Author Topic: v5.56/v5.60 Official Bugs Thread  (Read 65786 times)

0 Members and 1 Guest are viewing this topic.

Offline Theodidactus

  • Registered
  • Commodore
  • **********
  • Posts: 628
Re: v5.56/v5.60 Official Bugs Thread
« Reply #315 on: July 13, 2012, 02:01:34 PM »
really weird one, only in my home system (sol) and only if I zoom.
Error in save zoom level:

Error 3709
The search key was not found in any record



any idea how to fix this? I really like this game, and I can't figure out where in my massive autosave chain this error crops up

does anyone know why this is happening to me? and is it fixable?
My Theodidactus, now I see that you are excessively simple of mind and more gullible than most. The Crystal Sphere you seek cannot be found in nature, look about you...wander the whole cosmos, and you will find nothing but the clear sweet breezes of the great ethereal ocean enclosed not by any bound
 

Offline jedi72it

  • Leading Rate
  • *
  • j
  • Posts: 10
Re: v5.56/v5.60 Official Bugs Thread
« Reply #316 on: July 13, 2012, 02:02:19 PM »
@Steve: i just checked with the SM on, as you said there were 0. 0004 pop

@nathan and heph: i used SM mode to wipe that infinitesimal pop, so now Venus is again a mineral automated site only, and since i have just colonised Mars (year 2097 in my first conventional game), i guess i won't colonize Venus for a looooong time. . .

@Erik Thanks :) and my version is 5. 60
 

Offline Bgreman

  • Lt. Commander
  • ********
  • Posts: 213
  • Thanked: 2 times
Re: v5.56/v5.60 Official Bugs Thread
« Reply #317 on: July 16, 2012, 01:39:37 AM »
An interesting one:  Passive thermal detection (at least the sensors on DSTSs) always assumes the maximum thermal signature of a ship and not the one determined by its current speed setting.  To reproduce:

Ensure you have no active sensors on that could interfere with the experiment.
Create a ship design for the enemy race.
Set it at the location of your DSTS.
Set it to move away from the DSTS at a speed lower than its maximum speed, so that its thermal signature is reduced.
Set the range circles on the Sensors tab of the System Map to show the range your DSTS can detect the CURRENT (i.e. reduced-speed) thermal signature of the enemy ship.
Advance time and observe as the contact remains visible well after it has crossed the range threshold for its signature.
Set the range circles on the Sensors tab of the System Map to show the range your DSTS can detect the MAXIMUM (full-speed) thermal signature of the enemy ship.
Advance time and observe as the contact is lost after it has crossed the range threshold for its max signature.
 

Offline ExChairman

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: v5.56/v5.60 Official Bugs Thread
« Reply #318 on: July 18, 2012, 04:19:48 AM »
My escorts fire their anti missiles both in offensive and defensive mode, regardless of what I want, cant turn them off....
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

Offline Hawkeye

  • Silver Supporter
  • Vice Admiral
  • *****
  • Posts: 1059
  • Thanked: 5 times
  • Silver Supporter Silver Supporter : Support the forums with a Silver subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: v5.56/v5.60 Official Bugs Thread
« Reply #319 on: July 18, 2012, 11:13:36 PM »
My escorts fire their anti missiles both in offensive and defensive mode, regardless of what I want, cant turn them off....

Just to get the obvious out of the way, autofire _is_ off?
Ralph Hoenig, Germany
 

Offline Sloshmonger

  • Warrant Officer, Class 1
  • *****
  • S
  • Posts: 80
Re: v5.56/v5.60 Official Bugs Thread
« Reply #320 on: July 19, 2012, 07:06:56 PM »
5.60

When creating a race from the "Start Game" screen and letting the computer auto-assign research points,  the "Expand Civilian Economy XX%" research line dead ends if the AI picks the 10k tech.  No futher techs of this line appear, either in Available or All Tech views.

The line can be restored if you SM Remove the 10k, and it continues to progress after it's restored.

This may be affecting AI as well, leading to possible AI economy crashes. (Which is why I always make sure to rescue them from their oppresive governments and liberate their wallets.)
 

Offline ExChairman

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: v5.56/v5.60 Official Bugs Thread
« Reply #321 on: July 20, 2012, 05:40:33 AM »
Yep, fire control was Off, had it on before but when it begun to use my offensive size 1 missiles I tried to turn it of... Seems to be working now...


One more thing, probably got it wrong, but i fired several salvos of missiles at a planet with a lot of hardware circling it, by last salvo was 148 missiles from one ship, those 148 missiles didn't have a target so when they arrived at the battle (slaughter) scene I thought they would attack individually, but no they all attacked the same ship and when that was destroyed they all dove into that nuclear holocaust and I lost 146 missiles to nothing... :-[ Shouldn't they attack different targets, or at least divide them up so they don't do a OVERKILL???  :o
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

Offline Beersatron

  • Gold Supporter
  • Rear Admiral
  • *****
  • Posts: 996
  • Thanked: 7 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
Re: v5.56/v5.60 Official Bugs Thread
« Reply #322 on: July 20, 2012, 08:41:28 AM »
Yep, fire control was Off, had it on before but when it begun to use my offensive size 1 missiles I tried to turn it of... Seems to be working now...


One more thing, probably got it wrong, but i fired several salvos of missiles at a planet with a lot of hardware circling it, by last salvo was 148 missiles from one ship, those 148 missiles didn't have a target so when they arrived at the battle (slaughter) scene I thought they would attack individually, but no they all attacked the same ship and when that was destroyed they all dove into that nuclear holocaust and I lost 146 missiles to nothing... :-[ Shouldn't they attack different targets, or at least divide them up so they don't do a OVERKILL???  :o

It should work on a salvo basis, so if all 146 missiles were in one salvo then :(
 

Offline ExChairman

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: v5.56/v5.60 Official Bugs Thread
« Reply #323 on: July 20, 2012, 10:35:02 AM »
Yes, there were some 30 missile defence bases around that planet so I thought that if I sen several small waves of missiles and one large it should take care of it...  Had 8 heavy cruisers with missiles that did the job in the end...

"I hate mobile phones and posting on them"
« Last Edit: July 21, 2012, 12:38:04 AM by ExChairman »
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

Offline crys

  • Warrant Officer, Class 2
  • ****
  • c
  • Posts: 50
Re: v5.56/v5.60 Official Bugs Thread
« Reply #324 on: July 23, 2012, 07:50:10 AM »
the orbital cheat - aurora 5.60 - sorry i dont know if it was posted before


lets say you want orbital terraforming bases with 100 terraforming modules

first you need to build 100 terraforming modules.

now you can order youre orbitals for cheap for once.
you dont have to pay for the terraforming modules.
order 10 or how many orbitals as you want, you just pay for the stuff not preproduced for each.
you get all the preproduced terraforming modules for free, except thouse 100 you preproduced thouse are lost.
but hey when you build 100 modules and get 900 free, not a bad trade.

please fix this =)
 

Offline Kirkegaard

  • Warrant Officer, Class 2
  • ****
  • K
  • Posts: 64
  • Thanked: 5 times
Re: v5.56/v5.60 Official Bugs Thread
« Reply #325 on: July 25, 2012, 08:26:09 AM »
Hey, I'm new to this game.  So I might have missed something important somewhere.  But now I have run into a bug that prevent me for playing on.

Win XP (Virtual) game version 5. 6.

"Error in CalculatedTotalTimeMove
Error 6 was generated by aurora
Overflow
Please report etc. . . "

I get it whenever I load my current game and go to Task group and select my cargo task group.

I can not get it to stop.

 

Offline crys

  • Warrant Officer, Class 2
  • ****
  • c
  • Posts: 50
Re: v5.56/v5.60 Official Bugs Thread
« Reply #326 on: July 25, 2012, 11:59:44 AM »
you somehow gave to many orders for a task group.(over 1500++)
as long as you dont select the effected task group you can play on, i would suggest to absorb the task group into another task group, then the problem is "fixed"/old task group orders erased

maybe you can fix this problem with also with the shadowmasters mode, removing the effected task group?
 

Offline Kirkegaard

  • Warrant Officer, Class 2
  • ****
  • K
  • Posts: 64
  • Thanked: 5 times
Re: v5.56/v5.60 Official Bugs Thread
« Reply #327 on: July 25, 2012, 02:11:01 PM »
Thank you.  The first part works.

Just found one more error in a new game, I have used all my free research point but I can still do "instant" research.  It seems there is no check if there is enough RP left.
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5657
  • Thanked: 372 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: v5.56/v5.60 Official Bugs Thread
« Reply #328 on: July 25, 2012, 03:02:34 PM »
Thank you.  The first part works.

Just found one more error in a new game, I have used all my free research point but I can still do "instant" research.  It seems there is no check if there is enough RP left.

That's more of a feature than a bug. The RP display is just a guideline, it's not a hard rule.
 

Offline crys

  • Warrant Officer, Class 2
  • ****
  • c
  • Posts: 50
Re: v5.56/v5.60 Official Bugs Thread
« Reply #329 on: July 26, 2012, 10:52:46 AM »
i found a bug involving to long ship names.

i had a ship design named "system asteroid miner 110-15-2957 mk2" ok i agree its a long name, but it causes problems.

as soon as i build this ship in a shipyard of mine, it would add another few numbers like " 001" - with this or even without, the name gets to long and the DB does not accept it as ship name.

in the Shipyard Tasks tab thouse ships would have no name displayed in the Unit Name colum, and the game starts spamming error msgs. for each ship of thouse you are building, whenever you do anything in the economics window regarding the world it is build on.


suggestion, let the game check the length of the ship name in Class design, and either do not accept to long names or shorten them somehow.


something else funny.

about research. with the all projects button you can select research subjects which are not listed in the available tab, and use the research queue feature to put them up next, only "queue top" works.

in this case i wanted to queue eccm2, currently researching eccm1, but i selected eccm4 by mistake.
now i have researched eccm4 and missing 2 and 3 - i can still research them.
dont know if this works without basic research(electronic warfare), or if you can research advanced lasers, railguns or fuel tanks this way.
just odd that it works at all