weapons from the first bunker seem to have disappeared.

It's my understanding that what you see as "Planet defense #2" design is actually a design for two "bunkers" together.
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Arioch
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Re: Report - Current Bugs and Issues

Post by Arioch »

bjg wrote:
spitfire_ch wrote:... only weapons from the second bunker are available. Weapons from the first bunker seem to have disappeared.

It's my understanding that what you see as "Planet defense #2" design is actually a design for two "bunkers" together.

No, it's meant to be an upgraded, larger defense base. I'm not sure it's actually implemented in the game.
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spitfire_ch
Posts: 35
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Location: Switzerland

Re: Report - Current Bugs and Issues

Post by spitfire_ch »

Arioch wrote:
bjg wrote:
spitfire_ch wrote:... only weapons from the second bunker are available. Weapons from the first bunker seem to have disappeared.

It's my understanding that what you see as "Planet defense #2" design is actually a design for two "bunkers" together.

No, it's meant to be an upgraded, larger defense base. I'm not sure it's actually implemented in the game.

Ah, I see, thank you. Yes, it seems to be implemented that way.
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: Report - Current Bugs and Issues

Post by Chasm »

Outpost design is listed under refit options, but there IS no outpost design visible.
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