Would you like a copy of the DB?
I appreciate the offer but I am running the v3.0 code now, so I couldn’t run it with the v2.7.1 database. I probably should keep a copy of the previous version setup for debugging - I’ll try to remember that after v3.0 comes out ![]()
In that case I’ll modify the DB to make the NPR a player race and have a good look at the fleet orders to see if I can work out what’s happening.
Welchbloke
Check NPR fleets in FCT_Fleets have a valid NPROperationalGroupID
Also check valid AutomatedDesignID for NPR Ship Classes in FCT_ShipClass
Valid IDs are in DIM_OperationalGroup and DIM_AutomatedClassDesign
It was an NPROperationalGroupID issue with a newly built NPR terraformer. It had been assigned its own fleet on construction but the ID had been set to 0. I changed it to a valid number and then no error reports. Thanks for the steer Steve.
Welchbloke
Good to hear it was sorted. Let me know if you encounter anything similar, as I am wondering why it happened on this occasion when this is an event that happens thousands of times across all games without any problems. There must be some rare combination of circumstances that happened in this case.
So I think I’ve worked out how this happened - user error aka I messed up!
I was trying to work out why only 39 NPR STO were firing at me when there were way more than that on sensors. I modified the DB to mark the NPR as a player race so I could load the game and check STO designs. I did that and I must have advanced the time without thinking, causing a ship to be built. As it was built when technically a player race I assume the OperationalID field didn’t get populated and when I turned back into an NPR that caused the issue.
As an aside the NPR had over 200 STO of the same design but only 39 ever fired at my ship at a time. Which I found a bit strange but I’m assuming is working as intended.
Welchbloke
Thanks for the update. That makes sense, although it also highlights why I don’t advertise how to modify NPRs ![]()
No idea why some of the STOs are not firing. They should all attack if they are able.
I transferred 6 captured Raider ships, that I slightly modified in shipyard refit, to friendly NPR. Then I got hit with multiple errors:
Function 11 – Object reference not set to an instance of an object
Function 2328 - Object reference not set to an instance of an objec t
Function 3988 – Collection was modified; enumeration operation may not execu te
Function 5 - Object reference not set to an instance of an obj ect
Seems that errors repeat each increment so I gave up and loaded save before I gave them the sh ips.
SJW: First two are AI code, third is standing orders. It’s generally not a good idea to give ships to AI races as they may not know what to do with them and that will result in errors. I should probably prevent it to be safe.
Self-destructing NPR missiles do not disappear from the Contacts list.
I destroyed several NPR ships while their missiles were in flight. The missiles lost their target and self-destructed, but remained in the contacts list even after many days.
The word “wreck” is repeated and maybe a parenthesis is missing in the event.
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Maybe there is something wrong with the message of the event “Low fuel”, given the quantity in brackets vs the capacity of the tanker.
SJW: Fuel and minimum fuel aren’t the same thing.
Combat Information Center disassembly produces research for main engineering, not CIC.
to duplicate: download the 7zipped DB from this link: https://drive.google.com/file/d/1qe00V5N5L4569JIaLj-6OTcgumfPi4bE/view?usp=sharing
On 64 Hydrae A I note that CIC has 1844 RP remaining and Main Engineering has 578 remaining. Go to Earth and disassemble the two CICs. If you get lucky with the rolls it will complete research for Main Engineering, and CIC will be reset to the full 8,000 points to research.
Not sure if it’s reported: I just refitted a ship with alien components on it, the new design is without the alient tech (particle beam 6). After the refitting, the alien components were disappeared, not in stockpile not in any ship. I changed name of component before refitting, could be the cause of the components disappearing. I changed name from “Particle Beam 6” to “Alien Particle Beam 6”
The “Minimum Available” value doesn’t seem to do anything for some orders:
- Refuel from Colony
- Resupply from Colony
- Load Ship Component
Its rare but it seems that the dreaded “Racial tech project dissappears after being researched” made its comeback. So far happened twice in 100 years and both times to missiles.
I dont think its a bug, i dont remember lifepods orbiting anything.
I’m in the middle of a planetary invasion of an NPR and I’ve noticed 2 errors. One I should have seen a long time ago - when filtering ground force officers, you cannot select Tactical as an option. I use the filter to find officers I want to give a specific medal to and, although they have the Tactical trait, you cannot filter for it.
Secondly, this may be because of how many events there are, but when I reload a game, several categories of events that were generated during the previous round of ground combat have disappeared. Specifically, Formation attack summary, Element Loss summary and formation loss summary. I’ve never seen this behaviour before but this is the largest ground combat I’ve been involved with for a long time.
Welchbloke
No idea if its a bug or WAI but economic shipyard tasks window doesnt doesnt show shipyard retooling tasks.
SJW: WAI. Retooling is shown on the shipyard tab. Shipyard tasks is for ship-related tasks.
Well of course, im retarded.. Mea culpa.




