Report - Current Bugs and Issues

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sven
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Re: Report - Current Bugs and Issues

Postby sven » Sun Apr 15, 2018 12:08 am

harpy eagle wrote:Sometimes when a planet is set to city planning, when going to the next turn it will be taken off city planning and a report issued stating that "We were unable to continue city planning at..." despite there being ample food.


I believe this one should have been fixed in today's patch (r22150).

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Captainspire
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Re: Report - Current Bugs and Issues

Postby Captainspire » Sun Apr 15, 2018 5:00 am

Uploaded "game_6571"
I know it's on brutal settings, but with humanity being the way it is and having a +15 to relations, do they really need to go to war with me the 2nd turn after we met? Also, maybe its me, but it seems the humans, in general, are a lot more likely to go to war with you than most other races. Even when they have no chance.

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harpy eagle
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Re: Report - Current Bugs and Issues

Postby harpy eagle » Sun Apr 15, 2018 2:49 pm

Damage numbers no longer appear in combat, even with all mods disabled.

Gonna verify the game file integrity in steam and test again.

EDIT: Yep, still no damage numbers.

Has anyone else experienced this?

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sven
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Re: Report - Current Bugs and Issues

Postby sven » Mon Apr 16, 2018 7:01 pm

harpy eagle wrote:EDIT: Yep, still no damage numbers.


In 'Developer Options' do you have 'battle info text' turned off? (When they first went in, the fly-out numbers were an optional feature, and so for historical reasons devs/modders still have a button that turns them off.)

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harpy eagle
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Re: Report - Current Bugs and Issues

Postby harpy eagle » Mon Apr 16, 2018 7:28 pm

sven wrote:
harpy eagle wrote:EDIT: Yep, still no damage numbers.


In 'Developer Options' do you have 'battle info text' turned off? (When they first went in, the fly-out numbers were an optional feature, and so for historical reasons devs/modders still have a button that turns them off.)

Yep, that was the issue XD

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harpy eagle
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Re: Report - Current Bugs and Issues

Postby harpy eagle » Mon Apr 16, 2018 9:54 pm

attempt to call local 'color' (a nil value)

Image

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sven
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Re: Report - Current Bugs and Issues

Postby sven » Mon Apr 16, 2018 9:58 pm

harpy eagle wrote:attempt to call local 'color' (a nil value)


Looks like you've created a new fleet mission type, but haven't defined a color for it when used with the ai debugging overlays. Um, there's a couple ways one could fix that :) Either extend the table, or just change line 166 to something like:

Code: Select all

   local color = mission_to_color[mission or 'none'] or white

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harpy eagle
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Re: Report - Current Bugs and Issues

Postby harpy eagle » Mon Apr 16, 2018 10:06 pm

sven wrote:Looks like you've created a new fleet mission type, but haven't defined a color for it when used with the ai debugging overlays. Um, there's a couple ways one could fix that :) Either extend the table, or just change line 166 to something like:

Thanks, that fixed it.

I did some searching and the mission type was 'outpost', created from outpost_fleets.lua

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sven
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Re: Report - Current Bugs and Issues

Postby sven » Mon Apr 16, 2018 10:16 pm

harpy eagle wrote:I did some searching and the mission type was 'outpost', created from outpost_fleets.lua


Oops, that a bug in my debugging tool then. I'll fix it ;)

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Re: Report - Current Bugs and Issues

Postby zolobolo » Wed Apr 18, 2018 6:19 pm

Raiders improperly eliminated

Using mods strategic and tactical AI but should not affect this

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https://www.dropbox.com/s/a8w524lhq05y1 ... 1.rar?dl=0
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