Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: 0.6a Corvus Hegemony station 0-crew bug  (Read 1484 times)

Tarran

  • Captain
  • ****
  • Posts: 308
    • View Profile
    • Email
0.6a Corvus Hegemony station 0-crew bug
« on: September 14, 2013, 03:12:18 AM »

Alright, so, I found something interesting with the crew groups on the Hegemony station. The game started off alright, the crew on the Hegemony station looked perfectly okay, and what you would expect from the start of the game. The crew looked correct for game start, based on games from earlier versions.

However, when I came back quite a bit later, something weird happened. There were phantom groups of "0" Elite, Veteran, and Green crew members. And there were no other groups of those levels of crew. That does in fact mean the starting surplus of Green crew was entirely gone, besides that phantom group. Only the Regulars were okay, as far as I could see.

Then, even more interestingly, after shift-clicking, the group size on those phantom groups increased to 1 from 0.

Haven't tested whether it occurs every time yet, or whether other stations have the same bug, but I don't have the time at the moment.
Logged

Chronosfear

  • Commander
  • ***
  • Posts: 206
    • View Profile
Re: 0.6a Corvus Hegemony station 0-crew bug
« Reply #1 on: September 14, 2013, 03:23:26 AM »

Can confirm it the 0 Crew bug on the Hegemony station

I bought the 0 crew and had "them" see the other side of the airlock
solves the bug until it happens(?) again
Logged
Be the change that you wish to see in the world.
My words are backed with nuclear weapons (Civ)
Gandhi

Cheet4h

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: 0.6a Corvus Hegemony station 0-crew bug
« Reply #2 on: September 14, 2013, 09:36:16 AM »

Here's a save with the bug ocurring: Save
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 17494
    • View Profile
Re: 0.6a Corvus Hegemony station 0-crew bug
« Reply #3 on: September 14, 2013, 10:08:37 AM »

Thank you for the save, that really helped.

Fixed - for good this time. Tracked down a piece of code that could have been generating it, and also added some failsafes that automatically fix this condition if it happens again.
Logged