Bug Reporting for v2.7.1

Problems with decoy design.
If two or more decoys are designed during the same game session, when the game is saved, it sends the messages
2.7.1 Function #3230: constraint failed
UNIQUE constraint failed: FCT_TechSystem.TechSystemID

and
2.7.1 Function #1500: constraint failed
UNIQUE constraint failed: FCT_ShipDesignComponents.SDComponentID

When the game is closed and reopened, these messages appear
2.7.1 Function #1349: An item with the same key has already been added.
Tech system does not exist for abcdefg Ship Decoy so it cannot be loaded
abcdefg” stands for the name of the decoy that was designed as second, third, etc., until the last one.
When the game windows open, only the first designed decoy is still in the available projects list or in the research queue of a scientist; all the others have disappeared.

Not sure whether it’s a bug (but it seems so).
I’ve researched two decoy launchers that were salvaged from NPR ships wrecks: they don’t appear in the View Technology window, but are listed in the Class Design window.
Other salvaged NPR systems that were researched, are present in the View Technology window (e.g., active sensors, TH sensors, missiles launchers, railguns, etc.).

Putting a ship with a jump drive inside a mothership allows the mothership to perform Standard Transit, however Squadron Transit doesnt work, says “there is no jump drive available capable…”

Also doesnt provide transit capability to other fleets at the JP, have to first detach it from the hangar and then jump

This is really cool though, more flexibility for Carrier tonnage

Error 3857 when fighting a NPR with carriers. I get the error 4 times every increment and fighting 4 carriers so I think it’s probably related. It’s probably when they try to launch the squadron, they are failing to come out. I checked and they all have squadrons, fully fueled and repaired.

Not sure if it is a bug.
I placed some mines next to waypoints that I then removed.
Now, I can see only one mine, next to a WP still present.
I cannot see the others.
This is the design:

Missile Size: 11.65 MSP (29.125 Tons) Warhead: 0 Radiation Damage: 0
Speed: 0 km/s Fuel: 400 1st Stage Flight Time: 1 seconds 1st Stage Range: 0k km
2nd Stage Flight Time: 49 seconds 2nd Stage Range: 5,142.1k km
Active Sensor Strength: 0.6 EM Sensitivity Modifier: 18
Resolution: 20 Maximum Range vs 1000 ton object (or larger): 5,032,840 km
ECCM-4
Cost Per Missile: 37.22375 Development Cost: 964
Second Stage: Stinger-11a vSR Anti-Ship Missile x1
Second Stage Separation Range: 150,000 km

100% Chance to Hit: 0 km/s 50% Chance: 0 km/s 25% Chance: 0 km/s

I came across this situation today, not sure if a bug but behaves unexpectedly.

Plasma Carronade STO, with racial fire control range 96k (see 2067 model in templates at top of screeny composite), researched racial 120k then tried to make the same STO with better fire controls (see 2070 model in design at bottom) hoping for better accuracy but the chance to hit at max range instead decreased 5% because the fire control range for the STO had dropped from 360k to 300k

I checked this is the only design window open.

this is a step backwards so obviously I did not make this STO but google AI after several hallucinations got off its hookah pipe to suggest it might be due to a calculated STO MFCR multiplier ceiling using a rounded integer as a multiplier for the racial FCR, not sure if this is true, fits though.

checked on discord bugs first but this has not been noticed before, experimented with STO design in my current game and saw no examples contradicting this model.

if this is true then its probably a workaround and not technically a bug but my beta testing oath requires me to point out whenever the weapon range exceeds the racial FCR then it will get a boost and whenever racial FCR exceeds weapon range it will be nerfed, which seems counterintuitive as a better racial FCR tech ought to provide better accuracy

suggest a way round this could be player multiplier input, 1-4 so the multiplier can be set and return different size, cost and accuracy, offering a choice

Deleting a colony causes the cancellation of any orders to stabilize the lagrange point at that body.

(I finished a ground survey at a colony, loaded up the troops, and deleted the colony since I had no use for it; the stab fleet in orbit immediately lost its orders and the 3 years of progress it had made.)

Glaive anti-ship missile is a precursor missile from a captured FAC which was unloaded to Earth stockpile and then researched to see how it functioned.

As a result of this bug none of the missile data is visible in missile design and it returns #2043 error when selected, “Object reference not set to an instance of an object”. Thought you would want to know.

Warm weather we are having today!

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I had the same error code for decoys that I designed and researched:

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Just noting that the bug with creating a new race when you tractor a shipyard is still present as the screenshot shows, TG-32 Pyleus - Mammod is the tug Pyleus which has just tractored shipyard Mammod Engineering, forming the shipyard complex in dark green and causing the alert event “New Alien Race Detected in Sol!” plus the new allied shipyard contact event.

There is also a new allied race listed in the intelligence window with cloned attributes of the player race.