Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on May 29, 2020, 05:35:27 AM

Title: v1.11.0 Bugs Thread
Post by: Steve Walmsley on May 29, 2020, 05:35:27 AM
Please post potential bugs in this thread for v1.11.0. The Bug Moderators (Bughunter, Garfunkel, Nori and SpaceMarine) will post bugs into the Confirmed Thread as appropriate. They may ask for more information or clarifications in order to do so, so please help them if you can. They will also point out if something is working as intended or likely due to another issue such as decimal separators

Please check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
http://aurora2.pentarch.org/index.php?topic=10637.0

'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

Please do not post bugs from previous versions unless you confirm they are still present in v1.11.0

When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
Title: Re: v1.11.0 Bugs Thread
Post by: wedgebert on May 29, 2020, 08:26:12 AM
Using both the existing "Imperium of Man" game and a new game, when I go to the Commanders window, change the filter to Civilian Administrators and then back to Naval Officer, the minimum and maximum ranks are all replaced with "bs".  Switching to filter other than Civ Admin and then back to Naval Officer (or reopening the window) fixes the problem until I pick Civ Admin again.

The filters appear to still work, it's just the display text that is wrong.

Confirmed and Fixed.
Title: Re: v1.11.0 Bugs Thread
Post by: Kaiser on May 29, 2020, 08:37:56 AM
Using both the existing "Imperium of Man" game and a new game, when I go to the Commanders window, change the filter to Civilian Administrators and then back to Naval Officer, the minimum and maximum ranks are all replaced with "bs".  Switching to filter other than Civ Admin and then back to Naval Officer (or reopening the window) fixes the problem until I pick Civ Admin again.

The filters appear to still work, it's just the display text that is wrong.

Me too
Title: Re: v1.11.0 Bugs Thread
Post by: DFNewb on May 29, 2020, 08:59:39 AM
The function number - N/A
The complete error text - N/A
The window affected - Ground forces
What you were doing at the time - Doing some ground combat testing
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

Please confirm if the following behavior is intended:

Commanders in a formation above another do not give the children formations any bonuses.
The HQ only needs to be as large as the formation NOT as large as the formation and it's children.
Ground combat Command score is the same, only needs to be as large as the formation not including it's children.

Not investigated - would be great if a bugmod with more ground force experience could look at it
Gyrfalcon - 2/7/20 - This is a known bug with a known cause. Not yet resolved. I believe the knock on effect explains the other two - negative malus from not having enough formation size for the subformations are not passed on either.
Title: Re: v1.11.0 Bugs Thread
Post by: Iceranger on May 29, 2020, 09:53:32 AM
Reported in 1.10.0, reproduced in 1.11.0

Another bug related to crew quarter sizes. While the crew quarter sizes for really short deployment times have been fixed, it is still possible to have negative available crew quarters occasionally

The function number - N/A
The complete error text - N/A
The window affected - class design window
What you were doing at the time - testing
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A

2 examples below:
10 crew (2 engineering spaces without anything else), 0.1 months deployment time
(https://cdn.discordapp.com/attachments/426723819529437184/715396777163097064/unknown.png)

75 crew (14 engineering spaces and 1 bridge without anything else), 14 months deployment time
(https://cdn.discordapp.com/attachments/426723819529437184/715405509485789234/unknown.png)

Confirmed and Fixed
Title: Re: v1.11.0 Bugs Thread
Post by: Iceranger on May 29, 2020, 10:10:23 AM
Reported in 1.9.5, not sure if it is WAI or not.

This bug is probably an oversight in the change below:

Quote
Fuel Storage Costs

I've realised that fuel storage is very expensive in Aurora compared to other 'storage' modules. In terms of cost per HS they are more expensive than hangars or magazines, three times as expensive as cryo, seven times as expensive as troop transport bays and sixty times more expensive than cargo bays. They are also about six times more expensive than most productive modules (Terraform, Salvage, Harvester, Jump Point Stabilisation, etc.). BTW I realised this by wondering why a tanker was taking so long to build. The reason was that because build time is based on cost but modified by size, high 'cost density' ships take a long time and that was greatly exacerbated by the fuel storage.

On that basis, I am reducing the cost of fuel storage considerably for C# Aurora, although it is staggered so the cost benefit of larger modules is improved.

Fuel Storage - Tiny: 5,000 litres, 0.5 BP
Fuel Storage - Small: 10,000 litres, 0.8 BP
Fuel Storage - Standard: 50,000 litres, 2 BP
Fuel Storage - Large: 250,000 litres, 5 BP
Fuel Storage - Very Large: 1,000,000 litres, 10 BP
Fuel Storage - Ultra Large: 5,000,000 litres, 25 BP

In this change, the cost for the compressed fuel storage are not reduced. In VB6, the compressed tanks cost 1.5x as the regular ones of the same size, and in turn holds 1.5x fuel, which makes sense. Now since the regular tanks' costs are reduced, the compressed ones cost 5~15xthe regular ones.

Asked Steve again if WAI
Title: Re: v1.11.0 Bugs Thread
Post by: DFNewb on May 29, 2020, 11:38:06 AM
1.11
The function number - N/A
The complete error text - N/A
The window affected - fleet management
What you were doing at the time - Doing some commercial hangar testing
Conventional or TN start - TN
Random or Real Stars - random
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

Commercial hangars and military hangar do not give MSP from the mother-ship to the parasites. Is this intended / WAI? Attached DB has a test situation set up but you need to neutral out the two races out of war and pass time then land the parasites. It's on race 1.

1.11
The function number - N/A
The complete error text - N/A
The window affected - Ground forces
What you were doing at the time - Doing some ground combat testing
Conventional or TN start - TN
Random or Real Stars - random
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

Ground units with no supply units to get supplies from will fire at a quarter of the rate even if their supplies is above 0 percent and will still lose supplies. Easy to test in attached DB.

1.11
The function number - N/A
The complete error text - N/A
The window affected - Ground forces
What you were doing at the time - Doing some ground combat testing
Conventional or TN start - TN
Random or Real Stars - random
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

Enemy ground support fighters can be directed to assist your own formations with FFD as they appear on the list on the left. The fighters do not actually fire and the next combat phase will be set to nothing supported. DB can be used to test.

1.11
The function number - 1793
The complete error text - Attempted to divide by Zero.
The window affected - Ground forces
What you were doing at the time -  Ground force testing
Conventional or TN start - TN
Random or Real Stars - random
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.


After using the formation element transfer to move elements out of a formation, the now empty formation is not auto deleted and in ground combat can be selected as a target causing the above divide by 0 error.

1.11
The function number - N/A
The complete error text - N/A
The window affected - Ground forces
What you were doing at the time - Doing some ground combat testing
Conventional or TN start - TN
Random or Real Stars - Random
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

Fighters set on planetary Flak suppression do nothing even if enemy AA is firing on fighters doing other missions. Ground support CAP does nothing. Fighters with Air to air pods do not do anything either (I think you said air to air is not in yet so maybe WAI).

1.11
The function number - N/A
The complete error text - N/A
The window affected - Ground forces
What you were doing at the time - Doing some ground combat testing
Conventional or TN start - TN
Random or Real Stars - random
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

STO's can fire on fighters conducting ground support missions.

The DB attached in the post above has everything set up to test.

1.11
The function number - 311
The complete error text - Object reference not set to an instance of an object
The window affected - Tactical map / Ground forces
What you were doing at the time - Doing some ground combat testing, Firing STO's at shipyards.
Conventional or TN start - TN
Random or Real Stars - random
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

I got this error when I fired at shipyards using STO's. The STO's fire but at nothing. There are energy weapon impacts.







To stop the shipyard error in the DB change race 2's STO's from firing on shipyard to donotfire and then you will get the divide by zero errors on the next ground combat phase.

Not investigated yet, also see addition from Demakustus on next page
Gyrfalcon - 2/7/20 - Error with ground support reproduced and confirmed from the save, thanks. Working on the rest of the list.
Gyrfalcon - 3/7/20 - Error with ground units without supply support firings at reduced rate reproduced and confirmed.
Garfunkel - 16/9/20 - ground support fighter issues confirmed, brought up to Steve.
Title: Re: v1.11.0 Bugs Thread
Post by: Caplin on May 29, 2020, 11:54:53 AM
This is a weird one, and quite possibly only impacts screen reader users.

The function number: NA
The complete error text: NA
The window affected: Tactical map/see below
What you were doing at the time: Passing time
Conventional or TN start: Either.
Random or Real Stars: Either.
Is your decimal separator a comma? No.
Is the bug is easy to reproduce, intermittent or a one-off Intermittent?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well Not long.

Sometimes, when passing time, my screen reader focus jumps back to the last window I had open. That is, I hit "30 days," on the tactical map, and the screen reader jumps back and starts reading the economics dialog or event window. This only seems to happen when windows are open as time advances.

I wondered if it might be WAI or at least a consequence of the way window refreshing works. It's minorly annoying but I only noticed it when I started playing with several game windows open at once.

Not a bug
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on May 29, 2020, 12:15:48 PM
This is a weird one, and quite possibly only impacts screen reader users.

The function number: NA
The complete error text: NA
The window affected: Tactical map/see below
What you were doing at the time: Passing time
Conventional or TN start: Either.
Random or Real Stars: Either.
Is your decimal separator a comma? No.
Is the bug is easy to reproduce, intermittent or a one-off Intermittent?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well Not long.

Sometimes, when passing time, my screen reader focus jumps back to the last window I had open. That is, I hit "30 days," on the tactical map, and the screen reader jumps back and starts reading the economics dialog or event window. This only seems to happen when windows are open as time advances.

I wondered if it might be WAI or at least a consequence of the way window refreshing works. It's minorly annoying but I only noticed it when I started playing with several game windows open at once.

As far as I know the window focusing is working as intended and this is not a bug. If you have an idea how it could be changed to make it work better for you, like not changing window focus when updating them (if that is even possible), then you could post it as a suggestion instead.
Title: Re: v1.11.0 Bugs Thread
Post by: Iceranger on May 29, 2020, 01:34:44 PM
Accidentally found another FC auto-assignment bug...

When there are more ECCM on a ship than the number of MFCs, some missile tubes are assigned to 'invisible' MFCs.

The ship in question look like below, I accidentally put on 4 ECCM and 3 MFC.

Code: [Select]
Aberdeen class Destroyer      12 000 tons       259 Crew       4 342.9 BP       TCS 240    TH 3 840    EM 0
16000 km/s      Armour 5-46       Shields 0-0       HTK 62      Sensors 0/0/0/0      DCR 10      PPV 18.9
Maint Life 2.41 Years     MSP 2 262    AFR 115%    IFR 1.6%    1YR 534    5YR 8 005    Max Repair 960.00 MSP
Magazine 403   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Inertial Fusion Drive  EP1920.00 (2)    Power 3840.0    Fuel Use 34.45%    Signature 1920.00    Explosion 15%
Fuel Capacity 711 000 Litres    Range 31 billion km (22 days at full power)

Filler (1)     Total Power Output 0    Exp 5%
Size 3.0 Missile Launcher (30.0% Reduction) (21)     Missile Size: 3.0    Rate of Fire 650
Missile Fire Control FC362-R100 (3)     Range 362.9m km    Resolution 100
Test Dummy 3/0/20k/13377M/ECM/ECCM (134)    Speed: 20 000 km/s    End: 7.7d     Range: 13 377.4m km    WH: 0    Size: 3.00    TH: 66/40/20

Active Search Sensor AS362-R100 (1)     GPS 60000     Range 362.9m km    Resolution 100

Compact ECCM-5 (4)         ECM 60

Before auto-assignment:
(https://cdn.discordapp.com/attachments/402321466839793664/715994311589757008/unknown.png)

After auto-assignment:
(https://cdn.discordapp.com/attachments/402321466839793664/715994419417055322/unknown.png)

The 21 missile launchers are grouped into 4 groups of 5, and 3 groups of them are assigned to MFC 1-3. However the 4th group (launchers 16-20) is invisible anywhere.

Attached it the DB to reproduce this. The battlefleet of the Earth Federation has 5 of this ship, 1 of them have auto-assignment, 4 of them are left in the non-assigned state for testing.


Fixed
Title: Re: v1.11.0 Bugs Thread
Post by: Iceranger on May 29, 2020, 02:06:38 PM
Reported in 1.9.5 before (http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819), and in 1.10.0 (http://aurora2.pentarch.org/index.php?topic=11539.msg135108#msg135108), now reproduced in 1.11.0

4 potential bugs can be reproduced by the attached DB:

Attached is the DB with salvos already in range. Switch view to the Martian Republic. The current tick shows the log for case (3) above. In the event log, a few ticks back, there was log for case (2).

I have reproduced this issue in 3 versions without any issues. Can this count as confirmed? :P

#1 is WAI. All the others are now fixed. Thanks for the scenario setup in the DB as that made fixing much easier.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 29, 2020, 03:39:57 PM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Tactical map
What you were doing at the time: checking previous bug reports
Conventional or TN start: default game
Random or Real Stars: default game
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Trivial

Right clicking on a blank area of the tactical map reuses whatever context menu was last shown.  No context menu should be shown in that case.

To reproduce, right click on any object on the map and then on a blank area.

Confirmed and Fixed
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 29, 2020, 05:35:45 PM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Galaxy map
What you were doing at the time: testing galaxy generation
Conventional or TN start: TN
Random or Real Stars: random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? simple but time consuming

New systems in the galaxy map use their parent system's longest connection line to determine their location.  This causes automatic mapping to spread out to an extreme degree.  Automatic mapping should either use a fixed length and only extend beyond that if free space can't be found or it should use the shortest existing connection from the parent system as a guide instead of the longest.

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: shanedday on May 29, 2020, 06:45:08 PM
1.  11.  0
The function number: N/A
The complete error text: N/A
The window affected: Events window
What you were doing at the time: cycling turns
Conventional or TN start: default game
Random or Real Stars: default game
Is your decimal separator a comma? '.  '
Is the bug is easy to reproduce, intermittent or a one-off? easy

Deleting a medal does not stop it from awarding.   i.  e.   10 year service condition keeps awarding if deleted from the medal window.   This is not a new issue and was existing on previous versions. 

EDIT: Further update: this bug could be removed, once you restart the game, the deleted medals do not report.

Failed to reproduce (using destroyed missiles trigger), but still reported together with other medal related issues
Title: Re: v1.11.0 Bugs Thread
Post by: DFNewb on May 29, 2020, 07:47:10 PM
1. 11. 0
The function number: N/A
The complete error text: N/A
The window affected: Events window
What you were doing at the time: fighting spoilers
Conventional or TN start: Conventional
Random or Real Stars: random
Is your decimal separator a comma? '. '
Is the bug is easy to reproduce, intermittent or a one-off? easy
Campaign is over 60 years in, but I had this happen to me in less than a year when I was testing STO fire on fighters.

In combat when a ship in a fleet dies it is creating a new detached fleet named after it that is empty.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 29, 2020, 07:58:41 PM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Tactical map
What you were doing at the time: deleting stock game
Conventional or TN start: N/A
Random or Real Stars: N/A
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Trivial

Deleting a game still uses the old multiple transaction method.  This is easily seen while deleting due to the journal file being repeatedly created and deleted.

Technically not a bug, I recommend you post it as an improvement.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 29, 2020, 09:38:52 PM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: advancing time while exploring a galaxy
Conventional or TN start: T/N
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? one-off or rare

Freeze with 100% CPU still possible during system generation.  No error message occurred.  Memory use remained constant.  Aurora was completely unresponsive so I was unable to save.

100 system max, 100% local, 15 system spread.  Two Player races in different systems (one in Sol, the other in an SM generated system), no NPRs or spoilers.

I had 30 gravsurvey ships exploring and had a few ordered to explore different jump points when the freeze happened.

Not reported yet, will look for any more info on it
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 29, 2020, 10:15:15 PM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Economics, Environment tab
What you were doing at the time: SM creating a player race
Conventional or TN start: T/N
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Trivial

If a species' acceptable temperature range is in the triple digits then the Max Pressure field isn't shown.

How to reproduce: SM create a race on Venus.

Confirmed and Fixed
Title: Re: v1.11.0 Bugs Thread
Post by: Ulzgoroth on May 30, 2020, 01:24:10 AM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Naval organization
What you were doing at the time: Issuing movement orders
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Trivial

Fleets directly ordered to perform an in-system jump display 0 km order distance and 0 hour order time in the naval organization window. They still appear to perform the orders correctly and display correct-looking distance and ETA information in the tactical map.

Confirmed and Fixed
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 30, 2020, 03:38:54 AM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Naval Organization window, Ship Overview tab, Ordnance Template sub-tab
What you were doing at the time: Reloading a ship in SM mode
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Trivial

'SM: Fill Ship' correctly reloads missiles but it does not update the display.

Confirmed and Fixed.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 30, 2020, 03:40:00 AM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Economics, Summary tab
What you were doing at the time: Testing planetary bombardment
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Easy

Display errors after bombing a colony.

To reproduce:
Create a second Player Race on a suitable target world.
Bombard it until it no longer shows up on sensors.
Switch to the target race and examine the colony.

Even though Population shows as 0, the colony still reports needing Agriculture and Environment workers and has a negative growth rate.

There is also garbled text below Administration Level Required
"Radiation -100% Industry -79% G... 31690.840816844241..."
"Atmospheric Dust (Temp -114.25 deg)    11,426

Attached save, see the Egress Hierachy capital world on Egress Prime.  (aka Venus)

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 30, 2020, 03:40:36 AM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Economics, Summary tab
What you were doing at the time: Trying to be sure.
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Easy

Population killed by orbital bombardment don't stay dead.

To reproduce: Advance time 5 days after bombing a colony to ashes.  While negative growth rate due to dust and/or radiation is applied, the population is otherwise restored during the next production cycle.  Repeated applications of nuclear fire do not correct the problem.

See previous post for database.

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: Life_b on May 30, 2020, 05:10:16 AM
The function number: N/A
The complete error text: N/A
The window affected: Class Design
What you were doing at the time: Adding science department.
Conventional or TN start: Conventional
Random or Real Stars: real stars
Is your decimal separator a comma? '. '
Is the bug is easy to reproduce, intermittent or a one-off? Easy

When adding science department to a ship design, by choosing multiplayer at the bottom, I was able to add 5, 20 or 100 at once. 
It only works when there are no science department on ship, as otherwise a message appears, saying only a single component of this type can be added.
This works with other command and controls modules.

Confirmed

 
Title: Re: v1.11.0 Bugs Thread
Post by: Demonius on May 30, 2020, 09:08:15 PM
The function number: 222, 224, 2339, 2608, 1654
The complete error text: object reference not set to an object instance
The window affected: Starmap
What you were doing at the time: Crossing an unex JP
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? point
Is the bug is easy to reproduce, intermittent or a one-off? one-off, though experienced same in 1.10.0 campaign
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: short Campaign, 7yrs

When crossing the JP from Wolf 358 to Teegardens Star, a series of error Messages popped up - at least 6 or 7 repeats of 222, 224, 2339 an 2608 followed by a single 1654.
I assumed this was a NP creation with some Errors. Flying over the indeed available N/O Prairie world in the System Shows a 22500t Ground Force and a Th 1315 EM 13123 Population.
No star ships at all, though. Either these are Raksha? (Pic in Diplo Shows somethign that Looks aquatic) or the NPR failed to create their space Forces due to the Errors.

DB added, my Jump Ship in Orbit of Teegardens Star II, wondering what just happened.

Addendum: Just noticed the game created 2 distinct races on that same planet. It's really getting mysterious.

Reported
Title: Re: v1.11.0 Bugs Thread
Post by: Migi on May 30, 2020, 10:28:10 PM
I have confirmed the following error still exists in 1.11.0, although the error message has changed.

The window affected - New Game Window
What you were doing at the time - n/a
Conventional or TN start - n/a
Random or Real Stars - n/a
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - fresh DB

Errors:
1.11.0 Function #1355: An item with the same key has already been added.
1.11.0 Function #1359: An item with the same key has already been added.
1.11.0 Function #1679: Object reference not set to an instance of an object.
1.11.0 Function #1690: Year, Month, and Day parameters describe an un-representable DateTime.


To reproduce:
Open the game information window
Press new game
Press the x in the top right corner to close the window
Result: error messages appear, when game starts working again it doesn't display the date at the top.
Note: I did not save the database after the errors appeared in case it fatally corrupted it, so further errors could potentially be discovered.
Note: if you press the cancel button in the bottom left instead then no errors appear.
Confirmed


Additionally I have found another error

The function number: 2927
The complete error text: Attempted to divide by zero.
The window affected - Economics window, shipyards tab
What you were doing at the time - moving shipyards to venus
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - used the test Imperium game


To reproduce:
Create a colony on Venus (or Mars). Do not ship any population to it.
Move shipyards from Terra to the new colony to relieve worker shortage.
Open the economics window and go to the shipyards tab while Venus is selected.
Error message should appear (twice).

Failed to reproduce
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 30, 2020, 10:39:48 PM
1.11.0
The function number: 3040
The complete error text: Value was either too large or too small for a Decimal.
The window affected: Multiple
What you were doing at the time: Exploring
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Random but becomes trivial once it starts happening.  Attached database produces it reliably.

100 systems
No NPRs
Local system generation 0%
Custom race starting from a SM-ed system.  Original Player Race still in Sol.

The error started when 2nd Player (Handaxe Corporation) found the Sol system on the 3rd JP exploration.  Additional systems found later also exhibit this error.   Systems 76, 94, 63, and 96 and a few others are all affected.  Sol reports the error twice.

Note that only Handaxe is affected.  Opening Sol using Player Race gives no errors.

This error affects multiple windows under various circumstances:
Discovering an affected system while time is progressing.
Opening the System Generation and Display window to any affected system.
When opening or refreshing the Galaxy Map the error occurs 19 times due to the number of affected systems.

I have attempted to recreate this in another game but was unable.

I also got "1.11.0 Function #2939: Object reference not set to an instance of an object." once while exploring a JP and the game froze with 100% CPU.  Had to kill Aurora to recover.  #2939 has not occurred again and I was able to successfully explore the rest of the galaxy.

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 30, 2020, 10:46:40 PM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: Exploring
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off?  Random, very rare.

Not sure if this is a bug or WAI.  It is possible for a jump point to link to itself.

In the attached game GS Helsinki 002 in System #66 is on the affected JP.

Edit: Upload failed. Retrying.

Confirmed, seems like a bug to me
Title: Re: v1.11.0 Bugs Thread
Post by: Gabethebaldandbold on May 31, 2020, 12:39:58 AM
The function number: N/A
The complete error text: N/A
The window affected:Intelligence and Foreign Relations
What you were doing at the time:Blasting some precursors with plasma fire, and realizing they were set to neutral, that being less than optimal.
Conventional or TN start: Conventional
Random or Real Stars: Started as Real stars, decided numbers dont make good names, changed to random with 0% local sistem gen chance and 15 spread.
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off: easily to reproduce
Campaign is about 37 years long
I cant set Precursors to hostile, the option doesn't even appear.
I do have a Neutral race, basically unedited.

edit: I found a workaround, if you give the neutral race some sensors, the bug goes away.

Failed to reproduce
Title: Re: v1.11.0 Bugs Thread
Post by: Demakustus on May 31, 2020, 05:36:27 AM
(...)
Commanders in a formation above another do not give the children formations any bonuses.
The HQ only needs to be as large as the formation NOT as large as the formation and it's children.
Ground combat Command score is the same, only needs to be as large as the formation not including it's children.
I can confirm the results (not the intent).

(...)
Ground units with no supply units to get supplies from will fire at a quarter of the rate even if their supplies is above 0 percent and will still lose supplies. Easy to test in attached DB.
I confirm the same result in my tests. I'll add to it, that units don't recover their supply levels from logistics elements.

(...)
After using the formation element transfer to move elements out of a formation, the now empty formation is not auto deleted and in ground combat can be selected as a target causing the above divide by 0 error.
I confirm the same result in my tests, reported in an earlier version.

I haven't tested the ground support mechanics, but I would take DFNewb's results seriously.
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on May 31, 2020, 08:12:01 AM
Two issues:

Through ELINT I've gained data on a sensor of somebody else that's never been active as far as I can tell.  And I can tell because both empires are player empires.

Likewise I got through ELINT an intelligence event stating that one nation has a trade relationship with another when it does, in fact, not.  Neither of the sides mentioned in the event have the trade checkbox active, and only one side has the option to as well.
However the spying nation is giving trade access to the nation the other one is supposedly trading with.

DB attached on the turn where the intel events fired in case you want to look at the state of things.

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: Demakustus on May 31, 2020, 12:26:31 PM
The Events and the Create Research Project windows don't remember their positions between sessions any more (they did in 1.9.5).

I would argue that all windows should remember their positions and states (checkboxes and radio buttons selected, lists expanded etc.). I presume that is to avoid false bug reports, but that would be like killing a mosquito with a cannon. The build process could reset all options once, before sharing (or at least per game/campaign), and then everyone could setup their preferred UI environment.

Asked Steve if WAI
Title: Re: v1.11.0 Bugs Thread
Post by: Demakustus on May 31, 2020, 12:51:53 PM
The ELINT sensor doesn't work as a passive EM sensor, unless a target is detected through other passive means.
This is weird, because you cannot use ELINT sensor on a population, unless have a passive thermal sensor to detect it (or a dedicated passive EM sensor).

I've attached a DB with a test case. Earth has colonies and ships that aren't detected through ELINT's EM sensor. Mars has colonies and ships that are detected through thermal sensors, that causes the ELINT's EM sensor to also detect their EM signatures.

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on May 31, 2020, 03:10:05 PM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Galaxy map
What you were doing at the time: testing galaxy generation
Conventional or TN start: TN
Random or Real Stars: random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? simple but time consuming

New systems in the galaxy map use their parent system's longest connection line to determine their location.  This causes automatic mapping to spread out to an extreme degree.  Automatic mapping should either use a fixed length and only extend beyond that if free space can't be found or it should use the shortest existing connection from the parent system as a guide instead of the longest.

Do you happen to have a db or at least a picture showing this?
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 31, 2020, 06:36:59 PM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Galaxy map
What you were doing at the time: testing galaxy generation
Conventional or TN start: TN
Random or Real Stars: random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? simple but time consuming

New systems in the galaxy map use their parent system's longest connection line to determine their location.  This causes automatic mapping to spread out to an extreme degree.  Automatic mapping should either use a fixed length and only extend beyond that if free space can't be found or it should use the shortest existing connection from the parent system as a guide instead of the longest.

Do you happen to have a db or at least a picture showing this?

The game in this report shows the problem and also has two systems on top of the starting system (highlighted in blue).  Try scrolling to the northwest, northeast, and southeast limits.  I haven't moved any systems from their default placement.  Also, the longest link isn't always used.  I'm not certain what causes it.
http://aurora2.pentarch.org/index.php?topic=11565.msg135536#msg135536
Title: Re: v1.11.0 Bugs Thread
Post by: baronjutter on May 31, 2020, 08:43:23 PM
I have a bug I've noticed since I first started playing in 1.      9.      3 which continues to be a problem.     

If an AI ship is attempting to ram you, and you out-run them and leave the system you will be forever spammed with messages like this until you go back and destroy the ships.     
https://puu. sh/FRerW/235baaf734. png

I have a save where this is currently happening if that would help.     

Reported
Title: Re: v1.11.0 Bugs Thread
Post by: baronjutter on May 31, 2020, 08:47:12 PM
I currently have a save where every time I try to open the game it gives me a few error messages. 
1.  11.  0 Function #1333: The given key was not present in the dictionary
1.  11.  0 Function #1341: The given key was not present in the dictionary

This only began after the above bug with AI ships attempting to ram and failing.    Again, I have a save that will produce these errors the moment you load the game. 
Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: Gabethebaldandbold on June 01, 2020, 12:14:21 AM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected:Class Design
What you were doing at the time:Spawning my newly designed Troop Transport using the build points the game had given me ages ago, and that I forgot existed
Conventional or TN start: Conventional
Random or Real Stars: Started as Real stars, decided numbers dont make good names, changed to random with 0% local sistem gen chance and 15 spread.
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off: not sure how I would even try to
Campaign is about 37 years long
When I built the ship using the build points, the name of the class changed to the name of one of my (newly created) naval admin commands.
I did select the name, and had just created the naval admin, so maybe that would be a way to try and reproduce it, but then it is probably a one-off, since I had done that before, and didn't have any problems
I did change the name of the ship later to what it was supposed to be.

Failed to reproduce - but did not use old build points. Anyway not worth spending the time on. You still did the right thing to report it.
Title: Re: v1.11.0 Bugs Thread
Post by: Thrake on June 01, 2020, 09:56:32 AM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Event log
What you were doing at the time: Trying to decipher alien grunting in the Ardèche system
Random or Real Stars: Random
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off: First time meeting this little bug

The event log mentions aliens that I never met (aliens #197) when the system is full of aliens #198, there's apparently a single ship only which is likely the diplomacy ship of the same alien race in which system my own diplomatic ship is.

My fleet is Ardèche ambassy trying to decipher alien grunting in the Ardèche system.

(https://i.imgur.com/GI5AnEB.jpg)

Edit: the following is not a bug, so spoilering it.

1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Galactic map
What you were doing at the time: checking star system distances.
Random or Real Stars: Random
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off: it is bugged since pretty much the start of the game

Another issue I found is that the distance in the galactic view is wrong.

If you look at the distance from Sol to Allier, it shows 8.6. Distance to one system further, Apennins is 8. If I take a random fleet starting from Earth (Mass driver), it will take 30 days to go to Allier and 70 to go to Appenins, using autoroute by system. Another system linked to Allier, Alpes Maritime shows the same distance than Allier, (8.6), and a system farther, Bouches du Wesser is at 8.3 distance. I know time is relative, but that looks a little bit too relative to me.

What happened is that I discovered a connection beetween Horses and Allier that did not exist when I generated the Horses system. I wonder if generating the new connection, which is a shortcut to Appenins did not lead to a correct updating of all the system distances.

There are more distances which look wrong, but that one is pretty obvious. Another exemple could be system Aube, which is supposedly farther away than Frenchmen but I need to cross Aube to go to Frenchmen.


Not a bug
Title: Re: v1.11.0 Bugs Thread
Post by: Rince Wind on June 01, 2020, 10:03:02 AM
The function number: n/a
The complete error text: n/a
The window affected: Economics/environment
What you were doing at the time: conquering a conventional npr
Conventional or TN start: TN
Random or Real Stars: real stars
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: 2nd time in as many games, shouldn't be too hard to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: about 30 years in

The planet the NPR was on had too much CO2 and a colony cost of 2 for them. 


Title: Re: v1.11.0 Bugs Thread
Post by: Latrone on June 01, 2020, 10:13:17 AM
The function number N/A
The complete error text N/A
The window affected Summary/Environment Tab of the Economics window
What you were doing at the time Terraforming a body
Conventional start
Random Stars
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Uncertain
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well Currently 123 years in

I'm not entirely certain that this is a bug, or a consequence of the terraforming code.
I have Terraformed a moon, it's colony cost was a 0, it's hydro extent was 30 and it's terrain was classified as desert.
As soon as the hydro extent increaced to 40 the moon became barren.  This is the "problem" I think that based on the parameters (the parameters for barren geing so broad) Aurora had to choose which terrain should be applied to the moon, and it had to choose between something like prairie and barren and it chose barren.  Now mechanically there is no difference, so if this is a bug it's bearly a bug.  But I still thought it might not exactly be WAI so that's why I mention it.

WAI, you can post ideas on how to improve the terrain parameters in suggestions
Title: Re: v1.11.0 Bugs Thread
Post by: SevenOfCarina on June 01, 2020, 10:26:22 AM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Galactic map
What you were doing at the time: checking star system distances.
Random or Real Stars: Random
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off: it is bugged since pretty much the start of the game

Another issue I found is that the distance in the galactic view is wrong.

If you look at the distance from Sol to Allier, it shows 8.6. Distance to one system further, Apennins is 8. If I take a random fleet starting from Earth (Mass driver), it will take 30 days to go to Allier and 70 to go to Appenins, using autoroute by system. Another system linked to Allier, Alpes Maritime shows the same distance than Allier, (8.6), and a system farther, Bouches du Wesser is at 8.3 distance. I know time is relative, but that looks a little bit too relative to me.

What happened is that I discovered a connection beetween Horses and Allier that did not exist when I generated the Horses system. I wonder if generating the new connection, which is a shortcut to Appenins did not lead to a correct updating of all the system distances.

There are more distances which look wrong, but that one is pretty obvious. Another exemple could be system Aube, which is supposedly farther away than Frenchmen but I need to cross Aube to go to Frenchmen.

This might not actually be a bug. As I understand, the displayed transit distance and time are calculated from the primary of the staring system to the primary of the destination system, so this might happen if the jump points along the way are close enough together.
Title: Re: v1.11.0 Bugs Thread
Post by: Iceranger on June 01, 2020, 10:28:41 AM
Missiles unexpected lost target and self-destruct when firing missiles at shipyards. This is first brought up in http://aurora2.pentarch.org/index.php?topic=11574.0 (http://aurora2.pentarch.org/index.php?topic=11574.0)

The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: testing
Random or Real Stars: Real
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off: easy to reproduce.

In the attached DB, Earth Federation's Battle Fleet is targeting Martian shipyards. Order them to fire, and the missiles will self-destruct 1 tick after launch.

Confirmed, thanks for the test setup
Title: Re: v1.11.0 Bugs Thread
Post by: DFNewb on June 01, 2020, 10:35:23 AM
Missiles unexpected lost target and self-destruct when firing missiles at shipyards. This is first brought up in http://aurora2.pentarch.org/index.php?topic=11574.0 (http://aurora2.pentarch.org/index.php?topic=11574.0)

The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: testing
Random or Real Stars: Real
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off: easy to reproduce.

In the attached DB, Earth Federation's Battle Fleet is targeting Martian shipyards. Order them to fire, and the missiles will self-destruct 1 tick after launch.

I think this is similar to how STO's give an error message when firing on shipyards. I think that should be checked out too as that one at least gives an error

bottom of the list of bugs in that 1 post I made:

1.11
The function number - 311
The complete error text - Object reference not set to an instance of an object
The window affected - Tactical map / Ground forces
What you were doing at the time - Doing some ground combat testing, Firing STO's at shipyards.
Conventional or TN start - TN
Random or Real Stars - random
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

I got this error when I fired at shipyards using STO's. The STO's fire but at nothing. There are energy weapon impacts.

Noted and will look into your report later
Title: Re: v1.11.0 Bugs Thread
Post by: Thrake on June 01, 2020, 03:14:41 PM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Galactic map
What you were doing at the time: checking star system distances.
Random or Real Stars: Random
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off: it is bugged since pretty much the start of the game

Another issue I found is that the distance in the galactic view is wrong.

If you look at the distance from Sol to Allier, it shows 8.6. Distance to one system further, Apennins is 8. If I take a random fleet starting from Earth (Mass driver), it will take 30 days to go to Allier and 70 to go to Appenins, using autoroute by system. Another system linked to Allier, Alpes Maritime shows the same distance than Allier, (8.6), and a system farther, Bouches du Wesser is at 8.3 distance. I know time is relative, but that looks a little bit too relative to me.

What happened is that I discovered a connection beetween Horses and Allier that did not exist when I generated the Horses system. I wonder if generating the new connection, which is a shortcut to Appenins did not lead to a correct updating of all the system distances.

There are more distances which look wrong, but that one is pretty obvious. Another exemple could be system Aube, which is supposedly farther away than Frenchmen but I need to cross Aube to go to Frenchmen.

This might not actually be a bug. As I understand, the displayed transit distance and time are calculated from the primary of the staring system to the primary of the destination system, so this might happen if the jump points along the way are close enough together.

You are right, thanks. Using waypoints, I could confirm that the farther system has a shorter path leading to its star. I'm editing the previous post accordingly.
Title: Re: v1.11.0 Bugs Thread
Post by: baronjutter on June 01, 2020, 05:55:20 PM
Here's my save that has the "not found in dictionary" error spam as well as the failed to ram spam.
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on June 02, 2020, 06:24:24 AM
I currently have a save where every time I try to open the game it gives me a few error messages. 
1.  11.  0 Function #1333: The given key was not present in the dictionary
1.  11.  0 Function #1341: The given key was not present in the dictionary

This only began after the above bug with AI ships attempting to ram and failing.    Again, I have a save that will produce these errors the moment you load the game.

Could you post that save? and also the previous one showing the failing ramming attempts if that was a different one. The load error may be unrelated to the ramming, but seems worth to look into in case it is not.

Edit: Never mind, see now you did.
Title: Re: v1.11.0 Bugs Thread
Post by: DFNewb on June 02, 2020, 08:21:33 AM
I just thought I should copy paste this here from the original thread it is in, as a sort of me too to previous mentioned bugs.

Bugs:

If you apply any special capabilities that are not infantry-only to an infantry unit, all special capabilities for that unit are removed ... not just visually, but in battle as well. Their cost is retained; you pay, but don't get. If you apply only infantry-only capabilities to such a unit, it will keep the special traits. So genetically enhanced mountain troops or marines work just fine, but try using extreme temperature or low gravity, and you'll just get plain infantry.

Missing features:
Officers commanding superior formations have no effect on the performance of subordinate formations. At a minimum, they provide no training, offensive hit chance, defensive hit chance, artillery, or construction bonuses. At a blow, the most important reason to have any formation hierarchy at all disappears.

Morale bonuses from training are extremely advantageous in combat, as they affect both hit chance and chance to be hit. However, if an officer commanding a formation is replaced for any reason, and if the next commander lacks a sufficient bonus to training, then all morale above the cap for that commander is reset to 100 in the next build phase. What takes a year to earn is lost in five days. There is, in fact, no such thing in Aurora as training; there are only temporary boosts.


I have not tested the italicized bug (first of 3 above).
Title: Re: v1.11.0 Bugs Thread
Post by: baronjutter on June 02, 2020, 10:41:03 AM
Quote from: Bughunter link=topic=11565. msg135842#msg135842 date=1591097064
Quote from: baronjutter link=topic=11565. msg135653#msg135653 date=1590976032
I currently have a save where every time I try to open the game it gives me a few error messages.   
1.   11.   0 Function #1333: The given key was not present in the dictionary
1.   11.   0 Function #1341: The given key was not present in the dictionary

This only began after the above bug with AI ships attempting to ram and failing.     Again, I have a save that will produce these errors the moment you load the game. 

Could you post that save? and also the previous one showing the failing ramming attempts if that was a different one.  The load error may be unrelated to the ramming, but seems worth to look into in case it is not.

Edit: Never mind, see now you did.

Yeah I don't think they are related, just the save captures both at the same time.   I notice I can play the game for like 40 years with zero bugs like either of these.   Fighting the precursor robot things would ALWAYS give me the ramming bug since 1. 9. 3 if I every successfully fled a precursor battle.   What spam of "The given key was not present in the dictionary" almost always comes immediately or shortly after an NPR is generated in a game.   Either the turn after, or upon savings, quitting, and coming back to the game.
Title: Re: v1.11.0 Bugs Thread
Post by: DFNewb on June 02, 2020, 10:33:34 PM
Ships with damaged engines moving at 1km/s seem to still act as if they are moving at their top speed when it comes to hit chance in combat. This is with a spoiler race invaders so maybe they have something I don't know about.

Attached is DB to check it out. Their engines were shot out by missiles.

Failed to reproduce
Title: Re: v1.11.0 Bugs Thread
Post by: CharonJr on June 03, 2020, 11:48:51 AM
Hmm, I am pretty sure that I saw this mentioned before, but failed to see it while scanning the bug reports here - I want to confirm it:

Crew Training rating of commanders in the Naval Admin Command chain does not help with training. I have put single fighters produced at pretty much the same time in different commands (GEN, NAV (4 step chain), SRV, IND and LOG), each with a 0 training commander and they reached 100% training status pretty much at the same time.
Title: Re: v1.11.0 Bugs Thread
Post by: Ulzgoroth on June 03, 2020, 12:01:24 PM
Hmm, I am pretty sure that I saw this mentioned before, but failed to see it while scanning the bug reports here - I want to confirm it:

Crew Training rating of commanders in the Naval Admin Command chain does not help with training. I have put single fighters produced at pretty much the same time in different commands (GEN, NAV (4 step chain), SRV, IND and LOG), each with a 0 training commander and they reached 100% training status pretty much at the same time.
"Training" status is fleet training, not crew training. I don't think anything is supposed to modify that except for being put into a training Naval Administration.

Crew Training affects Grade.
Title: Re: v1.11.0 Bugs Thread
Post by: TeSparg on June 03, 2020, 03:22:06 PM
Quote from: Demonius link=topic=11565.    msg135527#msg135527 date=1590890895
The function number: 222, 224, 2339, 2608, 1654
The complete error text: object reference not set to an object instance
The window affected: Starmap
What you were doing at the time: Crossing an unex JP
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? point
Is the bug is easy to reproduce, intermittent or a one-off? one-off, though experienced same in 1.    10.    0 campaign
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: short Campaign, 7yrs

When crossing the JP from Wolf 358 to Teegardens Star, a series of error Messages popped up - at least 6 or 7 repeats of 222, 224, 2339 an 2608 followed by a single 1654.   
I assumed this was a NP creation with some Errors.     Flying over the indeed available N/O Prairie world in the System Shows a 22500t Ground Force and a Th 1315 EM 13123 Population.   
No star ships at all, though.     Either these are Raksha? (Pic in Diplo Shows somethign that Looks aquatic) or the NPR failed to create their space Forces due to the Errors.   

DB added, my Jump Ship in Orbit of Teegardens Star II, wondering what just happened.   

Addendum: Just noticed the game created 2 distinct races on that same planet.     It's really getting mysterious.   

Reported
The function number: 222, 224, 2339, 2608, 1654
The complete error text: object reference not set to an object instance
The window affected: Starmap (or the starting window)
What you were doing at the time: Crossing an unex JP
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? '.    '
Is the bug is easy to reproduce, intermittent or a one-off? one-off, reloaded and tried again didn't get it, but I got it again later the same game
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 30yrs campaign

I think we have the same bug.   

I have Rakhas generation turned no

When crossing an unexplored jumpoint , 4 errors of #222, #224, #2339, #2608 appear 8 times in that order, afterwards error #222 ,# 224 , #2339 and a #1654 appear in that order a total of 36 errors one after another with no pause.   
This happened two times in the same game I can't reproduce it if I reload and enter the same system , BUT they happened once to a system that had fairly habitable planets, and one had an alien population that was fairly small (15000 EM) and is getting smaller for some reason.   
Don't know if the alien population that is getting smaller is a consequence or another bug.   
I have a database, after the errors, maybe it can help? But I can't reproduce it.   
The bug was when I jumped in Alpha-Centauri from Sol
Edit:
I don't have the "Generate Non-TN races only" option on. 
I managed to conquer the alien race, and it seams the planet has a dangerous atmosphere because of CO2 I think. 
They lack everything except an insufficient amount of infrastructure (probably produced by trade or something like that).   But have access to all the resources like a homeworld. 

Added to existing report
Title: Re: v1.11.0 Bugs Thread
Post by: Ulzgoroth on June 03, 2020, 10:46:24 PM
What you were doing at the time: Moving fleets around
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? point
Is the bug is easy to reproduce, intermittent or a one-off? Easily reproduced with my current game, have not tested more generally
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 22 years

A fleet composed of a self-jumping-only commercial ship and a non-jump-drive commercial tanker is able to traverse a non-stabilized jump point at will. See fleet CV-AUX Aestuum 002, which as of the saved DB just came from Byrd and can readily be sent back. (It may fail on the first few minutes after loading since it literally just came through and needs to let the drive cycle.)

The tanker was added to the fleet by instant build, using residual build points from the game start. I wouldn't expect that to be related but mentioning for the sake of completeness.
Title: Re: v1.11.0 Bugs Thread
Post by: Iceranger on June 03, 2020, 11:19:52 PM
What you were doing at the time: Moving fleets around
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? point
Is the bug is easy to reproduce, intermittent or a one-off? Easily reproduced with my current game, have not tested more generally
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 22 years

A fleet composed of a self-jumping-only commercial ship and a non-jump-drive commercial tanker is able to traverse a non-stabilized jump point at will. See fleet CV-AUX Aestuum 002, which as of the saved DB just came from Byrd and can readily be sent back. (It may fail on the first few minutes after loading since it literally just came through and needs to let the drive cycle.)

The tanker was added to the fleet by instant build, using residual build points from the game start. I wouldn't expect that to be related but mentioning for the sake of completeness.

'Self-jump only' refers to squadron jump. So as long as your JD on any of those ships is large enough for the tanker, they can do normal jump fine. This should be WAI.
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on June 03, 2020, 11:47:49 PM

I have Rakhas generation turned no


Turned on I presume?
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on June 04, 2020, 06:42:54 AM
What you were doing at the time: Moving fleets around
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? point
Is the bug is easy to reproduce, intermittent or a one-off? Easily reproduced with my current game, have not tested more generally
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 22 years

A fleet composed of a self-jumping-only commercial ship and a non-jump-drive commercial tanker is able to traverse a non-stabilized jump point at will. See fleet CV-AUX Aestuum 002, which as of the saved DB just came from Byrd and can readily be sent back. (It may fail on the first few minutes after loading since it literally just came through and needs to let the drive cycle.)

The tanker was added to the fleet by instant build, using residual build points from the game start. I wouldn't expect that to be related but mentioning for the sake of completeness.

'Self-jump only' refers to squadron jump. So as long as your JD on any of those ships is large enough for the tanker, they can do normal jump fine. This should be WAI.

There is a small chance of this being an old bug from VB6. I remember reading something about it.
Title: Re: v1.11.0 Bugs Thread
Post by: Magellanic on June 04, 2020, 09:52:02 AM
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: Normal play
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off: Easy to reproduce

Use maintenance: Disabled

In the attached database, my fleets are not ending their overhaul properly due to the fact that I have disabled maintenance when creating the game. 

GEV Indomita 001, 002, 003, 004 fleets - all have a single ship undergoing overhaul.  They have been doing that for the past 4 years, with the maintenance clock being 0 for a long time.  I have 759k MSP available on the planet, and the Maintenance Facilities Capacity is 150k tons - with the ships themselves being 6. 1k tons. 

Since I have disabled maintenance at the start of the game, I can't use these ships anymore unless I turn on Maintenance in the game settings and then run a few days. 

The bug fix I'm suggesting is that ships in games with disabled maintenance should instantly reset their clock if going into Overhaul to avoid getting stuck. 

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on June 04, 2020, 09:57:02 AM
'Self-jump only' refers to squadron jump. So as long as your JD on any of those ships is large enough for the tanker, they can do normal jump fine. This should be WAI.

Oh wow. I had no idea. This changes a lot.
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on June 04, 2020, 10:05:42 AM
The UI allows you to click the Create Task button on the GU Training tab on a colony with no GFCC.
This will not place a visible task in the list.
However, from then on, you will get a "divide by zero" error (1.11.0 Function #2186) whenever you open the Econ window (any tab) for that colony.
The only way I know to clear the problem is to manually delete the task from the database.

In the attached database, the error occurs on colony ADE-A10 SOR.

EDIT: To clarify, the database deletion that fixes the error is from the table for queued ground unit training tasks. There is no record in the table for current ground unit training tasks.

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: wedgebert on June 04, 2020, 10:33:01 AM
The title of the Tactical window does not update automatically if it's not maximized. Hitting the refresh tactical button will update the date and racial wealth the current values, but as soon as you increment time, they become out of sync again.

If the window is maximized, the date, time, and wealth update automatically.

Failed to reproduce
Title: Re: v1.11.0 Bugs Thread
Post by: Elvin on June 04, 2020, 11:47:11 AM
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: Finished a fight with an NPR
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off: Easy, given game condition

It seems that if a Beam Fire Control that is currently trying to fire is destroyed, it is still counted as being an active fire control and so triggers endless 5 second ticks. The "cease fire all" button is active and selectable on the ship in question, but every time you refresh the page it comes back - i.e. clicking it has no effect.

To see this for yourself, go to the Naval Organisation and look at the top-most fleet, "FF Guildenstern", and observe it seems to be unable to stop its destroyed BFC from firing.

I'm hoping I can resolve the bug myself by letting damage control fix it...

Confirmed, thanks have been looking for a good example of this one.
Title: Re: v1.11.0 Bugs Thread
Post by: dr125 on June 04, 2020, 05:22:12 PM
The function number: 222, 224, 2339, 2608 - all four repeated in separate windows, with otherwise the same text.
The complete error text: 1.11.0 Function number xxx: Object reference not set to an instance of an object
Conventional Start - 27 years in
The window affected: tactical map
What you were doing at the time: Advancing time via the tactical map, day turns
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off: One-off as far as I can tell. Probably NPR related. I can't post the relevant DB as the bug happened years after my last save and advancing time to about the same as the bug did not trigger it.

Known bug
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on June 04, 2020, 06:13:57 PM
To see this for yourself, go to the Naval Organisation and look at the top-most fleet, "FF Guildenstern", and observe it seems to be unable to stop its destroyed BFC from firing.

I hope there is a sister ship called Rosencrantz :)
Title: Re: v1.11.0 Bugs Thread
Post by: REDACTED on June 04, 2020, 08:19:22 PM
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: designing ground units / loading game
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off: intermittent; design multiple units with gene enhancement in one go

Ground unit capabilities are not retained properly.   I designed regular infantry with no specials and then Space Marines with genetic enhancement and boarding capabilities.   Later I noticed the infantry had both these capabilities but the Space Marines had neither.   After carefully redesigning them it happened again.   I decided "frak it" and added enhancement to all my infantry based units.   Upon loading the game only the Space Marines retained their capability and HP bonus, but *all* of them retained the extra cost and maintenance. 

Edit: closing the ground unit window between designing each unit has resolved the issue

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: dalmi on June 04, 2020, 09:31:20 PM
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: N/A
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off: Trivial

Underway replenishment doesn't work after loading up a game.
It works again after researching the next upgrade in the tech tree.   Bug occurs again after closing game.

Reproduced the bug in 1. 9. 5 and 1. 11.

Confirmed

-

And someone mentioned the unkillable colony pop bug on a previous page, it happens with loading colonists too and the colony pop always restores to its previous value every construction cycle after hitting 0.
Added to existing report

Another minor bug or WAI?: when you discover a new system, it automatically plots and saves it in the galactic map screen.
But if you click the reset system position without clicking save, it'll reset all the new systems to the same default point as sol since they didn't have a previous saved position in the db.   So you can have dozens of overlapping system icons if you play long enough and press the wrong button.
Title: Re: v1.11.0 Bugs Thread
Post by: Fray on June 04, 2020, 10:27:16 PM
The function number: None
The complete error text: No message
The window affected: Naval Organization
What you were doing at the time: Refitting ships
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off: Easy

If you perform a refit on a ship that replaces its beam fire controls, any weapons that were previously assigned to it on the "Ship Combat" tab will disappear. To reproduce:
1) Create a ship class "Test Class" with a BFC and beam weapons.
2) Instant build a Test Class ship.
3) Go to Naval Organization/Ship Combat, and assign some of the ship's beam weapons to the BFC.
4) Create a refit class "Test Class Refit" that replaces the BFC with new ones.
5) Perform the refit on the ship.
6) Look at the Ship Combat screen for the new ship. The weapons that you had assigned to the BFC will be missing. Weapons not assigned to the BFC will remain.

Restarting Aurora does not fix the issue. I haven't tested this with a missile fire control and launchers, but it may affect that too.

See the attached DB in which I've already performed the above steps as a demonstration.

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: Ulzgoroth on June 05, 2020, 12:04:06 AM
The complete error text: No error message
The window affected: Class design
What you were doing at the time: Creating a new class of ships (my first salvager)
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off: Intermittent - I've seen it before but have no idea what triggers it.

The 'select name' functionality becomes stuck. Selecting a new name using that button does not change the class's name. Closing and re-opening the class design window does not restore normal functioning. Saving, exiting Aurora, and re-launching does restore normal functioning.
The function number: None
The complete error text: No message
The window affected: Naval Organization
What you were doing at the time: Refitting ships
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off: Easy

If you perform a refit on a ship that replaces its beam fire controls, any weapons that were previously assigned to it on the "Ship Combat" tab will disappear. To reproduce:
1) Create a ship class "Test Class" with a BFC and beam weapons.
2) Instant build a Test Class ship.
3) Go to Naval Organization/Ship Combat, and assign some of the ship's beam weapons to the BFC.
4) Create a refit class "Test Class Refit" that replaces the BFC with new ones.
5) Perform the refit on the ship.
6) Look at the Ship Combat screen for the new ship. The weapons that you had assigned to the BFC will be missing. Weapons not assigned to the BFC will remain.

Restarting Aurora does not fix the issue. I haven't tested this with a missile fire control and launchers, but it may affect that too.

See the attached DB in which I've already performed the above steps as a demonstration.
Something similar happens in my experience if your fire control is damaged - the assigned weapons vanish with it.

I got them to come back to the unassigned pool somehow in that case. Possibly hitting the auto-assign button did it?
Title: Re: v1.11.0 Bugs Thread
Post by: non sequitur on June 05, 2020, 04:48:38 PM
The function number: 2146
The complete error text: 1.11.0 Function #2147 the given key was not present in the dictionary
The window affected: every window, except for the neutral race. doesn't happen there
What you were doing at the time see below
Conventional or TN start: TN start
Random or Real Stars: real stars
Is your decimal separator a comma? Decimal
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce. happens whenever a window opens.

So I started a new campaign. 3 player races, 1 neutral race in a sol start 3% warming scenario. I set up all my ships, ground unites, and initial orders for all 3 races no problem. Hit 5 seconds a head so that every race "sees" each other and I can set diplomacy. As soon as I did that I get the above error any time I open a screen/change race. I can still "play" the game as the error doesn't seem to stop ships from moving or doing there thing.

The kicker is this doesn't happen when I select the neutral race. I can move time ahead no problem with error as that race.
Title: Re: v1.11.0 Bugs Thread
Post by: Fray on June 05, 2020, 05:34:21 PM
Something similar happens in my experience if your fire control is damaged - the assigned weapons vanish with it.

I got them to come back to the unassigned pool somehow in that case. Possibly hitting the auto-assign button did it?
Yup, just tested it and the autoassign button makes the missing weapons reappear. So it seems the weapons aren't being deleted from the ship, they're just not getting repopulated into the unassigned list when something happens to the FC.
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on June 05, 2020, 09:29:57 PM
1.11.0
native period
easy to reproduce

I am not sure if it has been highlighted yet but at the moment there is no way you can rename a Ship using the SELECT NAME command. It does not work in ANY of the tabs:

shipyard
classes
naval tab

The only working function ATM is rename ship and Rename All and Renumber All under ship ion class tab.
Title: Re: v1.11.0 Bugs Thread
Post by: Ulzgoroth on June 06, 2020, 12:59:24 AM
1.11.0
native period
easy to reproduce

I am not sure if it has been highlighted yet but at the moment there is no way you can rename a Ship using the SELECT NAME command. It does not work in ANY of the tabs:

shipyard
classes
naval tab

The only working function ATM is rename ship and Rename All and Renumber All under ship ion class tab.
Try saving and restarting Aurora, I suspect you'll find it works again. (If so, it's probably the same as what I reported a couple posts up.) I can confirm that when I launch Aurora I can use select name to give names to both classes and individual ships - but I've seen that functionality break down before.
Title: Re: v1.11.0 Bugs Thread
Post by: Second Foundationer on June 06, 2020, 11:20:40 AM
Only a (harmless, I hope) one-off and non-reproducible error message to report:

1.11 conventional, real stars start, 81 years in; no comma/mod/db/dishwasher abuse
Main tactical/system window 5sec time advance -> Error
     1.11.0 Function #96: Sequence contains no elements
while attacking a lonely lost NPR scout with a jump point defence station on a jump point in a wreck-littered frontier system. The ship "has surrendered to our forces" in the increment that threw the error.

I could provide db immediately after the error if that's of any use.

(?) A different thing I notice in the captured ship design which may or may not (?) indicate unintended AI behaviour: The scout is 8,114 tons with a 7,600 t Jump Drive. But they do have three railgun/gauss armed ship classes we know of that fit the (6-500) jump drive, so it's fine if the AI has a tactical idea how to use them together. If so, I'll let the historic cannons we put on the Place de la Révolution go off to salute the work on the AI.
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on June 06, 2020, 02:29:39 PM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: advancing time while exploring a galaxy
Conventional or TN start: T/N
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? one-off or rare

Freeze with 100% CPU still possible during system generation.  No error message occurred.  Memory use remained constant.  Aurora was completely unresponsive so I was unable to save.

100 system max, 100% local, 15 system spread.  Two Player races in different systems (one in Sol, the other in an SM generated system), no NPRs or spoilers.

I had 30 gravsurvey ships exploring and had a few ordered to explore different jump points when the freeze happened.

Tough one to investigate. If anyone else have seen this I would appreciate any info you can provide.
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on June 06, 2020, 02:43:10 PM
The function number: N/A
The complete error text: N/A
The window affected:Intelligence and Foreign Relations
What you were doing at the time:Blasting some precursors with plasma fire, and realizing they were set to neutral, that being less than optimal.
Conventional or TN start: Conventional
Random or Real Stars: Started as Real stars, decided numbers dont make good names, changed to random with 0% local sistem gen chance and 15 spread.
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off: easily to reproduce
Campaign is about 37 years long
I cant set Precursors to hostile, the option doesn't even appear.
I do have a Neutral race, basically unedited.

edit: I found a workaround, if you give the neutral race some sensors, the bug goes away.

The save you posted has no precursors detected or even spawned what I can see, it seems like a fresh setup. Did you maybe post the wrong one?
Title: Re: v1.11.0 Bugs Thread
Post by: Prapor on June 06, 2020, 03:22:04 PM
When I create a new star system via SM, I get the following errors: 1562, 2430, 2431.


The function number - N/A
The complete error text - N/A
The window affected - Select Known System to Generate
What you were doing at the time - Create new system
Conventional or TN start - TN
Random or Real Stars - Real Stars
Is your decimal separator a comma? Yes
Is the bug is easy to reproduce, intermittent or a one-off? - easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well

PS
If I change the comma to a dot, everything will work. Steve I beg you, realize, please, support comma as the decimal separator

Not a bug
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on June 06, 2020, 03:50:13 PM
The function number: n/a
The complete error text: n/a
The window affected: Economics/environment
What you were doing at the time: conquering a conventional npr
Conventional or TN start: TN
Random or Real Stars: real stars
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: 2nd time in as many games, shouldn't be too hard to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: about 30 years in

The planet the NPR was on had too much CO2 and a colony cost of 2 for them.

Has anyone else seen this happen? Anyone who has the possibility please check in your games.
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on June 06, 2020, 06:28:41 PM
1. 11. 0
The function number: N/A
The complete error text: N/A
The window affected: Ground Forces - Unit Class Design / Template Design
What you were doing at the time: Designing Infantry w capabilities
Conventional or TN start: Conventional
Random or Real Stars: random
Is your decimal separator a comma? Nein
Is the bug is easy to reproduce, intermittent or a one-off? easy
Campaign is about 50 years in.

When adding capabilities to infantry the cost and stats I imagine are being computed correctly. However when looking at the stats of units in the template screen it does not show the capabilities of the unit when it was designed - it shows the capabilities you currently have selected in the unit class design screen. The values for unit cost seem to correspond to their actual intended design so I imagine that this might just be UI problem but I'd check anyways.

How to reproduce:
1- design any infantry with any capability
2- check what the little text representation says about the capabilities of your design
3- In unit design, select any other capabilities
4- check your infantry unit again in the template design screen - notice that the stats page has changed to show whatever was selected in the unit design page

Update: I am actually pretty convinced that infantry capabilities are not being properly applied - This gets weird:
- Capabilities for some reason not applied to any infantry unit design at the point of designing the unit
- However, if I design a unit with the desired capabilities selected, save the game, then close aurora and load my save, the last selected capabilities before the save are applied.
- Designing new units does not affect already designed infantry
- The unit cost is correct with respect to the capabilities that were selected at the point of initial design creation, this means that if you have changed the capabilities of the unit before
  saving the game the cost will be inconsistent.

Disclaimer: I am using SM mode to instant design

Reported
Title: Re: v1.11.0 Bugs Thread
Post by: Borealis4x on June 07, 2020, 12:34:03 PM
I changed the required rank to command a ground template, but when a commander was auto-assigned it defaulted to the lowest rank.
Title: Re: v1.11.0 Bugs Thread
Post by: bankshot on June 07, 2020, 01:38:01 PM
Tech points from disassembling ship components are lost if you are currently researching that tech

1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Economics, Research tab
What you were doing at the time: disassembling found components
Conventional or TN start: T/N
Random or Real Stars: Real
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce but time consuming setup

Setup:
create (or find) ruins, explore the ruins and dig up advanced tech ship components.

to reproduce with the attached database:
Open economy for earth, research tab.  Note that Ion Drive and Fuel Consumption tech research has just started so they are at 10K/8K remaining.
Advance time 5 days
Note that the remaining points have decreased by about 4-7 points.
Go to mars, stockpile tab
Disassemble Magneto-Plasma Drive EP400
Advance time 5 seconds
Go to events, note how many tech points were awarded for the disassembly
Go to economy, earth, research - note that the points remaining are unchanged
Advance time 5 days
Note that the points remaining have decreased by about 4-7 points again, so this isn't just a display bug.

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: Siccles on June 07, 2020, 01:39:15 PM
The function number: N/A
The complete error text: N/A
The window affected: Events technically, but practically everything
What you were doing at the time:See below
Conventional or TN start: N/A
Random or Real Stars: N/A
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce
If this is a long campaign - 1000 years, see below

After very close to 999.  5 years of gametime (independent of start date) time stops progressing.   Some things like orbital motion still work, but things like production do not progress.   I have been consistently been able to reproduce this in vastly different scenarios, so it seems universal.   See attachment. 

edit: start date 555 in this case, game version is the most current.

Title: Re: v1.11.0 Bugs Thread
Post by: bankshot on June 07, 2020, 02:18:09 PM
The time to load cargo is dependent upon the remaining cargo capacity of the cargo fleet, not on the amount loaded

1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Naval organization, Tactical map
What you were doing at the time: picking up a partial load of cargo
Conventional or TN start: T/N
Random or Real Stars: Real
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Trivial

to reproduce using the database in my prior bug report:
Scenario 1:
Load Duranium on Cargo fleet at Mars.  24K duranium takes  1:22:17
Load Boronide on Cargo Fleet at Mars.  5.8K boronide takes 1:22:17
Unload all minerals - this takes 1:22:17
Load all minerals (37K total) - this takes 1:22:17

Note the above scenario might be WAI due to filling up freighters sequentially, so we need another test to rule that out:

Scenario 2:
Detatch one freighter from Cargo Fleet for individual ship test
Load Duranium at Mars.  12,500 duranium takes 1:22:17
Unload all minerals.  12,500 takes 1:22:17

Load Tritanium at mars.  19 takes 1:22:17
Unload all minerals.  19 takes 0:0:4

Load Duranium 2000x at mars.  2000 takes 1:22:17
unload all minerals - 2000 would take 7:24, but cancel this order
Load Duranium 2000x at mars.  2000 takes 1:14:53
unload all minerals - 4000 would take 14:48, but cancel this order
Load Duranium 4000x at mars.  4000 takes 1:07:28
Load Tritanium at mars.  19 takes 16:39

Load infrastructure x2 - this will take 16:39
Unload all minerals - 8000 will take 1:05:37

Load infrastructure x2 - this will take 1:13:02
unload all installations - 4x infrastructure will take 18:31

Load infrastructure x2 - this will take 1:22:17


=============
This should prove that loading times are dependent upon remaining cargo space available, not amount loaded.  Unloading times do seem to properly depend upon amount loaded. 






Title: Re: v1.11.0 Bugs Thread
Post by: Droll on June 07, 2020, 06:27:05 PM
1.11.0

I have designed a gravitational survey ship and a geosurvey ship - both ships are identical the only discrepancy being 6 geosurvey sensors as opposed to 6 gravsurvey sensors.
Both ships have identical tonnage and identical BP cost.

However, when I tool my shipyard to any one of them, I cannot build the other from that same shipyard. From what I understand mechanically this might be WAI, however I find it hard to believe that I should need a whole different shipyard just to make two of the same hull with different sensors.

To reproduce make any geosurvey ship, copy class and replace its geosurveys with the same amount of gravsurveys.

WAI
Title: Re: v1.11.0 Bugs Thread
Post by: bankshot on June 07, 2020, 07:22:46 PM
@Droll:  I think this is WAI.  Survey sensors are small but expensive, and retooling is dependent on cost.  My survey ship with a size 60 commercial engine and two sensors is about 4,300 tons and costs 357 BP.  Of that total 200 BP is sensors - over half.  Six sensors bumps the cost to over 3/4 of the total.  So way over the 20% limit.

You might try retooling for a template ship with both 6x geo and grav sensors.  I used that trick in VB6 to make my three versions of missile ships - the template had all three sensor packages.  But I haven't tried that in C# or with  survey ships, and the difference may be too extreme in this case.   
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on June 07, 2020, 08:37:39 PM
@Droll:  I think this is WAI.  Survey sensors are small but expensive, and retooling is dependent on cost.  My survey ship with a size 60 commercial engine and two sensors is about 4,300 tons and costs 357 BP.  Of that total 200 BP is sensors - over half.  Six sensors bumps the cost to over 3/4 of the total.  So way over the 20% limit.

You might try retooling for a template ship with both 6x geo and grav sensors.  I used that trick in VB6 to make my three versions of missile ships - the template had all three sensor packages.  But I haven't tried that in C# or with  survey ships, and the difference may be too extreme in this case.   

I still do not think that it makes sense, in my case both ships cost the same amount of BP - the only difference between ships is sensors. The sensor package even weights the same in each ship. I still find it hard to believe that a shipyard cant fit a different package that takes the same amount of space onto two identical hulls, which is why I felt that this isn't the intended overall result even if the code is correct.

Though this is now less of a bug report and more of a suggestion using the proportion of common components between hulls and overall size similarity makes more sense to me than the component-wise cost.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 07, 2020, 09:00:42 PM
You might try retooling for a template ship with both 6x geo and grav sensors.  I used that trick in VB6 to make my three versions of missile ships - the template had all three sensor packages.  But I haven't tried that in C# or with  survey ships, and the difference may be too extreme in this case.   
That would trip over the new 20% size difference limit.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 07, 2020, 10:56:45 PM
1.11.0
The function number: #1011
The complete error text: Value was either too large or too small for an Int32.
The window affected: Naval organization
What you were doing at the time: Testing SM refuelling
Conventional or TN start: N/A
Random or Real Stars: N/A
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Trivial

SM Partial Refuel is not limited by the ship's fuel capacity.  It is possible to put 1 million L in a ship with 1000L (or 0L) fuel capacity.  Negative fuel is possible.

Attempting to add 3 billion L generated the above error.  The fuel amount in the ship was not changed.

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on June 08, 2020, 07:44:51 AM
When trying to load minerals (Load All Minerals) from a colony while the cargo of the ship is full (say, it's already fully loaded with minerals), you get a message "[Fleet] was unable to load None from [Colony]".



Unrelated second issue:
Trade across races does not seem to be working, or at least not the way I'm expecting it to. Two races have a colony on Earth, one of them also has a colony on Mars. The race with the Mars colony has shipping lines which happily move stuff back and forth. The race without a Mars colony (or any colony in Sol, for that matter) has idle civilian freighters sitting around, doing nothing.
In this situation I'm expecting that, if the race with the Mars colony gives the one without trade access, that other race will be able to move stuff to or from Mars. I checked and there is trade goods available on Mars and on the Earth colony of the race given access that could be moved between them, yet the freighters continue idling. Giving the race with the Mars colony trade access to the one without also didn't change anything.

Is interracial trade just unimplemented? Does it only check locations out of system?

Attached DB showcasing both issues. The race with the Mars colony is the EU and the race without a Sol colony (with the idle freighters) is Argentina.
Title: Re: v1.11.0 Bugs Thread
Post by: Black on June 08, 2020, 11:55:18 AM
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Intelligence and Foreign Relations
What you were doing at the time: Attempting communication
Conventional or TN start: TN
Random or Real Stars: real
Is your decimal separator a comma? '.'

I am stuck at Attempting in Communication status with Precursors and Star Swarm. There are no attempts to communicate. In previous versions I received messages about attempts to communicate that of course ended in impossible communication, but in this version, there are no messages about it.
Title: Re: v1.11.0 Bugs Thread
Post by: Second Foundationer on June 08, 2020, 12:43:13 PM
1.11.0, no nos, real stars, conventional start, 84 years

About an in-universe month before, I had encountered an error while downloading salvaged tech (reported before in 1.9.5: http://aurora2.pentarch.org/index.php?topic=11298.msg134160#msg134160 (http://aurora2.pentarch.org/index.php?topic=11298.msg134160#msg134160))
Now, on saving, the following error:
   1.11.0 Function #1429: constraint failed
   UNIQUE constraint failed: FCT_PausedResearch.TechSystemID,
   FCT_PausedResearch.PopulationID

The db loads, but on reloading, it produces:
   Function #1333: The key was not present in the dictionary.
and all contact/intelligence information about other races is gone. There had been three before saving (Ramanathapuram=allied NPR, Grandeel=hostile NPR, Atlanteans=precursors), and from what I can gather in the db from the 'AlienRace' table, the contact information seems still to be there, but in the 'Race' table, all but the player race seem to be gone.

The same 1429 save error, but with different context and result, was reported by SpikeTheHobbitMage in 1.9.5: http://aurora2.pentarch.org/index.php?topic=11298.msg135021#msg135021 (http://aurora2.pentarch.org/index.php?topic=11298.msg135021#msg135021)

The attached is the one saved with error.
The last intact save I have before that is roughly half an in-universe year back; at that point, the salvage ship already contains the tech data that will go over the remaining RPs for one project, in case the tech salvage error is really related to the save error.

If you want to avoid missing image errors, use:
- Father Tim's named flags pack http://aurora2.pentarch.org/index.php?topic=11296.0 (http://aurora2.pentarch.org/index.php?topic=11296.0), but added on top of the numbered flags because I had already started,
- plus the zipped RL-France-based custom ribbons. [And no, that's not a peace sign. Well, of course it actually is; but in this universe, it's the symbol of the Republic with a backstory.]
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 08, 2020, 02:20:16 PM
1.11.0, no nos, real stars, conventional start, 84 years

About an in-universe month before, I had encountered an error while downloading salvaged tech (reported before in 1.9.5: http://aurora2.pentarch.org/index.php?topic=11298.msg134160#msg134160 (http://aurora2.pentarch.org/index.php?topic=11298.msg134160#msg134160))
Now, on saving, the following error:
   1.11.0 Function #1429: constraint failed
   UNIQUE constraint failed: FCT_PausedResearch.TechSystemID,
   FCT_PausedResearch.PopulationID

The db loads, but on reloading, it produces:
   Function #1333: The key was not present in the dictionary.
and all contact/intelligence information about other races is gone. There had been three before saving (Ramanathapuram=allied NPR, Grandeel=hostile NPR, Atlanteans=precursors), and from what I can gather in the db from the 'AlienRace' table, the contact information seems still to be there, but in the 'Race' table, all but the player race seem to be gone.

The same 1429 save error, but with different context and result, was reported by SpikeTheHobbitMage in 1.9.5: http://aurora2.pentarch.org/index.php?topic=11298.msg135021#msg135021 (http://aurora2.pentarch.org/index.php?topic=11298.msg135021#msg135021)

The attached is the one saved with error.
The last intact save I have before that is roughly half an in-universe year back; at that point, the salvage ship already contains the tech data that will go over the remaining RPs for one project, in case the tech salvage error is really related to the save error.

If you want to avoid missing image errors, use:
- Father Tim's named flags pack http://aurora2.pentarch.org/index.php?topic=11296.0 (http://aurora2.pentarch.org/index.php?topic=11296.0), but added on top of the numbered flags because I had already started,
- plus the zipped RL-France-based custom ribbons. [And no, that's not a peace sign. Well, of course it actually is; but in this universe, it's the symbol of the Republic with a backstory.]

I was never able to confirm or reproduce the tech error, but I suspect that what happened with me was that I somehow managed to create two research tasks for the same prototype.
Title: Re: v1.11.0 Bugs Thread
Post by: Second Foundationer on June 08, 2020, 02:46:28 PM
1.11.0, no nos, real stars, conventional start, 84 years

About an in-universe month before, I had encountered an error while downloading salvaged tech (reported before in 1.9.5: http://aurora2.pentarch.org/index.php?topic=11298.msg134160#msg134160 (http://aurora2.pentarch.org/index.php?topic=11298.msg134160#msg134160))
Now, on saving, the following error:
   1.11.0 Function #1429: constraint failed
   UNIQUE constraint failed: FCT_PausedResearch.TechSystemID,
   FCT_PausedResearch.PopulationID

The db loads, but on reloading, it produces:
   Function #1333: The key was not present in the dictionary.
and all contact/intelligence information about other races is gone. There had been three before saving (Ramanathapuram=allied NPR, Grandeel=hostile NPR, Atlanteans=precursors), and from what I can gather in the db from the 'AlienRace' table, the contact information seems still to be there, but in the 'Race' table, all but the player race seem to be gone.

The same 1429 save error, but with different context and result, was reported by SpikeTheHobbitMage in 1.9.5: http://aurora2.pentarch.org/index.php?topic=11298.msg135021#msg135021 (http://aurora2.pentarch.org/index.php?topic=11298.msg135021#msg135021)

The attached is the one saved with error.
The last intact save I have before that is roughly half an in-universe year back; at that point, the salvage ship already contains the tech data that will go over the remaining RPs for one project, in case the tech salvage error is really related to the save error.

If you want to avoid missing image errors, use:
- Father Tim's named flags pack http://aurora2.pentarch.org/index.php?topic=11296.0 (http://aurora2.pentarch.org/index.php?topic=11296.0), but added on top of the numbered flags because I had already started,
- plus the zipped RL-France-based custom ribbons. [And no, that's not a peace sign. Well, of course it actually is; but in this universe, it's the symbol of the Republic with a backstory.]

I was never able to confirm or reproduce the tech error, but I suspect that what happened with me was that I somehow managed to create two research tasks for the same prototype.

Ah, if the salvage tech is unrelated, that is a possibility. I had been designing a new generation of some beam ship classes in that year (I'm doing it all over right now, but in different order). Though I don't know how it could have happened; most of the time, I'm not too fiddly with designs, and I have yet to get used to the C# prototype system, so I use it rarely at all. I did prototype a few things in this universe, but wouldn't have needed to because I usually got what I wanted on the first try – not too many options at our tech level... Could things such as accidental double clicks be involved?
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 08, 2020, 05:04:51 PM
Ah, if the salvage tech is unrelated, that is a possibility. I had been designing a new generation of some beam ship classes in that year (I'm doing it all over right now, but in different order). Though I don't know how it could have happened; most of the time, I'm not too fiddly with designs, and I have yet to get used to the C# prototype system, so I use it rarely at all. I did prototype a few things in this universe, but wouldn't have needed to because I usually got what I wanted on the first try – not too many options at our tech level... Could things such as accidental double clicks be involved?
I have no idea.  Sorry.
Title: Re: v1.11.0 Bugs Thread
Post by: Second Foundationer on June 09, 2020, 09:18:04 AM
   1.11.0 Function #1429: constraint failed
   UNIQUE constraint failed: FCT_PausedResearch.TechSystemID,
   FCT_PausedResearch.PopulationID
After going back to the intact db, Aurora saved without trouble several times. But then I've hit the same 1429 error again at a different point. Attempt to reload produced 1333 and all knowledge of NPRs is extinct. And then again at a third point. Now, I managed to bypass it again in a fourth fork run.

I have avoided the salvage tech error by completing the tech before the salvager arrived. I avoided prototypes in designing the new ship classes. So, unless it was a previous prototype years ago or downloading salvage tech for a meanwhile completed project (no error, but a useless tech download message in the log) is a problem, those things should not be related. NPR-NPR interaction between our allies and our common enemies is my next least unlikely candidate; but I cannot really track it down.

External possibilities I had considered: Could long periods of Aurora running idly in the background affect the save process? Or having alt-tabbed in and out of Aurora often?

I could provide some intermediate dbs if it would help; but I suppose it's no use until it can be pinned down a little more precisely (?).

Later: I seem to have dodged the save error after the third occurrence. It's now almost three years later, and there has been no further sign of it. But I'm also no wiser as to what caused it in the first place.
Only that salvage bug has come back to annoy me a little with every salvager returning from Sirius where fighting has ceased for now; our little tech catch-up with our neighbours is picking up pace, but it would be even faster if that bug wouldn't prevent research points being downloaded or generated from disassembly from time to time.

Still later: Just when I had become more confident and increased the save interval, it happened again. Nothing particularly special happened before: Only, this time I saw our allies salvaging in battlefield Sirius, but I cannot narrow down if that is related or not because I do not know when the save error will occur beforehand, and once it occurs, the db is broken. I suppose I shall have to wait for a more stable Aurora before I invest more time in a universe where I have to do everything twice every odd year. But because I want to play Aurora now, I may still go with 1.11 for a simple no normal NPR, spoilers only, purist solitaire thing next one of these days – if NPR interactions are involved, then I'll be safe from the save bug; and if it does still occur, at least I know that they are not.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 09, 2020, 03:32:12 PM
The function number: n/a
The complete error text: n/a
The window affected: Economics/environment
What you were doing at the time: conquering a conventional npr
Conventional or TN start: TN
Random or Real Stars: real stars
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: 2nd time in as many games, shouldn't be too hard to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: about 30 years in

The planet the NPR was on had too much CO2 and a colony cost of 2 for them.

Has anyone else seen this happen? Anyone who has the possibility please check in your games.
Attached database has two candidate races in "System #12".  While I don't have any species data for them, both of their home-worlds have dangerous atmospheres by human standards, and one also has a reduced hydrosphere.  I believe that I've seen a home-world with 0% hydrosphere before but don't have a database for it anymore.
Title: Re: v1.11.0 Bugs Thread
Post by: CharonJr on June 10, 2020, 05:12:23 AM
Not sure if it is a bug or just extremely unlikely - I am trying to establish communications with a alien race for more than 1 year now (translation score right in the middle at 0), which seems very long to me.

Actually now that I think about it I might have never gotten any message about trying to establish communications actually, but they keep "talking" to one of my diplo-ships. Communication status is shown as "Attempting" and Diplo Rating is at -1.

Any ideas?
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on June 10, 2020, 07:37:32 AM
Mass drivers don't utilize full capacity when planet has reserve levels set for minerals.

I have a colony with significant stockpiles of several minerals for which I have set reserve amounts larger than those stockpiles.
The colony also has smaller amounts of other minerals for which I have set no reserve amounts.
Of the ~20kt of minerals on the planet, ~17.8kt are reserved.
The colony has a single mass driver.
I would expect the md to produce packets totaling 5kt/yr of the non-reserved minerals.
Instead, the md produces far, far less.
I suspect the md is deciding the mineral proportions of each packet based on the ratio of stockpile sizes, without accounting for reserve settings.
After this calculation is done, the md checks reserve settings. If a mineral stockpile is smaller than the reserve amount, that mineral is removed from the packet.

For example, ~25% of the planet's stocks are duranium, which has a reserve amount higher than the current stock.
If my theory is correct, the md is devoting ~25% of the content of each packet to duranium, and then not putting any duranium into the packet (nor freeing up that packet space).

In the attached save, the colony is "ADE-A5M12 LG Shipbuilding".
Title: Re: v1.11.0 Bugs Thread
Post by: TeSparg on June 10, 2020, 12:37:10 PM
The function number: none
The complete error text: none
The window affected: Starmap (or the starting window)
What you were doing at the time: Fighting some slow moving alien ships with slow moving missiles that have fast second stages.
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? '.  '
Is the bug is easy to reproduce, intermittent or a one-off? - easy, its in the database but you need to be carefull with the timing or you will miss it
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 52yrs campaign

So I have some 26 size slow(4361km/s) missile that have a separation distance of ~4.  5/4.  6 m km but depending on whether the alien ships are coming at my ships or not the missile deploy at wrong distances ( to far or to close, depends on how the alien ships are moving) in the worst case they even run out of fuel before hitting anything (this is important because at first I was thinking that there was something wrong with the missiles ,maybe they didn't have a warhead or something silly, because it looked like they were about to hit but just disappeared, so I SM-ed a bunch of different new types of missiles to test and that was a big waste of time). 

What I think it happening is that the missile deploys not at the set distance from the target at 4.  5m km but from the point of intersection at 4.  5m km ( the point that the slow missile would be on top the alien ships ) and because the second stage is very fast (10x faster) this creates problems.   ( it will also place the very big, very slow missiles in AMM range something I was trying to avoid )

How to reproduce:
This happens in Lalande 21185 near Sol jump point, in the upper right corner (near 'main' fleet), the ships that are firing the missiles are of type CG Orca Artillery (a fleet that has the same name has them)
- two options to test for: 1) when the aliens are heading towards your missiles or 2) away from them. 

Option 1 when the alien ships are heading towards the missiles:

1)Move the 'main' fleet to Sol jump point.   (so that is doesn't get killed)
2)Wait till the missiles are close to the target. 
3)When they are close start passing time with 30 sec so you don't miss when the second stage deploys. 
4)When the second stage deploys measure the distance from the point of separation from the target. 
5)Wait for them to close in on the target. 
6)Pass time using 5 sec increments to not miss the fact that they run out of fuel (the normal rage of the second stage is ~6m km). 
7)To check that the missile can reach a normal stationary target wait for the other set of missile that where fired at a waypoint 7 to deploy. 
8)Measure the distance and see that its the normal ~4.  5m km and wait to see that the missile reach the waypoint. 

Option 2 when the alien ships are heading away from the missiles (for me it works every time)

1)Leave the 'main' fleet to get hit.   (after killing a ship they turn around and leave, going backwards, so it shouldn't take long)
2)Wait for the missile to get close
3)Start passing time in 5 sec increments
4)When they deploy measure the distance
5)See that they hit the target but they deploy well within AMM range at ~2.  6m km (for me)
6)To check that the missile can reach a normal stationary target wait for the other set of missile that where fired at a waypoint 7 to deploy. 
7)Measure the distance and see that its the normal ~4.  5m km and wait to see that the missile reach the waypoint. 

This might be working as intended for most cases? Because you assume that missiles are always a lot faster (so the distance at witch they intersect vs the actual distance of separation is small) but in this case with slow missiles its very big. 
I hope I am not wrong about this and I hope what i tested helps you.   (not a native English speaker so if there is something that is hard to understand please ask)

 


Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on June 10, 2020, 02:03:37 PM
I'm experiencing wildly increased fuel consumption on a tug moving a shipyard. Couldn't find anything about changes to fuel consumption for tugs, so I'm posting here.

Got a tug with 250k fuel, which will give it 40b+ range over 146 days at no load. I'm expecting it to still have that 40b+ range when tractoring something, just that it takes a lot longer. This was how it was in VB6 (iirc), the tugging ship does not burn more fuel, it just slows down, but it's range did not reduce (now there's argument that the range should reduce, but it wasn't like that afaik).

The situation in my attached DB (US empire) is me trying to tug a big commercial shipyard from Earth to Mars and the tug repeatedly running out of fuel on the way. Take a look at the tractor ship (creatively named just that), note it's fuel, process a 5 turn increment (it'll stop after 3 days, 4 hours) and look at it's fuel again. It burns nearly 100k fuel in those three days. It's engines say they normally should be using 5 434 fuel in 3 days, 4 hours.
Conventional random stars game 40 years in.

Edit: to clarify, the tug moves properly at reduced speeds - it does not burn all that fuel to move at full speed or anything.
Title: Re: v1.11.0 Bugs Thread
Post by: Iceranger on June 10, 2020, 02:13:59 PM
I'm expecting it to still have that 40b+ range when tractoring something, just that it takes a lot longer. This was how it was in VB6 (iirc), the tugging ship does not burn more fuel, it just slows down, but it's range did not reduce (now there's argument that the range should reduce, but it wasn't like that afaik).

This was indeed the case in VB6, but was fixed in C#. Since tugs are supposed to work at max engine power when tugging things, it is reasonable the fuel consumption rate is the same.
Title: Re: v1.11.0 Bugs Thread
Post by: Iceranger on June 10, 2020, 03:25:58 PM
Multi-staged missiles will not explode in a magazine explosion if its first stage does not contain warhead.

The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: testing
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? - easy to reproduce
If this is a long campaign - N/A

To reproduce, design a missile with a warhead (say Missile1). Then, design a second missile (say Missile2), using Missile1 as its second stage, and on its first stage, do not put any warhead.

Design a ship with nothing but a capacity 100 commercial magazine (and the crew quarters).

SM spawn the ship, SM fill the magazine with Missile2. In the fleet window, select the ship, and select the miscellaneous tab, and apply 1 internal damage to the ship. This damage is very likely to hit the commercial magazine and cause it to explode. Refresh the tactical window. You should see 'Secondary Magazine Explosion Strength 0' at the location of the ship.

SM spawn another copy of the ship (if the previous one was not destroyed, SM fix it). This time, fill the magazine with Missile1. Repeat the applying damage and refreshing tactical map steps. This time, the magazine explosion should be a positive value.

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: bean on June 11, 2020, 07:09:45 AM
The function number - N/A
The complete error text - N/A
The window affected - N/A
What you were doing at the time - Ordering a ship to stabilize lagrange point
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - <1 year

The time required to stabilize a lagrange point doesn't update if the commander changes.  I instanted a stabilization ship, and it began work before commander assignments.  I then sent another ship to go in and take over the job, and time required dropped by about 25%. 
Title: Re: v1.11.0 Bugs Thread
Post by: bean on June 11, 2020, 07:17:46 AM
The function number - N/A
The complete error text - N/A
The window affected - Naval organization
What you were doing at the time - Assigning missile launchers to FCs
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Early game

My primary missile cruiser has two different fire-controls, one R20, and two R100, all about the same range.  (The R20 is to cover the possibility of FAC and fighter attack, obviously.) There are 18 missile tubes.  When I hit auto FC, I get six tubes assigned to the R20 FC, and the other 12 tubes just vanish.  This happens no matter what state the ship is in initially.  I could have it totally set up, or there could be no assignments at all yet.  No matter what, those tubes seem to be gone until I copy an assignment from another ship of the same class.

Confirmed.
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on June 11, 2020, 08:21:18 AM
Byron, if you have a db to reproduce the above it may help. Any mods or db edits involved?
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on June 11, 2020, 08:30:21 AM
Byron, if you have a db to reproduce the above it may help. Any mods or db edits involved?

Do not have the DB but can confirm the same thing happened to me:

1- Design a missile ship with 2 or more FCs (each with ECCM - you might test without for completeness). My ships also had a BFC for gauss weapons set to final defensive
2- Have a certain amount of missile tubes (exact number doesn't matter but I had an even count for symmetry)
3- Use auto-assign FC on that ship

In my case I had a ship with 20 tubes and 2 MFCs, what happened is that the ECCM was fine, but for some reason only the 1st 5 leunchers were assigned to MFC1 and tubes 5-10 were assigned to MFC2. For some reason tubes 19-20 were visible under unassigned launchers but 11-18 were rendered invisible in the UI.

I resolved this problem by manual assignment on another ship of the same class and using the class assignment button, this correctly assigned all weapons on the affected ship.

Note: I also have AMM ships with 30 tubes and 2 MFCs. For some reason this bug did not happen on MFCs that auto-assign designates point defence modes for.
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on June 11, 2020, 08:37:30 AM
Ships with damaged engines moving at 1km/s seem to still act as if they are moving at their top speed when it comes to hit chance in combat. This is with a spoiler race invaders so maybe they have something I don't know about.

Attached is DB to check it out. Their engines were shot out by missiles.

In that db the hit chance goes up significantly on the next increment (cancel move order so distance is not a factor) for your ship firing at the spoiler. I'm not sure when the speed dropped to 1, but I cannot say I'm seeing what you are reporting. Could be related to the reload of course if you had previously fired on it for several increments without a change after the engine damage?
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on June 11, 2020, 08:46:40 AM
Byron, if you have a db to reproduce the above it may help. Any mods or db edits involved?

Do not have the DB but can confirm the same thing happened to me:

1- Design a missile ship with 2 or more FCs (each with ECCM - you might test without for completeness). My ships also had a BFC for gauss weapons set to final defensive
2- Have a certain amount of missile tubes (exact number doesn't matter but I had an even count for symmetry)
3- Use auto-assign FC on that ship

In my case I had a ship with 20 tubes and 2 MFCs, what happened is that the ECCM was fine, but for some reason only the 1st 5 leunchers were assigned to MFC1 and tubes 5-10 were assigned to MFC2. For some reason tubes 19-20 were visible under unassigned launchers but 11-18 were rendered invisible in the UI.

I resolved this problem by manual assignment on another ship of the same class and using the class assignment button, this correctly assigned all weapons on the affected ship.

Note: I also have AMM ships with 30 tubes and 2 MFCs. For some reason this bug did not happen on MFCs that auto-assign designates point defence modes for.

Added ECCM and BFC, still failing to reproduce. There was a bug just like this one fixed for the latest patch. Did you see this happen in v1.11.0?
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on June 11, 2020, 08:52:59 AM
Did you see this happen in v1.11.0?

Yes sir. I got the DB here. You want to look at TG1: 1st Missile Group, there are two CGs, HSS Eagle and HSS Republic. Go to any of those and press "auto assign FC" you will notice that some of the assigned launchers will vanish.

2 will appear in unnasigned, there will be 6 assigned to each MFC, that gives 14 launchers on a 20 launcher ship. I think the game is trying to assign the other 6 launchers to the BFC (an even split if there were 3 MFCs) which of course is causing issues.
Title: Re: v1.11.0 Bugs Thread
Post by: bean on June 11, 2020, 08:56:16 AM
Byron, if you have a db to reproduce the above it may help. Any mods or db edits involved?
No mods or DB edits.  Everything is pretty much normal.
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on June 11, 2020, 09:06:01 AM
Yes sir. I got the DB here. You want to look at TG1: 1st Missile Group, there are two CGs, HSS Eagle and HSS Republic. Go to any of those and press "auto assign FC" you will notice that some of the assigned launchers will vanish.

2 will appear in unnasigned, there will be 6 assigned to each MFC, that gives 14 launchers on a 20 launcher ship. I think the game is trying to assign the other 6 launchers to the BFC (an even split if there were 3 MFCs) which of course is causing issues.

Thanks, db made it much easier. Will tinker some more with your ship then report it.
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on June 11, 2020, 09:16:13 AM
Yes sir. I got the DB here. You want to look at TG1: 1st Missile Group, there are two CGs, HSS Eagle and HSS Republic. Go to any of those and press "auto assign FC" you will notice that some of the assigned launchers will vanish.

2 will appear in unnasigned, there will be 6 assigned to each MFC, that gives 14 launchers on a 20 launcher ship. I think the game is trying to assign the other 6 launchers to the BFC (an even split if there were 3 MFCs) which of course is causing issues.

Thanks, db made it much easier. Will tinker some more with your ship then report it.

You might also try messing around with the DDG Guardian and FFG Phalanx classes - those are my AMM Destroyer and AMM Frigate classes respectively they also have a 2 MFC 1 BFC layout.
Title: Re: v1.11.0 Bugs Thread
Post by: Iceranger on June 11, 2020, 09:25:48 AM
Yes sir. I got the DB here. You want to look at TG1: 1st Missile Group, there are two CGs, HSS Eagle and HSS Republic. Go to any of those and press "auto assign FC" you will notice that some of the assigned launchers will vanish.

2 will appear in unnasigned, there will be 6 assigned to each MFC, that gives 14 launchers on a 20 launcher ship. I think the game is trying to assign the other 6 launchers to the BFC (an even split if there were 3 MFCs) which of course is causing issues.

Thanks, db made it much easier. Will tinker some more with your ship then report it.

You might also try messing around with the DDG Guardian and FFG Phalanx classes - those are my AMM Destroyer and AMM Frigate classes respectively they also have a 2 MFC 1 BFC layout.

I guess this bug is essentially the same issue that caused http://aurora2.pentarch.org/index.php?topic=11565.msg135426#msg135426. Since you have 2 different types of ECCM, and the one being chosen has only 1, so it confuses the auto assignment.
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on June 11, 2020, 11:31:59 AM
Yes sir. I got the DB here. You want to look at TG1: 1st Missile Group, there are two CGs, HSS Eagle and HSS Republic. Go to any of those and press "auto assign FC" you will notice that some of the assigned launchers will vanish.

2 will appear in unnasigned, there will be 6 assigned to each MFC, that gives 14 launchers on a 20 launcher ship. I think the game is trying to assign the other 6 launchers to the BFC (an even split if there were 3 MFCs) which of course is causing issues.

Thanks, db made it much easier. Will tinker some more with your ship then report it.

You might also try messing around with the DDG Guardian and FFG Phalanx classes - those are my AMM Destroyer and AMM Frigate classes respectively they also have a 2 MFC 1 BFC layout.

I guess this bug is essentially the same issue that caused http://aurora2.pentarch.org/index.php?topic=11565.msg135426#msg135426. Since you have 2 different types of ECCM, and the one being chosen has only 1, so it confuses the auto assignment.

Its seems like the missile lanuchers are distributed according to the number of ECCMs instead of the number of MFCs. Doesn't explain why it doesn't happen on AMMs tho.
Title: Re: v1.11.0 Bugs Thread
Post by: Black on June 11, 2020, 11:55:41 AM
Beams are bugged as well in Auto Assign FC. Design has 6 railguns, 8 missile launchers, 2 gauss turrets and 2 ECCMs. This happens with auto assign:

(https://i.ibb.co/w4KGMdB/bug.png) (https://ibb.co/FzBZghm)

12 railguns, only 4 launchers, 2 turrets and 1 ECCM.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 11, 2020, 07:33:39 PM
The function number: N/A
The complete error text: Transit Failure JT3K1 cannot carry out a transit as there is no available jump drive capable of allowing the fleet's military-engined ships to enter the jump point
The window affected: Naval Organization
What you were doing at the time: Attempting to standard transit a fleet.
Conventional or TN start: TN
Random or Real Stars: random
Is your decimal separator a comma?: '.'
Is the bug is easy to reproduce, intermittent or a one-off?: Trivial

Sub-fleets can't use the parent fleet's jump tenders for a standard transit.  Flattening into a single fleet allows transit but loses fleet structure.Edit:Flattening isn't working either, yet I'm certain I got it to work. ???

There also does not appear to be any indicator for jump shock.

Not sure if this is WAI or not, but "Self-only" jump drives can act as jump tenders and jump buddies for standard transits.  They are only prevented from buddying for squadron transits.


Edit2: I'm going to have to !!SCIENCE!! this a bit.  Sorry about the noise.
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on June 11, 2020, 08:02:25 PM
1.11.0

Seems like Bughunter is going to become even more familiar with my missile cruisers. See this DB is from the game you've already seen but now I've come across two randomly generated NPRs (starting no. was 0) in the system Alpha Mensae. Pretty cool that two spawned sharing the same planet but thats besides the point.

Relations soured and now I am at war and am winning - to the point where I'm lobbing missiles at their shipyards. This is where the bug begins.

Upon launch the missiles immediately lose their target, despite being in their parent vessels active active range, thankfully the missiles have onboard active sensors (27m range) so they keep flying towards their target.
Except they don't fly towards their target - they go straight for the primary star (only star in the system) of Alpha Mensae which also happens to be in range. Once they reach the star they explode and somehow manage to hit the shipyards, the energy impact is even in the correct location (the shipyards) but for some reason they are flying to the sun. Note that because there are two NPRs that spawned on the same body, there are two sets of shipyards.

To reproduce load up the DB, go to Alpha Mensae - some missiles are already in flight with the cruisers already on orders to empty their mags, run and observe.

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: Malorn on June 12, 2020, 05:51:55 AM
1.11.0

I'm playing an odd sort of game, which involved losing my homeworld. When I did this it seems to have broken a lot of things. Civilians no longer spawn, at all. My naval HQ on the planet I fled to is not showing up in the list, in fact there are no naval HQ's in the list for me to select. At this point, this appears to be a bug, I hope? Attached DB.

Confirm bug easily by looking at planet haven, has 3 naval HQs, one sector command, then attempt to make a new naval command, notice that there are no populations or systems showing up as 'in range'.

Reported
Title: Re: v1.11.0 Bugs Thread
Post by: Migi on June 13, 2020, 08:46:23 AM
The function number: N/A
The complete error text: N/A
The window affected: Main screen
What you were doing at the time: Stabilizing Lagrange point in Alpha Centauri
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: unknown, possibly one off
Campaign length: Continuation of imperium campaign

I have stabilized a planetary Lagrange point in Alpha Centauri for planet B VI, but the location of the Lagrange point does not seem to match the normal position of Lagrange points. The new Lagrange point appears approximately 120 to 150 degrees around the orbit (nearly on the opposite side), normally they are about 60 degrees round, see attached image.

A quick check of wikipedia shows that the 60 degree position is normal. Additionally there are several other stable Lagrange points in the game, all of which appear to be around the 60 degree point, several others in Alpha Centauri, 3 in Sol, 3 in Kapteyn's star, 2 in Helios.

The only thing I'm not sure about is whether this particular Lagrange point is the first to be created by a stabilization ship after I took up the game. I think that all the ones are either natural or generated before I started but I'm not certain.

Whether this is something wrong with the DB, my installation or an issue with the game code I have no idea.

(edit) per below, advancing time by 5 days causes the LP to move to the normal position. Which is weird (because why is it in the wrong position initially, and why does it move to the right position later) but at least leaves the game in a normal situation.(/edit)
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 13, 2020, 08:58:12 AM
The function number: N/A
The complete error text: N/A
The window affected: Main screen
What you were doing at the time: Stabilizing Lagrange point in Alpha Centauri
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: unknown, possibly one off
Campaign length: Continuation of imperium campaign

I have stabilized a planetary Lagrange point in Alpha Centauri for planet B VI, but the location of the Lagrange point does not seem to match the normal position of Lagrange points. The new Lagrange point appears approximately 120 to 150 degrees around the orbit (nearly on the opposite side), normally they are about 60 degrees round, see attached image.

A quick check of wikipedia shows that the 60 degree position is normal. Additionally there are several other stable Lagrange points in the game, all of which appear to be around the 60 degree point, several others in Alpha Centauri, 3 in Sol, 3 in Kapteyn's star, 2 in Helios.

The only thing I'm not sure about is whether this particular Lagrange point is the first to be created by a stabilization ship after I took up the game. I think that all the ones are either natural or generated before I started but I'm not certain.

Whether this is something wrong with the DB, my installation or an issue with the game code I have no idea.
LPs in Aurora should always be trailing at 60°.  If you advance 5 days does it correct itself?
Title: Re: v1.11.0 Bugs Thread
Post by: Migi on June 13, 2020, 09:13:59 AM
The function number: N/A
The complete error text: N/A
The window affected: Main screen
What you were doing at the time: Stabilizing Lagrange point in Alpha Centauri
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: unknown, possibly one off
Campaign length: Continuation of imperium campaign

I have stabilized a planetary Lagrange point in Alpha Centauri for planet B VI, but the location of the Lagrange point does not seem to match the normal position of Lagrange points. The new Lagrange point appears approximately 120 to 150 degrees around the orbit (nearly on the opposite side), normally they are about 60 degrees round, see attached image.

A quick check of wikipedia shows that the 60 degree position is normal. Additionally there are several other stable Lagrange points in the game, all of which appear to be around the 60 degree point, several others in Alpha Centauri, 3 in Sol, 3 in Kapteyn's star, 2 in Helios.

The only thing I'm not sure about is whether this particular Lagrange point is the first to be created by a stabilization ship after I took up the game. I think that all the ones are either natural or generated before I started but I'm not certain.

Whether this is something wrong with the DB, my installation or an issue with the game code I have no idea.
LPs in Aurora should always be trailing at 60°.  If you advance 5 days does it correct itself?
It does now that you mention it, my first thought was to post the report and then I got distracted.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 13, 2020, 09:48:33 AM
It does now that you mention it, my first thought was to post the report and then I got distracted.
That they are positioned wrong initially is still a bug, just self-correcting.

The function number: N/A
The complete error text: N/A
The window affected: Tactical Map
What you were doing at the time: First Contact
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: '.'
Is the bug is easy to reproduce, intermittent or a one-off?: Easy with attached database.

Passive sensor buoys do not actually detect anything.

Fleet 'RSP' just discovered aliens at JP1 in '3 System #8'.  The alien ship is right on top of a sensor buoy that should have detected it easily.
Directing RSP towards JP2 and advancing 20 minutes loses contact.
Directing RSP towards JP1 and advancing another 20 minutes re-establishes contact.

The buoy has both EM and TH sensors with strength 0.98.  It is rated to detect strength 1000 signals at 7.8m km.  The alien has a thermal signature of 2560 and is directly on top of the buoy.
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on June 13, 2020, 02:28:29 PM
For some time now I've been observing that the ship names of alien ships on the map got cut off in my multi-nation earth start game. The situation finally came to a head when I got an error message in function 1938, saying that parameter length could not be less than 0, when a ship with a name less than four characters long got constructed.
When the "Group Contacts" option in the contacts tab of the tactical map is active, the last four characters of all alien ships displayed on the map get cut off, this is to make "DD Fletcher 001"-"DD Fletcher 027" have all the same name and group up as "27x DD Fletcher". Except when you use the "Real Ship/Class Names" option for that race their ships will not be named after their class and a number but have their real names shown. That name will have four characters cut off from it just like any other. If that name is less than four characters long, aforementioned error is thrown.

Case in point: my attached DB. Hit 5d increment once to have the EU finish the cruiser Nyx (three characters). Advance time again and the other nations will detect it, throwing errors when viewed as their "group contacts" option is on.
To contrast, reload the DB again and rename the cruiser in shipyard tasks to something longer before it finishes. Advance time twice again and no error will appear.

To reproduce:
* Start new game with default settings and 2 player race
* Advance time once so they get to know each other, they are automatically using "use real ship/class names"
* SM-create two ships of the same class. Rename one to a name of three characters or less in the same increment it got spawned.
* Switch to second race, activate "group contacts" in the contacts tab of the tactical map
* Advance time. The second race now detects the two ships for the first time. You should now have the error. It should reappear every time the tactical map updates.

Workaround: Don't give any ships names with less than 4 characters or don't use the "group contacts" option. If the error already appears one can rename the ship in question in the intel window for the respective race.

Suggested fix: Implement a check in function 1938 if the last four digits are of the pattern space-digit-digit-digit before cutting off the characters.
Title: Re: v1.11.0 Bugs Thread
Post by: netfires on June 13, 2020, 02:32:05 PM
Every 5-day construction increment the game throws a single error message but is otherwise unbothered.  Began a month or two ago in campaign time but not sure what the trigger was.  Smaller increments do not produce the error, and larger increments only produce one instance of the message, not one for every construction increment.

The function number #2423
The complete error text 1. 11. 0 Function #2423: Object reference not set to an instance of an object
The window affected N/A
What you were doing at the time Not sure but I believe I designed a few components just prior to onset [a BFC, laser, laser turret, and a reactor]
Conventional or TN start TN
Random or Real Stars Random
Is your decimal separator a comma? It is not
Is the bug is easy to reproduce, intermittent or a one-off? reproducible every construction increment with DB
If this is a long campaign only 33 years
Title: Re: v1.11.0 Bugs Thread
Post by: watcherseye on June 14, 2020, 02:00:43 PM
The function number: #1427
The complete error text: 1. 11. 0 Function #1427: Access to the path 'AuroraDBSaveBackup. db' is denied. 
The window affected: Occurs when saving.
What you were doing at the time: Attempting to save the game.
Conventional or TN start: TN
Random or Real Stars: Not sure, whichever is the default. 
Is your decimal separator a comma?: yes. 
Is the bug is easy to reproduce, intermittent or a one-off?: Happens whenever I attempt to save the game now.   
If this is a long campaign: I'm in the year 2080

Game saving 'appears' to be working.   I haven't exited yet to try.   The time stamp on the AuroraDB updated as expect when saved.   

Not a bug
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on June 14, 2020, 02:36:05 PM
The function number: #1427
The complete error text: 1. 11. 0 Function #1427: Access to the path 'AuroraDBSaveBackup. db' is denied. 
The window affected: Occurs when saving.
What you were doing at the time: Attempting to save the game.
Conventional or TN start: TN
Random or Real Stars: Not sure, whichever is the default. 
Is your decimal separator a comma?: yes. 
Is the bug is easy to reproduce, intermittent or a one-off?: Happens whenever I attempt to save the game now.   
If this is a long campaign: I'm in the year 2080

Game saving 'appears' to be working.   I haven't exited yet to try.   The time stamp on the AuroraDB updated as expect when saved.

Have you mean changing or modifying any sort of user permissions on your system? Does the problem persist if you were to run Aurora.exe as administrator?
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on June 14, 2020, 03:19:17 PM
Make sure you place the Aurora folder somewhere outside your Program Files.
Title: Re: v1.11.0 Bugs Thread
Post by: davidb86 on June 14, 2020, 08:28:17 PM
Version 1.11.00

You can create a colony on a gas giant in the mineral report screen, but not in the system view screen.  once the colony is created it shows up as a colony and you can ship ground installations or assign a governor, civilians will not ship colonists as there is no population,  Auto mines will mine sorium.

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: watcherseye on June 15, 2020, 09:50:20 AM
Quote from: Droll link=topic=11565. msg137097#msg137097 date=1592163365
Quote from: watcherseye link=topic=11565. msg137094#msg137094 date=1592161243
The function number: #1427
The complete error text: 1.  11.  0 Function #1427: Access to the path 'AuroraDBSaveBackup.  db' is denied.   
The window affected: Occurs when saving. 
What you were doing at the time: Attempting to save the game. 
Conventional or TN start: TN
Random or Real Stars: Not sure, whichever is the default.   
Is your decimal separator a comma?: yes.   
Is the bug is easy to reproduce, intermittent or a one-off?: Happens whenever I attempt to save the game now.   
If this is a long campaign: I'm in the year 2080

Game saving 'appears' to be working.    I haven't exited yet to try.    The time stamp on the AuroraDB updated as expect when saved. 

Have you mean changing or modifying any sort of user permissions on your system? Does the problem persist if you were to run Aurora. exe as administrator?

The game is sitting on an external drive with exFAT, so no NTFS permissions.   Seems to have been an I/O error.   After rebooting the error doesn't appear.   
Title: Re: v1.11.0 Bugs Thread
Post by: Migi on June 15, 2020, 04:04:53 PM
Quote from: Droll link=topic=11565. msg137097#msg137097 date=1592163365
Quote from: watcherseye link=topic=11565. msg137094#msg137094 date=1592161243
The function number: #1427
The complete error text: 1.  11.  0 Function #1427: Access to the path 'AuroraDBSaveBackup.  db' is denied.   
The window affected: Occurs when saving. 
What you were doing at the time: Attempting to save the game. 
Conventional or TN start: TN
Random or Real Stars: Not sure, whichever is the default.   
Is your decimal separator a comma?: yes.   
Is the bug is easy to reproduce, intermittent or a one-off?: Happens whenever I attempt to save the game now.   
If this is a long campaign: I'm in the year 2080

Game saving 'appears' to be working.    I haven't exited yet to try.    The time stamp on the AuroraDB updated as expect when saved. 

Have you mean changing or modifying any sort of user permissions on your system? Does the problem persist if you were to run Aurora. exe as administrator?

The game is sitting on an external drive with exFAT, so no NTFS permissions.   Seems to have been an I/O error.   After rebooting the error doesn't appear.
I'll also point out that you should change your decimal separator to a period otherwise the game will do and show weird things, although I would imagine that is not causing this specific.
Title: Re: v1.11.0 Bugs Thread
Post by: Magellanic on June 16, 2020, 12:31:11 PM
I have two errors to report.  You can find the DB attached in this post and an image as well.   

First error:
---
The function number: #1145
The complete error text: 1.   11.   0 Function #1145: The key given was not present in the dictionary
The window affected: When starting the game
What you were doing at the time: Deleted a system using SM mode, and was in the galaxy view.   
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Happens everytime I try to start the game.   
If this is a long campaign: Yeah 2145
Notes: This error was also reported by a different user in version 1.   5.   1 which was subsequently fixed by Steve in this message: hxxp: aurora2.   pentarch.   org/index.   php?topic=10756.   msg124488#msg124488

Second error which happens as soon as I load the game after going past the first error
---
The function number: #1965
The complete error text: 1.   11.   0 Function #1965: Object reference not set to an instance of the object.   
The window affected: Before the game loads the map view (Sol system - when starting it)
What you were doing at the time: Just started to happen, it might be related to the above error.    But I was mostly spending a lot of time exploring.   
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Happens everytime I try to start the game.   
If this is a long campaign: Yeah 2145


Not sure to which error this is related, but my Galaxy Map view is also looking a bit odd, see the respective attachment.   
Title: Re: v1.11.0 Bugs Thread
Post by: Oncidium on June 16, 2020, 05:18:01 PM
The function number: 900, 2899, 2241, 2216
The complete error text: Value was either too large or too small for an Int32
The window affected: When designing ships, or inputting numbers using SM
What you were doing at the time: Adding fuel storage to a ship class, Accessing fleet in Fleet Organization, Adding pop in SM mode
Conventional or TN start: TN
Random or Real Stars: Has occurred in both
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Should be doable if value inputted exceeds what is allowed
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Managed to do straight at the start

When designing a ship class, couldn't add more fuel than 2,000,000,000 litres as it would give the 2899 error.  The amount of fuel won't go up once that error shows up, no matter how many fuel storage you add.  The same error would occur if the total amount of fuel in a fleet exceeded that value I assume, as no other module would cause this error so far.    In this case, attempts to click on the fleet would cause the 900 error to pop up, but I could still modify the fleet afterwards.   Both have the same message.   When modifying the fuel of a single ship, if different modules are used (for example, a large number of Ultra Large and Super Large) instead of having an error, the fuel value would just disappear from the list entirely. 

Also, if a number is large enough when inputted into the Edit Pop option in SM mode (I think number number increasing number of digits should do the trick), the 2241 error pops up, and after the 2216 error (same message).    Then the population does change.    However, an attempt to return the population to 0 changes the total pop to 0, but make the pop working agriculture some large value, and the pop working manufacturing the same number but negative.    Although I haven't tested this one again, you can cause and error in SM mode when editing or adding things in the civilian economy window.   

I think these errors are probably the same, so I put them in one report.    Are they errors, or just limits to the game?

I have attached a DB with all the fleet related errors
There are three ship classes in them, two with the class related errors of Fuel Modules.  For the one with too much of the same fuel storage type, there should be more fuel storage than the amount of fuel the ship can carry suggests.
The last class is to show the fleet related error, and there is a fleet made which also has that error

Title: Re: v1.11.0 Bugs Thread
Post by: boolybooly on June 17, 2020, 01:51:54 PM
For some reason the same day that my lead GC researcher gets an illness, all the basic GC researches which the game starts with are notified researched.

This is about 49 years into the game 2074 as can be seen in the screeny which shows the tactical report and the events window showing the same events.

Not a bug
Title: Re: v1.11.0 Bugs Thread
Post by: Second Foundationer on June 17, 2020, 02:35:02 PM
For some reason the same day that my lead GC researcher gets an illness, all the basic GC researches which the game starts with are notified researched.

This is about 49 years into the game 2074 as can be seen in the screeny which shows the tactical report and the events window showing the same events.

Assuming this was your first civilian mining colony, the reason for those announcements is probably in the following log entry, not the preceding one. And in that case, they are not game start techs, but unit designs: Once the first civ mining operation opens, the game auto-creates basic units for a civilian garrison formation to guard the mining colony. If you tick the Show Civilian tickbox in the Ground Forces window, they are displayed.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 17, 2020, 11:17:55 PM
The function number: N/A
The complete error text: N/A
The window affected: Create Research Project
What you were doing at the time: Designing an engine
Conventional or TN start: N/A
Random or Real Stars: N/A
Is your decimal separator a comma?: '.'
Is the bug is easy to reproduce, intermittent or a one-off?: Trivial

25% Thermal Reduction actually gives 24%.

A 20 HS Nuclear Thermal Engine at 100% boost gives 100 EP, making it really easy to check.

Edit: This bug was present in VB. ???

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: Desdinova on June 18, 2020, 11:30:32 AM
Neutral races still don't work.

In VB6, NPRs could be created as a "neutral race", which would then be a passive population that the player race could draw colonists from as long as they were deposited on an extrasolar body.

There is an option to create neutral races in C#, but they cannot be created as NPRs, and player race colony ships can't load colonists from them. Additionally, creating a neutral race causes an exception:

The function number: #2110
The complete error text: 1.11.0 Function #2110: Object reference not set to an instance of an object
The window affected: I created a neutral race from the system display.
What you were doing at the time: I created a neutral race immediately after game start.
Conventional or TN start: same behavior for both.
Random or Real Stars: real stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce. Create a new game, enter spacemaster mode, open system display, select earth, choose create race, choose the human species, check "Neutral Race" and press create.
Title: Re: v1.11.0 Bugs Thread
Post by: dalmi on June 18, 2020, 11:56:28 AM
Very minor bug I noticed.

The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: N/A
Conventional or TN start: N/A
Random or Real Stars: N/A
Is your decimal separator a comma?: '. '
Is the bug is easy to reproduce, intermittent or a one-off?: Trivial

A commander's homeworld is always the same location as a military academy even if the colony has 0 pop.

I remember in VB6 that it was dependent on the pop ratio of your colonies or was I wrong?
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on June 18, 2020, 04:27:08 PM
Underway replenishment doesn't work after loading up a game.
It works again after researching the next upgrade in the tech tree.   Bug occurs again after closing game.

Reproduced the bug in 1. 9. 5 and 1. 11.

Do you happen to have a db where I could see this happening?
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 18, 2020, 09:13:21 PM
Underway replenishment doesn't work after loading up a game.
It works again after researching the next upgrade in the tech tree.   Bug occurs again after closing game.

Reproduced the bug in 1. 9. 5 and 1. 11.

Do you happen to have a db where I could see this happening?

Here is a db that shows it.  Load the DB and repeat 5 day increments.  Both fleets will stop due to out-of-fuel at the same time, despite one having a tanker set to refuel.  Reload the game and instant research the next refuelling tech.  The fleet with a tanker will continue after the fleet without one runs out of fuel.
Title: Re: v1.11.0 Bugs Thread
Post by: dalmi on June 18, 2020, 10:04:51 PM
Quote from: Bughunter link=topic=11565. msg137527#msg137527 date=1592515628
Quote from: dalmi link=topic=11565. msg136152#msg136152 date=1591324280
Underway replenishment doesn't work after loading up a game. 
It works again after researching the next upgrade in the tech tree.    Bug occurs again after closing game. 

Reproduced the bug in 1.  9.  5 and 1.  11. 

Do you happen to have a db where I could see this happening?

Attaching my DB as well.   
Fleet runs out of fuel with tanker refuel on until you research next level of underway replenishment.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 18, 2020, 11:07:56 PM
Two errors for one database!  Limited time offer!  While supplies last!

Attacking shipyards with beam weapons randomly cancels shipyard tasks for all shipyards, not just the one hit.  Destroying a slipway is not necessary.

In the test game, Player 1 has 7 shipyard tasks and Mankova has 9.  Player 1 has a beam ship armed with one Carronade in orbit of Mars, with orders to attack Mankova's shipyards.  Advance time 5 seconds to fire one shot and then view both players' Shipyard Tasks lists.

Edit: If you have Mankiva's event log open then slipways are reported as destroyed even if none were.  These messages disappear if you switch to Player 1 and then back.
Confirmed

The function number: 551
The complete error text: Object reference not set to an instance of an object
The window affected: Economics, Shipyards tab
What you were doing at the time: Retooling a shipyard
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Trivial

Attempting to retool a shipyard when no compatible class is available throws this error.  To reproduce in the provided test game, select Player 1, Economics window, Earth, Shipyards, Astaroth Designs Inc., Retool, and Set Activity.
Yes, but I think this can probably be considered WAI. You do something that is clearly wrong and get an error message, but no lasting negative effect from it that I can see.
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on June 19, 2020, 05:10:38 AM
Thanks all of you who post db:s with setups to find the bugs, it saves a lot of time for me letting me handle more bugs so in the end saves more time for Steve letting him do more new functionality.
Title: Re: v1.11.0 Bugs Thread
Post by: boolybooly on June 19, 2020, 09:50:25 AM
Lifepods are disappearing when their LS number last showed 13 days 10 hours plus remaining !?

They disappear when you get under 13d:10hr

They seem to be lasting 14 hours not 14 days.   

Typo in the code?
Title: Re: v1.11.0 Bugs Thread
Post by: unkfester on June 19, 2020, 10:26:07 AM
Disappearing Jump point and Ships
Game year 77  No Aliens in game yet
Problem First started when i explored a new Jump point. Received Error  1.11.0 FUNCTION #3248 THE KEY GIVEN WAS NOT PRESENT IN THE DICTIONARY. The new system name did not show on galactic map.
after a couple of saves/restarts ( should of saved a DB)  did not resolve problem, next all jump lanes and ships disappeared They are running in background as they appear on events.
 I forwarded game until my tankers were built. on movement screen it still doesn't show jump points. I have attached DB just before tankers are built. I have not got a DB before problem started
Title: Re: v1.11.0 Bugs Thread
Post by: Dreadder on June 19, 2020, 11:43:47 AM
I have the same problem (and some additional info) as the one Ektor already posted in v 1. 40 thread ( hxxp:aurora2. pentarch. org/index. php?topic=10715. msg123331#msg123331 ) but was never resolved.   

When organizing ground formations, trying to set my artillery formation to provide support to another unit (armoured battalion) by dragging it onto the unit I want supported only causes it to become a subformation of the unit - BUT I can do it the other way around (set armoured battalion to support artillery).  Both units are directly subordinate to the same brigade HQ formation, so there shouldn't be a problem in theory.   

What I did manage to figure out (and test as well) is, that the unit doing the supporting needs to have a larger HQ capacity than the one being supported - I made another artillery formation with larger HQ capacity than tank battalion's and this time new artillery unit could support armoured one but armoured couldn't support the new artillery unit anymore.   
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on June 19, 2020, 11:47:01 AM
I have the same problem (and some additional info) as the one Ektor already posted in v 1.  40 thread ( hxxp: aurora2.  pentarch.  org/index.  php?topic=10715.  msg123331#msg123331 ) but was never resolved. 

When organizing ground formations, trying to set my artillery formation to provide support to another unit (armoured battalion) by dragging it onto the unit I want supported only causes it to become a subformation of the unit - BUT I can do it the other way around (set armoured battalion to support artillery).   Both units are directly subordinate to the same brigade HQ formation, so there shouldn't be a problem in theory.   

What I did manage to figure out (and test as well) is, that the unit doing the supporting needs to have a larger HQ capacity than the one being supported - I made another artillery formation with larger HQ capacity than tank battalion's and this time new artillery unit could support armoured one but armoured couldn't support the new artillery unit anymore.

I think this is WAI from a code perspective. IMO I agree with the premise that the "smart" drag and drop isn't always as smart as one hopes but that is a suggestion not a bug.

Fortunately for you there is a work around - make your artillery formation:
Have the same parent formation
Have the same HQ size

If you fulfill those two criteria you will be able to have the artillery support the armour and vice versa.
Title: Re: v1.11.0 Bugs Thread
Post by: Dreadder on June 19, 2020, 12:57:37 PM
Quote from: Droll link=topic=11565. msg137625#msg137625 date=1592585221
I think this is WAI from a code perspective.  IMO I agree with the premise that the "smart" drag and drop isn't always as smart as one hopes but that is a suggestion not a bug.

Fortunately for you there is a work around - make your artillery formation:
Have the same parent formation
Have the same HQ size

If you fulfill those two criteria you will be able to have the artillery support the armour and vice versa.
Yeah, I already made my artillery units with oversized HQ, I mostly wanted to point it out for others that will encounter the same issue.  :)
Title: Re: v1.11.0 Bugs Thread
Post by: Dawa1147 on June 19, 2020, 05:32:30 PM
Off-Topic: show
During Play, the System Information Window (with the Planets and Moons) does not open. The Taskbar shows a white window, but nothing opens.
From then on starting Aurora creates the following error messages:

1.11.0 Function #483: SQL Logic Error or missing database no such table: FCT_Game
1.11.0 Function #139: The object reference was not set to an object instance
1.11.0 Function #138: The object reference was not set to an object instance

Then the Main Display opens. It is white, with the Taskbars there. The "Display" Sidebar no longer has any boxes checked. Along with it is the next Error code:
1.11.0 Function #142: The object reference was not set to an object instance

Closing this Error/Pressing OK makes the System View the normal blue.

Opening any window makes the Error
1.11.0 Function #155: The object reference was not set to an object instance
EXCEPTION: Opening the Game Setting Window creates the Error

1.11.0 Function #483: SQL Logic Error or missing database no such table: FCT_Game
1.11.0 Function #1699: The object reference was not set to an object instance

And opens an empty Game Information Window.

Closing it brings up the Errors

1.11.0 Function #140: The object reference was not set to an object instance
1.11.0 Function #155: The object reference was not set to an object instance



TN start
Random Stars
decimal separator is period
This is a long campaign (60-65ish yearts)

Normal Play up to then (Only noteworthy things:
-long ago I deleted a Fleet that had ships in them, but that hadnt caused any visible problems, and I could open the System View Window normally
-I discovered more Systems that had no Planets)

Solved, was the White Window problem, but it appears to have wiped the AuroraDB. Using the following fix on the AuroraDBSaveBackup fixed it:
The white preview problem is usually due to a window being positioned off-screen.  The fix is to close all secondary windows, then press the 'Reset Windows' button under the Miscellaneous tab, then save, then close and restart Aurora.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 19, 2020, 07:04:19 PM
During Play, the System Information Window (with the Planets and Moons) does not open. The Taskbar shows a white window, but nothing opens.
From then on starting Aurora creates the following error messages:

1.11.0 Function #483: SQL Logic Error or missing database no such table: FCT_Game
1.11.0 Function #139: The object reference was not set to an object instance
1.11.0 Function #138: The object reference was not set to an object instance

Then the Main Display opens. It is white, with the Taskbars there. The "Display" Sidebar no longer has any boxes checked. Along with it is the next Error code:
1.11.0 Function #142: The object reference was not set to an object instance

Closing this Error/Pressing OK makes the System View the normal blue.

Opening any window makes the Error
1.11.0 Function #155: The object reference was not set to an object instance
EXCEPTION: Opening the Game Setting Window creates the Error

1.11.0 Function #483: SQL Logic Error or missing database no such table: FCT_Game
1.11.0 Function #1699: The object reference was not set to an object instance

And opens an empty Game Information Window.

Closing it brings up the Errors

1.11.0 Function #140: The object reference was not set to an object instance
1.11.0 Function #155: The object reference was not set to an object instance



TN start
Random Stars
decimal separator is period
This is a long campaign (60-65ish yearts)

Normal Play up to then (Only noteworthy things:
-long ago I deleted a Fleet that had ships in them, but that hadnt caused any visible problems, and I could open the System View Window normally
-I discovered more Systems that had no Planets)
That looks like your AuroraDB.db file either got deleted or moved to a different folder.  Aurora then created a new empty file when it started and then panicked when there was no data in it.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 19, 2020, 07:17:15 PM
Disappearing Jump point and Ships
Game year 77  No Aliens in game yet
Problem First started when i explored a new Jump point. Received Error  1.11.0 FUNCTION #3248 THE KEY GIVEN WAS NOT PRESENT IN THE DICTIONARY. The new system name did not show on galactic map.
after a couple of saves/restarts ( should of saved a DB)  did not resolve problem, next all jump lanes and ships disappeared They are running in background as they appear on events.
 I forwarded game until my tankers were built. on movement screen it still doesn't show jump points. I have attached DB just before tankers are built. I have not got a DB before problem started
Edit:That took me way to long to find.  It looks like you found an NPR and it didn't generate properly. That or the repeated attempts to save/restore then somehow ate all gravsurvey data for your game.  The jump points are still there, you just can't see them.  If I delete their system then the 3248 error goes away, but I can't restore your gravsurvey data even in SM mode.  Steve might want to take a look, but I'm afraid that your database is borked.

Just for future reference Aurora automatically backs up to AuroraDBSaveBackup.db and AuroraPreviousSaveBackup.db.  Naturally, if you save three or more times after an error then there is no going back.
Title: Re: v1.11.0 Bugs Thread
Post by: Soralin on June 19, 2020, 07:51:56 PM
Disassembling components for research purposes can't complete research projects that aren't actively being researched, and instead produces an error.

1.11.0 Function #2115
Object reference not set to an instance of an object
Conventional start
Random stars
Decimal separator is a period
About 20 years into a campaign

It happens when I try to disassemble a component in Earth's stockpile screen, In the event screen it will say something like "40 research points for Missile Launcher Reload Rate 3 gain from disassembly of Size 5 Missile Launcher", and so long as that doesn't result in the completion of the project, everything works as intended.

But if the number of research points gained is greater or equal to the remaining points to complete the project, the error message "1.11.0 Function #2115: Object reference not set to an instance of an object." will appear, and no points will be applied to the project.  The message for gaining research points will still show up in the event log, but it will not actually apply those points to complete the research.

Experimenting around a bit with it, if the project is actively being researched(has a researcher assigned to working on it, not just in the queue), then the process will work and complete the project.

Disassembling main engineering and combat information centre parts doesn't seem to apply their research points correctly at all unless they're actively being researched, and if they're not being researched, sometimes also comes up with this error regardless of completion.

Added to existing disassembly bug report
Title: Re: v1.11.0 Bugs Thread
Post by: liveware on June 20, 2020, 12:58:15 AM
The function number: 900, 2899, 2241, 2216
The complete error text: Value was either too large or too small for an Int32
The window affected: When designing ships, or inputting numbers using SM
What you were doing at the time: Adding fuel storage to a ship class, Accessing fleet in Fleet Organization, Adding pop in SM mode
Conventional or TN start: TN
Random or Real Stars: Has occurred in both
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Should be doable if value inputted exceeds what is allowed
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Managed to do straight at the start

When designing a ship class, couldn't add more fuel than 2,000,000,000 litres as it would give the 2899 error.  The amount of fuel won't go up once that error shows up, no matter how many fuel storage you add.  The same error would occur if the total amount of fuel in a fleet exceeded that value I assume, as no other module would cause this error so far.    In this case, attempts to click on the fleet would cause the 900 error to pop up, but I could still modify the fleet afterwards.   Both have the same message.   When modifying the fuel of a single ship, if different modules are used (for example, a large number of Ultra Large and Super Large) instead of having an error, the fuel value would just disappear from the list entirely. 

Also, if a number is large enough when inputted into the Edit Pop option in SM mode (I think number number increasing number of digits should do the trick), the 2241 error pops up, and after the 2216 error (same message).    Then the population does change.    However, an attempt to return the population to 0 changes the total pop to 0, but make the pop working agriculture some large value, and the pop working manufacturing the same number but negative.    Although I haven't tested this one again, you can cause and error in SM mode when editing or adding things in the civilian economy window.   

I think these errors are probably the same, so I put them in one report.    Are they errors, or just limits to the game?

I have attached a DB with all the fleet related errors
There are three ship classes in them, two with the class related errors of Fuel Modules.  For the one with too much of the same fuel storage type, there should be more fuel storage than the amount of fuel the ship can carry suggests.
The last class is to show the fleet related error, and there is a fleet made which also has that error

I can confirm and have reproduced the 2899 error above if fuel capacity on a ship exceeds 2E9 liters.

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 20, 2020, 03:06:24 AM
The function number: #144, #1630
The complete error text: see below
The window affected: System Generation window in SM mode, Race Creation
What you were doing at the time: Creating player races for a test game
Conventional or TN start: TN
Random or Real Stars: N/A
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Random but fairly frequent.

Using SM mode to create new races on Earth randomly gives this pair of errors:

1.11.0 Function #144: Object reference not set to an instance of an object
1.11.0 Function #1630: Collection was modified; enumeration operation may not execute

I recently created 7 new races on Earth for a test setup, and this occurred for about half of them.

Edit: Not reproduceable on Windows.  Must be a Mono bug.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 20, 2020, 03:52:48 AM
The function number: N/A
The complete error text: N/A
The window affected: Tactical map
What you were doing at the time: Testing sensor buoys
Conventional or TN start: TN
Random or Real Stars: N/A
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Easy with attached database

Passive sensor buoys don't work.


In the attached database there are seven players.  DSTS were removed from players A-F as some targets were within range.
A-C have sensor ships stationed at Mercury and Ceres.  Mercury has strength 0.5 sensors.  Ceres has strength 1.0 sensors.
D-F have sensor buoys with identical sensors at those same locations.
Z has fleets of target ships with various EM and TH strengths stationed at and around those bodies.  Some targets should be detectable while others should not.

The sensor ships all work as advertised, able to detect all of the targets that they should and unable to detect any of the targets that they shouldn't.  The TH equipped ships also detect each other and the buoy droppers despite being engineless.

The sensor buoys detect exactly nothing.


Tested with Team D but not shown:
Strength 8 EM/TH buoy at Ceres.  Detected nothing despite all Ceres targets being well within range.
EM sensor ship at Ceres.  Detected EM as expected, but the buoys were unable to detect the TH components of those revealed contacts.
Title: Re: v1.11.0 Bugs Thread
Post by: Dawa1147 on June 20, 2020, 04:43:16 AM
Off-Topic: show

During Play, the System Information Window (with the Planets and Moons) does not open. The Taskbar shows a white window, but nothing opens.
From then on starting Aurora creates the following error messages:
...
TN start
Random Stars
decimal separator is period
This is a long campaign (60-65ish yearts)

Normal Play up to then (Only noteworthy things:
-long ago I deleted a Fleet that had ships in them, but that hadnt caused any visible problems, and I could open the System View Window normally
-I discovered more Systems that had no Planets)
That looks like your AuroraDB.db file either got deleted or moved to a different folder.  Aurora then created a new empty file when it started and then panicked when there was no data in it.

Double checked with the PreviousSaveDB:
The Error messages go away, but the System Information Window is still not there (See "AuroraError.PNG")
[/offtopic]

Spike:I am unable to reproduce the missing window using the provided DB.  The white preview problem is usually due to a window being positioned off-screen.  The fix is to close all secondary windows, then press the 'Reset Windows' button under the Miscellaneous tab, then save, then close and restart Aurora.

Fixed the white windows, edited post to reflect that. Dont know how the AuroraDB ended up being 0kB, thank god for the AuroraDBSaveBackup.
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on June 20, 2020, 10:54:36 PM
In the German commander rank theme both the Kommodore and Kontreadmiral have the RADM abbreviation, leading to confusion.

Spike:Confirmed.  Copy-pasting into typos thread.
Title: Re: v1.11.0 Bugs Thread
Post by: TheTalkingMeowth on June 21, 2020, 10:12:17 AM
The function number: N/A
The complete error text: N/A
The window affected: Tactical Map, currently in V1581 Cygni (see DB, United Earth Confederacy game)
What you were doing at the time: advancing time in 1 hour increments with Lost Contacts 1 Day active
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Not sure exactly what triggers it but it is recurring
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 22. 5 years, has been happening for years

Details: I am getting lost contacts showing up in places I cannot possibly have a lost contact.  I have NO sensors in V1581 Cygni and have not for years; I previously deployed active buoys with res 1 sensors and passive thermal+EM buoys on the jump points in this (and other) systems, but they have long since been destroyed in V1581.  Despite this, I will periodically have the lost thermal contact with this group of FACs disappear from where it was last seen and reappear at this strange location in the middle of V1581 Cygni.  Based on their heading when I lost them, the FACs were actually going to V1581 (I last saw them in LHS 288 on the Groombridge 34 jump point, and the timing is roughly correct), so it's possible that this is actually where they are right now (though I don't know why they would be where they are showing up; there is nothing there and it isn't along the path to any known jump points; I have gravsurveyed the system).  I have also noticed that if you turn on distance display, it seems that lost contacts update to show their current distance from your selected location, suggesting some information is "leaking" into the lost contact that it shouldn't have access to.

This particular sequence of losing the thermal contact for that group of FAC in LHS288, then having it reappear in (as far as I can tell) this particular spot in V1581 Cygni has happened 2 or 3 times now.
Title: Re: v1.11.0 Bugs Thread
Post by: TheTalkingMeowth on June 21, 2020, 10:41:10 AM
Sorry for double post, but I have some additional DBs that better show the distance info leaking.

I've advanced time a bit and you can see if you select Cygni A-IV with distance turned on and Lost contacts 1 month, that the FAC contacts show a distance of 217mkm.  This is NOT the distance from the planet to the last known location; this is the distance from the planet to the LHS 288 jump point.  Similarly, if you select Comet #1, the distance is the distance to the jump point.

Advance 5 seconds and lo and behold, the FACs just jumped through from V1581Cygni to LHS288, indicating that the distances show were exactly correct.  What are the odds that I would decide to start saving the DB at the EXACT time they were going through the jump point? I thought I was going to need to SM in DSTs to show that their current location matched the distances shown.

Spike:Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: Second Foundationer on June 21, 2020, 03:52:28 PM
1.11.0 conventional start 98-year campaign.
Minor non-essential thing, but somewhat fundamental: Either the wealth calculation is not working as intended, or the income & expenditure tables in the wealth tab are missing things or miscalculating. Controlled observation in a more compact empire might help to specify. I report for reference, maybe others might throw an occasional glance on this.

We have 48 populated colonies, and a huge civilian sector with now 17 lines, the oldest of them have hundreds of ships (slowing Aurora down significantly, but right now, that pace suits me very well: there is mostly cold/siege war with occasional engagements against superior enemies on two distant frontiers, and after a civilian ship was destroyed by unidentified attackers near the Arm of Terror where we occasionally see a few fast, evasive ships but in six years no other trace of the "Church of Royan" [NPR] we fear: one of these days on a third).
According to the wealth tab, the civilians have provided the bulk of our income for a long time now, and especially recently when shipbuilding has increasingly slowed down while we are waiting for fuel efficiency and engine research to complete in 1898/99, there (should) have been huge surpluses on the order of the screenshot. Yet, wealth has remained in the 2xx,000 range for years, I think most of the 90s. Something is off substantially.

Spike:WAI.  There is a wealth cap to prevent runaway economies.  http://aurora2.pentarch.org/index.php?topic=8495.msg111163#msg111163
Title: Re: v1.11.0 Bugs Thread
Post by: Kaiser on June 22, 2020, 10:26:03 AM
Is this a bug? The Isofindir missles shows two different speed, 18750km/s in the technology view and 24000 in the missles panel.

The function number: N/A
The complete error text: N/A
The window affected: Missles project panel and technology view
What you were doing at the time: N/A
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Not sure
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: more than 150y long

The other two missles seem to have a correct speed in both panels.

Not a bug, you probably gained better tech since the original design
Title: Re: v1.11.0 Bugs Thread
Post by: Ulzgoroth on June 22, 2020, 11:29:38 AM
Is this a bug? The Isofindir missles shows two different speed, 18750km/s in the technology view and 24000 in the missles panel.

The function number: N/A
The complete error text: N/A
The window affected: Missles project panel and technology view
What you were doing at the time: N/A
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Not sure
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: more than 150y long

The other two missles seem to have a correct speed in both panels.

Have you perhaps gained technology since you designed the original Isofindir missile?

When you load a historical design in the missile designer, it loads the design, but the stats are for a new-made missile using that design. So if you've gained main engine technology it will be faster than the original version, etc.

EDIT: If you look, you'll see the design window also has a better MR and higher damage than the Isofindir.
Title: Re: v1.11.0 Bugs Thread
Post by: Kaiser on June 22, 2020, 11:56:25 AM
Is this a bug? The Isofindir missles shows two different speed, 18750km/s in the technology view and 24000 in the missles panel.

The function number: N/A
The complete error text: N/A
The window affected: Missles project panel and technology view
What you were doing at the time: N/A
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Not sure
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: more than 150y long

The other two missles seem to have a correct speed in both panels.

Have you perhaps gained technology since you designed the original Isofindir missile?

When you load a historical design in the missile designer, it loads the design, but the stats are for a new-made missile using that design. So if you've gained main engine technology it will be faster than the original version, etc.

EDIT: If you look, you'll see the design window also has a better MR and higher damage than the Isofindir.

Thank you for the answer, yes also MR and damage are better.

I am not 100% sure, but I am in a phase where I am researching a lot of military techs, so probably yes, at 99% I may have improved my missles technologies meanwhile.
Title: Re: v1.11.0 Bugs Thread
Post by: S1mancoder on June 22, 2020, 12:17:12 PM
The function number: #2100 (ProgressIndustrialProjects)
The complete error text 1. 11. 0: Attempt to divide by 0 (I dont think providing full text is required here, also as win inteface language is not english anyways)
The window affected: N/A
What you were doing at the time: I think its directly related to missile construction when 0 fuel at colony.   Advance 5 days from a database save to replicate the bug.   If you cancel missile production at earth the bug is not happening, so its pinpointed 100%. 
Conventional or TN start: Conventional
Random or Real Stars Real Stars
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? reliably reproducable with 5 day increment from save. 
If this is a long campaign: ~50 years

This should be some real easy fix as there isnt that many places in the function with division. 

Spike:Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on June 22, 2020, 03:33:35 PM
Towing a shipyard seems to consume a lot more fuel than it should.

I have a tug with a size of 65,355 tons and engine power of 4800, providing an unladen speed of 3672 km/s.
I am tugging a commercial shipyard complex with 10 slipways of size 48,100 tons each.

My laden speed is 233 km/s, which implies a total weight of ~1.03M tons, meaning the yard weighs ~965kt.

The tug's unladen range is 95.4 Bkm.
The expected range while towing a yard that weighs ~15 times as much as the tug should be ~1/16 of the unladen range.
So, this tug, starting with full fuel tanks, should be able to tow this yard almost 6 Bkm before running dry.

Instead, it runs out of fuel after about 375 Mkm.
This is ~1/16 of the expected range, which is roughly the same ratio as the laden weight to the unladen weight.
I wonder if a coding error is multiplying fuel usage by the weight ratio two times, instead of just once?

DB is attached.
Fleet is "TG anaa2 -> yard Kubota 003".
I dropped a waypoint at the approximate location of the start of the fleet's journey.

Spike:Confirmed.  While towing ships works correctly, towing shipyards does not.
Title: Re: v1.11.0 Bugs Thread
Post by: bean on June 23, 2020, 08:27:14 AM
The function number: N/A
The complete error text: N/A
The window affected: Economics
What you were doing at the time: Building ground training facilities
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: easy
Campaign length: 3 years

The game doesn't properly handle it when new ground facilities are built while you have units in the queue.  I'll have 10 or more units waiting to go, but if a new facility is built, it just sits there, even over multiple build cycles.  I have to build something manually to get the game to recognize it. 

Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: Cobaia on June 23, 2020, 12:58:29 PM
Hello,

I didn't read the whole thread so if it's duplicated I will delete, and I'm sorry!

The function number: None
The complete error text: None
The window affected: None
What you were doing at the time: Deleting a population
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? I believe so.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Yes, 175 years.

Details:
Created a colony to drop my Ground Combat Units. After the planet was conquered in the Colony Summary Tab there were two colonies with the same name. The conquered one and the one that I created.

When deleting the one that I created all my ground units just vanished.

Title: Re: v1.11.0 Bugs Thread
Post by: Droll on June 23, 2020, 01:29:20 PM
Hello,

I didn't read the whole thread so if it's duplicated I will delete, and I'm sorry!

The function number: None
The complete error text: None
The window affected: None
What you were doing at the time: Deleting a population
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? I believe so.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Yes, 175 years.

Details:
Created a colony to drop my Ground Combat Units. After the planet was conquered in the Colony Summary Tab there were two colonies with the same name. The conquered one and the one that I created.

When deleting the one that I created all my ground units just vanished.

This is WAI - you are expected to empty and then delete the duplicate colony that you had made. On the ground OOB you can actually drag formations from one pop to another as long as they are on the same body so you don't have to wait for them to get picked up.

When you delete a colony a confirmation popup asks you to confirm your decision - this is because population deletion is actually supposed to delete everything that's on it. IMO there should be a way to transfer installations between populations on the same body without using ships but that is a suggestion, not a bug.

Also regarding duplicate bug reports - Don't worry about those, duplicate reports are actually appreciated and helps the bug mods narrow down bugs for Steve.
Title: Re: v1.11.0 Bugs Thread
Post by: Zincat on June 23, 2020, 01:54:26 PM
This is WAI - you are expected to empty and then delete the duplicate colony that you had made. On the ground OOB you can actually drag formations from one pop to another as long as they are on the same body so you don't have to wait for them to get picked up.

When you delete a colony a confirmation popup asks you to confirm your decision - this is because population deletion is actually supposed to delete everything that's on it. IMO there should be a way to transfer installations between populations on the same body without using ships but that is a suggestion, not a bug.

Also regarding duplicate bug reports - Don't worry about those, duplicate reports are actually appreciated and helps the bug mods narrow down bugs for Steve.

I will say though that although it's WAI, it's pretty obscure. I can absolutely understand why people would report this as a bug. It's completely normal to assume that you are going to be left with only one colony, and/or that your troops won't be deleted.
Title: Re: v1.11.0 Bugs Thread
Post by: Cobaia on June 23, 2020, 04:07:56 PM
This is WAI - you are expected to empty and then delete the duplicate colony that you had made. On the ground OOB you can actually drag formations from one pop to another as long as they are on the same body so you don't have to wait for them to get picked up.

When you delete a colony a confirmation popup asks you to confirm your decision - this is because population deletion is actually supposed to delete everything that's on it. IMO there should be a way to transfer installations between populations on the same body without using ships but that is a suggestion, not a bug.

Also regarding duplicate bug reports - Don't worry about those, duplicate reports are actually appreciated and helps the bug mods narrow down bugs for Steve.

I will say though that although it's WAI, it's pretty obscure. I can absolutely understand why people would report this as a bug. It's completely normal to assume that you are going to be left with only one colony, and/or that your troops won't be deleted.


I understand that the removing of the units is WAI, But the double colony creation and the two entries in the DB being separate was what caught me off guard.

I will SM my units back! :)
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on June 23, 2020, 08:09:45 PM
The function number: N/A
The complete error text: N/A
The window affected: Economics
What you were doing at the time: Building ground training facilities
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: easy
Campaign length: 3 years

The game doesn't properly handle it when new ground facilities are built while you have units in the queue.  I'll have 10 or more units waiting to go, but if a new facility is built, it just sits there, even over multiple build cycles.  I have to build something manually to get the game to recognize it.

I just wanted to make a me too post - exact same problem
Title: Re: v1.11.0 Bugs Thread
Post by: boolybooly on June 24, 2020, 11:31:29 AM
I have encountered a bug where if you design turret tech with economics and create research windows open and use a custom name the turret tech can be saved as the create research tech type with the create research cost but the edited turret design name.         

Steps to recreate.     

I have also had a related problem with missile designs giving an error, which I didnt understand enough to reproduce, so I removed my report and bided my time but on further testing it is real and I can now reproduce it and describe it below the turret design bug report because it occurs under similar conditions.         

Turret Design.         
Today my turret saved as a beam fire control in sensors because I had just created a beam fire control project and still had the window open.          Having been alerted by the first missile error episode I took care to check the turret bug was not my mistake and tried to reproduce it.         

It is reproducible - see screenshot "layout bug. jpg".          By typing in a new name or editing the default name for the turret with this layout of windows, I was always able to save the turret as a fire control.          You can see the research required for the turrets with custom name in the sensors window (turrets should go to energy weapons) is exactly the same research as that required for the BFC.         

For accuracy at the time this happened I had 5 windows open i.         e.          the strategic map, research/economics tab, create research BFC, ship class design, turret design window.          I left the create research BFC window open after creating a BFC, then I opened create turret and typed in my own name for it and saved it only to find it was saved as a (shockingly expensive) sensor!

I tested and found I didnt need the ship class design window open for this bug to happen but both the create research and the economics window needed to be open.         

I checked summary and industry tabs of economics and found the bug also happened, so it is not research tab specifically but any economics tab.         

The create research BFC window did not need to be on top for the bug to happen.         

I also tested active sensors and cloak design in design research e.         g.          when cloak design was open the turret was saved to the Defensive Systems research list as if it was a cloak, with the same research points as the cloak I had designed but not created and the custom name of the turret.         

If I created the turret using the default name and did not select the turret name text field at all, the bug did not happen.         

On closing the create research window the bug no longer happened and I was able to create a turret with an edited name correctly to EW research with the correct research point requirement for the turret even with the economics window open.          Likewise after closing the economics window I could create a custom named turret correctly with the create design window open.         


Missile Design.         
If you do this with a missile instead of a turret (with create research and economics windows open and you dont need to edit the name text field with this one) you get an error
"1.         11.         0 Function #2049: An item with the same key has already been added.         "
But nothing is created in any research areas.          If you try a second time the error changes to
"1.         11.         0 Function #2047: An item with the same key has already been added.         "
And you receive the missile design created dialogue message, but no design is created.          etc etc

Hope that helps :) if there is anything else I can do to help report this bug better, please say.         

Spike:This is a nicely detailed report.  I was unable to reproduce the turret design error, so there must be some other critical detail.  If anyone can figure it out, please report it. NVM found it.

The missile design error is confirmed.
Title: Re: v1.11.0 Bugs Thread
Post by: Desdinova on June 24, 2020, 01:05:56 PM
My game became unplayable due to 2 NPRs with ships in the same system, causing the game to revert to 2 hour increments for months on end. In an attempt to resolve this, I set detection to "no detection without player presence". It did not help, and now the game has dropped into 5 second increments. This seems to indicate that the "detection settings" are not working correctly, or at all. Database is attached.


The function number - N/A
The complete error text - N/A
The window affected - N/A
What you were doing at the time - N/A
Conventional or TN start - Conventional
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? See attached DB
Title: Re: v1.11.0 Bugs Thread
Post by: liveware on June 24, 2020, 01:21:43 PM
The function number: N/A
The complete error text: N/A
The window affected: Tactical map
What you were doing at the time: Testing sensor buoys
Conventional or TN start: TN
Random or Real Stars: N/A
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Easy with attached database

Passive sensor buoys don't work.


In the attached database there are seven players.  DSTS were removed from players A-F as some targets were within range.
A-C have sensor ships stationed at Mercury and Ceres.  Mercury has strength 0.5 sensors.  Ceres has strength 1.0 sensors.
D-F have sensor buoys with identical sensors at those same locations.
Z has fleets of target ships with various EM and TH strengths stationed at and around those bodies.  Some targets should be detectable while others should not.

The sensor ships all work as advertised, able to detect all of the targets that they should and unable to detect any of the targets that they shouldn't.  The TH equipped ships also detect each other and the buoy droppers despite being engineless.

The sensor buoys detect exactly nothing.


Tested with Team D but not shown:
Strength 8 EM/TH buoy at Ceres.  Detected nothing despite all Ceres targets being well within range.
EM sensor ship at Ceres.  Detected EM as expected, but the buoys were unable to detect the TH components of those revealed contacts.

Spike, see attached DB file. My Blue Team thermal and EM sensor buoys at Jupiter detect Red Team's Alexei Leoniv ship as expected. Jupiter is well outside of all Blue Team active sensors and MFC ranges. Blue Team only has geo, thermal, and EM sensors near Jupiter.

Blue Team loses contact with Alexei Leonov near Mars orbit, and picks it up again once Leonov enters passive sensor buoy range near Jupiter.

DB file is from version 1.10.

See here for additional information: http://aurora2.pentarch.org/index.php?topic=10790.15
Title: Re: v1.11.0 Bugs Thread
Post by: ExecCrawfish on June 24, 2020, 04:23:29 PM
1. 11. 0

Function number/Complete error text/Windows/Trigger

Function #1170 - Object cannot be cast from DBNull to other types.  Single error on launching game, before the tactical window loads

Function #3060 - Object reference not set to an instance of an object.  Triggers ~20 times on loading the tactical window, variable number of times on loading summary window. 

When switching systems in the tactical window, #3060 triggers a variable number of times. 

Conventional or TN start - TN
Random or Real Stars - Random
Is your decimal separator a comma? - No
30-year campaign. 
Is the bug is easy to reproduce, intermittent or a one-off? - Reproduces reliably with attached DB.  Otherwise, unsure how to reproduce - the errors occurred without warning on loading my DB, and there were no error messages in the previous session or when saving the DB. 

This appears to be similar to an error reported on page 7 of the 1. 9. 4 bug thread, Reply #91, relating to terraformed planets.  If the cause is DB corruption as mentioned later in the thread, I'm happy to try any suggestions on how to edit the DB to correct the problem and to report back. 

Spike:Confirmed.  Thanks to S1mancoder for tracking this one down.
Title: Re: v1.11.0 Bugs Thread
Post by: S1mancoder on June 24, 2020, 04:58:11 PM
Quote from: ExecCrawfish link=topic=11565.      msg137988#msg137988 date=1593033809
This appears to be similar to an error reported on page 7 of the 1.       9.       4 bug thread, Reply #91, relating to terraformed planets.        If the cause is DB corruption as mentioned later in the thread, I'm happy to try any suggestions on how to edit the DB to correct the problem and to report back.       

I personally think this one is caused by faulty system creation.       Check out you aurora folder, there are 2 previous DB saves in it (AuroraDBSaveBackup/AuroraDBPreviousSaveBackup), try both (renaming to AuroraDB.      db, backup everything tho) to see if there is one before new system explored that should work flawlessly (if you havent overwritten them).     

As a general drill always save before system exploration, always save after exploration and then close and open game (sometimes corrup db after new system only shows errors on game restrart).     

If you have no uncorrupt db in those saves then you will have to fix that new system bodies in db.       Error is basically when system loads from db and some of the bodies is corrupt and missing some DB entry or some fields in the entry is null, which I think is what happening (thus you see that db null).       The body is stored in FCT_SystemBody record with your game id and you will have to check newer entries to see if something is obviously missing (I cant tell what can be as never dug this bug myself since had valid saves).     

Also I think that faulty system creation might create several or even alot of (all of them) faulty bodies, and there is probably a way to mess with system map/system view to pinpoint interaction with which exactly produces errors.   

EDIT:
OK I checked db and I found the error.    2 comets got created with NULL surface temp and they were stopping process of loading system bodies from database that caused the errors.    The comets have current distance negative (so they are inside the sun???), super high base temperature and negative (overflow because sun core temp? no idea) surface temp.    They looked so bad I removed both records, now it works for me.    I attached fixed db save.   
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 24, 2020, 08:16:29 PM
The function number: N/A
The complete error text: N/A
The window affected: Tactical map
What you were doing at the time: Testing sensor buoys
Conventional or TN start: TN
Random or Real Stars: N/A
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Easy with attached database

Passive sensor buoys don't work.


In the attached database there are seven players.  DSTS were removed from players A-F as some targets were within range.
A-C have sensor ships stationed at Mercury and Ceres.  Mercury has strength 0.5 sensors.  Ceres has strength 1.0 sensors.
D-F have sensor buoys with identical sensors at those same locations.
Z has fleets of target ships with various EM and TH strengths stationed at and around those bodies.  Some targets should be detectable while others should not.

The sensor ships all work as advertised, able to detect all of the targets that they should and unable to detect any of the targets that they shouldn't.  The TH equipped ships also detect each other and the buoy droppers despite being engineless.

The sensor buoys detect exactly nothing.


Tested with Team D but not shown:
Strength 8 EM/TH buoy at Ceres.  Detected nothing despite all Ceres targets being well within range.
EM sensor ship at Ceres.  Detected EM as expected, but the buoys were unable to detect the TH components of those revealed contacts.

Spike, see attached DB file. My Blue Team thermal and EM sensor buoys at Jupiter detect Red Team's Alexei Leoniv ship as expected. Jupiter is well outside of all Blue Team active sensors and MFC ranges. Blue Team only has geo, thermal, and EM sensors near Jupiter.

Blue Team loses contact with Alexei Leonov near Mars orbit, and picks it up again once Leonov enters passive sensor buoy range near Jupiter.

DB file is from version 1.10.

See here for additional information: http://aurora2.pentarch.org/index.php?topic=10790.15
GOT IT!  You are also using active sensor buoys.  Contacts don't have to be in range of them, but their presence makes passive sensor buoys work.  Thank you!

Edit2:Requirements:
Title: Re: v1.11.0 Bugs Thread
Post by: Desdinova on June 24, 2020, 09:43:43 PM
So, I'm experiencing a potentially game-breaking bug. When I advance time, all of my shipyard tasks disappear. Database attached.

The function number: N/A
The complete error text: N/A
The window affected: shipyard tasks
What you were doing at the time: waiting for an NPR fight to end
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce

Reproduction steps:

Open the attached database. Make sure to switch to the United Nations faction. Open the economics window, go to Shipyard Tasks and observe that several ships are under construction. Advance time on auto-turns by several steps (there are two NPRs fighting and the game is stuck on 5 second increments). It should happen in less than 6 five-second ticks. Reopen the economics window. All Shipyard Tasks have disappeared.

Spike:Confirmed, duplicate.  If any shipyard gets hit with beam weapons then all shipyards owned by all players can lose tasks, not just the yard that was hit.
Title: Re: v1.11.0 Bugs Thread
Post by: ExecCrawfish on June 25, 2020, 05:25:41 AM
Quote from: S1mancoder link=topic=11565. msg137989#msg137989 date=1593035891

EDIT:
OK I checked db and I found the error.     2 comets got created with NULL surface temp and they were stopping process of loading system bodies from database that caused the errors.     The comets have current distance negative (so they are inside the sun???), super high base temperature and negative (overflow because sun core temp? no idea) surface temp.     They looked so bad I removed both records, now it works for me.     I attached fixed db save. 

Yep, the fixed DB works like a charm, much appreciated. 

I'm going to play around with system creation and see if I can work out how to reproduce the error. 
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on June 25, 2020, 06:59:08 AM
Quote from: S1mancoder link=topic=11565. msg137989#msg137989 date=1593035891

EDIT:
OK I checked db and I found the error.     2 comets got created with NULL surface temp and they were stopping process of loading system bodies from database that caused the errors.     The comets have current distance negative (so they are inside the sun???), super high base temperature and negative (overflow because sun core temp? no idea) surface temp.     They looked so bad I removed both records, now it works for me.     I attached fixed db save. 

Yep, the fixed DB works like a charm, much appreciated. 

I'm going to play around with system creation and see if I can work out how to reproduce the error.

This bug existed in VB.
The problem is that random system generation will sometimes create a comet or asteroid with an orbital distance that is less than the radius of the star it orbits.

This may be fixable in SM mode by altering the orbital distance of the offending bodies.
Title: Re: v1.11.0 Bugs Thread
Post by: SpikeTheHobbitMage on June 25, 2020, 02:06:41 PM
Quote from: S1mancoder link=topic=11565. msg137989#msg137989 date=1593035891

EDIT:
OK I checked db and I found the error.     2 comets got created with NULL surface temp and they were stopping process of loading system bodies from database that caused the errors.     The comets have current distance negative (so they are inside the sun???), super high base temperature and negative (overflow because sun core temp? no idea) surface temp.     They looked so bad I removed both records, now it works for me.     I attached fixed db save. 

Yep, the fixed DB works like a charm, much appreciated. 

I'm going to play around with system creation and see if I can work out how to reproduce the error.

This bug existed in VB.
The problem is that random system generation will sometimes create a comet or asteroid with an orbital distance that is less than the radius of the star it orbits.

This may be fixable in SM mode by altering the orbital distance of the offending bodies.
There are three asteroids around the same star with smaller orbital distances that don't have problems, however both affected comets have negative current distances.
Title: Re: v1.11.0 Bugs Thread
Post by: amram on June 26, 2020, 03:12:54 AM
Here's the issue:  Advanced component design does not appear to be possible at present.  You can still acquire the techs, and happily research better models, but cannot actually design the components to use them.

So I've had a little time to do some digging, and I think I might know what is going on.

Taking a peek in the database, table DIM_ResearchCategories, Category 2 is Lasers, 26 is particle beam, 28 is railgun, and category 29 is plasma caronade.  Each of these is unique compared to the other categories like CIWS or gauss canons, in that they have an entry not found in the others, they have a SecondPrimaryTech, which happens to be the corresponding Advanced tech.

However, possessing that tech type has no effect on the design window, its as if you did not possess the tech.

If one swaps the tech's, for example, Lasers, rather than SourceTechType0 = 15, and secondPrimaryTech = 148, make it SourceTechType0 = 148, and secondPrimaryTech = 15, so that the category is advanced first, normal second, then in game you can make advanced lasers and not normal ones - the design information and naming updates accordingly, such as adv railguns noting they have 5 shots not four.

https://prnt.sc/t6rqo3

If I had to guess, it would appear the intent is that the techs would share the drop down, among the standard railgun techs you would also have the advanced techs, and would pick the one you sought to design.  This is not what currently happens.

My money is on not WAI, though I do not know if this is actually a bug or merely an intentional omission(from the 1.0 release push) pending revisit when Steve finds the time.
Title: Re: v1.11.0 Bugs Thread
Post by: Iceranger on June 28, 2020, 04:44:44 PM
The 'refit overhead cost' in refit detail screen in game is displaying a wrong number

The function number: N/A
The complete error text: N/A
The window affected: shipyard tasks
What you were doing at the time: testing
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce

As detailed in this post http://aurora2.pentarch.org/index.php?topic=11713.0, the 'refit overhead cost' is calculated as 20% of the component cost. but it is displayed as 20% of the total refit cost, which result in the total refit cost does not match up.

The attached DB can reproduce the issue. Check the 2mil ton commercial ship yard of the Earth Federation, where 3 designs can be built from that yard. Choose the refit task, and check refit details when different classes are selected.

Spike:Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: TheTalkingMeowth on June 30, 2020, 10:22:41 PM
The function number: N/A
The complete error text: N/A
The window affected: tactical map (DEN 0817-6155)/fleet org window
What you were doing at the time: ordering fleet movements with a fleet with a flag officer and incomplete fleet training
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce

Something screwy is happening with order delays when I place a fleet with incomplete training under a high reaction bonus command. In the attached database, United Earth Confederacy game, the 3rd expeditionary force is not fully trained. However, it has a fleet commander with a reaction bonus and just before transiting into hostile territory I tried to place it under a series of PTL commands (Extraterrestrial Observation and Extermination, see DB). Suddenly, it wouldn't do anything! I found that I could detach individual, fully trained vessels from it and they would work fine, but the fleet itself wouldn't take orders. Eventually I moved the fleet to a different admin command that cannot reach the current location and it started responding instantly. It seems like the reaction bonus from the PTL commands is making the order delay LONGER not shorter. Oddly, there are not hostiles in the system that I am aware of, so no order delay should be happening anyway.

The delays ONLY happen if the fleet contains a flag bridge with an assigned officer who has a reaction bonus. If I remove the flagship from the fleet, the fleet behaves normally and the flagship does not. If I remove the fleet commander from the flagship, the fleet containing the flagship behaves normally. If I assign a fleet commander with no reaction bonus, the fleet behaves normally.

Additionally, the fleet, even with a fleet CO, behaves normally while in range of and assigned to my Home Fleet (a naval admin command) which applies a smaller  but non-zero reaction bonus. Thus, I hypothesize that this is some sort of overflow issue, where the combination of the large reaction bonus of the PTL commands and the bonus of the fleet CO I had set was enough to cause issues, but neither by itself is sufficient:
The PTL commands in which the issue occurs apply a 1.1449x reaction bonus if I understand how it propagates.
Home fleet should apply a 1.054x reaction bonus.
The fleet CO has 50% reaction, so that should be a 1.25x bonus.

Thus, the problem arises with >1.43x bonus but NOT with a 1.318x bonus.

It would be nice if the cumulative effects of naval admin commands were displayed somewhere. It would also be nice if a fleet's effective reaction rating were displayed (cumulative effect of fleet training, CO reactions, fleet CO reactions, and naval admin commands if I understand correctly).

One last thing. The record for Chang Shi Dan, the fleet CO of interest, shows that he was assigned as flag officer. But if I REMOVE him, his history shows that he was relieved as Executive officer. The ship has had an executive officer, but does not currently.
Spike: Confirmed.  There is another report of the same issue (fleets not responding to orders), but the offending vessel does not have a flag bridge.
Title: Re: v1.11.0 Bugs Thread
Post by: Kaiser on July 02, 2020, 08:26:40 AM
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: Nothing special, 30 days increments
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Dunno

Very weird situation here, I was building some ships on Earth (14 frigate at Ruffo and Croce Shipyards and 4 BB at Castrili and Marcello shiptard), while I was attacked by some aliens in other systems.
Some of them attacked a shipyard in Lalande system, then I got a message that due to the distruction of a slipway in that shipyard (in Lalande) the ships building on Earth has been abandoned.
(See the screenshot with the map and the events)

Why??
Spike: This is a known bug.  Attacking any shipyard with beam weapons affects all ship-building jobs everywhere for all players.
Title: Re: v1.11.0 Bugs Thread
Post by: TheTalkingMeowth on July 02, 2020, 02:12:40 PM
This is a known issue. When a slipway is destroyed, a randomly selected task gets deleted. Unfortunately, that random task is not scoped to the shipyard in question. It can be any task, at any shipyard, anywhere in the galaxy, belonging to any race.
Title: Re: v1.11.0 Bugs Thread
Post by: Kaiser on July 02, 2020, 02:45:14 PM
This is a known issue. When a slipway is destroyed, a randomly selected task gets deleted. Unfortunately, that random task is not scoped to the shipyard in question. It can be any task, at any shipyard, anywhere in the galaxy, belonging to any race.

Thanks, I did not know It was an existing bug. In extended games, with several populated systems and shipyards it can be very annoying, hope Steve will adress it soon.
Title: Re: v1.11.0 Bugs Thread
Post by: hubgbf on July 02, 2020, 05:51:57 PM
Potential Bug about Xenoarchealogy (v1.11)

In my game a I created several ruins, on earth, luna, and mars.
When the earth's ruins was surveyed, all ruins were surveyed too. Luna was colonized, and had the same empire name and tech level.
Mars was not colonized. I did it and it immediatly became surveyed with same empire name and TL.

I tried this scenario in VB6 and each ruins was from a distinct empire.

I don't know if it is working as intended, or if it is a bug. I did not find any related post.

Step to reproduce:
Spike:Confirmed.  Also applies to known ruins in other systems, including ruins not created using SM mode. Ruins within several jumps may belong to the same empire.  Only one needs to be surveyed to translate for all of them.
Title: Re: v1.11.0 Bugs Thread
Post by: Black on July 03, 2020, 01:17:06 AM
Is this really a bug? I thought that this is WAI to simulate extinct species that had colonies in several system. And when you decipher their language for the first time, you recognize it on different dig sites as well. I have three extinct races in my game with each having several dig sites in adjecent systems (I have set high chance of ruins discovery).

Spike:After re-testing with a larger galaxy, this does indeed seem to be the case.  Thank you for the correction.
Title: Re: v1.11.0 Bugs Thread
Post by: TheTalkingMeowth on July 03, 2020, 02:14:25 PM
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: closing on a spoiler planet defended by missile ships that fire intermittently
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Intermittent

Final Defensive fire occasionally does nothing. This appears to be deterministic, but I cannot figure out what triggers it. In the attached database, in the Cania system, 4 missile salvos are 5 seconds from striking the 3rd Expeditionary Force. This force has a large number of railgun PD ships that have previously stopped incoming missile salvos in this system. Indeed, these ships have stopped larger salvos than the one that is about to hit (capacity is roughly 100 missiles). All weapons have a 5sec ROF. The combat settings and fleet orders have not changed since the last salvo was intercepted (see event log). Yet if you advance time 5 seconds, NO missiles will be intercepted because none of the PD weapons fire. This happens even if I reload the save. It happens if I set Fleet BFC Open Fire. It happens if I detach some of the PD ships then have them rejoin the fleet. PD weapons don't even fire if I set some of them to area defense and set Fleet BFC Open Fire. If I set Area Defense and then manually open fire on each of the BFCs, 2 of my ships report a fire delay but they still don't do any PD (and most of the PD ships have 100% fleet training so no delay).

I've noticed something similar happen before, where it seemed like ships with PD were occasionally choosing not to fire on a salvo, but this is the first time I've had ALL of my PD refuse to fire.

EDIT: Oops, forgot to mention. The relevant game is the United Earth Confederacy.

EDIT2: If I turn the fleet around so that the interception happens 5 seconds later, PD fires normally and all missiles are shot down. I'm so confused.

Spike:Confirmed
Title: Re: v1.11.0 Bugs Thread
Post by: IanD on July 03, 2020, 04:04:13 PM
The function number: 1.11.0
The complete error text: 1.11.0 Function #1550 Object reference not set to an instance of an object
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? decimal
Is the bug is easy to reproduce, intermittent or a one-off?: Intermittent/constant

got this on the last few time increments click ok and it goes away. 

Edit
Just noticed I have lost all planetary bodies and colonies in Ross 780! All that's left are the jump points. Also lost all other colonies outside Sol and Tau Ceti. should have DSTS in EZ Aquarii, Lallande 21185 and Luyten 726-8.
Title: Re: v1.11.0 Bugs Thread
Post by: TheTalkingMeowth on July 04, 2020, 10:26:34 PM
The function number: N/A
The complete error text: N/A
The window affected: Ground Forces, then all
What you were doing at the time: moving ground formations into various hierarchies
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce

If you drag a formation below a formation that is currently inferior to it when it is not allowed to command the inferior unit, the whole program locks up.

To reproduce:
1. Make 2 formations containing just a headquarters unit; 1 needs more capacity than the other. Say 2000 tons and 1000 tons.
2. Place the 1k formation as subordinate to the 2k one.
3. Using move element, move the HQ unit from the 2k formation into the 1k formation. The hierarchy is now illegal because the superior unit lacks HQ capacity, but no error is thrown.
3. Drag the superior formation below the subordinate.
4. Locks up.

If you drag without first moving the HQ unit, the superior unit is set in support.
The attached DB allows you to replicate starting with step 3; see Last Angel Design game, Ground units on Earth.
Title: Re: v1.11.0 Bugs Thread
Post by: TheTalkingMeowth on July 05, 2020, 01:07:35 AM
The function number: N/A
The complete error text: N/A
The window affected: Economics
What you were doing at the time: disassembling components for tech points
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce

Start researching a project on planet A. Accumulate some points, then disassemble components on Planet B (same solar system; this was Earth and Luna when it happened to me). Points are not applied to the project. Instead, if you cancel the project, the progress will be set to whatever you got from disassembly and NOT what you had already accumulated from research.
Title: Re: v1.11.0 Bugs Thread
Post by: S1mancoder on July 05, 2020, 01:43:23 AM
Quote from: IanD link=topic=11565.  msg138341#msg138341 date=1593810253
The function number: 1.  11.  0
The complete error text: 1.  11.  0 Function #1550 Object reference not set to an instance of an object
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? decimal
Is the bug is easy to reproduce, intermittent or a one-off?: Intermittent/constant

got this on the last few time increments click ok and it goes away.   

Edit
Just noticed I have lost all planetary bodies and colonies in Ross 780! All that's left are the jump points.   Also lost all other colonies outside Sol and Tau Ceti.   should have DSTS in EZ Aquarii, Lallande 21185 and Luyten 726-8. 

It is again a faulty comet generated (you can find which sorting db sytem body records for surface temp - it is null for a comet), deleted the comet from save and it seems to load and work fine, attaching file in case you need it. 
Title: Re: v1.11.0 Bugs Thread
Post by: S1mancoder on July 05, 2020, 11:29:54 AM
The function number: N/A
The complete error text: N/A
The window affected: Tactical Map
What you were doing at the time: N/A
Conventional or TN start: N/A
Random or Real Stars: N/A
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce

I get "New Combat Contact" for energy weapon impacts in a system where I only have an absolutely empty colony (was created in preparation for invasion).  The impacts is hostile STO on same body as colony firing at NPR ships presumably in orbit of that same body (so I saw wrecks appearing).  If the comat info is available to me due to a presence of an empty colony then this is probably a bug, as nothing on a colony would allow me to spot anything logically (it is an absolutely empty one, just a 1-click worth).
Title: Re: v1.11.0 Bugs Thread
Post by: TheTalkingMeowth on July 05, 2020, 05:33:50 PM
The function number: N1429
The complete error text:
constraint failed
Unique constraint failed: FCT_PausedResearch.TechSystemID, FCT_PausedResearch.PopulationID
The window affected: N/A
What you were doing at the time: Saving a game
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce

Happens every time I save in the United Earth Confederacy Game in the attached DB. Started happening after I completed Stellarator Fusion Reactors (with instant) after progressing on the project from Research labs and from disassembly (see my previous bug report regarding disassembly).
Title: Re: v1.11.0 Bugs Thread
Post by: tobijon on July 06, 2020, 06:04:04 AM
The function number: N/A
The complete error text: N/A
The window affected: Colony screen?
What you were doing at the time: recovering from ruins
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Might be difficult.

I was recovering from ancient ruins, the factory restored message indicated a terraforming installation was recovered. Next turn I had an inactive research facility on the colony. I think I got both research facility and terraforming installation.
Title: Re: v1.11.0 Bugs Thread
Post by: bean on July 06, 2020, 10:32:14 AM

The function number: 1816
The complete error text: Object reference not set to an instance of an object
The window affected: Main window
What you were doing at the time: Boarding star swarm ships
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Unsure

Slowed a swarm ship, and boarded it.  As soon as the hull was penetrated, the troops disappeared, time increments went to 5 seconds, and the errors started showing up.  After about 4 minutes of 5-second increments, it went to 60-second increments.  No messages about combat are shown, but if there's an interrupt for other reasons, I get "Boarding Underway" events.  A second batch of boardings against smaller ships produced the same results.  I manually ran through about 90 minutes of this combat to see if it would fix itself when I took the ship, and it didn't.  DB is attached. 
Title: Re: v1.11.0 Bugs Thread
Post by: Cobaia on July 06, 2020, 12:54:06 PM
Hello,

The function number: N/A
The complete error text: N/A
The window affected: Ground Forces
What you were doing at the time: Adding ground support
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce

Has reported in http://aurora2.pentarch.org/index.php?topic=11231.msg130831#msg130831 (http://aurora2.pentarch.org/index.php?topic=11231.msg130831#msg130831)  when adding Ground Support the fighters don't stay organized in a fleet they appear as single units.

Is this WAI? Am I doing something wrong?
Title: Re: v1.11.0 Bugs Thread
Post by: RaidersOfTheVerge on July 06, 2020, 10:21:51 PM
Does the sub pulse act as an interrupt for detection? I keep getting swarm  ships
(yes 2-7 of the especially the fast and possibly cloaked facs) appearing out of nowhere
if I run things at more than 30 or even 5 seconds. 

How do I picket a JP if they go from undetected to range 0 in a single time increment?

See attached db file (version 1.  11.  0)

Jan 21 2045 6:13:30 V1581 Cygni
Sensors ON
AS 320-R10 31m km
Sub Pulse 5 Seconds

Running 5 second Increments
6:15:05
2 Swarm Fac appear due to ESM detection (GPS 3640 and 10920)
Range about 48m km, in the direction of the inner system.
(at letting it run longer more facs will appear and all seem to be detected at 31m km, even if sensors are off).
This seems to be somewhat random and the AI makes different decisions when they detect or are detected.

Still 5 second sub-pulse
Run 3 hour increment
9:13:30
7 Swarm Fac appear at range 0 right on top of the jump point (with a tail indicating they
came from the direction of the inner system, - pointing almost straight up)

Change to Auto sub-pulse
Run 3 hour increment
9:13:30
7 Swarm Fac appear at range 0 right on top of the jump point (with a tail indicating they
came from the direction of the inner system, - pointing almost straight up)
(same as above)
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on July 07, 2020, 09:22:49 AM
Does the sub pulse act as an interrupt for detection?

Yes, this is a well-known (and oft-lamented) limitation of the Aurora game engine.

Simply put, your sensors only check for contacts at the end of every subpulse.
The game engine does not check the complete path of each potential contact to see if it intersects with your sensor coverage at any point along that path. It only checks the point where the potential contact ends up at the end of the subpulse.
If you are choosing a long time increment, then you will have long subpulses, and it will be possible for contacts to magically appear deep within your sensor range (or even cross your sensor range entirely without you noticing).
Title: Re: v1.11.0 Bugs Thread
Post by: RaidersOfTheVerge on July 07, 2020, 11:51:13 AM
Quote from: skoormit link=topic=11565. msg138483#msg138483 date=1594131769
Quote from: RaidersOfTheVerge link=topic=11565. msg138449#msg138449 date=1594092111
Does the sub pulse act as an interrupt for detection?

Yes, this is a well-known (and oft-lamented) limitation of the Aurora game engine.

Simply put, your sensors only check for contacts at the end of every subpulse. 


According to what you said, it should check every sub-pulse.  But even when I manually set the sup-pulse to 5 seconds it does not see to honor this.
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on July 07, 2020, 11:53:57 AM
Quote from: skoormit link=topic=11565. msg138483#msg138483 date=1594131769
Quote from: RaidersOfTheVerge link=topic=11565. msg138449#msg138449 date=1594092111
Does the sub pulse act as an interrupt for detection?

Yes, this is a well-known (and oft-lamented) limitation of the Aurora game engine.

Simply put, your sensors only check for contacts at the end of every subpulse. 


According to what you said, it should check every sub-pulse.  But even when I manually set the sup-pulse to 5 seconds it does not see to honor this.

If you select a sub pulse length that is less than some fraction of the increment length (I think it is 1/20th?), then the game ignores your selection and picks one automatically.
Title: Re: v1.11.0 Bugs Thread
Post by: RaidersOfTheVerge on July 07, 2020, 12:28:14 PM
OK good to know! :o
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on July 07, 2020, 10:32:32 PM
When you delete a colony which is the homeworld/academy for a commander, after saving and reloading clicking on that commander in the F3 commander window will give null pointer Errors in function 384. This makes it impossible to manually reassign the affected commanders.
I'm also seeing some in function 391 in my save for some civilian administrators which are not from the deleted colony, which causes the reassignment list not to show.

To reproduce, open a freshly downloaded copy of aurora with the imperium of man default db, delete Terra, save, exit, restart, open the commander window and click on a bunch of commanders.
Title: Re: v1.11.0 Bugs Thread
Post by: Gyrfalcon on July 08, 2020, 01:22:46 AM
Hello,

The function number: N/A
The complete error text: N/A
The window affected: Ground Forces
What you were doing at the time: Adding ground support
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce

Has reported in http://aurora2.pentarch.org/index.php?topic=11231.msg130831#msg130831 (http://aurora2.pentarch.org/index.php?topic=11231.msg130831#msg130831)  when adding Ground Support the fighters don't stay organized in a fleet they appear as single units.

Is this WAI? Am I doing something wrong?

I think this is WAI at this moment - squadrons currently aren't in the game, so each fighter is treated as an individual ship in the ground combat screen. The same as you could assign a fleet of warships to provide orbital fire support, but then split up their support across multiple FFD. I imagine that when squadrons are back in, they could then be controlled at that level.
Title: Re: v1.11.0 Bugs Thread
Post by: xenoscepter on July 08, 2020, 02:28:01 PM
I reported a bug related to Fighters being unable to land on planets way back in 1.9.5... has this ever been resolved?

http://aurora2.pentarch.org/index.php?topic=11231.msg131041#msg131041
^OP Here
http://aurora2.pentarch.org/index.php?topic=11298.msg132131#msg132131
^Confirmation of bug being investigated Here.
Title: Re: v1.11.0 Bugs Thread
Post by: SpaceMarine on July 08, 2020, 02:31:31 PM
I reported a bug related to Fighters being unable to land on planets way back in 1.9.5... has this ever been resolved?

http://aurora2.pentarch.org/index.php?topic=11231.msg131041#msg131041
^OP Here
http://aurora2.pentarch.org/index.php?topic=11298.msg132131#msg132131
^Confirmation of bug being investigated Here.

I remember putting a post in the bug discussion area we have towards steve about it, but I dont believe he saw it or resolved it but I could be wrong its been a while since I did anything bug moderator wise
Title: Re: v1.11.0 Bugs Thread
Post by: Kaiser on July 09, 2020, 08:09:44 AM
The function number: 840
The complete error text: Specified key wasn't in the dictionary
The window affected: Main Map
What you were doing at the time: 5 days increment
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: N/A

I had deleted 2 ground units just before the error appeared, plus a ship could not load a bigger ground unit then the troop transport.
Title: Re: v1.11.0 Bugs Thread
Post by: Ultimoos on July 10, 2020, 04:26:52 AM
The function number N/A
The complete error text N/A
The window affected Race Creation window
What you were doing at the time Starting new game
Conventional or TN start both
Random or Real Stars both
Is your decimal separator a comma? Yes
Is the bug is easy to reproduce, intermittent or a one-off? Occurs every game
If this is a long campaign - Start of the game

In race creation window you have 4 modifiers, all by default set to 1,00.  But once you start a game, all of them are treated as 100.
As a result your population growth starts at 250%, Earth can accommodate 1200000m population.  Factories and research labs are 100x more effective.
It can be fixed by setting those modifiers to 0,01.
This behavior starts with patch 1. 9. 0
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on July 10, 2020, 11:46:46 AM
Not directly a bug, but probably unintended behavior and something of an exploit:
If you conquer another population on a body you have a colony at you can just have your civilians "ship" the population from one colony to the other, bypassing the need to wait for pop status raises.

Maybe prevent non-imperial populations from being set as a source of colonists?
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on July 10, 2020, 12:03:06 PM
Not directly a bug, but probably unintended behavior and something of an exploit:
If you conquer another population on a body you have a colony at you can just have your civilians "ship" the population from one colony to the other, bypassing the need to wait for pop status raises.

Maybe prevent non-imperial populations from being set as a source of colonists?

This also somewhat applies the other way - if you conquer a precursor outpost say and send colonists to that colony, although the colonists originate from an imperial world and are imperial citizens they will inherit the occupation status of the precursor outpost colony on arrival. Given that such colonies dont actually have any civilian population to conquer it is a bit bizarre.

The fix is to make unpopulated colonies not have an occupation status / default to imperial population since it isn't a relevant mechanic for them.
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on July 10, 2020, 12:19:42 PM
The function number N/A
The complete error text N/A
The window affected Race Creation window
What you were doing at the time Starting new game
Conventional or TN start both
Random or Real Stars both
Is your decimal separator a comma? Yes
Is the bug is easy to reproduce, intermittent or a one-off? Occurs every game
If this is a long campaign - Start of the game

In race creation window you have 4 modifiers, all by default set to 1,00.  But once you start a game, all of them are treated as 100.
As a result your population growth starts at 250%, Earth can accommodate 1200000m population.  Factories and research labs are 100x more effective.
It can be fixed by setting those modifiers to 0,01.
This behavior starts with patch 1. 9. 0

Please read the first post of this thread:


Quote
Please check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
http://aurora2.pentarch.org/index.php?topic=10637.0 (http://aurora2.pentarch.org/index.php?topic=10637.0)
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on July 10, 2020, 02:02:29 PM
Hey it's me again

When you discover a JP that leads to an already known system it will display it's destination on the galactic map (as opposed to showing "unknown"). See attached screenshot, random stars game.
Have not tried to replicate.
Title: Re: v1.11.0 Bugs Thread
Post by: Ultimoos on July 11, 2020, 09:02:01 AM
Quote from: skoormit link=topic=11565. msg138610#msg138610 date=1594401582
Quote from: Ultimoos link=topic=11565. msg138592#msg138592 date=1594373212
The function number N/A
The complete error text N/A
The window affected Race Creation window
What you were doing at the time Starting new game
Conventional or TN start both
Random or Real Stars both
Is your decimal separator a comma? Yes
Is the bug is easy to reproduce, intermittent or a one-off? Occurs every game
If this is a long campaign - Start of the game

In race creation window you have 4 modifiers, all by default set to 1,00.   But once you start a game, all of them are treated as 100. 
As a result your population growth starts at 250%, Earth can accommodate 1200000m population.   Factories and research labs are 100x more effective. 
It can be fixed by setting those modifiers to 0,01. 
This behavior starts with patch 1.  9.  0

Please read the first post of this thread:


Quote
Please check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
hxxp: aurora2. pentarch. org/index. php?topic=10637. 0

Thanks, I feel stupid now.
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on July 11, 2020, 11:25:42 AM
Thanks, I feel stupid now.

Happens to us all, mate.
Especially with Aurora--there's a heck of a lot to figure out about it.

And future players who run into the same problem now have your post to point them in the right direction.
Title: Re: v1.11.0 Bugs Thread
Post by: esavier on July 11, 2020, 03:55:23 PM
The function number : #2186
Screen : GU Training screen in colony
The complete error text :"1.    11.    0 Function #2186: Attemted to divide by zero.    "
Conventional or TN start : TN
Random or Real Stars : Real
Is your decimal separator a comma? no, its period (.   )
Is the bug is easy to reproduce, intermittent or a one-off? Reproducible, 6 from 8 attempts (fresh start each time)
If this is a long campaign - 67yrs old

1.     Started new game and played,
2.     colonized Venus,
3.     delivered 1 GU Traning facility by Civilian Economy (supply/demand)
4.     1 GU Training facility visible in GU Training Screen on Venus
5.     train some troops, get error
Adding more GU later does not help, no GU Facility ever visible on planet's GU Training screen despite having 3.   

Same error was reported for 1.    9.    5 if i am not mistaken.   

Spike: Do you have sufficient workers on Venus?  Do you have sufficient minerals?  A database showing the problem would be helpful. 
esavier: Yes, both sufficient workers and sufficient minerals.   I made sure of it in SM mode, however there were so much errors popping each time i opened the colony, i just had to delete Venus altogether.   I will attach DB next time around. 

Hey
i was able to reproduce the error, please look at Planet "DX Cancri-A I", i had to meddle a little bit with SM, but each turn i am getting the same error.  Just check GU Training on this planet, Save attached
Title: Re: v1.11.0 Bugs Thread
Post by: punchkid on July 12, 2020, 05:15:08 PM
Not sure if this classifies as a bug, but the AI keeps sending survey and jump stabilization ships into a system it knows is hostile.
Getting instantly blown up by me on the other side.

I've attached the DB where I have just blown up a few ships, and had one survey ship surrender.

Game Name is Commonwealth of man
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on July 12, 2020, 05:42:29 PM
Not sure if this classifies as a bug, but the AI keeps sending survey and jump stabilization ships into a system it knows is hostile.
Getting instantly blown up by me on the other side.

I've attached the DB where I have just blown up a few ships, and had one survey ship surrender.

Game Name is Commonwealth of man

It goes with the AI decisions and usage of the avoid hostile function along with recognizing a strong enough system claim by another race. Ultimately I don't think Steve can code one without the other and avoid that enemies won't show up at all in an occupied system especially if they don't have enough info and Intel to decide if worth or not.

Could be good to code that at some point a mandatory escort formation should kick in for the AI if it would like to keep pursuing into hostile territory.
Title: Re: v1.11.0 Bugs Thread
Post by: Black on July 13, 2020, 11:19:14 PM
The function number : no
Screen : main screen
The complete error text : no error
Conventional or TN start : TN
Random or Real Stars : Real
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? Can be reproduced with my database.
If this is a long campaign - around 57yrs old

I encountered strange behavior from one of my fleets. Force A orbiting Sol refuses to execute commands (currently set to move to Mars). They are not in overhaul, all ships have fuel and no damage. It seems the problem is caused by one of the ships: TFN Raimondo Montecuccoli. If I detach this ship, rest of the fleet starts to do the command and also the detached ships will obey normally.

I don't see anything wrong with the affected ship and it starts to move if detached as well, so maybe there is some hidden issue that is worth checking out?

Just a warning if someone will try to use the database, I am using custom medals: http://aurora2.pentarch.org/index.php?topic=11424.0 so it may throw some errors if you do not have them.

Spike: Confirmed.  Thank you for the additional information.
Title: Re: v1.11.0 Bugs Thread
Post by: Lurker on July 14, 2020, 02:13:13 AM
In Russian version windows by default decimal separator is virgule, not a dot.
If in windows decimal separator set as virgule, game have bugs:
1)Research about 100 times faster(see attachment)
2)Need more tests, but i think other building speeds and changing not integer values(as change build 1.5 factories to 2.5) not correct too.

Not a bug
Title: Re: v1.11.0 Bugs Thread
Post by: Kelewan on July 14, 2020, 02:31:36 AM
In Russian version windows by default decimal separator is virgule, not a dot.
If in windows decimal separator set as virgule, game have bugs:
1)Research about 100 times faster(see attachment)
2)Need more tests, but i think other building speeds and changing not integer values(as change build 1.5 factories to 2.5) not correct too.

Known-Issues http://aurora2.pentarch.org/index.php?topic=10637.msg120877#msg120877
Quote
Aurora is a hobby project coded for use on a UK computer. Therefore, you will need to change your decimal separator to a period, rather than a comma, for optimum performance. Otherwise you will suffer invalid string errors.
Title: Re: v1.11.0 Bugs Thread
Post by: TheTalkingMeowth on July 14, 2020, 01:12:03 PM
The function number : no
Screen : main screen
The complete error text : no error
Conventional or TN start : TN
Random or Real Stars : Real
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? Can be reproduced with my database.
If this is a long campaign - around 57yrs old

I encountered strange behavior from one of my fleets. Force A orbiting Sol refuses to execute commands (currently set to move to Mars). They are not in overhaul, all ships have fuel and no damage. It seems the problem is caused by one of the ships: TFN Raimondo Montecuccoli. If I detach this ship, rest of the fleet starts to do the command and also the detached ships will obey normally.

I don't see anything wrong with the affected ship and it starts to move if detached as well, so maybe there is some hidden issue that is worth checking out?

Just a warning if someone will try to use the database, I am using custom medals: http://aurora2.pentarch.org/index.php?topic=11424.0 so it may throw some errors if you do not have them.

This sounds similar to the reaction bonus overflow bug earlier in the thread. Does the detached ship have a fleet commander on a flag bridge with a high reaction bonus? It appears that if a fleet receives too large of a total reaction bonus (combination of incomplete fleet training, admin command reaction bonus, and fleet commander bonus), it starts to suffer infinite delays. The solution is to reduce the total reaction bonus somehow, either by removing the Fleet commander (such as by detaching the ship he is on) or changing the admin command setup.

The one thing that is different here is that if you detach the affected ship, the affected ship can move normally. Does the affected ship have 100% fleet training, while the original fleet does not? I hypothesize that this infinite delay only happens if the fleet has less than 100% fleet training.
Title: Re: v1.11.0 Bugs Thread
Post by: Black on July 14, 2020, 01:54:38 PM
This sounds similar to the reaction bonus overflow bug earlier in the thread. Does the detached ship have a fleet commander on a flag bridge with a high reaction bonus? It appears that if a fleet receives too large of a total reaction bonus (combination of incomplete fleet training, admin command reaction bonus, and fleet commander bonus), it starts to suffer infinite delays. The solution is to reduce the total reaction bonus somehow, either by removing the Fleet commander (such as by detaching the ship he is on) or changing the admin command setup.

The one thing that is different here is that if you detach the affected ship, the affected ship can move normally. Does the affected ship have 100% fleet training, while the original fleet does not? I hypothesize that this infinite delay only happens if the fleet has less than 100% fleet training.

Affected ship has no flag bridge so no flag officer. See screen of ship's officers:

(https://i.ibb.co/XFtBPwm/officers.png) (https://ibb.co/RQcnK5L)

All ships in the fleet have 100% training as they were operating together for long time.

Fleet was actually stationed at border system for relatively short time (originally stationed at Sol) and when I got in war with NPR I wanted to move them to the jump point and there was no reaction. So I SM transferred them to Sol to see if that helps, but it did nothing. So the problem came to be relatively recently.

I tried to remove different ships and whole sub-fleets (fleet has 3 subfleets) but only way to remove the problem is to detach the TFN Raimondo Montecuccoli.

I detached it and send the fleet and affected ship to Mars, both completed the order, then I recombined them and again they ignore all commands.

Title: Re: v1.11.0 Bugs Thread
Post by: Black on July 15, 2020, 08:43:11 AM
The function number : no
Screen : Naval Organization - Movement Orders
The complete error text : no error
Conventional or TN start : TN
Random or Real Stars : Real
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? Can reproduce it easily every time.
If this is a long campaign - around 57yrs old

I am unable to create colony from Naval Organization - Movement Orders

I have two different species in my empire (second is recently conquered NPR). If I try to create colony from Movement Orders (Naval Organization) - Create Colony button, there is table to choose species. I select the species (does not matter which), click OK and nothing happens. There is also checkbox with no text on select window. But it changes nothing if I check it. It worked correctly before I got the second species.

I attached database if it is needed.
Title: Re: v1.11.0 Bugs Thread
Post by: Black on July 15, 2020, 11:24:07 AM
Minor issue I encoutered with naming of NPR ground unit:

(https://i.ibb.co/c2MQZKn/wrong-name.png) (https://ibb.co/NWQKJgB)

There are two units named Resupply Infantry - one is Infantry and second is Light Vehicle.

It can be seen in database from my previous post. It is the same game.
Title: Re: v1.11.0 Bugs Thread
Post by: xenoscepter on July 16, 2020, 04:30:58 AM
http://aurora2.pentarch.org/index.php?topic=11565.msg138538#msg138538
^Have just confirmed again in v1.11, Fighters cannot land on planets for the purposes of either picking up or dropping off colonists. Edit: With Cargo Shuttle Bays at both destinations, loading and unloading works fine though.
Update: Fighters can land for the purposes of picking up and offloading troops.
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on July 16, 2020, 04:47:32 PM
1.11
Period native
Easy to reproduce
Potential bug: I don't think the survey speed does actually impact ground survey teams.

I have been checking for a while and still not 100% sure, but I think will be relative easy for the moderators to double check.

I notice that if still takes few months for me to fully survey a body with a ship (correct as I use 5% survey speed), my teams still need only few days or weeks to actually fully survey the surface. At the moment I role play it pretending that teams only check existing deposits with very advanced machinery, but I still believe it should take longer...
Title: Re: v1.11.0 Bugs Thread
Post by: Lornalt on July 18, 2020, 10:21:28 PM
When you post, please post as much information as possible, including:
The function number
None
The complete error text
None
The window affected
Award Medal Screen
What you were doing at the time
Awarding Medals
Conventional or TN start
TN Start
Random or Real Stars
Real Stars
Is your decimal separator a comma?
its a .
Is the bug is easy to reproduce, intermittent or a one-off?
Easy to do
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
58 Years

1st Issue:
The issue is when awarding medals to a admin command group with squadrons attached. Once I select the type of officers to be awarded the medal with and click award, Only the Naval Admin Commander isn't awarded a medal.

2nd Issue:
The 2nd Issue is during multiple awards of a medal the points does not increase promotion score. Now this one used to work in VB6, now I'm not sure if this is the same for C# so I'm less sure that this is a bug. Also the medal just gets replaced? not a new one?
Title: Re: v1.11.0 Bugs Thread
Post by: Rince Wind on July 19, 2020, 10:55:01 AM
The function number: n/a
The complete error text: : n/a
The window affected: fleet window
What you were doing at the time: n/a
Conventional or TN start: TN
Random or Real Stars: real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off? easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 82 years


When you shipyard-repair a ship that still had open repair tasks in the damage control screen it will keep repairing the now undamaged components once you load new MSP.
You now have to remove the repair tasks one by one.
Title: Re: v1.11.0 Bugs Thread
Post by: Lornalt on July 20, 2020, 03:56:56 AM
The function number
None
The complete error text
None
The window affected
Award Medal Screen
What you were doing at the time
Awarding Medals
Conventional or TN start
TN Start
Random or Real Stars
Real Stars
Is your decimal separator a comma?
its a .
Is the bug is easy to reproduce, intermittent or a one-off?
Easy to do
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
62 Years

Issue:
If you delete an Admin Command without unassigning the officers the officers will retain the position unless you unassign them.

Update to this Issue: The Admin Commands unassigned will remain in the admin command list for commanders but they don't exist in the Naval Org list.
Title: Re: v1.11.0 Bugs Thread
Post by: Rince Wind on July 21, 2020, 05:41:03 AM
The function number: n/a
The complete error text: n/a
The window affected: n/a
What you were doing at the time: rescuing survivors
Conventional or TN start: TN
Random or Real Stars: real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: unsure, could be easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 85 years

After a fight with spoilers there are no active sensors left on the enemy side, yet the STOs keep shooting at my fleet. Only at my ships though, the boarded ships are perfectly save in orbit of the planet. As if the AI has a memory of previously detected ships. Something odd: the shots were attributed to a ships class of which all known hulls are destroyed, the Akmolinsk. Maybe because they are the first in the list? That is inconsistent as well, it didn't happen when I reloaded the save.
The fight was in Gliese 408.
Leaving the System with the battlefleet and returning to pick up the boarding crews seems to reset it.


---------------
Fleets retain "special" orders as possible orders, even if the conditions are not met anymore. This resets when reloading a save. Orders like unload survivors or the various resupply orders even if the survivors are unloaded and the supply ships detached.
Title: Re: v1.11.0 Bugs Thread
Post by: Kirkegaard on July 21, 2020, 10:18:40 AM
The Instant research function do not check that you have more or equal "Instant Research Points" to the cost of the technology. So you can complete any research even if it costs more than you have. When you do so, IRP goes to 0 and the "Instant" button disappears, so it is a one time error.

I suggest changing it so, you only gain the research for the IRP you actually have.

The function number: NA
The complete error text: NA
The window affected: Research
What you were doing at the time: Pressing "Instant"
Conventional or TN start: Conv
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off? Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 103 years


(https://i.postimg.cc/qgVD5QLQ/A4-Xresearch.png)
Title: Re: v1.11.0 Bugs Thread
Post by: Elvin on July 21, 2020, 11:30:59 AM
It seems that beginning an Overhaul at a Fleet (rather than a colony) causes the fleet doing the overhaul to stop in space, while the celestial body carries on. The effect of this is that the overhauling fleet no longer has a reducing maintenance clock (so isn't really overhauling), still counts as in Overhaul, and cannot abandon the overhaul as the fleet is no longer co-located with the maintenance fleet. The only fix I've found is to SM-teleport the overhaul'ing fleet to another planet to finish the overhaul.

In the attached DB, see the "Aragorn" system with the fleet "SS Yellow River". It has an order to begin overhaul at the Fleet "Maintenance Base - Aragon". Advance time and you'll see the fleet get the [OV] marker in the system view, and advance time again to clearly see that the fleet is stuck in space, while the comet that the Maintenance Base is orbiting carries on. Apologies, there's a few orders completing so you may need to advance in 1-day incredemts 2-3 times before it'll actually advance a full day and make the issue obvious.

I also believe this is trivially recreatable with any ship-board maintenance modules and the fleet is in orbit of a body.


When you post, please post as much information as possible, including: N/A
The function number N/A
The complete error text N/A
The window affected N/A
What you were doing at the time Order a fleet to overhaul at a fleet that is orbiting a body
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off? 100% reproducible
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~60 years
Title: Re: v1.11.0 Bugs Thread
Post by: Black on July 21, 2020, 02:33:30 PM
Smaller issue not sure if it was reported.


The function number: NA
The complete error text: NA
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off? Not sure but it seems to happen when planet has trojan asteroids.

So I noticed that some of the gas giants have moons that are numbered wrong. For example giant has 24 moons but they are numbered as 39 - 63. There are no moons numbered 1 - 38. I believe those are always giants with trojan asteroids. I noticed that sometimes trojans are numbered as the missing moons would be, so for example they have numbers 1 - 38 and then moons are 39 - 63. But unfortunately its not that way always so it may just be coincidence.
Title: Re: v1.11.0 Bugs Thread
Post by: Rince Wind on July 23, 2020, 05:30:02 AM
The function number: 1333
The complete error text: it is in German but it says the key wasn't found in the dictionary
The window affected: n/a
What you were doing at the time: booting the game up
Conventional or TN start: TN
Random or Real Stars: real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off? probably hard
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 87 years

I lost all AI controlled opponents. There used to be precursors, there last known presence was in GJ 1028, and there was an NPR in 82 Eridani that also claimed the neighbouring system of Giclas 9-38. Nothing in the Intelligence window either, as if they never existed.

The previous save still has the AI opponents. I got error messages when disassembling things from scrapped precursor ships. Not sure if that is related, but I think that was already before the last save with working opponents and might have been when the disassembly would have given enough RP to finish the tech. But I still had to do the last couple of RP with a scientist (which would be appropriate, someone who knows what they are doing should look over the data. :D)
Title: Re: v1.11.0 Bugs Thread
Post by: TheTalkingMeowth on July 23, 2020, 11:44:15 AM
The function number: 1333
The complete error text: it is in German but it says the key wasn't found in the dictionary
The window affected: n/a
What you were doing at the time: booting the game up
Conventional or TN start: TN
Random or Real Stars: real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off? probably hard
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 87 years

I lost all AI controlled opponents. There used to be precursors, there last known presence was in GJ 1028, and there was an NPR in 82 Eridani that also claimed the neighbouring system of Giclas 9-38. Nothing in the Intelligence window either, as if they never existed.

The previous save still has the AI opponents. I got error messages when disassembling things from scrapped precursor ships. Not sure if that is related, but I think that was already before the last save with working opponents and might have been when the disassembly would have given enough RP to finish the tech. But I still had to do the last couple of RP with a scientist (which would be appropriate, someone who knows what they are doing should look over the data. :D)
I had the exact same thing happen. I disassembled precursor components, then completed the research project (I used instant rather than a scientist). Then all the AI opponents and their wrecks vanished.
Title: Re: v1.11.0 Bugs Thread
Post by: Lurker on July 23, 2020, 01:34:30 PM
The window affected
Fleet organization

What you were doing at the time
Moving or deleting admin commands. Or moving fleets between admin commands

Conventional or TN start
Conventional

Random or Real Stars
Real Stars

Is your decimal separator a comma?
its a .

Is the bug is easy to reproduce, intermittent or a one-off?
3 times at 22 year game

When I Moving or deleting admin commands or moving fleets between admin commands. Fleets or a admin commands can dissapear from fleet organization windows.
Ships, fleets and admins commands remain in main map window, commanders window and continue produsing protection, but i cant make new orders for him.


possible reasons:
I have up to 8 admin command levels.
I have 2560x1440 monitor and use windows 1.5x scale (mb i drag and drop to "impossible" space?)
I use kirilic in game.
save-load can't help me return fleets or admin commands.

UPD
its easy to reproduse in my save.
make 3 level admin commands (where 1th is root)
move fleet to 3th level.
delete 2nd level.

I dont know where is save file and I add to archive all folder
https://yadi.sk/d/Nhtv9wmzAFUO1w

Title: Re: v1.11.0 Bugs Thread
Post by: xenoscepter on July 24, 2020, 03:38:47 AM
http://aurora2.pentarch.org/index.php?topic=11231.msg131041#msg131041

Fighters still fail to load or unload Cryogenic Storage - Emergency at planets w/o a Cargo Shuttle Station despite being able to load / unload Troops. If they can land on planets, I don't see why they shouldn't be able to unload colonists from cryo.

I know I'm being a bit of a pain in the arse about this, but I really wanna use fighters to drop Ground Unit Construction to build Infra, then have fighters ferry colonists to the new world. Yes, I know I could "just use a regular ship", but I really wanna Role-Play tiny shuttle ferries in a budding Earth empire...
Title: Re: v1.11.0 Bugs Thread
Post by: Lornalt on July 24, 2020, 06:58:40 AM
The function number
None
The complete error text
None
The window affected
Award Medal Screen
What you were doing at the time
Awarding Medals
Conventional or TN start
TN Start
Random or Real Stars
Real Stars
Is your decimal separator a comma?
its a .
Is the bug is easy to reproduce, intermittent or a one-off?
Easy to do
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well


Issue: Cannot assign higher rank commanders too Fleet commander positions on flag bridges. Ie. Ship has command FLG slot for a R5 Officer, trying to assign a R6 and above to the slot and the game will alert "(Officer Name) is not the required rank for this assignment"
Title: Re: v1.11.0 Bugs Thread
Post by: L0ckAndL0ad on July 24, 2020, 10:56:43 AM
http://aurora2.pentarch.org/index.php?topic=11231.msg131041#msg131041

Fighters still fail to load or unload Cryogenic Storage - Emergency at planets w/o a Cargo Shuttle Station despite being able to load / unload Troops. If they can land on planets, I don't see why they shouldn't be able to unload colonists from cryo.

I know I'm being a bit of a pain in the arse about this, but I really wanna use fighters to drop Ground Unit Construction to build Infra, then have fighters ferry colonists to the new world. Yes, I know I could "just use a regular ship", but I really wanna Role-Play tiny shuttle ferries in a budding Earth empire...
As someone who used tiny rescue shuttles in combat back in VB6 with great results, I second that! Would really appreciate this to be settled.
Title: Re: v1.11.0 Bugs Thread
Post by: esavier on July 26, 2020, 02:37:30 AM
    The function number : N/A
    The complete error text : N/A
    The window affected : N/A
    What you were doing at the time : N/A
    Conventional or TN start : Conventional
    Random or Real Stars : Random
    Is your decimal separator a comma? : no
    Is the bug is easy to reproduce, intermittent or a one-off? : happens every game
    If this is a long campaign - say 75 years or longer - ~120yrs

Clean Aurora4x 1.11.0 database attached; 4 loaded minelayers are operating in Gliese 408 system.
2 stage buoy, with one stage containing no engines, nothing but active sensor. Secod stage consist of 8 missiles 20M km separation and 25M km range.
Launched via "launch ready ordinance" order near the jump point.
* Ordinance is spent, but missile does not show up
* Buoy designed with active sensor does not show up on system map. 
* Buoy does not have sensor range (and does not contribute to detection)
Title: Re: v1.11.0 Bugs Thread
Post by: Kirkegaard on July 26, 2020, 10:10:32 AM
When choosing the "Scrap" options on a shipyard, you have the options to chose civilia


(https://i.postimg.cc/Sxr2bRxx/2020-07-26-17-06-48-Window.png)
Title: Re: v1.11.0 Bugs Thread
Post by: esavier on July 26, 2020, 11:17:06 PM
When choosing the "Scrap" options on a shipyard, you have the options to chose civilia


(https://i.postimg.cc/Sxr2bRxx/2020-07-26-17-06-48-Window.png)

IMO, scrapping should not require specialistic tools like in case of construction (creating ship components from thin air and ore), I think scrapping should be possible in following  order:
military shipyard can scrap all, including captured
civilian can scrap only civilian, and only own race
Title: Re: v1.11.0 Bugs Thread
Post by: esavier on July 27, 2020, 01:53:05 AM
Tankers can not refuel its fleet in transit.

attached DB. Ursae Majoris, 4 Gelugon tankers with varied fuel levels are stuck because one of the tankers is OoF
Title: Re: v1.11.0 Bugs Thread
Post by: Elvin on July 27, 2020, 02:27:28 AM
Tankers can not refuel its fleet in transit.

attached DB. Ursae Majoris, 4 Gelugon tankers with varied fuel levels are stuck because one of the tankers is OoF

As you note, by default Tankers will not refuel other tankers. However, I think if you select a single tanker, in the main design tab the drop-down for who to refuel has something like "Refuel own tankers in fleet". Try changing this and see if it fixes your issue.
Title: Re: v1.11.0 Bugs Thread
Post by: Lunarex on July 30, 2020, 09:42:39 PM
The function number: 2147
The complete error text: 1. 11. 0 Function #2147: The given key was not present in the dictionary
The window affected: The System view
What you were doing at the time: Playing a session with two player empires sharing Earth.
Conventional or TN start: TN for one empire, conventional for the empire that triggered the error.
Random or Real Stars: Random
Is your decimal separator a comma? No.
Is the bug is easy to reproduce, intermittent or a one-off? Intermittent.

I clicked onto the Military tab on the left of the System view, and it presented a popup with the name of a ship of the TN empire.  (Pandora 001, in this case. ) After that, anytime I switch control to the conventional start empire, the #2147 error appears.  Anytime I switch to the TN empire, the "Pandora 001" popup appears.

The error has also happened at random before, without interacting with the Military tab, and without the name popup appearing.  In those cases, if all the ships of the TN empire are within sensor range of Earth for the conventional start empire, the error also seems to go away, until they leave sensor range again.

Another user has also reported this error, also in a game with multiple player-controlled empires, on page 5 of this thread.

The error popup will keep appearing every time I increment the time for the conventional empire, or switch control to the conventional empire, until I save and restart the game.
Title: Re: v1.11.0 Bugs Thread
Post by: Darkminion on July 31, 2020, 02:26:06 PM
Multiple copies of a wreck and lifepods are created when the Manual Damage feature is abused.

Discovered in 1.9.5, Another user confirmed it was happening in 1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Fleet Command, Tactical Map
What you were doing at the time: A Cloaked ELINT ship was in danger of being captured, in order to help ensure the parts did not fall into enemy hands massive amounts of damaged were applied by the "Miscellaneous" tab. 80 or so wrecks were created with associated lifepods.
1. Selected a ship in a task group
2. Went to the miscellaneous tab
3. Selected 57 damage spinal laser
4. Set number of attacks to 80
5. Hit the internal damage button 50 or so times.
6. Multiple copies of the same wreck and lifepod group are spawned
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma?: Yes
Is the bug is easy to reproduce, intermittent or a one-off?: Has been reproduced, is reproducible.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 166 Years
Title: Re: v1.11.0 Bugs Thread
Post by: Black on August 01, 2020, 05:27:47 AM
The window affected: Naval Organization
What you were doing at the time: Giving orders to fleet.
Is your decimal separator a comma? No.
Is the bug is easy to reproduce, intermittent or a one-off? Relatively easy to reproduce.

In Naval Organization I have sometimes cut part of the text on the right side, namely Travel Time Required is not shown if there is lot of text on that line.  I am using 1920x1080 resolution and scale and layout is set to 100%.

(https://i.ibb.co/4WbRm1n/missing-text.png) (https://ibb.co/5TQhMKg)
Title: Incorrect attribution of research points earned by disassembling alien tech.
Post by: Lazygun on August 01, 2020, 04:56:43 PM
Using 1. 11. 0
The function number: n/a
The complete error text: n/a
The window affected: research
What you were doing at the time: disassembling alien command and control tech items
Conventional or TN start: TN
Random or Real Stars: either
Is your decimal separator a comma? A full stop
Is the bug is easy to reproduce, intermittent or a one-off? Easily reproducible by disassembling items, though discovered in campaign with random tech from salvaging that was broadcast to in-sytem research facilities.   

Tech awarded from command and control tech items (CIC, flag bridge etc) is awarded to Aux control research or just lost if aux control tech is already known.   

Fairly minor effect, but annoys me and makes me wonder if similar errors are lurking in the game for other tech salvaged or learnt by spying or interrogation.     

Steps to reproduce:
Start a new game with two races/factions at earth.     
Use the initial research points and builds as follows:
Race 1 gets sensor research into all the command and control structures then instant-builds several ships, each consisting of just one of the command-and control items plus the necessary life support.       Abandon all ships leaving intact wrecks.     
Race 2 gets research into salvage 500 technology and instant-builds a salvager (don't forget cargo hold and shuttle bays).      Salvage each wreck and deposits the ship components on earth
None of the ships built by either race need engines.     
Race 2 then disasembles each component.      Despite the messages that appear in the log, the tech is applied to the auxiliary control research project.     
Title: Re: v1.11.0 Bugs Thread
Post by: Black on August 02, 2020, 06:35:34 AM
The function number : no
Screen : Naval Organization - Movement Orders
The complete error text : no error
Conventional or TN start : TN
Random or Real Stars : Real
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? Can reproduce it easily every time.
If this is a long campaign - around 57yrs old

I am unable to create colony from Naval Organization - Movement Orders

I have two different species in my empire (second is recently conquered NPR). If I try to create colony from Movement Orders (Naval Organization) - Create Colony button, there is table to choose species. I select the species (does not matter which), click OK and nothing happens. There is also checkbox with no text on select window. But it changes nothing if I check it. It worked correctly before I got the second species.

I attached database if it is needed.

Not sure if this was reported to Steve, but I encountered this bug again in my new 1.11. game.
Title: Re: v1.11.0 Bugs Thread
Post by: Black on August 02, 2020, 06:49:32 AM
I was hit with a bug that I reported for previous version:

Code: [Select]
Version 1.9.5 started as 1.9.0
The function number:  478, 1943, 1951
The complete error text: 478 - Object reference not set to an instance of an object, 1943 - Object reference not set to an instance of an object, 1951 - An item with this key has already been added (not copletely sure about this one, it is translation from my language)
The window affected: NA
What you were doing at the time: I discovered Precursor space forces via thermal sensor. While conducting gravitational and geological survey of the system.
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Unable to reproduce

I encountered infinitete series of these three errors. They continue to happen and it is necessary to force Aurora to close.

Version 1.11.0
The function number:  478, 1943, 1951
The complete error text: 478 - Object reference not set to an instance of an object, 1943 - Object reference not set to an instance of an object, 1951 - An item with this key has already been added (text is translation from my language)
The window affected: NA
What you were doing at the time: I discovered alien species homeworld.
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Unable to reproduce.

I discovered system with colony cost 0 world. I setup a waypoint and send probe with active sensor to investigate. When it reached sensor range infinite series of errors ocured. It is possible to click throught the errors to continue turns. I was running 1 hour autoturns so I was waiting for interrupt to save the corrupted game. Unfortunately for some reason even when I was hit with interrupt, game continued on autoturns so I had to kill the process.

After reloading database in a moment when the probe was already on its way, it reached the planet without any errors. So again it is impossible to reproduce the bug. Database is in attachment.

Edit: I am using medal pack: http://aurora2.pentarch.org/index.php?topic=11424.0, so there will be most likely errors if you dont have it
Title: Re: v1.11.0 Bugs Thread
Post by: venum4k on August 02, 2020, 10:50:05 AM
So I've been getting an error message when trying to salvage some wrecks orbiting my home planet.   
I haven't seen the function number anywhere else so I thought I'd put it up here.   

"1.  11.  0 Function #828: Object reference not set to an instance of an object.    "

Conventional start with Real Stars.  My decimal separator is a full stop/period.   
Every time I try to salvage the wrecks of two different classes in orbit the message pops up on the system map while the salvage timer is going down.   
I'm about 250 years into this game.   

Edit: Added the db file
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on August 02, 2020, 06:04:58 PM
So I've been getting an error message when trying to salvage some wrecks orbiting my home planet.   
I haven't seen the function number anywhere else so I thought I'd put it up here.   

"1. 11. 0 Function #828: Object reference not set to an instance of an object.   "

Conventional start with Real Stars.    My decimal separator is a full stop/period.   
Every time I try to salvage the wrecks of two different classes in orbit the message pops up on the system map while the salvage timer is going down.   
I'm about 250 years into this game.

probably the bug is related to this new mechanic http://aurora2.pentarch.org/index.php?topic=8495.msg116770#msg116770 could be good to have the database
Title: Re: v1.11.0 Bugs Thread
Post by: Dreadder on August 03, 2020, 10:42:13 AM
Version 1.11.0
The function number: None
The complete error text: /
The window affected: Ship Design Display in Naval Organization window
What you were doing at the time: /
Conventional or TN start: TN but it shouldn't matter
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easily reproduced.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: No, couple of years but it shouldn't matter.

Required Power in Ship Design Display tab in Naval Organization window (if you pick individual ship from a fleet and look at the Armour, Shields, Engines, Req Power, Crew Grade... section - all in percent) seems to take into account shields as well. Case in point: exploratory ship I used was showing only 4% of Required Power, even though her reactors were considerably larger than required and she had no problems maintaining her fire rate but when I removed the shields the Required Power went to 188%. I tried replicating the issue on other ships and it's the same story. The issue seems to be only cosmetic though.

As far as I understand the point of Power Required, it should be to show percent of required power available for weapons and shields shouldn't influence that, right? I think that perhaps mr. Walmsley wanted to make shields use reactor power but then scratched that idea and the "issue" I posted about is a remnant of that or something similar.

Just for example, this is the long range exploration ship showing only 4% Required Power:

Code: [Select]
EX Erik the Red 001  (Erik the Red class Exploration Ship)      59,987 tons       1,726 Crew       12,407.3 BP       TCS 1,200    TH 8,000    EM 3,570
6668 km/s    JR 3-50      Armour 1-136       Shields 119-476       HTK 282      Sensors 550/700/0/0      DCR 76      PPV 15
Maint Life 2.00 Years     MSP 9,824    AFR 379%    IFR 5.3%    1YR 3,283    5YR 49,248    Max Repair 2725.3 MSP
Magazine 305   
Captain    Control Rating 1   BRG   DIP   
Intended Deployment Time: 12 months    Morale Check Required   

J70000(3-50) Military Jump Drive     Max Ship Size 70000 tons    Distance 50k km     Squadron Size 3

Magneto-plasma Drive  EP1600.00 (5)    Power 8000    Fuel Use 12.65%    Signature 1600    Explosion 10%
Fuel Capacity 4,000,000 Litres    Range 94.9 billion km (164 days at full power)
Epsilon S119 / R476 Shields (1)     Recharge Time 476 seconds (0.3 per second)

15.0cm C6 Far Ultraviolet Laser (2)    Range 120,000km     TS: 6,668 km/s     Power 6-6     RM 50,000 km    ROF 5       
CIWS-200 (3x6)    Range 1000 km     TS: 20,000 km/s     ROF 5       
Beam Fire Control R120-TS10000 (1)     Max Range: 120,000 km   TS: 10,000 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor R18 (1)     Total Power Output 18.1    Exp 5%

Size 5 Missile Launcher (1)     Missile Size: 5    Rate of Fire 20
Missile Fire Control FC103-R100 (1)     Range 103.7m km    Resolution 100
Belleau Thermal Sensor 11.6m Buoy (50)    Speed: 0 km/s    End: 0m     Range: 0m km    WH: 0    Size: 5    TH: 0/0/0
Béarn Anti-Ship Missile (10)    Speed: 30,080 km/s    End: 16.1m     Range: 29.1m km    WH: 10    Size: 5    TH: 140/84/42

Active Search Sensor AS366-R100 (1)     GPS 140000     Range 366.6m km    Resolution 100
EM Sensor EM50-700 (1)     Sensitivity 700     Detect Sig Strength 1000:  209.2m km
Thermal Sensor TH50-550 (1)     Sensitivity 550     Detect Sig Strength 1000:  185.4m km
ELINT Module (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

Compact ECCM-1 (1)         ECM 20
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on August 03, 2020, 11:35:54 AM
Calculation of used/available cargo capacity for fleets carrying ship components seems to not count all of the components being carried.

I have a fleet with two freighters, each with 25kt cargo capacity.
The fleet loaded 7 engines from a planet. Each engine is size 100HS (5kt).
The Transported Items tab for the fleet shows 7 engines loaded.
The Transported Items tab for the first ship shows 5 engines loaded.
The Transported Items tab for the second ship shows 2 engines loaded.

I would expect the fleet's cargo capacity line (in the upper pane) to read:
Code: [Select]
Cargo Capacity 50,000 (15,000)
Instead, it reads:
Code: [Select]
Cargo Capacity 50,000 (40,000)


It seems like the fleet-level calculation of used cargo space is only counting the second ship.

DB attached.
The fleet is: FT B3 anaa2 shipcomps
Title: Re: v1.11.0 Bugs Thread
Post by: jgraves92 on August 03, 2020, 04:21:44 PM
The function number N/A
The complete error text N/A
The window affected: main map display
What you were doing at the time: N/A
Conventional or TN start: conventional
Random or Real Stars: real stars
Is your decimal separator a comma? Yes
Is the bug is easy to reproduce, intermittent or a one-off? reproducable
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: just started campaign

1.  The event log won't show up on the map display.   I have the "Events" toggled on in the Display options box.
2.  The completion dates are being cut-off in the Research tab.   It is giving a full date format i. e.  Tuesday, March 4 2020.   Except I'm getting Tuesday, Mar. . . .   Can't see the year.

Note: I'm running on Windows 7
Title: Re: v1.11.0 Bugs Thread
Post by: Elvin on August 04, 2020, 02:36:40 AM
The function number N/A
The complete error text N/A
The window affected: main map display
What you were doing at the time: N/A
Conventional or TN start: conventional
Random or Real Stars: real stars
Is your decimal separator a comma? Yes
Is the bug is easy to reproduce, intermittent or a one-off? reproducable
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: just started campaign

1.  The event log won't show up on the map display.   I have the "Events" toggled on in the Display options box.
2.  The completion dates are being cut-off in the Research tab.   It is giving a full date format i. e.  Tuesday, March 4 2020.   Except I'm getting Tuesday, Mar. . . .   Can't see the year.

Note: I'm running on Windows 7

Can you please confirm that you are running version 1.11? The Events not working is present in 1.5, but was fixed in a later patch.

The date format is also due to your Windows Time and Date settings. Aurora uses whatever your system is set up to use and will reflect that into the GUI. So to fix that bug you can either adjust those settings to a shorter one, or use AuroraMod to set an override date/time setting I believe. It can be found here: http://aurora2.pentarch.org/index.php?topic=11568.0
Title: Re: v1.11.0 Bugs Thread
Post by: jgraves92 on August 04, 2020, 08:54:13 AM
All fixed now.   Thanks so much for quick and helpful reply.
Title: Re: v1.11.0 Bugs Thread
Post by: Black on August 04, 2020, 01:03:26 PM
I was hit with a bug that I reported for previous version:

Version 1.11.0
The function number:  478, 1943, 1951
The complete error text: 478 - Object reference not set to an instance of an object, 1943 - Object reference not set to an instance of an object, 1951 - An item with this key has already been added (text is translation from my language)
The window affected: NA
What you were doing at the time: I discovered alien species homeworld.
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Unable to reproduce.

I discovered system with colony cost 0 world. I setup a waypoint and send probe with active sensor to investigate. When it reached sensor range infinite series of errors occurred. It is possible to click through the errors to continue turns. I was running 1 hour autoturns so I was waiting for interrupt to save the corrupted game. Unfortunately for some reason even when I was hit with interrupt, game continued on autoturns so I had to kill the process.

After reloading database in a moment when the probe was already on its way, it reached the planet without any errors. So again it is impossible to reproduce the bug. Database is in attachment.

Edit: I am using medal pack: http://aurora2.pentarch.org/index.php?topic=11424.0, so there will be most likely errors if you don't have it

Ok I was hit by this bug for the third time, but I managed to get interrupt and save the database. Unfortunately after loading, there are no error messages. But I noticed something strange. Precursor fleet that triggered the errors have 2 ships that are civilian designs that belong to different NPR that exist in my game.

If I look at Intelligence and Foreign Relations window and go to Talus Corporation (NPR that the civilian designs belongs to) and look at Known Systems and Population, there is Precursor fleet listed in Gliese 445 (location of Precursor fleet that triggered the errors) that shows the civilian designs among the Precursor ships.

Now I have no idea if this situation is connected to the errors or if any info about the errors can be extracted from the database, but it may be worth the look.
Title: Re: v1.11.0 Bugs Thread
Post by: Barkhorn on August 04, 2020, 10:51:05 PM
Version 1.11.0
The function number:  N/A
The complete error text: N/A
The window affected: Tactical Map, System View, and maybe fleet orders
What you were doing at the time: Exploring Wolf 294 for the first time
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? I've only seen it once.

This is a weird one.  I transited into Wolf 294 for the first time, and my survey ship got a standing order to survey some asteroid.  Except on the System View window, there are no asteroids.  And none appear on the tactical map either, even with the show asteroids box ticked.  If I tick the show asteroid orbits box, a ton of orbits for asteroids are visible, but still no asteroids themselves.  I cleared the orders on the ship and ran another 5 second increment, and now the ship wants to survey the only planet.  But the tac map still has the asteroid orbits visible.  I'm not sure if there are supposed to asteroids but there aren't any, or if there aren't supposed to be any but it still has the orbits for some reason.
Title: Re: v1.11.0 Bugs Thread
Post by: QuantumPete on August 05, 2020, 04:58:38 AM
Version 1. 11. 0
The function number:  854
The complete error text: Attempted to divide by zero
The window affected: System View and all others
What you were doing at the time: Put a Fuel Tanker and Orbital Mining Platform in the same Fleet and then incremented time
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce

When placing an OMP, which has no engine and no fuel storage in the same fleet as a Fuel tanker set to "refuel own fleet", the error happens every time.  As soon as I detach either, the error goes away.  I assume it's due to the OMP not having a fuel tank size.
Title: Re: v1.11.0 Bugs Thread
Post by: Black on August 05, 2020, 11:37:26 AM
Smaller issue I noticed when starting colony in multirace empire. Colony has its default name listed as Human even if the colony was created for different species. I presume that the name is taken from Race Short Name and not from Species Name.
Title: Re: v1.11.0 Bugs Thread
Post by: Erik L on August 07, 2020, 06:53:15 PM
1.11
Game start, year 0.

When using the auto choose tech and auto-design ships, the ship design methods add techs not in the specified techs. Namely AUX.
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on August 07, 2020, 09:22:53 PM
Version 1. 11. 0
The function number:  N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: I am trying to get Xeno Archaeology on a Planet
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Don't know, Database attached

Load the game Nations of Earth. I have been trying to recover the ruins on Alpha Centauri now for several years (5+) there are no advancement made. I am playing with 5% survey which I am sure it does not affect ground survey as it takes a few days to complete but it is may affecting the Xeno?

The database is attached, game is quite straightforward and fast you can let another year or so pass at 30 days increment (I tried but after another 5 years without progress, I thought there was something going on).
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on August 07, 2020, 11:01:51 PM
Version 1. 11. 0
The function number:  N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: I am trying to get Xeno Archaeology on a Planet
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Don't know, Database attached

Load the game Nations of Earth. I have been trying to recover the ruins on Alpha Centauri now for several years (5+) there are no advancement made. I am playing with 5% survey which I am sure it does not affect ground survey as it takes a few days to complete but it is may affecting the Xeno?

The database is attached, game is quite straightforward and fast you can let another year or so pass at 30 days increment (I tried but after another 5 years without progress, I thought there was something going on).

Xeno digs can take years.
Details here (http://aurora2.pentarch.org/index.php?topic=8495.msg111167#msg111167).
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on August 08, 2020, 12:31:40 AM
Version 1. 11. 0
The function number:  N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: I am trying to get Xeno Archaeology on a Planet
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Don't know, Database attached

Load the game Nations of Earth. I have been trying to recover the ruins on Alpha Centauri now for several years (5+) there are no advancement made. I am playing with 5% survey which I am sure it does not affect ground survey as it takes a few days to complete but it is may affecting the Xeno?

The database is attached, game is quite straightforward and fast you can let another year or so pass at 30 days increment (I tried but after another 5 years without progress, I thought there was something going on).

Xeno digs can take years.
Details here (http://aurora2.pentarch.org/index.php?topic=8495.msg111167#msg111167).

Then Steve should change it ahahahah

I have just played another 12 years plus the previous 7 makes it 19 years. The Xeno value was 20!

Thanks, I think I will build a 100k Xeno exploiting we cannot find any threat yet and get it done in less than a century (i hope).
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on August 08, 2020, 02:10:30 PM
Does your formation have an HQ element?
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on August 08, 2020, 03:03:31 PM
Does your formation have an HQ element?

Yes, I tried to add more modules and it worked. However I did a formation with only xenos and the HQ. I will try later spawning the same formation but with xenos and infantry mixed (same as the previous one) and see if it is that interfering or it really just takes a lot of time.

EDIT: All good you just need a lot, but really a lot of Xenos...To have results within a year at least 100 modules of M vehicles with both specializations in Xeno.
Title: Re: v1.11.0 Bugs Thread
Post by: Steiner on August 09, 2020, 05:05:06 AM
There is a problematic NPR behavior.  Two commercial ships of two  hostile to each other NPRs jumping back and forth at jump point and thus reducing 30 days increments to 6 hours 5 days to 2 hours.  Eventually something happens and they stop doing that and increments become normal.  But this could drag   for months and years and after that  somewhere else this could start again. 

I smuggled some tracking stations into that system  with back and forth jumping so I able to  notice it. 


Title: Re: v1.11.0 Bugs Thread
Post by: Haji on August 09, 2020, 12:57:47 PM
Not sure if bug or WAI.
If you change population density of the race the population growth scales weirdly. I would expect that basically the growth would be the same as if the population was (growth multiplier) times lower, but that is not the cas. For example the game gives you 10% population growth until you reach 10m people. If I increased the population density threefold I would expect to have 10% growth until I reach 30m people, but it starts dropping at 10m, as if density wasn't changed.
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on August 09, 2020, 01:13:30 PM
There is a problematic NPR behavior.  Two commercial ships of two  hostile to each other NPRs jumping back and forth at jump point and thus reducing 30 days increments to 6 hours 5 days to 2 hours.  Eventually something happens and they stop doing that and increments become normal.  But this could drag   for months and years and after that  somewhere else this could start again. 

I smuggled some tracking stations into that system  with back and forth jumping so I able to  notice it.

This could be a great find. A lot of people have experienced increment reduction like this, and it can go on for years. 
If you could post a db, it might help Steve be able to debug it.
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on August 09, 2020, 01:22:12 PM
Not sure if bug or WAI.
If you change population density of the race the population growth scales weirdly. I would expect that basically the growth would be the same as if the population was (growth multiplier) times lower, but that is not the cas. For example the game gives you 10% population growth until you reach 10m people. If I increased the population density threefold I would expect to have 10% growth until I reach 30m people, but it starts dropping at 10m, as if density wasn't changed.

Per Steve (http://aurora2.pentarch.org/index.php?topic=8495.msg100078;topicseen#msg100078), pop growth percent is based on the absolute amount of population, not the percent of max capacity, until you get to 1/3 capacity.

Quote
Growth will follow the normal rules for up to 1/3rd of max capacity and then will fall off at a linear rate, hitting zero growth at max capacity (replicating the situation on Earth).

Also per Steve (http://aurora2.pentarch.org/index.php?topic=8495.msg100712;topicseen#msg100712):
Quote
Population Density Modifier. This affect max population capacity, infrastructure capacity and orbital habitat capacity. Some species prefer more open environments while some can accept higher population densities than normal.

So it should be the case that your higher density race has a higher cap, and therefore will not experience the growth rate drop until a higher population than the lower density race.
If the planet has a very large capacity, both races would grow at the same rate for a long time.
Title: Re: v1.11.0 Bugs Thread
Post by: Barkhorn on August 09, 2020, 02:21:01 PM
Not sure if it's a bug or working as intended.

You can add multiple spinal lasers as long as they're all different sizes.
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on August 09, 2020, 02:23:21 PM
Not sure if it's a bug or working as intended.

You can add multiple spinal lasers as long as they're all different sizes.

I'm almost certain this is a bug if true. IIRC you should only be able to add one and thats it.
Title: Re: v1.11.0 Bugs Thread
Post by: Steiner on August 09, 2020, 03:15:46 PM
Quote from: skoormit link=topic=11565. msg139769#msg139769 date=1596996810

This could be a great find.  A lot of people have experienced increment reduction like this, and it can go on for years.   
If you could post a db, it might help Steve be able to debug it.
System Herschel 5173.   JP2 Giclas 148-13 NPRs. 

DB is kinda bloated over 480MB so I uploaded it on google drive but I don't know how to properly post a sharelink.  For some reason it generates spaces after drive.  and google.  so you have to delete those spaces to access the link.
https://drive. google. com/file/d/1PoYWVy-IeHddbo7DdK99pmHhGNRKQIfi/view?usp=sharing

By the way that bloating was also weird I have save DB for 2125 year with 180 MB and in 2131 year it is already 480 MB and it stayed 480 MB in 2140. 
Title: Re: v1.11.0 Bugs Thread
Post by: Andrew on August 10, 2020, 07:11:04 PM
The function number NA
The complete error text NA
The window affected Ground Combat
What you were doing at the time Final stage of Planatery Invasion
Conventional or TN start  TN
Random or Real Stars  Random
Is your decimal separator a comma?  No
Is the bug is easy to reproduce, intermittent or a one-off? Happened in previous campaign as well but no database saved

At the end of the battle 7 enemy infantry remain against a very large force, after multiple extra 30 day turns there has been no attack on the enemy infantry or by them and the battle stalls.

Database available but not able to attach probaly due to me not spotting how to do so
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on August 10, 2020, 07:23:08 PM
The function number NA
1.11
The complete error text NA
The window affected Ship Design
What you were doing at the time deleting Civilian Companies from Admin Command window
Conventional or TN start  TN
Random or Real Stars  Real
Is your decimal separator a comma?  No
Is the bug is easy to reproduce, intermittent or a one-off? Easy

If you delete a civilian company from the admin command window all its designs become available under your Ship Design window. This shouldn't happen as they should be still under civilian design. No, the civilian flag was not ticked.
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on August 11, 2020, 11:34:45 AM
It seems like armourless stations actually do have 1 layer of armour.

My small armourless station was just attacked by an enemy scout.
He fired two shots.
One hit, with strength two.
The damage report says I took 1 point of armour damage, a cargo shuttle bay was destroyed, and my current armour is 92%.

Could be that the damage report is just incorrect, but that station has no component with HTK > 1.
If I had taken 2 points of internal damage (which I should have if the station has no armour), at least 2 components would have been destroyed.

DB attached.
Fleet in question is "SS IMP-IGU Shell4 004".
The attack occurred  5-20-2078 08:47:30A.
Title: Re: v1.11.0 Bugs Thread
Post by: Barkhorn on August 12, 2020, 10:43:02 PM
It is possible to create colonies on gas giants from the Fleet Orders screen.  Just select a fleet, then a gas giant, and you will see the "Create Colony" button works.  99% sure it shouldn't since there's nothing you can do with that colony.
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on August 13, 2020, 12:15:39 PM
It is possible to create colonies on gas giants from the Fleet Orders screen.  Just select a fleet, then a gas giant, and you will see the "Create Colony" button works.  99% sure it shouldn't since there's nothing you can do with that colony.

You can put installations on it.
Specifically, putting a Refuelling Station on it allows your harvesters to unload fuel to the colony, which keeps your harvesters from getting full if your tanker fleet gets disrupted.

To me, this is a feature, not a bug.
Title: Re: v1.11.0 Bugs Thread
Post by: Elvin on August 13, 2020, 01:28:48 PM
It is possible to create colonies on gas giants from the Fleet Orders screen.  Just select a fleet, then a gas giant, and you will see the "Create Colony" button works.  99% sure it shouldn't since there's nothing you can do with that colony.

You can put installations on it.
Specifically, putting a Refuelling Station on it allows your harvesters to unload fuel to the colony, which keeps your harvesters from getting full if your tanker fleet gets disrupted.

To me, this is a feature, not a bug.

I think Steve may disagree - these two entries are in the bugfixes list:
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on August 13, 2020, 02:06:03 PM
It is possible to create colonies on gas giants from the Fleet Orders screen.  Just select a fleet, then a gas giant, and you will see the "Create Colony" button works.  99% sure it shouldn't since there's nothing you can do with that colony.

You can put installations on it.
Specifically, putting a Refuelling Station on it allows your harvesters to unload fuel to the colony, which keeps your harvesters from getting full if your tanker fleet gets disrupted.

To me, this is a feature, not a bug.

I think Steve may disagree - these two entries are in the bugfixes list:
  • Prevented creation of colonies on gas giant on the Minerals window.
  • Prevented SM random ruins being created on gas giants

I know, and that's fine. I plan to work around it.
I RP it as putting a Refuelling Station installation in orbit rather than on the surface. Works the same way, and, logistically, putting something in orbit of a planet is easier than putting it on the surface.
Title: Re: v1.11.0 Bugs Thread
Post by: Maxwillkil on August 13, 2020, 02:16:32 PM
After moving mines onto a colony, got this error:

1. 11. 0 Function #2184: Value was either too large or too small for a Decimal
Error is visible when selecting the colony in question, the Mining screen under Economics is entirely broken, the top section is completely missing, the rest displays garbage.
When advancing time, the population of the colony will kill off its entire Manufacturing sector each tick.

TN start, Real stars, numbers are 12,345. 67

Not sure if the bug is reproducable from other games, but I have a DB which consistently errors after advancing a few 5-day ticks.

Notes:
This is about 75 years into a peaceful campaign
This game was played using Mono on Linux.  Haven't had issues up until now, but if this DB won't repro the error on other systems, that may be why.

Attached DB.  Observe population of Barnards Star-A I, advance several 5-day ticks.
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on August 13, 2020, 04:13:10 PM
After moving mines onto a colony, got this error:

1. 11. 0 Function #2184: Value was either too large or too small for a Decimal
Error is visible when selecting the colony in question, the Mining screen under Economics is entirely broken, the top section is completely missing, the rest displays garbage.
When advancing time, the population of the colony will kill off its entire Manufacturing sector each tick.

TN start, Real stars, numbers are 12,345. 67

Not sure if the bug is reproducable from other games, but I have a DB which consistently errors after advancing a few 5-day ticks.

Notes:
This is about 75 years into a peaceful campaign
This game was played using Mono on Linux.  Haven't had issues up until now, but if this DB won't repro the error on other systems, that may be why.

Attached DB.  Observe population of Barnards Star-A I, advance several 5-day ticks.

This is a confusing edge case related to how the agricultural and service sector percentages are calculated.
Agricultural is 5% * colony cost EDIT: (colony cost + 1).
Service is 100% * the fourth root of the colony population (in billions), but no higher than 70%, and also no higher than whatever is left after the agricultural sector is manned.
Manufacturing is 100% minus the other two, but no lower than 0% (obviously).

In this case, colony cost is 14.97 and population is 18.95 million.
The raw calculations give an agri sector of 79.85% and a service sector of 37.1%.
That would give a total over 100%, so service sector is reduced to 20.15%, and manufacturing gets 0%.

So it's not that the population is killing off the manufacturing sector.
It's that so many people have to work at making food that nobody is left to build things.

That said, after two 5-day ticks I get the same error (1. 11. 0 Function #2184), and the Mining tab shows a blank top pane.
I'm running vanilla Windows 10.

So, long story short, this is reproducible.
Title: Re: v1.11.0 Bugs Thread
Post by: Dutchling on August 13, 2020, 05:27:31 PM
Ordering a fleet to begin overhaul while it is under a Training (TRN) Naval Command does not work. You need to manually move a fleet out of training in order for it to begin overhaul.
Title: Re: v1.11.0 Bugs Thread
Post by: Maxwillkil on August 13, 2020, 08:13:44 PM
Quote from: skoormit link=topic=11565. msg139918#msg139918 date=1597353190
So it's not that the population is killing off the manufacturing sector. 
It's that so many people have to work at making food that nobody is left to build things.
Sorry, just to check, are you not seeing the population decrease with each tick? 5 days ago in this save it was 24M, now it's 18M, if I advance again it goes 12. 6M, 12. 08M, 3. 48M.
Maybe it's just already something corrupted from the error, but it doesn't seem right for the population to be diving like this.
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on August 14, 2020, 07:58:05 AM
Quote from: skoormit link=topic=11565. msg139918#msg139918 date=1597353190
So it's not that the population is killing off the manufacturing sector. 
It's that so many people have to work at making food that nobody is left to build things.
Sorry, just to check, are you not seeing the population decrease with each tick? 5 days ago in this save it was 24M, now it's 18M, if I advance again it goes 12. 6M, 12. 08M, 3. 48M.
Maybe it's just already something corrupted from the error, but it doesn't seem right for the population to be diving like this.

Yes. Your civilian shipping lines are picking up colonists to take them to Barnards Star-A II.
You can control the civvies behavior from the Civilian Economy tab of the Econ window.
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on August 15, 2020, 09:13:30 AM
Right clicking a location on the tactical map displays a selection list of colonies and fleets near the location.

Two bugs related to this list:

1) If I select a civilian fleet from the list, the Naval Organization window opens but it does not have a fleet selected. I have to manually navigate to that fleet.

2) If I select a colony from the list, and that colony has zero population, has no automated mines, and is not a civilian mining colony, the Economic window opens but it does not have a colony selected. I have to manually navigate to that colony.
Title: Re: v1.11.0 Bugs Thread
Post by: Andrew on August 15, 2020, 09:47:32 AM
I have bombarded a planet so hard I have created a new state of physics :)
Due to dust in the atmosphere surface temperature has dropped to -45 degrees Kelvin.  There may already be a fix in for terraforming dropping a planets temperature too easilyif not , this is a bug.
Title: Re: v1.11.0 Bugs Thread
Post by: Dutchling on August 15, 2020, 05:36:42 PM
I had an issue where my fleet had a speed of 80km/s instead of its max 4000km/s when ordered to follow an Alien passive contact with "Use Maximum Speed" checked.

I did not manually set that speed (in fact I did not even know how to do that until later)

The fleet had enough fuel

The fleet had no damaged components

Changing the speed manually did not work

Giving an order with "Use Maximum Speed" checked again did not change the speed back to max

Saving and reloading fixed it. The fleet immediately had the max speed instead of 80km/s

edit: It happened again to the next Alien contact I tried following. Same problems, and reloading worked, although it didn't seem to at first: I had to select another fleet and then select the bugged fleet again for it to resume to its normal speed. Note that this isn't a visual bug: the fleets were actually moving slowly. The speed this time was 45km/s instead of 80km/s.
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on August 15, 2020, 11:18:09 PM
Weapon failures appear to be happening far more often than expected.
I have two BBs firing on an enemy planet.
Each BB is firing 60 lasers at a time.
With a 1% chance of a maintenance failure per shot, I would expect each ship to suffer an average of 0.6 failures when it fires its lasers.
Instead, over the last 50 firing events (3000 total lasers fired), the ships have suffered a total of 78 maintenance failures.
This is 2.6 times the expected number (1% of 3000 = 30).

DB attached.
Fleet is the Twin Hammers.
You can see the combat results in the event log.
Title: Re: v1.11.0 Bugs Thread
Post by: Demonides on August 16, 2020, 02:18:21 PM
Bug 1: Auto refit don't use components when it starts to refit another ship automatically.
Bug 2: "Move to System Requiring Geo and Grav" when there are more than two scanning systems, the ship keeps moving between them,even when orders are given.
Title: Re: v1.11.0 Bugs Thread
Post by: Kelewan on August 16, 2020, 03:11:18 PM
The function number 2169
The complete error text  "Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt." the english  error message should be "Object reference not set to an instance of an object"
The window affected Research Window
What you were doing at the time Checking why the next queued research did not start after researching "Ion Drive Technologie" was researched
Conventional or TN start TN
Random or Real Stars Random
Is your decimal separator a comma? No "."
Is the bug is easy to reproduce, intermittent or a one-off? Forum Search showed that this bug has been reported for 1.8.0 (http://aurora2.pentarch.org/index.php?topic=10990.msg128435#msg128435), 1.9.5 (http://aurora2.pentarch.org/index.php?topic=11298.msg134827#msg134827) and 1.10.0 (http://aurora2.pentarch.org/index.php?topic=11539.msg135192#msg135192) but I don't know how to reproduce.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well ~13 years

I had many Research Topics queue, but after this bug only three where shown. After saving and loading, the error disappears and most research topics are again shown in the queue,
but the  topics for "PP" are missing. I have no recent save before the bug, only one direct after the bug

Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on August 16, 2020, 06:43:12 PM
Bug 1: Auto refit don't use components when it starts to refit another ship automatically.
Bug 2: "Move to System Requiring Geo and Grav" when there are more than two scanning systems, the ship keeps moving between them,even when orders are given.

bug one: I am sure you need to flag to use prebuilt components somewhere.

bug 2: I had same issue, u have the orders the wrong way so you end up in a loop. First order should be survey nearest body and second order should be move to system that requires geosurvey. Or same for grav just with relative change.

I dont have aurora on atm so I apologize if the above is not what you were reporting.
Title: Re: v1.11.0 Bugs Thread
Post by: Demonides on August 17, 2020, 08:34:37 AM
Bug 1: Auto refit don't use components when it starts to refit another ship automatically.
Bug 2: "Move to System Requiring Geo and Grav" when there are more than two scanning systems, the ship keeps moving between them,even when orders are given.

bug one: I am sure you need to flag to use prebuilt components somewhere.

bug 2: I had same issue, u have the orders the wrong way so you end up in a loop. First order should be survey nearest body and second order should be move to system that requires geosurvey. Or same for grav just with relative change.

I dont have aurora on atm so I apologize if the above is not what you were reporting.

Bug One: I checked this option. And they did use the components, but only on the first ship. With subsequent ships, it does not do that anymore.
Bug two: Ok, I will check
Title: Re: v1.11.0 Bugs Thread
Post by: skoormit on August 17, 2020, 09:25:04 AM
Bug 1: Auto refit don't use components when it starts to refit another ship automatically.

bug one: I am sure you need to flag to use prebuilt components somewhere.


Bug One: I checked this option. And they did use the components, but only on the first ship. With subsequent ships, it does not do that anymore.


This sounds less like a bug, and more like a gap in the implementation of the auto-refit feature.
I'm going to post it to the C# Suggestions thread.
Probably
Title: Re: v1.11.0 Bugs Thread
Post by: rekrats on August 17, 2020, 07:31:43 PM
The function number: 1412
The complete error text:  "Der Wert für eine Decimal war zu groß oder zu klein".      means in english, "The value for a decimal was to large or to small".     
The window affected: Every 5 day turn, pops up a 50 times in the main window.     
What you were doing at the time: In beam weapon combat.   
Conventional or TN start TN
Random or Real Stars Real
Is your decimal separator a comma? No ".     "
Is the bug is easy to reproduce, intermittent or a one-off? Have no clue what triggered it.     Was in combat with some aliens.   
If this is a long campaign - say 75 years or longer - Currently in the year 2171.     

Error disappeares when i delete my combat fleet. 
Ok, error dissapears when in manualy clear all targets for all beam weapon ships.  Shall i upload a backup of the problematic DB?
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on August 18, 2020, 05:34:52 PM
Didn't search if it was mentioned before.

Ticking "Show Next Tech" in the F10 component design window does not allow for the next bigger shield generator size to be picked.
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on August 19, 2020, 07:06:47 AM
Minor thing, not sure if intended or not:

The "delete empty" option deleted me a colony which didn't have any installations or anything on it, but still had mineral stockpiles (even if just 67 Boronide). One would expect mineral stockpiles being present to count as "not empty".
My use case here is asteroid mining. You get a bunch of "empty" colonies with nothing but mineral stocks waiting to be shipped off on them whenever the miners move on.
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on August 19, 2020, 07:48:15 PM
T-T-T-Triplepost!

Having fun lobbing missiles at a troop transport today. In this scenario, four out of the five 5k transport bays on the transport get destroyed (it was fully loaded with 25k tons of troops), but all of them die. WAI? They also take more than 100% damage.

(https://i.imgur.com/tNNdnuQ.png)

Also, they now show up as 0-strength formations with no units. Is that just what happens to formations that get completely annihilated?
Title: Re: v1.11.0 Bugs Thread
Post by: db48x on August 19, 2020, 10:35:36 PM
This is a pretty ordinary game. I salvaged a precursor wreck, and it worked perfectly fine. Then I salvaged the wreck of two of my own ships in the same system and it called them an "unknown class" in the event. See the screenshot (http://db48x.net/Aurora/salvage%20of%20own%20class%20shown%20as%20unknown.png) which shows all three salvage events.

The function number: not applicable
The complete error text: event log says "Salvage of unknown class completed by …", but this was a wreck of one of my own ships
The window affected: event text
What you were doing at the time: salvaging a wreck
Conventional or TN start: conventional, but I doubt that it matters
Random or Real Stars: real stars
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? Seems easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 222 years and a few months
Title: Re: v1.11.0 Bugs Thread
Post by: woxbel on August 20, 2020, 03:02:50 AM
The function number:  N/A
The complete error text: N/A
The window affected: Main Window
What you were doing at the time: Reorganizing the navy structure
Conventional or TN start: TN start
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: N/A

If needed I could explain what I was doing or how it happened exactly but considering I have reproduced it by starting a new save I don't assume this is needed.

The issue is if you delete an Admin Command with a secondary Admin Command inside of it that has a fleet in it.  The fleet effectively becomes a Ghost fleet.
It will still be on the map but it won’t be in the Naval Organization Window anymore.  If a ship is directly under said Admin Command the ships get put under the main admin command and are totally fine.  I was unable to fix it by refreshing or restarting.

Below a clarification of the needed Naval structure to reproduce this error:
- Deleted admin command
     - Admin command
          - Ghost Fleet

Title: Re: v1.11.0 Bugs Thread
Post by: Barkhorn on August 21, 2020, 12:19:21 AM
The function number:  N/A
The complete error text: N/A
The window affected: Naval Organization
What you were doing at the time: Trying to move orbital weapons platforms to a colony.
Conventional or TN start: TN start
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Don't have a clue what even caused it.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 91 years and some months.

I am trying to move a fleet of 5 Minuteman orbital weapons platforms to one of my colonies via commercial carrier.  I have done this twice already and it worked fine.  Now though, the commercial carrier only seems able to carry one.  The carrier, a FACLog class, has 5000 hangar space, a minuteman platform is 1000 tons.  Issuing a land on mothership order of either kind only adds one platform to the carrier.  The other 4 always stay behind.  Additional landing orders do nothing, so it's not just that they can only land one at a time.  Only one can ever be on the carrier.  Both the carrier and the OWP fleet are in orbit of Earth.  I had to compress my DB or else the upload would keep failing.
Title: Re: v1.11.0 Bugs Thread
Post by: Lazygun on August 21, 2020, 02:48:36 PM
Difficulty creating colony for an empire once it rules multiple species.

Aurora 1. 11. 0
The function number n/a
The complete error text n/a
The window affected Naval organizaton window and minerals window
What you were doing at the time Trying to create a new colony for a multi-species empire
Conventional or TN start
Random or Real Stars either
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? easy: see below
If this is a long campaign - say 75 years or longer - year 135 discovered, year 0 in reproduction

After finally conquering the homeworld of an NPR I ran into this problem.  I can no longer create a colony from the naval organization window nor the minerals window.  After selecting a race and dismissing the window, nothing happens.  Luckily the System Genration and Display window works.  I suppose this is because the latter window lets you pre-select the species to use, while the former two windows pop up a box asking for the race. 

To reproduce: Start a new game.  Spacemaster in an alien race at earth.  Instant research and build ground units for one race.  Advance time a bit so the other species is conquered.  Use spacemaster mode to geosurvey one or more bodies in the Sol System.  Try to create new colonies on those bodies.

Title: Re: v1.11.0 Bugs Thread
Post by: dag0net on August 22, 2020, 02:31:19 AM
Mea Culpa Just noticed I hadn't patched the install I used to produce the following, it may be the case that they are outdated though the prior forum search did not return matches. If so, much gnashing of teeth.


The function number Function #1424 & Function #1612 & Function #1607 & Function #1562 & Function #1423
(?x)The complete error text: Function #1424: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index
(?x)The complete error text: Function #1612:  Object Reference not set to an instance of an object.
(?x)The complete error text: Function #1607:  Object Reference not set to an instance of an object.
(?x)The complete error text: Function #1562:  Object Reference not set to an instance of an object.
(?x)The complete error text: Function #1423:  Object Reference not set to an instance of an object.
The window affected: New Game/Create Race/Tactical
What you were doing at the time: Game Generation Min/Max NPR Distance: 125LY
Game Type/Mode/Settings: No Other Adjustments.
Is your decimal separator a comma? No.
Is the bug easy to reproduce, intermittent or a one-off? Repeatable with several (5:5 & 50:50 iirc) equal value range adjustments to Min/Max LY in NPR Generation.


No Sol is saved to the (player's) game instance, though I'd expect that's rather irrelevant to resolving the issue.

////

The function number:  2109 (Might be 2169 tbh, eyes aren't that great)
The complete error text: Object reference not set to an instance of an object
The window affected: Economics
What you were doing at the time: Research on Earth included Mine+Mining in queue when Mine was recovered from a Ruin accompanied with Mining tech - all other research topics in (Earth c&p scientist) queue have disappeared, though following Mining Techs were available.
Conventional or TN start: TN start
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug easy to reproduce, intermittent or a one-off? The error repeats upon opening Economics child, implying that some record of the queue and research projects is maintained. The researcher can still lead new projects(mining 18 then 20  ::) ) so I infer that the queue can become orphaned.

I have tried to reproduce the error, with Mining 12 in queue, recovering Mining.Tech12 did not produce the same failure. It may be the case that Mining.Next had elevated to the active project in the original case.. will try to clarify(no longer have game.)
Though this game(the would-be reproduction) does now have a repeating #311 error on advancing time of unknown cause or effect(Haven't watched anything other than events/research)

Several thousand excavation events later..

Con 12 recovered whilst in queue also did not cause error.. continuing until ..

Reproduced! If the tech retrieved from the mine is the active research project at the head of a queue, other techs in the queue are lost from (at least) the gui and error in processing function #21x9 is reported upon opening research/econ pane.


This, at any rate, is my interpretation of what I'm seeing. Love & Kisses.
Title: Re: v1.11.0 Bugs Thread
Post by: Avers on August 23, 2020, 04:40:23 AM
I have no idea how this happened but my pop growth is way WAY higher then it should be.  I started with 500m in 2025 as usual and now it is 11000m in 2027.
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on August 23, 2020, 06:16:34 AM
I have no idea how this happened but my pop growth is way WAY higher then it should be.  I started with 500m in 2025 as usual and now it is 11000m in 2027.

Set your decimal separator to not be a comma, Aurora can't handle that

Reproduced! If the tech retrieved from the mine is the active research project at the head of a queue, other techs in the queue are lost from (at least) the gui and error in processing function #21x9 is reported upon opening research/econ pane.

Related, but never bothered to reproduce: I've also seen research queues get wiped and the techs in it turn inaccessible when the currently active research project is given to an empire via tech diffusion, or whatever you call the mechanic where others on the same body get something three levels lower than what you just researched.
Title: Re: v1.11.0 Bugs Thread
Post by: Indefatigable on August 23, 2020, 04:01:48 PM
TN start.
Random Stars.
Dot decimal separator.

A group of 3 survey ships (3x8000t) with commercial engines/self-jump drives was unable to transit a JP, when on the opposing side was a commercial jump tender with squadron size 3 (self+2) commercial 50.000t jump engine.
Seems to me that the game sees a conflict of violating the squadron limit and gives an interrupt without checking that the group doing the jump doesn't need the tenders services?

After moving the jump tender away from the JP did they transit successfully.
There seemed not to be any issues when the survey group originally transited the JP in the opposite direction (ships and tender at the same side of JP).
Title: Re: v1.11.0 Bugs Thread
Post by: unkfester on August 24, 2020, 01:10:59 AM
You better check your ship. even with commercial engines  a ship with survey modules will flag as military
Title: Re: v1.11.0 Bugs Thread
Post by: Indefatigable on August 24, 2020, 01:30:58 AM
You better check your ship. even with commercial engines  a ship with survey modules will flag as military
Doesn't matter in C#.
Title: Re: v1.11.0 Bugs Thread
Post by: db48x on August 24, 2020, 05:14:16 PM
Here's a fun one. My map of the universe is getting a little unwieldy, and suddenly I realized that I've been using it on just one of my two monitors. If I stretched the window across both of them I would be able to see a lot more of the map!

This was the result:

(http://db48x.net/Aurora/map%20clipping%20is%20weird.png)

Looks like the clipping doesn't always use the correct boundaries of the window, though it's good at normal sizes. It's not directly limited to one monitor though, because the last visible column of systems, the one with Sol in it, is actually on the second monitor.
Title: Re: v1.11.0 Bugs Thread
Post by: dag0net on August 26, 2020, 01:37:23 AM
SM > System View > Create System > Click on 'System Name'

1.11.00 Function #2672: Object Reference not set to an instance of an object.

///

New Game >NPR 15 > Max LY(500) > Create Game >Create Race
No Function Error
Error: Luminosity Key Count is set to 11

///

New Game Creation, Unrecorded Game & Race Settings.

1.11.0 Function #1355: An item with the same key has already been added.
1.11.0 Function #1359: An item with the same key has already been added.
1.11.0 Function #1690: Y/M/D paramaters describe an un-representable DateTime.
Title: Re: v1.11.0 Bugs Thread
Post by: sehpa on August 26, 2020, 05:09:31 AM
I am not sure if this is already reported.  If you assign a taskforce with leaders to a custom fleet admin it crashes the game.  Assigning task force without any leader works, however assigning leaders after assigning the task force to the custom fleet admin also crashes the game.
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on August 27, 2020, 12:18:38 PM
I am not sure if this is already reported.  If you assign a taskforce with leaders to a custom fleet admin it crashes the game.  Assigning task force without any leader works, however assigning leaders after assigning the task force to the custom fleet admin also crashes the game.

This looks like it needs a few more details. What is a task force and a custom fleet admin in your case exactly? Any fleet with commanders in it and any admin command of any type that you made yourself, aka any but the default top-level command? Of any specific types?
My bet is that it crashes because of some specific circumstances here, cause just attaching fleets to admin commands themselves works fine.
Title: Re: v1.11.0 Bugs Thread
Post by: somebody1212 on August 27, 2020, 05:55:53 PM
There appears to be a bug with maintenance failures - if the failure is unable to find a valid roll on the DAC after 20 attempts due to rolling components which cannot fail (hangars, fuel tanks, etc) then it destroys the ship in the same manner that it would if it was unable to find a valid roll after 20 attempts due to rolling destroyed components.

This is particularly significant for large barge carriers for which more than 90% of the ship may be hangars/fuel. As seen in the image below, after 10 days of travel, 5 of the 50 carriers had exploded.

(https://cdn.discordapp.com/attachments/484494916886724618/748673404751708310/unknown.png)

This has shown up in regular carriers as well: http://aurora2.pentarch.org/index.php?topic=11872 (http://aurora2.pentarch.org/index.php?topic=11872)

Steps to reproduce:
1. Build/spawn a ship containing a large number of fuel tanks or hangars (or other components which cannot have maintenance failures). Due to the random nature of this issue this will be easier to verify if you use large numbers of ships and a short maintenance life.
2. Keep passing construction cycles until maintenance failures start to occur.
3. Watch for the explosions.
Title: Re: v1.11.0 Bugs Thread
Post by: db48x on August 28, 2020, 11:10:33 PM
I'm getting a repeating warning that a civilian freighter failed to pick up a maintenance facility on Earth. After noticing that it was the same freighter every time, I started investigating. I do have orders to move maintenance facilities off Earth to another colony. I also have some other orders, such as to bring research labs to Earth. I have 197 maintenance facilities on Earth at the moment, so that can't be the problem. I used the Naval Organization window to inspect the civilian fleet in question, and the reason that it can't load anything is that the cargo is full; it's carrying part of a research lab that it never dropped off on Earth.

(http://db48x.net/Aurora/civilian%20freighter%20cargo%20full.png)
http://db48x.net/Aurora/civilian%20freighter%20cargo%20full.png (http://db48x.net/Aurora/civilian%20freighter%20cargo%20full.png)

In this screenshot you can see on the right the tactical window with the warning event at the top, and on the left the naval organization window with the civilian fleet selected. You can see the fleet's orders are to load maintenance facilities, but that the cargo space is already full with 0.05 research facilities.

I tried using SM mode to fix the civilian fleet's orders, but no luck. I guess the buttons aren't available even in SM mode.

The database is attached. The usual answers to the standard questions apply. Do let me know if you have any questions or need more information.

Update: It just occurred to me to check the fleet's history (I use that tab so infrequently, I must have forgotten it entirely); you can see that it loaded the lab at Janus in February, arrived in Sol in May, and the next thing it tried to do was to load infrastructure.

(http://db48x.net/Aurora/civilian%20freighter%20cargo%20full,%20fleet%20history.png)
http://db48x.net/Aurora/civilian%20freighter%20cargo%20full,%20fleet%20history.png (http://db48x.net/Aurora/civilian%20freighter%20cargo%20full,%20fleet%20history.png)
Title: Re: v1.11.0 Bugs Thread
Post by: db48x on August 29, 2020, 02:36:43 PM
Turns out that there are 18 ships that have cargo loaded and also have an order to load cargo. I used this query to enumerate them:

Code: [Select]
SELECT FCT_Ship.ShipID,
       FCT_Fleet.FleetName,
       FCT_ShipCargo.CargoTypeID,
       FCT_ShipCargo.CargoID,
       FCT_ShipCargo.Amount
FROM FCT_Fleet LEFT JOIN
FCT_Ship USING (FleetID) LEFT JOIN
FCT_ShipCargo USING (ShipID) LEFT JOIN
FCT_MoveOrders USING (FleetID)
WHERE FCT_MoveOrders.MoveActionID=176 AND
      FCT_ShipCargo.Amount > 0 AND
      FCT_Ship.ShippingLineID != 0 AND
      FCT_Fleet.RaceID = 197;

Having done that, it was a simple matter to delete all that unwanted cargo:

Code: [Select]
DELETE FROM FCT_ShipCargo
WHERE ShipID IN (SELECT FCT_Ship.ShipID
                 FROM FCT_Fleet LEFT JOIN
                 FCT_Ship USING (FleetID) LEFT JOIN
                 FCT_ShipCargo USING (ShipID) LEFT JOIN
                 FCT_MoveOrders USING (FleetID)
                 WHERE FCT_MoveOrders.MoveActionID=176 AND
                       FCT_ShipCargo.Amount > 0 AND
                       FCT_Ship.ShippingLineID != 0 AND
                       FCT_Fleet.RaceID = 197);

Is there a way to SM in the 0.05 research lab that this deleted? It seems like there ought to be.
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on August 29, 2020, 02:40:14 PM
Is there a way to SM in the 0.05 research lab that this deleted? It seems like there ought to be.

I dont think you can SM stuff into cargo holds directly but if you go to the menu where you do civilian contracts on the installation list of the selected population you can "SM add", "SM delete" and "SM edit". You should be able to do something with that.
Title: Re: v1.11.0 Bugs Thread
Post by: db48x on August 29, 2020, 02:46:52 PM
Is there a way to SM in the 0.05 research lab that this deleted? It seems like there ought to be.

I dont think you can SM stuff into cargo holds directly but if you go to the menu where you do civilian contracts on the installation list of the selected population you can "SM add", "SM delete" and "SM edit". You should be able to do something with that.

Aha, that's exactly what I needed. That let me add the 0.05 research lab that I deleted out of the civilian ship to Earth where the ship was supposed to have delivered it.

Thanks!
Title: Re: v1.11.0 Bugs Thread
Post by: Demonides on August 29, 2020, 03:12:54 PM
Automatically assigning weapons to fire control causes the launcher to disappear (missing size 6 missile launcher)

v 1.11
Title: Re: v1.11.0 Bugs Thread
Post by: db48x on August 29, 2020, 03:43:30 PM
I've just noticed that Oumuamua isn't moving fast enough. This might be a limitation of how comets work, but 137 years have passed in my game and Oumuamua hasn't even reached Uranus' orbit yet. I suspect you set the comet's speed to be inversely proportional to the comet's OrbitalDistance, so that long-period comets move slower than short-period comets. That does make sense for comets.

(http://db48x.net/Aurora/oumuamua%20not%20moving%20fast%20enough.png)
http://db48x.net/Aurora/oumuamua%20not%20moving%20fast%20enough.png (http://db48x.net/Aurora/oumuamua%20not%20moving%20fast%20enough.png)

Compare that with this image of the real orbit from Wikipedia:

(https://upload.wikimedia.org/wikipedia/commons/f/f5/Oumuamua-solar_system-ecliptic-normals.png)

You can see that it should only take 2 years to pass Uranus' orbit.
https://en.wikipedia.org/wiki/File:Oumuamua-solar_system-ecliptic-normals.png (https://en.wikipedia.org/wiki/File:Oumuamua-solar_system-ecliptic-normals.png)
Title: Re: v1.11.0 Bugs Thread
Post by: Iceranger on August 29, 2020, 04:58:24 PM
Automatically assigning weapons to fire control causes the launcher to disappear (missing size 6 missile launcher)

v 1.11

This is probably the same issue with http://aurora2.pentarch.org/index.php?topic=11565.msg135426#msg135426, which should have been fixed in 1.12

Basically currently additional ECCMs confuse the auto assignment.
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on August 31, 2020, 04:19:44 AM
While we're on the topic of solar system inaccuracies, it's been bothering me a bit that Mercury is listed as tidally locked in Aurora. In the past this was assumed to be the case, but in reality it spins three times for every two rotations around the sun, meaning it doesn't have the "eternal twilight" band between light and dark side that the tidal lock means in aurora gameplay terms.

https://en.wikipedia.org/wiki/Mercury_(planet)#Spin-orbit_resonance
Title: Re: v1.11.0 Bugs Thread
Post by: Barkhorn on September 02, 2020, 02:47:17 PM
When designing infantry, you can add multiple genetic enhancements.  Only the highest one improves the unit's health, but all of them impact the unit's cost.
Title: Re: v1.11.0 Bugs Thread
Post by: Dawntaker on September 05, 2020, 10:46:40 AM
I was training my first group of destroyers and I was advancing time by 30 day intervals manually to monitor their progress when I noticed the deployment time of the ships increases by 2 instead of 1, I tested them in other scenarios and it only increases by 2 in a single 30 day time period when they are training.  Not sure if this is a bug or a feature to do with training.

The two images show the fleet before a 30 day increment and after the 30 day increment
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on September 05, 2020, 03:38:17 PM
I was training my first group of destroyers and I was advancing time by 30 day intervals manually to monitor their progress when I noticed the deployment time of the ships increases by 2 instead of 1, I tested them in other scenarios and it only increases by 2 in a single 30 day time period when they are training.  Not sure if this is a bug or a feature to do with training.

The two images show the fleet before a 30 day increment and after the 30 day increment

WAI

http://aurora2.pentarch.org/index.php?topic=8495.msg109158#msg109158

Check point 5) The ship's Maintenance Clock increases by 2x time (compared to 1x for a normal ship), unless it is within a military hangar.
Title: Re: v1.11.0 Bugs Thread
Post by: Dalamar42 on September 05, 2020, 04:27:39 PM
I have a fleet that consists of deeply nested sub-fleets.  While I play this works fine, however if I quit the game and then start it again the fleet structure is flattened so that all the sub-fleets are directly under the main fleet.

Example:
Code: [Select]
Fleet
  -> Taskforce sub-fleet
       -> Carrier sub-fleet
            -> Carrier Ship
            -> Fighter sub-fleet
                 -> Fighter

becomes
Code: [Select]
Fleet
  -> Taskforce sub-fleet
       -> Empty
  -> Carrier sub-fleet
       -> Carrier Ship
  -> Fighter sub-fleet
      -> Fighter

I have one fleet where this happens and it happens every time I restart the game.

Version: 1. 11. 0
Campaign length: 84yrs
Mods: None when I observed this bug, but I have used AuroraMod in the past with this particular campaign.  Not sure if using this mod previously could have any bearing on what is happening now.
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on September 05, 2020, 09:56:51 PM
I have a fleet that consists of deeply nested sub-fleets.  While I play this works fine, however if I quit the game and then start it again the fleet structure is flattened so that all the sub-fleets are directly under the main fleet.

Example:
Code: [Select]
Fleet
  -> Taskforce sub-fleet
       -> Carrier sub-fleet
            -> Carrier Ship
            -> Fighter sub-fleet
                 -> Fighter

becomes
Code: [Select]
Fleet
  -> Taskforce sub-fleet
       -> Empty
  -> Carrier sub-fleet
       -> Carrier Ship
  -> Fighter sub-fleet
      -> Fighter

I have one fleet where this happens and it happens every time I restart the game.

Version: 1. 11. 0
Campaign length: 84yrs
Mods: None when I observed this bug, but I have used AuroraMod in the past with this particular campaign.  Not sure if using this mod previously could have any bearing on what is happening now.

If the bug was observed running the vanilla .exe then your fine to report it. Aurora in general doesn't seem to handle deep nested fleets very well in terms of automation so I tend to avoid deep naval hierarchies - instead I rely on unmanned admin HQs to help with UI organization.
Title: Re: v1.11.0 Bugs Thread
Post by: kyonkundenwa on September 05, 2020, 11:48:06 PM
The "resupply from colony" option isn't available at colonies which lack cargo handling capability (spaceport or shuttle facility), even if the vessel attempting to resupply has cargo shuttles. A supply ship with shuttles can transfer supplies down without issue but can't bring them back up. This can make it difficult to obtain maintenance supplies which were recovered from ruins as you need to get cargo handling infrastructure on site.

Additional related bonus bug, if you check the box to flag a class as a "supply ship", and then uncheck it, extant vessels of the class retain the "transfer maint supplies to colony" order as an option. If you give them the order they instantly "complete" upon arriving at their destination without transferring any maintenance supplies. Noted while turning my tankers into supply vessels for testing the cargo handling issue.

The window affected: Naval organization
What you were doing at the time: Trying to move mx supplies
Is your decimal separator a comma?: Yes.
Is the bug is easy to reproduce, intermittent or a one-off?: Every time for me.
Title: Re: v1.11.0 Bugs Thread
Post by: Dalamar42 on September 06, 2020, 11:16:29 AM
Quote from: Droll link=topic=11565. msg140672#msg140672 date=1599361011
Quote from: Dalamar42 link=topic=11565. msg140664#msg140664 date=1599341259
I have a fleet that consists of deeply nested sub-fleets.   While I play this works fine, however if I quit the game and then start it again the fleet structure is flattened so that all the sub-fleets are directly under the main fleet. 

Example:
Code: [Select]
Fleet
  -> Taskforce sub-fleet
       -> Carrier sub-fleet
            -> Carrier Ship
            -> Fighter sub-fleet
                 -> Fighter

becomes
Code: [Select]
Fleet
  -> Taskforce sub-fleet
       -> Empty
  -> Carrier sub-fleet
       -> Carrier Ship
  -> Fighter sub-fleet
      -> Fighter

I have one fleet where this happens and it happens every time I restart the game. 

Version: 1.  11.  0
Campaign length: 84yrs
Mods: None when I observed this bug, but I have used AuroraMod in the past with this particular campaign.   Not sure if using this mod previously could have any bearing on what is happening now.

If the bug was observed running the vanilla . exe then your fine to report it.  Aurora in general doesn't seem to handle deep nested fleets very well in terms of automation so I tend to avoid deep naval hierarchies - instead I rely on unmanned admin HQs to help with UI organization.

Yeah, I can confirm I had this with the vanilla exe.
Title: Re: v1.11.0 Bugs Thread
Post by: Dalamar42 on September 06, 2020, 12:01:54 PM
Issue

Code: [Select]
DE Anthony  (Menelaus Mk3 class Destroyer Escort)      10,000 tons       228 Crew       2,154.7 BP       TCS 200    TH 370    EM 0
5280 km/s      Armour 6-41       Shields 0-0       HTK 52      Sensors 11/11/0/0      DCR 6      PPV 61.84
Maint Life 2.89 Years     MSP 1,688    AFR 133%    IFR 1.9%    1YR 298    5YR 4,474    Max Repair 462 MSP
Trierarch    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

EP-528 / HS-33 / M (2)    Power 1056    Fuel Use 33.03%    Signature 184.80    Explosion 10%
Fuel Capacity 632,000 Litres    Range 34.4 billion km (75 days at full power)

Twin Gauss Cannon R400-100 Turret (4x8)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 40,000 km    ROF 5       
Beam Fire Control R64-TS20000 (70%) (1)     Max Range: 64,000 km   TS: 20,000 km/s     84 69 53 38 22 6 0 0 0 0

Wasp M-120 AMM (183)    Speed: 35,000 km/s    End: 2.6m     Range: 5.5m km    WH: 1    Size: 1    TH: 140/84/42

Active Search Sensor AS23-R1 (1)     GPS 210     Range 23.1m km    MCR 2.1m km    Resolution 1
Thermal Sensor TH1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
EM Sensor EM1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Version: 1. 11. 0
Campaign Length: 90yrs
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on September 10, 2020, 07:22:13 AM
Following scenario: Colonize Venus, put people there which live in infrastructure (0% manufacturing sector), put automines and a mass driver there. Mass driver shoots to Earth. Then put some orbital habitats there, but not enough for the pop to develop a manufacturing sector yet. Put some manned mines there (which should be 0% efficiency) and remove the automines.
All the moving of facilities happend via civilian contracts. Random stars multi-Earth start game 72 years in.

I'm getting 2092 Value for decimal too small/big on construction cycles and 2184 Value for decimal too small/big on trying to look at the mineral overview of Venus (which stays blank).
If I remove the Venus mass driver destination (set it back to None) the 2092 stops happening.
Sometimes the mineral overview for Venus loads without error, showing a whole lotta zeroes - 0 in all production, 0 for mass driver change, 0 for production value for the mines and 0 for the manufacturing efficiency, all as is expected.

My attached save has some minor DB text edits done to it. Japan empire. I was able to replicate this issue in a fresh DB. The errors start happening once an orbital habitat is present.
Title: Re: v1.11.0 Bugs Thread
Post by: unkfester on September 10, 2020, 10:43:01 AM
I had that too with Venus. I had to take off orbital habitats they were not using my mines. I had it on military only and the planet was getting tons of people and infrastructure.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 06:00:22 AM
I've just noticed that Oumuamua isn't moving fast enough.

I think I already fixed this for v1.12.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 06:03:06 AM
While we're on the topic of solar system inaccuracies, it's been bothering me a bit that Mercury is listed as tidally locked in Aurora. In the past this was assumed to be the case, but in reality it spins three times for every two rotations around the sun, meaning it doesn't have the "eternal twilight" band between light and dark side that the tidal lock means in aurora gameplay terms.

https://en.wikipedia.org/wiki/Mercury_(planet)#Spin-orbit_resonance

I'm aware of the 3:2 resonance for Mercury and this could happen in other systems too. I've retained the tide-locked status to keep things simple.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 06:11:49 AM
The "resupply from colony" option isn't available at colonies which lack cargo handling capability (spaceport or shuttle facility), even if the vessel attempting to resupply has cargo shuttles. A supply ship with shuttles can transfer supplies down without issue but can't bring them back up. This can make it difficult to obtain maintenance supplies which were recovered from ruins as you need to get cargo handling infrastructure on site.

Fixed for v1.12.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 06:26:13 AM
Issue
  • I had a type of DE that carried AMMs
  • Design new version of the ship without launchers or magazines and with no missiles assigned to it on the ordnance & fighers screen
  • Refit existing ships to the new type
  • Refitted ships still carry the missiles they had before even though they have no magazines
  • Ordering the ships to unload or reload ordnance has no effect on these ships

I've added code to v1.12 that will adjust the number of missiles on a ship if there is insufficient capacity to hold them. Any excess ordnance will be offloaded to the population.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 06:37:39 AM
There appears to be a bug with maintenance failures - if the failure is unable to find a valid roll on the DAC after 20 attempts due to rolling components which cannot fail (hangars, fuel tanks, etc) then it destroys the ship in the same manner that it would if it was unable to find a valid roll after 20 attempts due to rolling destroyed components.

For v1.12, the 20 attempts will only be made on components that can fail.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 06:45:17 AM
Is there a way to SM in the 0.05 research lab that this deleted? It seems like there ought to be.

You can use the Civilian Economy tab to add installations in SM Mode.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 06:48:57 AM
Minor thing, not sure if intended or not:

The "delete empty" option deleted me a colony which didn't have any installations or anything on it, but still had mineral stockpiles (even if just 67 Boronide). One would expect mineral stockpiles being present to count as "not empty".
My use case here is asteroid mining. You get a bunch of "empty" colonies with nothing but mineral stocks waiting to be shipped off on them whenever the miners move on.

I've updated the 'Delete Empty' code to ignore populations with mineral stockpiles.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 07:00:38 AM
This is a pretty ordinary game. I salvaged a precursor wreck, and it worked perfectly fine. Then I salvaged the wreck of two of my own ships in the same system and it called them an "unknown class" in the event. See

Fixed for v1.12.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 07:15:41 AM
Not sure if it's a bug or working as intended.

You can add multiple spinal lasers as long as they're all different sizes.

It is a bug. Fixed for v1.12.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 07:20:11 AM
It seems like armourless stations actually do have 1 layer of armour.

My small armourless station was just attacked by an enemy scout.
He fired two shots.
One hit, with strength two.
The damage report says I took 1 point of armour damage, a cargo shuttle bay was destroyed, and my current armour is 92%.

Could be that the damage report is just incorrect, but that station has no component with HTK > 1.
If I had taken 2 points of internal damage (which I should have if the station has no armour), at least 2 components would have been destroyed.

DB attached.
Fleet in question is "SS IMP-IGU Shell4 004".
The attack occurred  5-20-2078 08:47:30A.

Fixed for v1.12.
Title: Re: Incorrect attribution of research points earned by disassembling alien tech.
Post by: Steve Walmsley on September 12, 2020, 07:58:29 AM
Tech awarded from command and control tech items (CIC, flag bridge etc) is awarded to Aux control research or just lost if aux control tech is already known.   

This is because all command and control systems were being treated as a single tech line. I've changed it for v1.12 so they are all treated individually.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 08:09:04 AM
Required Power in Ship Design Display tab in Naval Organization window (if you pick individual ship from a fleet and look at the Armour, Shields, Engines, Req Power, Crew Grade... section - all in percent) seems to take into account shields as well.

Fixed for v1.12.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 08:16:47 AM
When you shipyard-repair a ship that still had open repair tasks in the damage control screen it will keep repairing the now undamaged components once you load new MSP.
You now have to remove the repair tasks one by one.

Fixed for v1.12.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 08:23:08 AM
If you delete an Admin Command without unassigning the officers the officers will retain the position unless you unassign them.

Fixed for v1.12
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 08:31:52 AM
It seems that beginning an Overhaul at a Fleet (rather than a colony) causes the fleet doing the overhaul to stop in space, while the celestial body carries on.

Fixed for v1.12.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 09:29:45 AM
So I noticed that some of the gas giants have moons that are numbered wrong. For example giant has 24 moons but they are numbered as 39 - 63. There are no moons numbered 1 - 38. I believe those are always giants with trojan asteroids. I noticed that sometimes trojans are numbered as the missing moons would be, so for example they have numbers 1 - 38 and then moons are 39 - 63. But unfortunately its not that way always so it may just be coincidence.

Fixed for v1.12. I'd noticed the bug too but I hadn't realised the Trojan connection, which is what helped me to track it down.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 09:49:39 AM
http://aurora2.pentarch.org/index.php?topic=11231.msg131041#msg131041

Fighters still fail to load or unload Cryogenic Storage - Emergency at planets w/o a Cargo Shuttle Station despite being able to load / unload Troops. If they can land on planets, I don't see why they shouldn't be able to unload colonists from cryo.

I know I'm being a bit of a pain in the arse about this, but I really wanna use fighters to drop Ground Unit Construction to build Infra, then have fighters ferry colonists to the new world. Yes, I know I could "just use a regular ship", but I really wanna Role-Play tiny shuttle ferries in a budding Earth empire...

For v1.12, fighter-sized craft do not require cargo shuttles at the planet to unload colonists, installations, minerals, etc.. As you say, they can land so they don't need any facilities.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 09:53:50 AM
When choosing the "Scrap" options on a shipyard, you have the options to chose civilians

Fixed for v1.12.
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 10:09:28 AM
2 stage buoy, with one stage containing no engines, nothing but active sensor. Secod stage consist of 8 missiles 20M km separation and 25M km range.
Launched via "launch ready ordinance" order near the jump point.
* Ordinance is spent, but missile does not show up
* Buoy designed with active sensor does not show up on system map. 
* Buoy does not have sensor range (and does not contribute to detection)

Do the second stage missiles have their own sensors?
Title: Re: v1.11.0 Bugs Thread
Post by: Steve Walmsley on September 12, 2020, 10:13:56 AM
1.11
Period native
Easy to reproduce
Potential bug: I don't think the survey speed does actually impact ground survey teams.

I have been checking for a while and still not 100% sure, but I think will be relative easy for the moderators to double check.

I notice that if still takes few months for me to fully survey a body with a ship (correct as I use 5% survey speed), my teams still need only few days or weeks to actually fully survey the surface. At the moment I role play it pretending that teams only check existing deposits with very advanced machinery, but I still believe it should take longer...

Fixed this and same problem with geo buoy surveys for v1.12.
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on September 12, 2020, 10:16:29 PM
2 stage buoy, with one stage containing no engines, nothing but active sensor. Secod stage consist of 8 missiles 20M km separation and 25M km range.
Launched via "launch ready ordinance" order near the jump point.
* Ordinance is spent, but missile does not show up
* Buoy designed with active sensor does not show up on system map. 
* Buoy does not have sensor range (and does not contribute to detection)

Do the second stage missiles have their own sensors?

I don't think any kind of mine does actually work in C#, bit I could be wrong. I stopped trying any design since 1.6 and a timid try on 1.9.5.

I reckon there was a problem with some sensors (thermal maybe) which were not working unless there were other sensors of same kind, so maybe the problem is related to tg
hat? Not sure.

If mines are now working I apologize as as I said long time since I tried.
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on September 13, 2020, 11:13:17 AM
2 stage buoy, with one stage containing no engines, nothing but active sensor. Secod stage consist of 8 missiles 20M km separation and 25M km range.
Launched via "launch ready ordinance" order near the jump point.
* Ordinance is spent, but missile does not show up
* Buoy designed with active sensor does not show up on system map. 
* Buoy does not have sensor range (and does not contribute to detection)

Do the second stage missiles have their own sensors?

I don't think any kind of mine does actually work in C#, bit I could be wrong. I stopped trying any design since 1.6 and a timid try on 1.9.5.

I reckon there was a problem with some sensors (thermal maybe) which were not working unless there were other sensors of same kind, so maybe the problem is related to tg
hat? Not sure.

If mines are now working I apologize as as I said long time since I tried.

I know that 2-stage active sensor bueys do work in 1.11 since I've deployed them but also know that passive sensors don't work well on them - has to be active. Actual mines that are supposed to blow up also don't IIRC.
Title: Re: v1.11.0 Bugs Thread
Post by: TurielD on September 13, 2020, 03:52:06 PM
Aurora 1. 11. 0
The function number: n/a
The complete error text: n/a
The window affected: Naval organization window - ship combat tab
What you were doing at the time: Assaulting a Precursor planet

Conventional start
Random stars
Is your decimal separator a comma? no
Campaign Length: 96 years
Is the bug is easy to reproduce, intermittent or a one-off? I have only encountered it once - but I haven't done much combat yet.


Had a situation where a ship near a hostile planet, that had been targeting its Ground forces. 
A ground STO based on the planet destroyed the ship's BFC and a few lasers, but these weapons continued firing at the planet. 
The ship combat screen did not display the weapons that were firing, or the fire control that was out.   Giving the 'cease fire all' and 'cease fire fleet' commands did not stop the firing.
Another fire control was present, which was quite happy to still switch modes.

This unfortunately got the ship stuck firing at the planet, and forcing the game into 5s mode.
I gave the ship hull another engine, and moved it out of range of the planet, whereupon the ship complained that its targets were out of range.   When it had completed damage control on the BFC some days later, the BFC was indeed active, and I could tell it to cease fire.
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on September 13, 2020, 04:20:02 PM
2 stage buoy, with one stage containing no engines, nothing but active sensor. Secod stage consist of 8 missiles 20M km separation and 25M km range.
Launched via "launch ready ordinance" order near the jump point.
* Ordinance is spent, but missile does not show up
* Buoy designed with active sensor does not show up on system map. 
* Buoy does not have sensor range (and does not contribute to detection)

Do the second stage missiles have their own sensors?

I don't think any kind of mine does actually work in C#, bit I could be wrong. I stopped trying any design since 1.6 and a timid try on 1.9.5.

I reckon there was a problem with some sensors (thermal maybe) which were not working unless there were other sensors of same kind, so maybe the problem is related to tg
hat? Not sure.

If mines are now working I apologize as as I said long time since I tried.

I know that 2-stage active sensor bueys do work in 1.11 since I've deployed them but also know that passive sensors don't work well on them - has to be active. Actual mines that are supposed to blow up also don't IIRC.

Yes, I use buoys quite often and haven't had many issues so far, if we consider that we cannot get the rid of them a "non issue".  8)
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on September 14, 2020, 10:41:59 AM
Tech diffusion sometimes leads to weird results, especially with the "auto-research" techs.

Now one empire is researching the (6k RP) heavy static armor and another is getting the (5k) heavy vehicle armor. Is this supposed to happen? The empires in question don't have research sharing enabled but have each other set as allies.

Edit: Now one is researching Science Department and the other is getting Flag Bridge
Title: Re: v1.11.0 Bugs Thread
Post by: ExChairman on September 15, 2020, 02:30:21 AM
Hmmm, some 34 years into my latest game I (the human race, that is) suddenly have evolved... There is a lot of new habitable planets in the known universe...

Conventional start
Let the computer "sleep" during the night
Not sure when this happened
Have researched higher tolerance to gravity...
and started improved infantery research...
Title: Re: v1.11.0 Bugs Thread
Post by: Black on September 15, 2020, 02:17:42 PM
The function number - no error
The complete error text - no error
What you were doing at the time - encountered Precursor ships in new system
Conventional or TN start - TN
Random or Real Stars - real stars
Is your decimal separator a comma? - period
Is the bug is easy to reproduce, intermittent or a one-off? - unknown

I encountered Precursor ships during survey of the new system, but they were reported as NPR ships in event log:

(https://i.ibb.co/rvzJXsK/wrong-report.png) (https://ibb.co/QXTGxd7)
Title: Re: v1.11.0 Bugs Thread
Post by: Barkhorn on September 17, 2020, 05:38:05 PM
I can't start a new game.  When I click "create race", the game hangs forever.  I've waited over a half hour, to no avail.  This is the case regardless of what settings I choose.  I've attached my DB, as I'm sure something is wrong with it.  I had to zip it up or the upload would keep failing.
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on September 17, 2020, 05:57:34 PM
I conquered a precursor pop and found some of their missiles, but I can't actually load them onto any of my ships as they don't show up in the class or ship ordnance screens.

Again, I modified my DB slightly, but I imagine it should be reasonably easy to reproduce if you can debug in a precursor pop. People's Republic of Luna empire, Procyon's Rest is the ex-precursor pop if you wanna look.
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on September 17, 2020, 06:34:21 PM
I conquered a precursor pop and found some of their missiles, but I can't actually load them onto any of my ships as they don't show up in the class or ship ordnance screens.

Again, I modified my DB slightly, but I imagine it should be reasonably easy to reproduce if you can debug in a precursor pop. People's Republic of Luna empire, Procyon's Rest is the ex-precursor pop if you wanna look.

This is a known bug or at least it has been discussed in other threads if not here. Right now alien missiles are unusable and can only be scrapped. Also if you post with a modified DB or anything please explicitly mention explicitly what the modification(s) is(are), even if you think its completely unrelated, let Steve/the bug mods decide that.
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on September 18, 2020, 12:14:17 AM
This is a known bug or at least it has been discussed in other threads if not here. Right now alien missiles are unusable and can only be scrapped. Also if you post with a modified DB or anything please explicitly mention explicitly what the modification(s) is(are), even if you think its completely unrelated, let Steve/the bug mods decide that.

Ah, it's good to know others have already reported it. I've actually gotten them usable with more DB modification, after the point at which the DB was saved.

Let's see, what did I change?
- Components with sizes (engineering spaces, fuel tanks, maintenance bays etc.) are renamed: Tiny Engineering Space -> Enginering Space (5t)
- Tractor beam changed to 1 HS instead of 10
- I changed the flag for an NPR once
- Disabled the player interrupt for discovering a JP
- And I set an NPR to be able to communicate with a player race once, the SM button only sets it one-way. I think that's it.
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on September 18, 2020, 06:28:26 AM
This is a known bug or at least it has been discussed in other threads if not here. Right now alien missiles are unusable and can only be scrapped. Also if you post with a modified DB or anything please explicitly mention explicitly what the modification(s) is(are), even if you think its completely unrelated, let Steve/the bug mods decide that.

Ah, it's good to know others have already reported it. I've actually gotten them usable with more DB modification, after the point at which the DB was saved.

Let's see, what did I change?
- Components with sizes (engineering spaces, fuel tanks, maintenance bays etc.) are renamed: Tiny Engineering Space -> Enginering Space (5t)
- Tractor beam changed to 1 HS instead of 10
- I changed the flag for an NPR once
- And I disabled the player interrupt for discovering a JP. I think that's it.

Off-Topic: show
Did you SM Luna as Jungle in the last AAR? Just out of curiosity
Title: Re: v1.11.0 Bugs Thread
Post by: SerBeardian on September 19, 2020, 09:55:02 PM
What is going on with tugs and fuel use?

A while back, we confirmed that a tugged ship doesn't use fuel by dragging a slow ship with engines to Jupiter and back - the tug used fuel, the tugged ship did not.

Today, I spent about an hour on stream tearing my hair out.

Two identical ships, two identical tugs, one uses fuel when tugged the other doesn't, and I for the life of me can't figure out why, so I'm reporting it as a bug.

For reference, S1 is the ship that's thirsty.
I have tried:
T1-S1;T2-S2;same fleet
T2-S1;T1-S2;same fleet
T1-S1;T2-S2;different fleets
T2-S1;T1-S2;different fleets
Deleting T1 and respawning via SM
Deleting S1 and respawning via SM
Recreating both fleets about three times
confirming the tug relationship (which I had to do in the DB because it doesn't explicitly tell you anywhere else)
Fuel use is otherwise normal for all ships when not tugged, and putting S1 and S2 through combat did not make any difference.

No matter what I do, Ship 1 uses fuel, Ship 2 doesn't, and there seems to be no reason for this discrepancy.

Database is attached from after all the above tests - Eisenhertz is the thirsty ship.
1.11, no mods.
Title: Re: v1.11.0 Bugs Thread
Post by: dag0net on September 19, 2020, 10:49:44 PM
Searched, sry if repeat.

1.11.0 Function #3249, Item#;constraint failed UNIQUE constraint failed: FCT_System.SystemID            
            
Corresponding             
            
1442   FCT_SurveyLocation         
1443       Star
1444       JP/WP
1451(LP)
1471shipid
1465shipclassid
1481shipyardid
1480 commander   
1451(LP)
1501 increment   
1456 SystemBody
3230 tech system
1500sdcomponentid
3250 groundunitformation   
   1460 Fleet.FleetID         

Think that's all of them, not sure if some were repeated, sry, will edit if I can refine.

1.11.0 : Known Stars : Nomods, no clue.







What is going on with tugs and fuel use?

A while back, we confirmed that a tugged ship doesn't use fuel by dragging a slow ship with engines to Jupiter and back - the tug used fuel, the tugged ship did not.

Today, I spent about an hour on stream tearing my hair out.

Two identical ships, two identical tugs, one uses fuel when tugged the other doesn't, and I for the life of me can't figure out why, so I'm reporting it as a bug.

For reference, S1 is the ship that's thirsty.
I have tried:
T1-S1;T2-S2;same fleet
T2-S1;T1-S2;same fleet
T1-S1;T2-S2;different fleets
T2-S1;T1-S2;different fleets
Deleting T1 and respawning via SM
Deleting S1 and respawning via SM
Recreating both fleets about three times
confirming the tug relationship (which I had to do in the DB because it doesn't explicitly tell you anywhere else)
Fuel use is otherwise normal for all ships when not tugged, and putting S1 and S2 through combat did not make any difference.

No matter what I do, Ship 1 uses fuel, Ship 2 doesn't, and there seems to be no reason for this discrepancy.

Database is attached from after all the above tests - Eisenhertz is the thirsty ship.
1.11, no mods.

Seem to be some issues with Officers, took a look? Deleting the ship might be leaving the commander in-situ(or something).
Title: Re: v1.11.0 Bugs Thread
Post by: Kelewan on September 20, 2020, 10:02:54 AM
The function number 2169
The complete error text  "Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt." the english  error message should be "Object reference not set to an instance of an object"
The window affected Research Window
What you were doing at the time Checking why the next queued research did not start after researching "Ion Drive Technologie" was researched
Conventional or TN start TN
Random or Real Stars Random
Is your decimal separator a comma? No "."
Is the bug is easy to reproduce, intermittent or a one-off? Forum Search showed that this bug has been reported for 1.8.0 (http://aurora2.pentarch.org/index.php?topic=10990.msg128435#msg128435), 1.9.5 (http://aurora2.pentarch.org/index.php?topic=11298.msg134827#msg134827) and 1.10.0 (http://aurora2.pentarch.org/index.php?topic=11539.msg135192#msg135192) but I don't know how to reproduce.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well ~13 years

I had many Research Topics queue, but after this bug only three where shown. After saving and loading, the error disappears and most research topics are again shown in the queue,
but the  topics for "PP" are missing. I have no recent save before the bug, only one direct after the bug

I received this error message again, this time after a successful espionage on a research topic I was researching at that moment "Heavy Crew-Served Anti-Personal"
I have a Save that is 2x(1 Day Steps) (1 Day 3h) before the Bug, but the tech you gain (if any at all) is random, so in most cases the bug is not triggered
The ZIP file also includes the save after the bug has occured
Title: Re: v1.11.0 Bugs Thread
Post by: Bughunter on September 20, 2020, 12:44:31 PM
What is going on with tugs and fuel use?

There has been one tug bug fixed for next release already but it related to towing shipyards, sounds like this may be a new one.
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on September 21, 2020, 05:30:48 AM
There's a bug with the "Include low-gravity habitable" display option on the map; it does not actually increment the habitable words counter on each system. If the only habitable colony in a system is an LG one the blue dot will just be labeled with 0, see screenshot.

Was able to replicate in a fresh DB by SMing some random LG moon in another system to be habitable.
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on September 21, 2020, 06:30:00 AM
I'm having an issue with civilians not taking contracts. I'm trying to have them ship to a distant colony in another system. Initially they did that just fine (and in fact there's a ton of civilian ships still sitting at that colony and idling) but eventually they stopped doing it. I don't have an exact point, but my best guess is that it has something to do with me renaming the system once and then renaming it back to what it was before when I realized that that name would keep being assigned to other systems as I explore them. I probably used the "Rename Sys All" function for that.

In case you want to take a look yourself I'm attaching the DB (Argentina and Russia both have the problem), same terms and conditions apply:
Let's see, what did I change?
- Components with sizes (engineering spaces, fuel tanks, maintenance bays etc.) are renamed: Tiny Engineering Space -> Enginering Space (5t)
- Tractor beam changed to 1 HS instead of 10
- I changed the flag for an NPR once
- Disabled the player interrupt for discovering a JP
- And I set an NPR to be able to communicate with a player race once, the SM button only sets it one-way. I think that's it.

Edit:

@Below: yeah, I checked - nothing set avoid, no danger ratings, no involved bodies banned, no systems set to military restriction.

Figured it out!

Civvies won't path through systems marked as under alien control and I had set systems with colonies of other human empires in the path as being under "alien control".
Title: Re: v1.11.0 Bugs Thread
Post by: drejr on September 21, 2020, 01:43:11 PM
I had the same problem recently - civilian ships sat around at colonies for months ignoring contracts, then started moving again when the carrier launched a new ship.
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on September 22, 2020, 12:15:10 AM
Probably a bug but just ensure you havent cut the system off through military only flag.

Also remember it does matter if there were hostiles in the way as civvies wont flight through dangerous systems.
Title: Re: v1.11.0 Bugs Thread
Post by: Norm49 on September 24, 2020, 03:18:38 PM
I just had a civilian mining outpost ruining out of mineral so the colonies was automatically disassemble but when doing so all the stockpile mineral I had there were lost.
Title: Re: v1.11.0 Bugs Thread
Post by: Barkhorn on September 24, 2020, 11:26:16 PM
In the Intelligence and Foreign Relations window, if you hit enter while entering a new abbreviation for a race, it adds a newline, which makes corresponding contacts on the tactical map look very weird.
Title: Re: v1.11.0 Bugs Thread
Post by: Migi on September 25, 2020, 11:53:04 PM
I have a couple of issues with my current game:
1) save time is 40 seconds (give or take for reaction time). This seems kind of long, previous versions I think it was taking maybe half that time.
I don't know if this is my computer or something with the DB.

2) I deleted a colony because I couldn't get rid of the population.
I added back the installations and ground units via SM.
However when adding units with SM I accidentally clicked create task not add units and I got this error
1.11.0 Function #2186: Attempted to divide by zero.
Now every time I go back to this colony I get the same error message.
It keeps happening after I saved and restarted the game. To test this I created a colony on Demios and clicked the create task button again. It gives the same error message.
In addition to this I can't delete the colony.
In the attached DB the error is in the Helios system, colony Heffrin, I didn't save the test with Demios.

3) Finally I am missing the wreck of my survey ship which was in the Kar Duniash system.
I am aware that swarm eat wrecks but as far as I can tell the ship was destroyed by missiles which I believe are not used by the swarm. I'm not sure how to definitively check if the race is the swarm or not.

4) when placing labels on the galactic map, I can only ever see the first line of the label. This rather defeats the point of having a big box to type things in and makes it all that much messier.

5) Ground forces officers can have a tactical bonus, but there isn't a filter for this in the officers filter. See Colonel Regulus Orion. (I assume this affects to hit chance with STO weapons but it isn't listed in the relevant post (http://aurora2.pentarch.org/index.php?topic=8495.msg110196#msg110196) of the changes list)


The function number:  2186
The complete error text:  Attempted to divide by zero
The window affected:  Economics window
What you were doing at the time
Conventional or TN start:  TN start
Random or Real Stars:  Real Stars
Is your decimal separator a comma?:  decimal
Is the bug is easy to reproduce, intermittent or a one-off?:  reproducable
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well :  15 years from game start
Title: Re: v1.11.0 Bugs Thread
Post by: Black on September 26, 2020, 04:57:35 AM

2) I deleted a colony because I couldn't get rid of the population.

3) Finally I am missing the wreck of my survey ship which was in the Kar Duniash system.
I am aware that swarm eat wrecks but as far as I can tell the ship was destroyed by missiles which I believe are not used by the swarm. I'm not sure how to definitively check if the race is the swarm or not.


2) Maybe if you add ground force construction complex the task will show up and you will be able to remove it?

Swarm was reworked significantly and they now have missiles, so you most likely encountered Swarm. I think they always use Tyranid portrait so you can easily check this.
Title: Re: v1.11.0 Bugs Thread
Post by: Migi on September 26, 2020, 09:28:30 PM

2) I deleted a colony because I couldn't get rid of the population.

3) Finally I am missing the wreck of my survey ship which was in the Kar Duniash system.
I am aware that swarm eat wrecks but as far as I can tell the ship was destroyed by missiles which I believe are not used by the swarm. I'm not sure how to definitively check if the race is the swarm or not.


2) Maybe if you add ground force construction complex the task will show up and you will be able to remove it?

Swarm was reworked significantly and they now have missiles, so you most likely encountered Swarm. I think they always use Tyranid portrait so you can easily check this.

That's a good idea, sadly it didn't work. I found that after closing and reopening the population it does remove the population so that means I'm not left with a perpetual error on those colonies.
The portrait doesn't match your description, but if it's the swarm then I might struggle. I'm in an awkward position where I'm about to unlock magneto plasma drives and then spend a few years upgrading all my ships. I figured if it was an NPR I might be ok swatting survey ships and gate builders for a while.

[edit]
I did notice that it didn't properly delete the units which were stationed at the colony, if you change the ground forces view so that it isn't grouped by location then they show up.
Title: Re: v1.11.0 Bugs Thread
Post by: ExChairman on September 27, 2020, 03:26:24 AM
Not sure if its been mentioned before, but refitting a missile ship to only beam without unloading missiles makes them "stuck" on ship. There is no way to unload them.
Title: Re: v1.11.0 Bugs Thread
Post by: hephep on September 29, 2020, 05:48:49 AM
1. 11. 0 - first time playing.   Windows 7.   All of the below is for the default fresh-install game.   I've not done anything at all except what's described below; hopefully that makes debugging easier.   :-)
Quite a long list, don't be disheartened.   :-) The TL;DR is that there are a lot of UI issues that could be solved with a few hours of TLC to improve the consistency and usability/readability of the UI. 


Common problems
-----
* Upon opening many menu dialogs, some/many/all (varies by dialog) of the drop-down boxes are displaying as though they are selected.   Sometimes one of them actually will be selected, but certainly not all of them.   You have to actually select then deselect them to make them display properly unselected. 

* Column widths.   The column titles (i.  e.  , View Tech) and contents (i.  e.  , Race Comparison) are often abbreviated and it's not possible to see what they say: "Range (m.  .  .  " means what? Especially annoying as I have a lot of screen width that isn't being used.   There's no shortage of desktop screen real estate in 2020.   Suggestions: Auto width columns so you can read the titles.   Much wider minimum column widths.   And/Or wrapping (which one or two dialogs have). 

* Impossible to resize dialogs.   At least by selecting the dialog borders.   Can only use full-screen which leads to massive screen wastage. 

* Inconsistent UI, Breaking of UI Convention: I thought initially that green text meant the value could be changed.   But there are numerous dialogs where this isn't the case.   There's no obvious indication that a value can be changed because there is no text box around changeable values as is the global UI convention. 

* Breaking of UI Convention - The game allows me to select table rows in various panels where there's no reason to be able to.   They shouldn't be selectable if they can't be changed or don't have an associated button that requires one be selected. 


Starmap
----
* The orbital paths randomly disappear.   I've not done anything yet other than pan around and zoom in/out.   The planetary orbital paths just randomly disappear when I pan to certain points, this happens even if the applicable planet is on the screen. 


View current game information
----
* I pressed "New Game" - now the dialog has got wider, but the content got even wider and it's the dialog is not wide enough.   I can see "These game c" as the title for the next (third) panel, but no more. 
* I then press "cancel", and the dialog shrinks, except it shrinks too much, and now the second panel is half missing!
* The "Delete game" button on that dialog has black text on a dark blue background; completely unreadable.   I guess the button is meant to be disabled, but it should still be readable. 


Commanders
----
* I select the Solar Admiral and see that s/he has had 9 promotions on 1st Jan 2500.   Every other commander has all their promotions on that date too. 
* The columns on this dialog don't have headers so it's not clear what they relate to. 


* Events window
----
* The scroll starts at the bottom.   Ok, so you're adding new events to the bottom.   Except that the column names are at the top and thus invisible.   I'd suggest making the column titles sticky so they're always shown (probably should be done to all tables). 
* "Last time increment" in seconds isn't number formatted. 
* The first column is called "Race" but actually has a date-time in it for most entries. 
* The time on the datetime is cut off for longer months (September/October etc). 
* I changed "Max Events" to "5".   It resized to show 23! 6 are actual events, and the other 17 are the timestamp items. 
(I suspect these next ones apply to many inputs). 
* Setting it to 0 is identical to 1. 
* Setting it to -1 shows 1 item.   (Sanitize your inputs! ;-) ). 
* If I enter "001" it correctly interprets it as 1 (or at least, treats it as 1), but doesn't change the visible typed in value to "1". 
* Deleting the value from the box gets me an error dialog: "Input string was not in a correct format.  ".   But the box remains empty after I've clicked ok.   Should show the previous value as that seems to be what's being applied. 


Sector Management
---
* the bottom right panel has no title - not clear what it's representing (I happen to know that 2 of the items listed are nearby star systems and the third is a galaxy.  .  .   doesn't really help though). 


Minerals
---
* I can put my cursor in the titles like "Max CC" and "Duanium". 
* The values are things like "0  0.  1" - no idea what this means, but that's an odd way to represent 0.   My current theory is one is storage and one is input? In which case the convention and clearer way of showing would be something like 0 (+0.  1).   I can change the values but doesn't seem to do anything. 
* The page starts empty.   I had to click "search" to be shown stuff. 
* Clicking "Create Colony" when nothing is selected does nothing. 


Galaxy Map
---
* System names outer circles (2nd one and above) and become unreadable. 
* System names overlapping the green lines are hard to read.   Both can be solved by using a mask around the text. 
* There is almost no contrast between the lime green circle and the cyan dot - near impossible for me to see and I have "normal"/good vision. 
* Lots of other cartographic issues with this, but going to leave that for now.   I dread to think how hard this is going to get to read once a game gets going!
* For some reason there's a string "Known Systems:" in the top left.   It doesn't seem to relate to anything. 


System Generation and Display
----
* Content doesn't fit on the dialog by default.   Have to full screen it.   Stops just after the top right panel begins. 
* Having now had to full-screen, the dialog isn't filling the screen.   The main panel has scrollbars, but can easily be made wider/taller to fill the 1/3rd empty dialog (both width and height wise). 
* Distances are using "m" and "k" suffixes.   Problem is, this makes them hard to visually compare. 
* Header column is trying to wrap around but is being but off.   Can only see the top of the word "Cost" for example. 
* I select something and click "Create Colony" - nothing happens. 


Race Info
---
* The right panel has all the info squished into one column.   Would definitely benefit being two with the right one have the value. 
Title: Re: v1.11.0 Bugs Thread
Post by: Elvin on September 29, 2020, 08:54:08 AM
@HepHep A number of the UI-related issues you've outlined are fixed by the AuroraMod. While it'd of course be great to get them fixed in the base game, this mod does a bunch of it:
http://aurora2.pentarch.org/index.php?topic=11568.0
Title: Re: v1.11.0 Bugs Thread
Post by: Desdinova on October 02, 2020, 02:06:07 PM
I created a game to pit some ship designs against each other. See the "New Game Name" game in the attached database.


I have two player factions and no NPRs. I was instant-researching tech with spacemaster, instant-building ships, and making them battle. The only "cheating" was done with the instant research, instant build, and SM ordnance refill buttons. It was all working fine, until the latest round. I have no idea what I did to break it.

Now every time I advance time I get multiple instances of :

Function #1951: An item with the same key has already been added.
Function #1943: Object reference not set to an instance of an object.
Function #478: Object reference not set to an instance of an object.

Additionally the "Douglas" class destroyer should be able to see the enemy on active sensors, but can't.

I tried deleting the ships and spawning new ones but it didn't help.
Title: Re: v1.11.0 Bugs Thread
Post by: Barkhorn on October 02, 2020, 02:15:11 PM
The function number:  N/A
The complete error text:  N/A
The window affected:  Tactical map and Event Log
What you were doing at the time: Conquering an enemy planet
Conventional or TN start:  TN start
Random or Real Stars:  Random
Is your decimal separator a comma?:  decimal
Is the bug is easy to reproduce, intermittent or a one-off?:  Never seen it before, but other people in the discord have.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well :  79 from game start.
I landed an army on New York - A1 and defeated the NPR ground forces there.  But the population never surrendered.  There is still a 0 ton enemy ground force signature there, and in the event log I get a message every 8 hours saying the estimated enemy force is 1 infantry.  I have 128,000 tons of ground forces there and after several weeks they still haven't killed off that enemy ground force that I suspect is actually empty.  I have conquered other enemy positions successfully without this issue.

I have attached my DB.  I had to zip it or the upload would keep failing.
Title: Re: v1.11.0 Bugs Thread
Post by: nakorkren on October 04, 2020, 08:13:29 AM
The function number:  Unfortunately I didn't screenshot it before restarting the game
The complete error text:  N/A
The window affected:  Entire database, it appears
What you were doing at the time: Changing difficulty settings
Conventional or TN start:  TN start
Random or Real Stars:  Random
Is your decimal separator a comma?:  decimal
Is the bug is easy to reproduce, intermittent or a one-off?:  Never seen it before
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well :  The year is 2060, so not super long so far

The one alien civ I ran into other than spoilers was pretty mild, so I changed the difficulty setting from 100% to 200%.  I believe this is the root of the issue, but am not certain.  Later, when I tried to save the game.  I was so worried that it wasn't saving at all that I failed to capture a screenshot.  I could tell my saves were updating since the file dates were "now", but I kept getting the error when ever I tried to save.  I played for another few hours, saved again, and restarted to try to clear the error.  When it restarted I got one final error that seemed to be different, but it no longer threw an error when I saved.  However, another few hours later I realized I hadn't seen any aliens in a while, and checked the alien screen, only to find no other alien civs were listed.  I sent scouts to the homeworld as well as both places I'd run into spoilers, and everyone was gone! No sign they'd ever been there.

I have attached my DB.
Title: Re: v1.11.0 Bugs Thread
Post by: Alphard on October 05, 2020, 01:06:44 PM
The function number: N/A
The complete error text: N/A
The window affected: Tactical map and fleet organization window
What you were doing at the time: Attempting to switch views to another solar system using the drop down on the tactical map.  But it also occurs if you try to center on anything else on the map using any functionality.
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma?: Yes
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Has been occurring the entire span of the campaign as far as I am aware.

Description:
On the tactical map: If I have a ship selected in the fleet organization screen, even if the fleet organization screen is not even open, AND I have a ship selected on the "military" tab in the tactical view (at any point in the campaign apparently), I cannot center to anything other than that ship no matter what I click - it just goes back to that ship.    By that I mean it centers the camera onto the selected fleet disallowing me to center anywhere else or change systems (even if I click options that normally center to other things).  I can still pan normally.  Toggling the button "Select on Map" in the fleet organization window does not do anything, either on or off, to relieve this issue.  In fact, toggling that checkbox is reset every time I reopen the fleet organization window to unchecked.   Closing the fleet org window with it checked or unchecked does nothing.  Leaving the fleet org window open and checking/unchecking does not help either.

The only way I've been able to stop this is to make sure a naval admin command is selected before I close the fleet organization window, then I can change systems in the tac map as expected

When I start a new game, this issue disappears.

Since this seems to be rather difficult to explain I have made a youtube video demonstrating the issue: https://www. youtube. com/watch?v=AXTmq5DL0-I
Title: Re: v1.11.0 Bugs Thread
Post by: Vainglory on October 06, 2020, 06:06:20 PM
The function number: 2196
The complete error text: " Object reference not set to instance of an object. "
The window affected: Economics and tactical map when incrementing time
What you were doing at the time: Incrementing Time
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Once appeared it never goes away
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 28 years

Someone else has experienced this same bug in earlier C# versions but I don't think anyone has reported it for the current version.  It appears to be related to a shipyard at my own homeworld, Earth.  A civilian shipyard disappeared when this problem began. . .  but at the time I was actually engaged in combat with an NPR race, after destroying four of their space stations orbiting their capital this bug started and won't go away.  Every time increment I get the warning, and every time I open economics I get the warning. 

When viewing the colony summary the correct tonnage and slipways appear, as though the yard still exists, and the four ships being built at the yard still appear in jobs.  They even continue to progress as time advances.  However, I cannot see the yard under the appropriate tab.  I can see my other civilian yard, but if I add a new civilian yard via SM add, I cannot see the new yard either.  However, the new yard's tonnage and slip shows on the colony summary page.  Furthermore the class tooled at the yard can't be deleted because it's tooled at a yard.  The yards appear to exist, but can't be seen in the relevant tab.  I tried various things to "clear" the bug like deleting all related jobs, I even deleted the entire colony, and then the entire race, but the 2196 error message persists.  If anyone has an idea how to rectify this I'd love to not abandon my 28 year campaign.

Also, I've not exhaustively read every post in the thread, so I'm not sure if this has been reported before, but my ground forces were also affected.  I'm not sure if this was coincidental: the same ground forces bug struck my game once before, and I only noticed it after loading a save, so it's possible the ground forces bug is caused by save/load processes, and I only noticed after reloading; I saved after the bug appeared (I took a copy before hitting save but the bug had already taken hold from my previous save just slightly earlier, and my tertiary backup is seven years prior. . .  oops).  It's possible this is a known bug and coincidental.  IDK.

For the ground forces bug, EVERY formation throughout the race has had its hierarchy cleared.  Furthermore, something between 50,000 and 75,000t of ground units has disappeared.  This did happen once before, all hierarchies on all formations everywhere got cleared, and a whole 4,000t "Brigade" disappeared from the colony it was on. 

At all but three locations no units have disappeared.  At the three that have, some entire units have disappeared, while parts of others remain.  The missing units were "divisions" made of a 500t "division HQ" unit containing support elements, with three subordinate 1000t "brigade HQ" units containing HQ, logistics, and fire support, each with three 1000t battalions beneath them.  In a troop transport orbiting Earth, which had two divisions aboard, four of the six Bd HQ formations remain, but none of the eighteen battalions, and neither of the two Div HQ.  On Earth, four entire divisions disappeared with nothing remaining, although other units including an entire STO division remain.  Lastly, on an asteroid in another system entirely, another entire division disappeared except for two formations that were originally Bd HQ units; they lost all elements except artillery and were attached to new Bd as artillery batteries.  The only thought I have is that POSSIBLY all the units that have disappeared were built AFTER a given time, such as a save; IIRC the entire divisions gone from Earth were all new-build, whereas some Bd HQ were previously in combat, whereas the subordinate Bn were destroyed and replaced. 

I've attached my db.
Title: Re: v1.11.0 Bugs Thread
Post by: Barkhorn on October 07, 2020, 12:58:47 AM
The function number: 2196
The complete error text: " Object reference not set to instance of an object. "
The window affected: Ground Formations
What you were doing at the time: Making a Jump Assault from Los Angelas to Chicago, boarding an enemy ship
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Never seen it before; have done a handful of boarding actions without this problem
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 86 years
Upon jumping into Chicago, I found the JP guarded.  I set up all my fire controls and ordered a boarding action on the enemy vessel "Luxor 001".  The enemy began to flee, and I suffered losses on the boarding attempt; 71 Marine Assault Troopers and 18 Marine Assault MG Troopers out of ~200 made it aboard.  The single logistics trooper was lost.  I got no messages about the command element.  I also got the aforementioned error, but ignored it as I have had it resolve itself in the past.  Several increments later, I noticed I wasn't getting any ground combat events.  Upon checking the Ground Formations tab, I find that my boarding party "Grossi's Ghosts" is nowhere to be found.  I scrolled back through, and found I never got a single ground combat event beyond the one informing me that the marines had landed.  I think it may either have had to do with the fact that I forgot to set the aliens to hostile for one increment, or it may have been the fact that these aliens could move.  All other aliens I have boarded were hostile or stationary.  Either way, I don't think it's intended that my marines would vanish.

I have attached my DB.  I had to zip it to get the upload to work.
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on October 07, 2020, 05:01:57 AM
The function number: 2196
The complete error text: " Object reference not set to instance of an object. "
The window affected: Ground Formations
What you were doing at the time: Making a Jump Assault from New York to Chicago, boarding an enemy ship
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Never seen it before; have done a handful of boarding actions without this problem
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 86 years
Upon jumping into Chicago, I found the JP guarded.  I set up all my fire controls and ordered a boarding action on the enemy vessel "Luxor 001".  The enemy began to flee, and I suffered losses on the boarding attempt; 71 Marine Assault Troopers and 18 Marine Assault MG Troopers out of ~200 made it aboard.  The single logistics trooper was lost.  I got no messages about the command element.  I also got the aforementioned error, but ignored it as I have had it resolve itself in the past.  Several increments later, I noticed I wasn't getting any ground combat events.  Upon checking the Ground Formations tab, I find that my boarding party "Grossi's Ghosts" is nowhere to be found.  I scrolled back through, and found I never got a single ground combat event beyond the one informing me that the marines had landed.  I think it may either have had to do with the fact that I forgot to set the aliens to hostile for one increment, or it may have been the fact that these aliens could move.  All other aliens I have boarded were hostile or stationary.  Either way, I don't think it's intended that my marines would vanish.

I have attached my DB.  I had to zip it to get the upload to work.

Did you lose contact of the alien vessel during the boarding attempt?
Title: Re: v1.11.0 Bugs Thread
Post by: Barkhorn on October 07, 2020, 11:53:00 AM
No.
Title: Re: v1.11.0 Bugs Thread
Post by: ivanmixo on October 07, 2020, 05:13:13 PM
I can't see the date research will be finished.   It's really damn annoying.  This is on a 1080p monitor, so I don't think it's a resolution issue.
Title: Re: v1.11.0 Bugs Thread
Post by: Droll on October 07, 2020, 05:22:39 PM
I can't see the date research will be finished.   It's really damn annoying.  This is on a 1080p monitor, so I don't think it's a resolution issue.

Since when does aurora give the actual day for the date?
Title: Re: v1.11.0 Bugs Thread
Post by: Barkhorn on October 07, 2020, 05:38:08 PM
I can't see the date research will be finished.   It's really damn annoying.  This is on a 1080p monitor, so I don't think it's a resolution issue.
Known issue.  Don't know if a fix is planned.  Auroramod has a fix for it, but it's a mod so bugs are a possibility.
http://aurora2.pentarch.org/index.php?topic=11568.0
Title: Re: v1.11.0 Bugs Thread
Post by: Migi on October 07, 2020, 09:30:38 PM
I can't see the date research will be finished.   It's really damn annoying.  This is on a 1080p monitor, so I don't think it's a resolution issue.

This is addressed in the Known Issues (http://aurora2.pentarch.org/index.php?topic=10637.0) thread.
You need to change the date format for windows in order to fix this.
Title: Re: v1.11.0 Bugs Thread
Post by: Felixg on October 08, 2020, 10:48:00 AM
Not sure if its been reported yet, but the "Known Ruins/Known Anomalies/Known Wrecks" window won't update until the game is closed and reloaded.
Title: Re: v1.11.0 Bugs Thread
Post by: ivanmixo on October 08, 2020, 01:44:25 PM
Quote from: Migi link=topic=11565. msg141343#msg141343 date=1602124238
Quote from: ivanmixo link=topic=11565. msg141337#msg141337 date=1602108793
I can't see the date research will be finished.    It's really damn annoying.   This is on a 1080p monitor, so I don't think it's a resolution issue.

This is addressed in the Known Issues thread.
You need to change the date format for windows in order to fix this.

Thanks a lot.  I think it should actually be changed to use the short date format instead of the long date format, because the long date doesn't fit. 

Had to shorten my long date format in order for this to be readable.
Title: Re: v1.11.0 Bugs Thread
Post by: Elvin on October 09, 2020, 02:23:29 AM
Quote from: Migi link=topic=11565. msg141343#msg141343 date=1602124238
Quote from: ivanmixo link=topic=11565. msg141337#msg141337 date=1602108793
I can't see the date research will be finished.    It's really damn annoying.   This is on a 1080p monitor, so I don't think it's a resolution issue.

This is addressed in the Known Issues thread.
You need to change the date format for windows in order to fix this.

Thanks a lot.  I think it should actually be changed to use the short date format instead of the long date format, because the long date doesn't fit. 

Had to shorten my long date format in order for this to be readable.

The other thing that can help is the AuroraMod, which allows you to set custom date format for the game only, rather than having to change it system wide. It can be found here:
http://aurora2.pentarch.org/index.php?topic=11568.0
Title: Re: v1.11.0 Bugs Thread
Post by: Zeradash on October 09, 2020, 04:52:18 AM
I've just encountered what seems like a strange resolution issue.  I was testing Aurora on a new laptop and in every version I tried (including the latest one) all the screens were strangely blurry.  The computer has a normal HD resolution so It felt really weird to me.  I'll send a big image so it can be seen clearly.

Even more strange is the fact that the popups at the top-left corner of the screens (where it shows "Aurora" or the date and so on) can be seen correctly, everything else is strikingly blurred.
Title: Re: v1.11.0 Bugs Thread
Post by: Llamageddon on October 09, 2020, 04:09:29 PM
I might be missing something obvious here, but I just finished delivering my last piece of a refueling station to a new colony and had noticed it said "Yes" for Refuelling Capability. The next turn I noticed one of my ships was going back to refuel at this colony so I checked my other ships and pre-empted their conditional orders to do the same and plotted a course to tell them to refuel at that colony. For some reason refueling was not an option, in the orders list. I checked and the other ship was definitely refueling there under it's conditional orders. I tried moving time forward, thinking they just needed time to reaslise or something. Now it says it has no refueling capability but the other ship is sitting on the planet hapily refuelled at 100% and has just queued it's normal standing orders.

I am playing on a vanilla install. I am using AuroraMod though. The only options I have used on that is to change some colours. I've atached an image of the colony with 1 refuelling station, 1 shuttle bay and 4,632,170 fuel.

I feel like I might be missing something obvious here, so I hope this isn't an erroneous bug post. I can't think why one ship refuelling should have changed the colonies refuelling status.

Edit: Unfortunately I can't repeat the bug, I coincidentally started a new game to test something before I reloaded and noticed this in my current game. I can't see why this could have caused the bug and it would still be retroactively in my previous save but I thought I'd mention it just in case. I had also just experimentally edited my races Xenophobia etc. in SM mode out of curiosity around the same time as the bug, it might be relevant, but I didn't save the game, this is what I was testing in the new game. I have backed up the latest save, after refuelling changed to "No" in case this turns out to be something you want to look into further.

Edit 2: I put the time forwards and tried a few things. Ships are following their conditional orders and refuelling there, the option just won't appear on the orders list.

Edit 3: Well it is working now, but unless I am missing something it probably still counts as a bug. It definitely said "yes" to refuelling before and ships are still queing new orders to refuel there but when I sent a freighter to drop off parts of a new station it started letting me choose the order again. I'm just guessing but maybe it was some kind of rounding up error and the conditional orders were happy to ignore it. I still don't know why it changed status from Yes to No after that first ship refuelled there.

Edit 4: Sorry for all the edits, just to let you know, I tested removing 0.01 of a refueling station and that appeared to make the order come back. I can't think how that fraction disappeared but the conditional orders seem happy to refuel as long as the number says 1 even if the text says No.
Title: Re: v1.11.0 Bugs Thread
Post by: Froggiest1982 on October 09, 2020, 10:30:28 PM
I might be missing something obvious here, but I just finished delivering my last piece of a refueling station to a new colony and had noticed it said "Yes" for Refuelling Capability. The next turn I noticed one of my ships was going back to refuel at this colony so I checked my other ships and pre-empted their conditional orders to do the same and plotted a course to tell them to refuel at that colony. For some reason refueling was not an option, in the orders list. I checked and the other ship was definitely refueling there under it's conditional orders. I tried moving time forward, thinking they just needed time to reaslise or something. Now it says it has no refueling capability but the other ship is sitting on the planet hapily refuelled at 100% and has just queued it's normal standing orders.

I am playing on a vanilla install. I am using AuroraMod though. The only options I have used on that is to change some colours. I've atached an image of the colony with 1 refuelling station, 1 shuttle bay and 4,632,170 fuel.

I feel like I might be missing something obvious here, so I hope this isn't an erroneous bug post. I can't think why one ship refuelling should have changed the colonies refuelling status.

Edit: Unfortunately I can't repeat the bug, I coincidentally started a new game to test something before I reloaded and noticed this in my current game. I can't see why this could have caused the bug and it would still be retroactively in my previous save but I thought I'd mention it just in case. I had also just experimentally edited my races Xenophobia etc. in SM mode out of curiosity around the same time as the bug, it might be relevant, but I didn't save the game, this is what I was testing in the new game. I have backed up the latest save, after refuelling changed to "No" in case this turns out to be something you want to look into further.

Edit 2: I put the time forwards and tried a few things. Ships are following their conditional orders and refuelling there, the option just won't appear on the orders list.

Edit 3: Well it is working now, but unless I am missing something it probably still counts as a bug. It definitely said "yes" to refuelling before and ships are still queing new orders to refuel there but when I sent a freighter to drop off parts of a new station it started letting me choose the order again. I'm just guessing but maybe it was some kind of rounding up error and the conditional orders were happy to ignore it. I still don't know why it changed status from Yes to No after that first ship refuelled there.

Edit 4: Sorry for all the edits, just to let you know, I tested removing 0.01 of a refueling station and that appeared to make the order come back. I can't think how that fraction disappeared but the conditional orders seem happy to refuel as long as the number says 1 even if the text says No.

it happened to me. SM remove the station and save. Close the game and reload. SM the station back. It should work.
Title: Re: v1.11.0 Bugs Thread
Post by: Zap0 on October 09, 2020, 10:51:27 PM
I've just encountered what seems like a strange resolution issue.  I was testing Aurora on a new laptop and in every version I tried (including the latest one) all the screens were strangely blurry.  The computer has a normal HD resolution so It felt really weird to me.  I'll send a big image so it can be seen clearly.

Even more strange is the fact that the popups at the top-left corner of the screens (where it shows "Aurora" or the date and so on) can be seen correctly, everything else is strikingly blurred.

Could it be that you're using windows 8 or 10 and have the scaling option in display settings not at 100%? I've seen installs that come with that set to 125% or something by default. Not sure if it is that, but some kind of magnification would be my first guess.
Title: Re: v1.11.0 Bugs Thread
Post by: Zeradash on October 12, 2020, 08:40:49 AM
Quote from: Zap0 link=topic=11565. msg141385#msg141385 date=1602301887
Quote from: Zeradash link=topic=11565. msg141363#msg141363 date=1602237138
I've just encountered what seems like a strange resolution issue.   I was testing Aurora on a new laptop and in every version I tried (including the latest one) all the screens were strangely blurry.   The computer has a normal HD resolution so It felt really weird to me.   I'll send a big image so it can be seen clearly. 

Even more strange is the fact that the popups at the top-left corner of the screens (where it shows "Aurora" or the date and so on) can be seen correctly, everything else is strikingly blurred.

Could it be that you're using windows 8 or 10 and have the scaling option in display settings not at 100%? I've seen installs that come with that set to 125% or something by default.  Not sure if it is that, but some kind of magnification would be my first guess.

Turns out it was a magnification issue yes.  For some reason the display settings appeared ''normal'' on the Windows Configuration but they were actually scaled.  Changing them back and forth fixed it.  Thanks!