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Re: Report - Current Bugs and Issues

Posted: Tue Jan 17, 2017 9:26 pm
by SirDamnALot
I started a new Gremak game and used the cheats to check on their techs and ship descriptions.

I buyed a shipyard and was stumped that i could not build tier 3 ships. Because the shipyard only had on construction module and a distortion generator in the second system slot. Is that intended?

Re: Report - Current Bugs and Issues

Posted: Wed Jan 18, 2017 2:25 am
by sven
SirDamnALot wrote:I buyed a shipyard and was stumped that i could not build tier 3 ships. Because the shipyard only had on construction module and a distortion generator in the second system slot. Is that intended?


Nope. Looks like I need to update the Gremak's autobuild logic to exempt fixed defenses from the high priority they usually place on distortion fields.

edited by sven: should be fixed as of the next patch.

Re: Report - Current Bugs and Issues

Posted: Wed Jan 18, 2017 2:33 am
by sven
SirDamnALot wrote:In battle with some pirates, my heavy carrier wants to start its shiney new artwork bomber squadrons:

Code: Select all

Lua state\GUI\~TacticalScreen\RenderBattle.lua:138: missing expected number at StarBomber.engine.w.


Oh dear, looks like I made a mistake when importing all the new Phidi fighter artwork. Should be fixed in r19399.

Re: Report - Current Bugs and Issues

Posted: Wed Jan 18, 2017 6:58 am
by bjg
game_2006:

Code: Select all

Lua state\Orders\encounters.lua:468: bad argument #1 to 'ipairs' (table expected, got nil)
Lua state\Orders\encounters.lua:468:
 Lua state\Orders\end_year.lua:139:
  Lua state\Orders\end_year.lua:235:
   Lua state\Orders\end_year.lua:281:end_year:
    Lua state\GUI\~GalaxyMap\@NextTurn.lua:151

Re: Report - Current Bugs and Issues

Posted: Wed Jan 18, 2017 7:00 am
by sven
bjg wrote:game_2006:

Code: Select all

Lua state\Orders\encounters.lua:468: bad argument #1 to 'ipairs' (table expected, got nil)


That was fixed a few hours ago, you need to grab the latest patch :)

Re: Report - Current Bugs and Issues

Posted: Wed Jan 18, 2017 7:10 am
by bjg
sven wrote:
bjg wrote:game_2006:

Code: Select all

Lua state\Orders\encounters.lua:468: bad argument #1 to 'ipairs' (table expected, got nil)

That was fixed a few hours ago, you need to grab the latest patch :)

Yes, it was (but I was playing than). Thank you for the update.

Re: Report - Current Bugs and Issues

Posted: Thu Jan 19, 2017 4:26 pm
by Chasm
Human heavy cruiser refit issue. Cannot refit the starter heavy cruiser via the refit window to any of my heavy cruiser designs. I can refit it to design Heavy cruiser, but this is not a design name I am using. See game 2012, heavy cruiser in orbit of acrux. If you check designs list there is Heavy escort cruiser, and heavy missile cruiser, but NO heavy cruiser and heavy cruiser is the only fast refit design option offered. Manually changing 1 component via standard planetary refitting corrects the issue.

Re: Report - Current Bugs and Issues

Posted: Thu Jan 19, 2017 4:53 pm
by Chasm
Not really a bug, but should I really be able to have 2 inbound Death hand pirate raids at the same time... See game 2014. Also , since deaths hand are effectively a human splinter faction, should they not be using the human preferred weapons. Ie EMP missiles and Turbolasers / energy weapons?

Re: Report - Current Bugs and Issues

Posted: Thu Jan 19, 2017 6:18 pm
by Chasm
Ok, can we PLEASE get options to load assault shuttles either empty, with armor, with marauders or with assault marines. I should not be building ships to empty the bay out, and then to reinsert the troop type of my choice. Especially since there is no easy way to sort who has what.

Re: Report - Current Bugs and Issues

Posted: Thu Jan 19, 2017 6:46 pm
by sven
Chasm wrote:Ok, can we PLEASE get options to load assault shuttles either empty, with armor, with marauders or with assault marines. I should not be building ships to empty the bay out, and then to reinsert the troop type of my choice. Especially since there is no easy way to sort who has what.


Yeah, the UIs here are not ideal; refinements of one sort or another are certainly called for. This is something Arioch and I need to talk through; once gotten caught back up on sleep ;)

Re: Report - Current Bugs and Issues

Posted: Thu Jan 19, 2017 7:33 pm
by bjg
sven wrote:... once gotten caught back up on sleep ;)

I wouldn't count on that happening soon if I where you. ;)
Just uploaded the error report game_2015 - "ai started up a battle during end-turn". The funny thing it didn't need to be an exception. I've cheated, ignored the request to intercept, and attacked the target planet directly instead - so the AI moved to the next planet in the system. This is an old one, I was surprised than you've reported it fixed and couldn't resist to check than the opportunity presented itself.

edited by sven: This is a bug that can be triggered in a couple different ways. The most recently isolated version of it was fixed in r19526 -- let me know if you see it again after this version stamp.

Re: Report - Current Bugs and Issues

Posted: Thu Jan 19, 2017 9:24 pm
by zolobolo
Released Steam version:
Heavy Guns take much more time (4-5 seconds) to fire since release and the weapon hard-points do not rotate to face the enemies direction
Smaller hard-points shoot and rotate at the same time, shooting should be delayed a half a second
Refit can mix up position of weapons

Re: Report - Current Bugs and Issues

Posted: Thu Jan 19, 2017 9:26 pm
by SirDamnALot
Just started a game on the release version (r19491, Yay for Steam front page :) )
Game_2021
Fleet report says I have one transport available for colonists, but colonist transfer screen says insufficent transports.

Edit:
Minor races get an immeadate "forgein ruler" penalty of -25. Even Tinkerers which have the trait "Ambivalent" (we dont care about morale)

Edit2:
I can do mass refits even without tech "Low orbit refits". While convenient, is it intended?

Re: Report - Current Bugs and Issues

Posted: Thu Jan 19, 2017 9:38 pm
by sven
zolobolo wrote:Released Steam version:
Heavy Guns take much more time (4-5 seconds) to fire since release and the weapon hard-points do not rotate to face the enemies direction


Oh shoot. That was a bad time and place for me to put a typo in one of the weapon config files. I'm uploading a hotfix for that one. Thanks for the report.

edited by sven: Fix for the firing animation issue should now be up on Steam.

Re: Report - Current Bugs and Issues

Posted: Thu Jan 19, 2017 9:45 pm
by Chasm
Please see game 2012. Carriers with multiple assault shuttle bays (and fully loaded) are only getting additional crew for 1 bays worth (2 bays should be + 100 crew, not 50). In addition, shuttles are only allowing boarding at boarding module range, not range 8. See carrier group over Gemma.