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.

Having this error when trying to add order delay to a fleet:

2.7.1 Function #3210 Input string was not in correct format.

Naval Organization window - Fleet - Movement orders tab

Trying to add Order Delay - tried 1, 10, 100, 1000, 10000, 10000, 1000000, every entry gives an error.

It was a one off error. Closing the window and opening again does not reproduce the issue.

EDIT: I’ve reproduced the error. It comes up when I accidentally delete ALL input (even 0) in a nearby Minimum Distance field for the Move to Location order. Deleting all input from Minimum Available field also produces the error. Quite understandable and easy to go around.

If a fleet has an Anchor Fleet defined in the Formation Orders tab, it can’t stay in orbit even if ships in the fleet have shipyard tasks or are in overhaul. Overhauls don’t progress once the body moves out from under the fleet (didn’t check shipyard tasks to see if they continue) and the fleet becomes eligible for maintenance failures, but it doesn’t cancel the overhaul so it’s an insidious failure that took me a long time to notice.
I’m not sure if the desired behavior would be clearing the Anchor Fleet when fleet members have active overhaul or shipyard tasks, or just letting the fleet stay in orbit while those are being carried out (so you could for example send a fleet to overhaul or repair and then when it’s done it goes back on station).
The obvious workaround is to just clear anchor fleet when you’re done using formation orders (whoops).

Would that not be desired behavior? The Replacement Template shown on the OOB tab is the player’s only reference to what a unit’s template is supposed to be. That’s what I want the game to reference when it’s deciding what to do with a ground unit, not an invisible-to-me-but-secretly-tracked original template.
The only capability I think this would miss is the ability to load units marked as Replacements (thus with the Replacement Template “None”) using Load Assigned Ground Template. With the way I manage ground forces and replacements, that wouldn’t bother me personally at all.

On the Priorities/Misc tab of the Class Design window, the lists of classes available for refit are applying the 20% size restriction incorrectly.

Iron2500 is 2500kt.
Iron2000 is 2000kt.

Iron2500 to Iron2000 is -20% size. So is a permitted refit.
Iron2000 to Iron2500 is +25% size. So is not a permitted refit.

Instead, here is Iron2500 lists:

And here is Iron2000 lists:

These are incorrect.
They say that refit from Iron2000 to Iron2500 is possible, but it is not.

Instead, the Iron2500 should list the Iron2000 in the bottom list.
The Iron2000 should list the Iron2500 in the top list.

Shipyards are doing the same thing.
In the yard for Iron2500, I should not be able to refit from Iron2000 to Iron2500, but it is allowed.

In the yard for Iron2000, I should be able to refit from Iron2500 to Iron2000, but it is not listed (the yard itself is large enough to fit the 2500).

Error #831 recurring.

Sorry if this has been addressed, I did scan the patch list post for 3.0 seeking “831” but did not find it.

Game is year 51 and has been doing this on and off for the last year.

I googled and found a post 7mo ago on reddit which was answered by SteveRT4077, which I take it was you Steve.

With some advice from Skoormit I did try to get to the bottom of the problem but failed initially and played through it. It went away but then came back twice more.

I had looked into the DB for damaged components and found no fleets with stabilisation orders which also had damaged ships and deleting all the FCT_DamagedComponent entries as an experiment did not fix the problem.

The second episode took 4 months to go away. On the third episode I tried again. All the ships in the game had at least 1 crew but one of the ships listed with stabilisation orders only had 1 crew and all the rest had 186 to 216.

On changing the crew count from 1 to 186 the resulting save played without the error.

I looks like the crew count as you said in your reddit reply Steve.

I just thought I would make a report FYI to let you know this was happening albeit rarely.

This was the original data for Rimfaxe 005 constructed 0.0 with crew of 1, so presumably lost its crew, presumably due an attack, somehow repaired but did not replace the crew before trying to stabilise again.

196036 140 486137 Rimfaxe 005 0 0 0 0 0 0.0 1.0 1 0.0 0 0 0 136654.019020671 44.3175304353849 0 0 0 0.0 1616841295.0 1616841295.0 0.0 0 0 787 5 0 0 0 0 66364 None 0 756 0 500.0 0 0 0 5 15.0 1 0 0 0 1.0 0.0 0.0 1476966835.0 1476966835.0 1476966835.0 0 212653397513.823 1 0 0 1595214220.0 0.0 0 FALSE 50 0 0.0 0 1000

Just conquered an NPC homeworld and now when I select that colony in the Economics window, I get the following error:

2.7..1 Function #3822: Object reference not set to an instance of an object.

Update: I noticed that Steve said he thinks he fixed this in v3.0.0, but that if we have it in the meantime to change POW view from population to Empire. That didn’t fix it for me, but I was able to fix the error by executing or releasing all POWs.

i suspect it is caused by missing crew

see my recent discord reply

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Not really a bug, just a not updated Research text.

Just noticed it for “Base Jump Drive Efficiency 10”

“Jump engines with higher levels of jump drive efficiency will permit larger ships to jump than lower efficiency engines of the same size. Ships with military engines are unable to traverse a wormhole created by a commercial jump engine and vice versa

Commercial engines can use military jump engines now, so there is no “and vice versa”. Maybe the same on all the other Base Jump Drive Efficiency tech levels.

Also Tech is called Jump DRIVE, but the Research text says Jump ENGINE.
EDIT, but on the Create Research Projects window it is still called Jump Engines even though everywhere else on that window it is Drive again.

So I’ve found a ‘bug’ that seems to consistently arise whenever I board Aether Raider ships. I say Aether Raider, because I haven’t found any NPRs yet, so I don’t know if it’s just them, or boarding in general. Now I say ‘bug’ in quotes, because I haven’t found any actual issue with the boarding, it seems to work as expected, but I routinely get the same popup each time.

The precise popup is as follows:
‘2.7.1 Function #1767: Object Reference not set to an instance of an object.’

In the game I linked to, I received the popup 9 times when 12 of my boarding ships (a squadron launched from ‘DSC-01 Maenad 001’ in the ‘Thrud’ System targetting ‘[VALI] XX Trabiz 006’ with the ‘Attempt Boarding Action All Formations’ order) reached the hostile ship and began boarding operations. In the included game, the boarding ships have not yet reached the hostile contact to board, but will be able to easily close the distance after a few increments without casaulties to attempt the boarding. (The game is labelled as ‘Game Aurek’ in the event you need to select the game itself)

(The Link to the Database File on gofile.io)

Getting daily Function 3821 errors, fourish years in to one of my usual high NPR games, 9 systems explored at the present. I don’t think I did anything specific to cause it to happen. From what I remember that specific function is InterrogatePOWs but I don’t know how to fix it on my own.