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Re: Report - Current Bugs and Issues

Posted: Fri Jan 06, 2017 6:43 pm
by Chasm
Fatal error at end of turn, upload game 1906.

Re: Report - Current Bugs and Issues

Posted: Fri Jan 06, 2017 7:01 pm
by Chasm
And another fatal end of turn, game 1907 uploaded.

Re: Report - Current Bugs and Issues

Posted: Fri Jan 06, 2017 7:27 pm
by Chasm
Game upload 1908, Demolishing fargone outpost before pirate arrive to extort it causes fatal error.

Re: Report - Current Bugs and Issues

Posted: Sun Jan 08, 2017 12:57 pm
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).

Re: Report - Current Bugs and Issues

Posted: Sun Jan 08, 2017 6:04 pm
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

Re: Report - Current Bugs and Issues

Posted: Sun Jan 08, 2017 9:29 pm
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

Re: Report - Current Bugs and Issues

Posted: Mon Jan 09, 2017 1:51 am
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

Re: Report - Current Bugs and Issues

Posted: Mon Jan 09, 2017 3:55 pm
by Chasm
1st turn error ,see game 1939

Re: Report - Current Bugs and Issues

Posted: Tue Jan 10, 2017 4:28 pm
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...

Re: Report - Current Bugs and Issues

Posted: Wed Jan 11, 2017 12:35 am
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

Re: Report - Current Bugs and Issues

Posted: Wed Jan 11, 2017 1:02 am
by Arioch
All ground bases are identical; if you upgrade or redesign them, they all change together.

Re: Report - Current Bugs and Issues

Posted: Wed Jan 11, 2017 1:22 am
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.

Re: Report - Current Bugs and Issues

Posted: Wed Jan 11, 2017 3:36 am
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.

Re: Report - Current Bugs and Issues

Posted: Wed Jan 11, 2017 8:03 pm
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.

Re: Report - Current Bugs and Issues

Posted: Wed Jan 11, 2017 8:44 pm
by Chasm
Outpost design is listed under refit options, but there IS no outpost design visible.