Retested and still occurring in 1.9.5. Attached a 1.9.5 version of the same save.
The function number N/A
The complete error text N/A
The window affected - Environment Tab on the Populations window
What you were doing at the time: normal gameplay
Conventional or TN start : Conv
Random or Real Stars : Random
Is your decimal separator a comma? natively a period
Is the bug is easy to reproduce, intermittent or a one-off? Ongoing & easy to see.
I configured Mars to add Carbon Dioxide to a maximum of 0.1 atm, and it *is* being added; however, the Environment tab displays 0 for desired maximum atm, not 0.1.
Retested and still occurring in 1.9.5. Attached a 1.9.5 version of the same save.
The function number N/A
The complete error text N/A
The window affected - Environment Tab on the Populations window
What you were doing at the time: normal gameplay
Conventional or TN start : Conv
Random or Real Stars : Random
Is your decimal separator a comma? natively a period
Is the bug is easy to reproduce, intermittent or a one-off? Ongoing & easy to see.
I configured Mars to add Carbon Dioxide to a maximum of 0.1 atm, and it *is* being added; however, the Environment tab displays 0 for desired maximum atm, not 0.1.
I thought I was imagining things. :) Can confirm this one as well.
The function number: no error
The complete error text: no error
What you were doing at the time: unloading ordonance at Earth, changing ordonnance templates and then reloading at Earth
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? one-off
A WTF bug :
(https://i.ibb.co/dQSGwtp/Capture.jpg) (https://ibb.co/sFhydC1)
The Aconit and Acnée missiles were never designed, nor named, nor anything. They are not supposed to exist. I was about when about to order my collier to reload at Earth, after messing with the templates, when I noticed it was already full by those strange missiles. Only one of the two fleet's collier had that issue, and I'm not sure what caused it.
Unloading the affected is impossible, as other fantomic missiles with different name will appear :
(https://i.ibb.co/kHbLsmC/Capture.jpg) (https://imgbb.com/)
It is actually flooding my stockpiles :
(https://i.ibb.co/sRYWbr1/Capture.jpg) (https://imgbb.com/)
DB : https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing (https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing)
Could it be possible that these are from precursor outposts? I sometimes uncover massive AMM stockpiles from them
1.9.5, Auto-assign FC actually de-assign all my weapons.
The function number N/A
The complete error text N/A
The window affected Naval organization / ship combat
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? Should be easy to reproduce.
A ship with 24 x 10cm railguns and a single beam fire control (with matching tracking speed).
This is how I manually did the weapon assignment (since I noticed the auto FC assignment button de-assign the weapons):
(https://cdn.discordapp.com/attachments/402321466839793664/707693915914108928/unknown.png)
After I pressed the auto FC assign button:
(https://cdn.discordapp.com/attachments/402321466839793664/707693989331075082/unknown.png)
Attached is the db with the test scenario. The ship in question in under Earth Federation, Alabama 001 in a fleet bares the same name.
The function number: 3255
The complete error text: Object reference not set to an instance of an object
progressing 1 day at a time
having the naval organisation window open while progressing seems to make the error appear so im assuming somethings wrong there
Conventional start
Real stars
decimal seperator is a period .
campaign length is 105 years
edit: of course as soon as I post it after replicating it 3 times, i load it up and i cant replicate it. . .
Auto assign FC disregards missile sizes and can change the ammo in a box launcher mid-flight.
Happened in a game started in 1. 9. 5, though I encountered that problem earlier too.
The window affected: Naval Organization, Ship Combat
What you were doing at the time: My ships had size 10 missile launchers for size 10 ASMs, and one box launcher for a size 6 buoy missile stage. Auto assign FC assigned size 10 missile to the size 6 box launcher.
Is your decimal separator a comma: No
Is the bug is easy to reproduce, intermittent or a one-off: Easy to reproduce.
To reproduce: Have a ship with multiple size missiles and launchers that don't follow ASM / AMM divide.
Version 1.9.5
The function number: no error
The complete error text: no error
What you were doing at the time: orders to refuel from stationary tanker
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? easy to reproduce
I gave a fleet orders to refuel from a space station.
The station has fuel and a refuelling system.
The station is not moving, but it is stabilizing a jump point.
I get a message that my fleet "cannot complete order as the destination fleet is either moving or has movement orders."
So it seems that stabilizing a jump point counts as "movement orders."
The Research tab does not remember my selection of "Sort by Labs" or "Sort by Date" after I close the Econ window.
The Shipyard Tasks tab does not remember my selection of "Sort by Size" or "Sort by Date" after I close the Econ window.
I would think the intent is for those selections to be sticky, at least for the current game session.
I'm getting a divide-by-zero error during an invasion, and ground combat doesn't seem to be progressing.
The function number: #1821
The complete error text: Attempted to divide by zero
The window affected: Events (I get a log "Ground Combat Intelligence [. . . ] Estimated Hostile Force (Error Range: Estimated Hostile Force").
What you were doing at the time: Invading Mars (which has an SMed NPR population, now hostile)
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? It's consistent on this save, including picking up and re-dropping my forces on Mars. I'm not sure whether it's reproducible in a new game.
Database: https://drive. google. com/open?id=15hspUe0PFxhJO2s7oMAB64wWTaVNLUBj Advance time to the next ground combat phase.
Null error on 3255 when passing an increment. Decimal separator is a period ".". It was after a fight with a NPR, on a 15 years old real star campaign. This save is from a 1.9.4, updated to 1.9.5.
DB attached for that bug, as the error is there consistenly
-------
Another thing regarding the automatic detaching of ships when they are damaged and slowing the whole fleet. That features is great, but not consistent:
It seems that if one of the ship suffers from a secondary explosion, it won't be detached from the fleet hence slowing it down.
A similar thing seems to happen when the ships suffers from critical damage and goes from perfect condition to destroyed, the fleet speed is set to 1km/s. It will automaticly reset itself to maximum when you increment the game thanks to the "use maximum speed" features, but that's annoying. Same thing is happening to ennemy fleets as well
The function number: 1617
The complete error text: Object reference not set to an instance of an object.
The window affected: None, just open 1.9.5.
What you were doing at the time: Just opening a fresh 1.9.0 database in 1.9.5.
Conventional or TN start: TN.
Random or Real Stars: Real stars.
Is your decimal separator a comma? No. It's a period.
Is the bug is easy to reproduce, intermittent or a one-off? Repros every time for me with a stock 1.9.0 database on 1.9.5.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well Not long.
I get two 1617 errors every time I open a fresh 1.9.0 database in 1.9.5. Haven't played beyond that point on the impacted machine but the display superficially looks fine afterwards.
The function number: #3100
The complete error text: Object reference not set to an instance of an object
The window affected: System Generation and Display
What you were doing at the time: Re-rolling random ruins
Conventional or TN start: Either
Random or Real Stars: Real (probably both)
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy
Campaign Length: 0
In a fresh all default game, turn on SM, go to system view window, geo-survey all, pick a planet (Mars and Mercury tested) and do a random ruin. Then do it again, and after the 'ruin already exists and will be deleted' message, the error will appear. However, if the ruin generated included an installation, there will be no error. If an installation was generated and no error appears, just keep re-rolling until you get, then delete a ruin with no installation.
I would guess it's trying to delete the installation even when one doesn't exist, but just a guess.
Retested and still occurring in 1.9.5. Attached a 1.9.5 version of the same save.
The function number N/A
The complete error text N/A
The window affected - Environment Tab on the Populations window
What you were doing at the time: normal gameplay
Conventional or TN start : Conv
Random or Real Stars : Random
Is your decimal separator a comma? natively a period
Is the bug is easy to reproduce, intermittent or a one-off? Ongoing & easy to see.
I configured Mars to add Carbon Dioxide to a maximum of 0.1 atm, and it *is* being added; however, the Environment tab displays 0 for desired maximum atm, not 0.1.
The function number: 1617
The complete error text: Object reference not set to an instance of an object.
The window affected: None, just open 1.9.5.
What you were doing at the time: Just opening a fresh 1.9.0 database in 1.9.5.
Conventional or TN start: TN.
Random or Real Stars: Real stars.
Is your decimal separator a comma? No. It's a period.
Is the bug is easy to reproduce, intermittent or a one-off? Repros every time for me with a stock 1.9.0 database on 1.9.5.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well Not long.
I get two 1617 errors every time I open a fresh 1.9.0 database in 1.9.5. Haven't played beyond that point on the impacted machine but the display superficially looks fine afterwards.
I failed to reproduce this. Opened the default game and also advanced time without error. Do you have any mods or something else in your setup which could make a difference?
The function number: no error
The complete error text: no error
What you were doing at the time: unloading ordonance at Earth, changing ordonnance templates and then reloading at Earth
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? one-off
A WTF bug :
(https://i.ibb.co/dQSGwtp/Capture.jpg) (https://ibb.co/sFhydC1)
The Aconit and Acnée missiles were never designed, nor named, nor anything. They are not supposed to exist. I was about when about to order my collier to reload at Earth, after messing with the templates, when I noticed it was already full by those strange missiles. Only one of the two fleet's collier had that issue, and I'm not sure what caused it.
Unloading the affected is impossible, as other fantomic missiles with different name will appear :
(https://i.ibb.co/kHbLsmC/Capture.jpg) (https://imgbb.com/)
It is actually flooding my stockpiles :
(https://i.ibb.co/sRYWbr1/Capture.jpg) (https://imgbb.com/)
DB : https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing (https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing)
The function number 3248
The complete error text 1. 9. 5 Function #3248: The given key was no present in the dictionary.
The window affected: Fleet, Tactical.
What you were doing at the time: Starting up the game
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 reload
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 10 years
I tried to load my save after a few lockups, and now all of my ships, space stations, and other various vessels are missing. It happened after lockups due to intermittent action by NPRs, although I don't really know what those NPRs were doing at the time.
Which directory did you put it in? Windows apparently does screwy things if you unpack or install under Program Files. Also, I'd recommend verifying your downloads. Nothing like a corrupt file to ruin your day.The function number: 1617
The complete error text: Object reference not set to an instance of an object.
The window affected: None, just open 1.9.5.
What you were doing at the time: Just opening a fresh 1.9.0 database in 1.9.5.
Conventional or TN start: TN.
Random or Real Stars: Real stars.
Is your decimal separator a comma? No. It's a period.
Is the bug is easy to reproduce, intermittent or a one-off? Repros every time for me with a stock 1.9.0 database on 1.9.5.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well Not long.
I get two 1617 errors every time I open a fresh 1.9.0 database in 1.9.5. Haven't played beyond that point on the impacted machine but the display superficially looks fine afterwards.
I failed to reproduce this. Opened the default game and also advanced time without error. Do you have any mods or something else in your setup which could make a difference?
Nothing at all, as far as I'm aware. NO mods, just extracted V1.51, V1.90, and V1.95 in the same directory, and erased aurora.exe and auroraDB.db for good measure each time. My machine is set to standard US English settings, 1920x1080 screen resolution. I'm baffled as to why this reproduces so consistently for me.
If Aurora or the computer crashes during a save it will corrupt the database by randomly deleting tables. The problem is due to dividing a save into multiple transactions. This issue was reported against earlier versions.The function number 3248
The complete error text 1. 9. 5 Function #3248: The given key was no present in the dictionary.
The window affected: Fleet, Tactical.
What you were doing at the time: Starting up the game
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 reload
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 10 years
I tried to load my save after a few lockups, and now all of my ships, space stations, and other various vessels are missing. It happened after lockups due to intermittent action by NPRs, although I don't really know what those NPRs were doing at the time.
What do you mean by lockup? Can you explain exactly what happened and what you did when they occurred?
I've searched as best I can for a previous mention of this bug but haven't found it, and if it is a known issue that hasn't been implemented yet, I haven't seen that mentioned either. I've only noticed this issue in 1. 9. 4 (and now 1. 9. 5) but that is also the first time I attempted to use the feature in question in any campaign.
It seems the highly anticipated c# feature, deep space logistics hubs with overhauling/resupply, does not work. Details:
The function number: n/a
The complete error text: n/a
The window affected: n/a
What you were doing at the time: Attempting to give a military ship 'overhaul' orders at a deep space base with maintenance modules/cargo shuttles
Conventional or TN start: confirmed with both starts
Random or Real Stars: confirmed in both
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: was able to reproduce in a new game in just a few clicks
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Discovered it during a longish campaign, but can replicate in a fresh save.
Steps to reproduce:
Design a station (or ship) with maintenance modules, spare MSP, and cargo shuttles (you can add a number of other modules including ordnance/fuel hubs and transfer systems without affecting the outcome). You can set it to 'supply ship' and tell it to 'auto resupply own fleet' if you like.
Bring the maintenance station to deep space. (Alternatively, for SM mode testing, move it to an empty colony say on Mars)
Design any military ship that should be able to execute the order 'Begin Overhaul (rewind clock)', and test that it has that order by targeting earth.
Now select either the station's fleet, or the empty colony where the station is anchored, and notice the lack of 'Begin Overhaul' orders.
(Incidentally, there is also not an order to 'resupply from supply ship', but I'm focusing on the overhaul issue right now. )
According to hxxp: aurora2. pentarch. org/index. php?topic=8495. msg101959#msg101959 , the station should qualify as a 'Maintenance Location' but it doesn't. Adding population to the location of the maintenance station does not fix the issue, either with an orbital habitat or by adding colonists to the previously empty colony which the station is orbiting. Adding various ground installations at the location such as cargo shuttle stations or spaceports does not fix the issue.
If the station is deployed at a colony, the maintenance capacity shows up properly on the summary screen.
If you add a single maintenance facility to the colony, whether there are any colonists present or not, the colony can now be a target for the 'Begin Overhaul' order.
Please tell me I am stupid and have missed an obvious button somewhere, because I really like this proposed feature!!
IS Psicodaemon (Astradaemon class Intelligence Ship) 2,066 tons 62 Crew 474.7 BP TCS 4 TH 10 EM 0
1452 km/s JR 1-50 Armour 1-14 Shields 0-0 HTK 16 Sensors 0/14/0/0 DCR 1 PPV 0
Maint Life 5.56 Years MSP 265 AFR 18% IFR 0.3% 1YR 14 5YR 216 Max Repair 280 MSP
Captain of the List Control Rating 1 BRG
Intended Deployment Time: 60 months Morale Check Required
Antimachus-Galenus JD-ELINT-001 Max Ship Size 2250 tons Distance 50k km Squadron Size 1
Agemman Aeromarine MCFD-ELINT-001 (2) Power 60 Fuel Use 7.39% Signature 4.80 Explosion 4%
Fuel Capacity 93,000 Litres Range 109.6 billion km (873 days at full power)
ELINT Module (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Cloaking Device: Class cross-section reduced to 10.0% of normal
This design is classed as a Military Vessel for maintenance purposes
The Research tab does not remember my selection of "Sort by Labs" or "Sort by Date" after I close the Econ window.
The Shipyard Tasks tab does not remember my selection of "Sort by Size" or "Sort by Date" after I close the Econ window.
I would think the intent is for those selections to be sticky, at least for the current game session.
Sorting choice is kept if you don't close the window. I don't think keeping it after closing was intended as that would likely require coding it differently.
Nori - This is a known bug that Steve hasn't figured out yet.
All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.
What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.
Nori - This is a known bug that Steve hasn't figured out yet.
All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.
What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.
It seems that every time a jump point tries to connect to a non-local system, it instead connects to system 0, which is Sol.
Nori - This is a known bug that Steve hasn't figured out yet.
All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.
What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.
It seems that every time a jump point tries to connect to a non-local system, it instead connects to system 0, which is Sol.
I don't know about that but I hope Steve is reading.
I know exactly when this started. I don't remember the reason why though.
So there was a rant regarding system generation numbers and after reading that Steve changed the Sol system from being system 0 to system 1 (so this part It seems that every time a jump point tries to connect to a non-local system, it instead connects to system 0, which is Sol it's not correct).
After that was done the Double Sol bug appeared. It didn't take long for the multiple Sol connection to appear as well.
Maybe I am wrong but if you use an Aurora installation prior to that change there is no problem. I will try to find it again so you can run test on before and after and I will edit this post if I manage to do that.
Nori - This is a known bug that Steve hasn't figured out yet.
All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.
What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.
It seems that every time a jump point tries to connect to a non-local system, it instead connects to system 0, which is Sol.
I don't know about that but I hope Steve is reading.
I know exactly when this started. I don't remember the reason why though.
So there was a rant regarding system generation numbers and after reading that Steve changed the Sol system from being system 0 to system 1 (so this part It seems that every time a jump point tries to connect to a non-local system, it instead connects to system 0, which is Sol it's not correct).
After that was done the Double Sol bug appeared. It didn't take long for the multiple Sol connection to appear as well.
Maybe I am wrong but if you use an Aurora installation prior to that change there is no problem. I will try to find it again so you can run test on before and after and I will edit this post if I manage to do that.
In kyonkundenwa's db, Sol's system number is 0.
I’ve set the cargo containers to ‘conscript’ which as I understand should stop officers being assigned. But they are still assigned.
Conscript is about crew rather than commanders. If you check the Acadamies tab on the Race Infomation window, you'll see a figure for "Crewman and Junior Officers", which are generated by your Military Acadamies along with officers etc. (quantity vs quality can be decided by the Training Level control lower down). These are subtracted from to crew your ships, unless you tick "Conscript" for a class in which case I guess you just get randoms off the street - the Crew Grade for ships of this class will start negative.
Quote from: mike2R link=topic=11298. msg131734#msg131734 date=1588929213Conscript is about crew rather than commanders. If you check the Acadamies tab on the Race Infomation window, you'll see a figure for "Crewman and Junior Officers", which are generated by your Military Acadamies along with officers etc. (quantity vs quality can be decided by the Training Level control lower down). These are subtracted from to crew your ships, unless you tick "Conscript" for a class in which case I guess you just get randoms off the street - the Crew Grade for ships of this class will start negative.
Is there a way to check how many Crewmen you have in "reserve"? or is that just hidden until you hit your cap?
Quote from: mike2R link=topic=11298. msg131734#msg131734 date=1588929213Conscript is about crew rather than commanders. If you check the Acadamies tab on the Race Infomation window, you'll see a figure for "Crewman and Junior Officers", which are generated by your Military Acadamies along with officers etc. (quantity vs quality can be decided by the Training Level control lower down). These are subtracted from to crew your ships, unless you tick "Conscript" for a class in which case I guess you just get randoms off the street - the Crew Grade for ships of this class will start negative.
Is there a way to check how many Crewmen you have in "reserve"? or is that just hidden until you hit your cap?
Yeah you get a figure on the Race Information window > Acadamies tab.
Quote from: mike2R link=topic=11298. msg131734#msg131734 date=1588929213Conscript is about crew rather than commanders. If you check the Acadamies tab on the Race Infomation window, you'll see a figure for "Crewman and Junior Officers", which are generated by your Military Acadamies along with officers etc. (quantity vs quality can be decided by the Training Level control lower down). These are subtracted from to crew your ships, unless you tick "Conscript" for a class in which case I guess you just get randoms off the street - the Crew Grade for ships of this class will start negative.
Is there a way to check how many Crewmen you have in "reserve"? or is that just hidden until you hit your cap?
Yeah you get a figure on the Race Information window > Acadamies tab.
That shows the number you get annually at your current training level, not the current number of available trained crewmembers.
I’ve set the cargo containers to ‘conscript’ which as I understand should stop officers being assigned. But they are still assigned.
Conscript is about crew rather than commanders. If you check the Acadamies tab on the Race Infomation window, you'll see a figure for "Crewman and Junior Officers", which are generated by your Military Acadamies along with officers etc. (quantity vs quality can be decided by the Training Level control lower down). These are subtracted from to crew your ships, unless you tick "Conscript" for a class in which case I guess you just get randoms off the street - the Crew Grade for ships of this class will start negative.
Quote from: Saquenay link=topic=11298. msg131658#msg131658 date=1588886477I've searched as best I can for a previous mention of this bug but haven't found it, and if it is a known issue that hasn't been implemented yet, I haven't seen that mentioned either. I've only noticed this issue in 1. 9. 4 (and now 1. 9. 5) but that is also the first time I attempted to use the feature in question in any campaign.
It seems the highly anticipated c# feature, deep space logistics hubs with overhauling/resupply, does not work. Details:
The function number: n/a
The complete error text: n/a
The window affected: n/a
What you were doing at the time: Attempting to give a military ship 'overhaul' orders at a deep space base with maintenance modules/cargo shuttles
Conventional or TN start: confirmed with both starts
Random or Real Stars: confirmed in both
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: was able to reproduce in a new game in just a few clicks
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Discovered it during a longish campaign, but can replicate in a fresh save.
Steps to reproduce:
Design a station (or ship) with maintenance modules, spare MSP, and cargo shuttles (you can add a number of other modules including ordnance/fuel hubs and transfer systems without affecting the outcome). You can set it to 'supply ship' and tell it to 'auto resupply own fleet' if you like.
Bring the maintenance station to deep space. (Alternatively, for SM mode testing, move it to an empty colony say on Mars)
Design any military ship that should be able to execute the order 'Begin Overhaul (rewind clock)', and test that it has that order by targeting earth.
Now select either the station's fleet, or the empty colony where the station is anchored, and notice the lack of 'Begin Overhaul' orders.
(Incidentally, there is also not an order to 'resupply from supply ship', but I'm focusing on the overhaul issue right now. )
According to hxxp: aurora2. pentarch. org/index. php?topic=8495. msg101959#msg101959 , the station should qualify as a 'Maintenance Location' but it doesn't. Adding population to the location of the maintenance station does not fix the issue, either with an orbital habitat or by adding colonists to the previously empty colony which the station is orbiting. Adding various ground installations at the location such as cargo shuttle stations or spaceports does not fix the issue.
If the station is deployed at a colony, the maintenance capacity shows up properly on the summary screen.
If you add a single maintenance facility to the colony, whether there are any colonists present or not, the colony can now be a target for the 'Begin Overhaul' order.
Please tell me I am stupid and have missed an obvious button somewhere, because I really like this proposed feature!!
I'm not sure on this one. Maint station will stop the time from ticking up, but I'm not sure if it is supposed to be a overhaul location or not.
Anyone else know?
According to #7 in the link, it seems clear that overhaul should be a possibility. Whether it is intended or not can have a major impact on the design and feel of a campaign! If it simply hasn't been implemented yet, let's please add that to the known issues list. Or if it never will be a thing, please clarify!
Nori - This is a known bug that Steve hasn't figured out yet.
All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.
What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.
Nori - This is a known bug that Steve hasn't figured out yet.
All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.
What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.
1.9.4 appears not to have this problem. Whatever happened to cause this new behavior doesn't occur there.
Nori - This is a known bug that Steve hasn't figured out yet.
All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.
What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.
1.9.4 appears not to have this problem. Whatever happened to cause this new behavior doesn't occur there.
In 1.9.4, jump points that should have linked to a known system instead linked to a new system with the same system number.
Steve fixed that for 1.9.5, but it appears now that links to non-local systems all link to system number 0, which is Sol.
It seems you can prototype a Gauss cannon, then use that prototype in a turret, then prototype the turret, and then research the turret without ever researching the component gauss cannon. Researching the gauss cannon first does not seem to change the RP needed to research the turret.
The function number NA
The complete error text NA
The window affected Turret Design and/or Class Design and/or Research
What you were doing at the time Setting up a TN game using instant research within the points limit (SM mode off). All testing was done using instant research.
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? Easy to reproduce.
It seems you can prototype a Gauss cannon, then use that prototype in a turret, then prototype the turret, and then research the turret without ever researching the component gauss cannon. Researching the gauss cannon first does not seem to change the RP needed to research the turret.
The function number NA
The complete error text NA
The window affected Turret Design and/or Class Design and/or Research
What you were doing at the time Setting up a TN game using instant research within the points limit (SM mode off). All testing was done using instant research.
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? Easy to reproduce.
I believe this is WAI. If you have the same gauss cannon both as a prototype and non-prototype the research points for the turret doesn't change. It seems those RP are for the turret itself and the gun is always separate.
Sorry, mixed up what I was doing, will recheck. A lot of db:s and bugs to sort through a late saturday night.. thanks for pointing it out.
It seems you can prototype a Gauss cannon, then use that prototype in a turret, then prototype the turret, and then research the turret without ever researching the component gauss cannon. Researching the gauss cannon first does not seem to change the RP needed to research the turret.I've noticed the same thing with lasers and laser turrets
The function number NA
The complete error text NA
The window affected Turret Design and/or Class Design and/or Research
What you were doing at the time Setting up a TN game using instant research within the points limit (SM mode off). All testing was done using instant research.
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? Easy to reproduce.
Thought the turns are supposed to always slow down to missile detection in C#? If so, got a bug.
1.9.5, decimals as decimals.
Transferred save from 1.9.4.
Incoming missiles, turns interrupted to tell me imminent intercept, but didn't interrupt or slow down for missile detection half an hour later.
Res1 sensors more than capable of detecting missiles and active from multiple ships.
Addendunm: This wasn't even one salvo, salvos come in at about 20 missiles at a time, about 15 seconds apart.. This was 120 missiles, which is about 6 salvos at once, none triggered interrupt.
Screenshot of event logs and screen showing interrupts for imminent combat but total skip for actual missile detection straight into three dead ships. DB attached.
Alright that is all bugs sorted through up to here, am clocking off for the day, the other moderators will handle anymore for today.
Alright that is all bugs sorted through up to here, am clocking off for the day, the other moderators will handle anymore for today.
Is this really true? for example I reported bugs on page 3 and page 5 which don't have any sort of reply yet.
On a related note, It would be nice if we could just see the confirmed bugs thread. Steve said this was possible in the confirmed vs possible bugs thread, but it hasn't happened yet.
Is your decimal separator a comma? Don't think this matters, but its a comma.
The function number: no error
The complete error text: no error
What you were doing at the time: unloading ordonance at Earth, changing ordonnance templates and then reloading at Earth
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? one-off
A WTF bug :
(https://i.ibb.co/dQSGwtp/Capture.jpg) (https://ibb.co/sFhydC1)
The Aconit and Acnée missiles were never designed, nor named, nor anything. They are not supposed to exist. I was about when about to order my collier to reload at Earth, after messing with the templates, when I noticed it was already full by those strange missiles. Only one of the two fleet's collier had that issue, and I'm not sure what caused it.
Unloading the affected is impossible, as other fantomic missiles with different name will appear :
(https://i.ibb.co/kHbLsmC/Capture.jpg) (https://imgbb.com/)
It is actually flooding my stockpiles :
(https://i.ibb.co/sRYWbr1/Capture.jpg) (https://imgbb.com/)
DB : https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing (https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing)
You are getting alien missiles aboard your collier. I just have to ask, did you do any database editing or use any mods?
Did you capture any alien stockpiles at some point? Capture ships with missiles on? Any other idea what may have triggered the bug?
Can't recall which 1.9.x version this campaign started with but it's 1.9.5 now.
The function number: N/A
The complete error text: N/A
The window affected: Fleet Organization Window
What you were doing at the time: Refueling a combat fleet from a pair of stationary refueling hubs on its way back from Sol
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? Easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 24 years
1.9.4 dec . real stars 10 yearsCannot reproduce:
But I doubt any of the above are relevant in this bug.
If you order to turn ON active sensors as Fleet Movement order you cannot turn it OFF from Naval Tab but you have to issue the order Active Sensors OFF for that to work.
Also if you turn it OFF from naval tab and then flag active contacts from Tactical Map refresh it you got a blank error with the name of the ship on it.
Turning it OFF through the order will also make the error disappear. No impact on game or save but annoying.
Easy to reproduce in any game.
It seems you can prototype a Gauss cannon, then use that prototype in a turret, then prototype the turret, and then research the turret without ever researching the component gauss cannon. Researching the gauss cannon first does not seem to change the RP needed to research the turret.Confirmed.
The function number NA
The complete error text NA
The window affected Turret Design and/or Class Design and/or Research
What you were doing at the time Setting up a TN game using instant research within the points limit (SM mode off). All testing was done using instant research.
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? Easy to reproduce.
The morale of ground units have sometimes lowered to 100, and many other times has not, when a commander of the unit either retires, is killed, or is replaced.It is intended to reset. Will bring this up with Steve to fix the non-WAI behaviour.
The function number - N/A
The complete error text - N/A
The window affected - Ground Forces
Conventional or TN start - Conventional
Random or Real Stars - Real
Is your decimal separator a comma? No, period
Is the bug is easy to reproduce, intermittent or a one-off?
Depends on what the intended process is meant to be. I have manually replaced a commander and morale remains at the higher figure, e.g. 140. Three times, the retirement or death of a major commanding a company reset that company's morale to 100 from some higher number (between 150-200 I believe). After I noticed it, I began tracking it and have not seen a reset to 100 again. I've had commanders killed by accident, retire from a post, and be manually removed by me without a reset. So, if the intended mechanic is to reset on every commander change of any type, it isn't happening. If the intended mechanic is for it never to change, it did, but unfortunately I don't know precisely when or what caused the morale reset. Or anything in between. I'm 95% certain the units in question did not go through a full production cycle without any commander at all. I also thought maybe there was an upper limit on morale that was passed, but I have other units currently with higher morale figures than that of the 'reset' units at the time.
Set Naming Theme to "Names Beginning with V" and insta-built a few ships - Except they were named with names beginning with W. The W option in the dropdown is missing, I suspect the V option is just mislabeled.Confirmed.
Unsure if this has been resolved or not, so re-posting it just in case:It's being investigated, not resolved yet. Remind me to update you later!
http://aurora2.pentarch.org/index.php?topic=11231.msg131041#msg131041
The function number: N/A
The complete error text: N/A
The window affected: Class Design Window
What you were doing at the time: Creating new classes
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: Have yet to even run a single turn
This appears to be a UI bug more than anything else.
Steps:
Open the class design window
Under race components will be an expandable list of all components available
Expand one of the section by pressing the + button
Collapse that section by pressing the - button
Close and reopen the class design window. Notice that the section that we expanded and collapsed previously is now expanded. Trying to collapse it and reopen the window and it is still expanded
Basically it appears that the UI remembers if a section was expanded but not if it was collapsed again
Makes it a bit annoying (at least for me) when you have lots of sections expanded when looking for a specific thing
This is a 1. 9. 5 game patched from a fresh 1. 9. 4 game.
The actual universe being played was fresh, having just been created
Can also confirm that this is happening in a 1. 9. 4 game (i dont think it really matters but just in case)
PS: I know this is not really the place for it, but i would love an "expand all" and "collapse all" for that screen
Edit: Seems that it also affects the ship list to the far left of the class design window
Version 1.9.5This is WAI - anything and everything in the Orders list count as movement orders.
The function number: no error
The complete error text: no error
What you were doing at the time: orders to refuel from stationary tanker
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? easy to reproduce
I gave a fleet orders to refuel from a space station.
The station has fuel and a refuelling system.
The station is not moving, but it is stabilizing a jump point.
I get a message that my fleet "cannot complete order as the destination fleet is either moving or has movement orders."
So it seems that stabilizing a jump point counts as "movement orders."
While creating a sub-fleet in Naval Organization and choosing "Cancel" the sub-fleet is created anyway. Also after you do this - the "Create Sub Fleet" button will no longer function and you need to restart Aurora.Confirmed.
---
The function number: N/A
The complete error text: N/A
The window affected: Naval Organization
What you were doing at the time: Creating a Sub-Fleet
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?: Easy
If this is a long campaign: ~50 years
This report has to remain fuzzy, I'm afraid. It's also from a previous version, either 1.9.4 or possibly 1.9.3, the backup interval includes the update. But I haven't seen it reported or fixed, though my search wasn't thorough beyond doubt this time.Reported to find out what is the WAI behaviour.
Important thing first: Affects NPR generation for pre-industrial NPR. Garfunkel answered most of my questions regarding that in http://aurora2.pentarch.org/index.php?topic=11302.0 (http://aurora2.pentarch.org/index.php?topic=11302.0), but ultimately, the only one who knows how it should work is He who makes the worlds spin. It's only a bug, if pre-industrial NPRs are supposed to have at least wealth, and possibly conventional industry & troops. If a non-communicating NPR with literally absolutely nothing but people ("Stone-age NPR") is WAD, you can stop reading.
Function and error: None that I'm aware of. Alas, could I swear that I didn't discard an error message at discovery/generation? No. Divided attention and short intervals of advancing Auroran time in the period in question (and right now, in fact), plus a very minor refresh/sticky invalid selection issue that I clicked away a few times, but has been reported and fixed by now, I think. So, it's: I'm not sure.
No comma. Only a brief coma after going through two earlier bugs threads in entirety to find a specific bug report I thought I had seen.
Conventional real stars 1.9 Earth start, the system in question was discovered by player race 27 years and a few days in if I may believe the discovery date on the galaxy map (separate tiny ui issue: GalacticMap doesn't seem to remember that I want to display military restricted systems, but it remembers most other Display settings)
In-game system and race generation is hard to reproduce. But in case it is of any use, I'll attach the first db I can find that contains the NPR in question. At that point I had only discovered the system, but done nothing with the NPR but see it from afar - I think, no guarantees for my memory.
They are GameID 34 (Vanilla), RaceID 192 (Vaathkree Alliance), and their capital should be PopulationID 4218 (Vaathkree Prime) in SystemID 2079 (Eps Eri). If I read the Race and PopInstallation and other tables correctly, they have no conventional industry, no conventional ground units and crucially: no wealth. I noticed that later when I decided that I could do nothing with them but conquer them.
(As addendum to a previous post, an animal & BugMod protection/safety advice: Under any circumstances, never even think about putting a real cat, dotted or not, into a real dishwasher, insular or not. The sensitive programming could acquire a serious permanent personality disorder as a result. For similar reasons, please don't feed Aurora 4x with comma-separated decimals. I reqlly do szmpathiye (sic!), con tout mio Herzen. Up to a point. Or better make that a period... :P)
I redesigned a ship from military to civilian, but can't refit it in a civilian shipyard. Bug or Intended?If there is greater than 20% difference in parts or size then intended.
The advance time buttons on the galaxy map do not seem to work - you can click them, and it highlights the button you click, but time does not advance. They did definitely work in previous 1. 9 versions (99% sure specifically in 1. 9. 4 but definitely in some 1. 9. x version).
Happens in new games for me, but if this is not a general issue there is a db that exhibits it attached to a previous comment:
hxxp: aurora2. pentarch. org/index. php?topic=11298. msg132098#msg132098
Quote from: mike2R link=topic=11298. msg132142#msg132142 date=1589050336The advance time buttons on the galaxy map do not seem to work - you can click them, and it highlights the button you click, but time does not advance. They did definitely work in previous 1. 9 versions (99% sure specifically in 1. 9. 4 but definitely in some 1. 9. x version).
Happens in new games for me, but if this is not a general issue there is a db that exhibits it attached to a previous comment:
hxxp: aurora2. pentarch. org/index. php?topic=11298. msg132098#msg132098
This is working fine for me in my current game. Note that this DB is from an ealier 1. 9. x version tho.
I can't be bothered to look for it but there has been a report about a very large number of connections to Sol in non-real stars. I'm trying to make a pre-made galaxy and I thought I'll be a smartass and deleted Sol. Unfortunately the bug persists it just selected a different system.
It's been fixed for 1.10 so u may wait.
The downside: I heard that already in 1.7 and it was just worse :/
Finger crossed. I know Steve is working on it now with his new campaign.
How can I find out? It probably is because of new engines etc... .I redesigned a ship from military to civilian, but can't refit it in a civilian shipyard. Bug or Intended?If there is greater than 20% difference in parts or size then intended.
The Components tab in the Class Design window includes a column for Cost %, among other useful figures. This doesn't directly answer the whole refit question but will tell you if the engines are say 41.6% of a ship's total cost.How can I find out? It probably is because of new engines etc... .I redesigned a ship from military to civilian, but can't refit it in a civilian shipyard. Bug or Intended?If there is greater than 20% difference in parts or size then intended.
Quote from: mike2R link=topic=11298. msg132142#msg132142 date=1589050336The advance time buttons on the galaxy map do not seem to work - you can click them, and it highlights the button you click, but time does not advance. They did definitely work in previous 1. 9 versions (99% sure specifically in 1. 9. 4 but definitely in some 1. 9. x version).
Happens in new games for me, but if this is not a general issue there is a db that exhibits it attached to a previous comment:
hxxp: aurora2. pentarch. org/index. php?topic=11298. msg132098#msg132098
This is working fine for me in my current game. Note that this DB is from an ealier 1. 9. x version tho.
So is mine, so if its working for you in 1.9.5 I guess it must be something unique to my installation - I'll stick a note on my report.
Quote from: mike2R link=topic=11298. msg132142#msg132142 date=1589050336The advance time buttons on the galaxy map do not seem to work - you can click them, and it highlights the button you click, but time does not advance. They did definitely work in previous 1. 9 versions (99% sure specifically in 1. 9. 4 but definitely in some 1. 9. x version).
Happens in new games for me, but if this is not a general issue there is a db that exhibits it attached to a previous comment:
hxxp: aurora2. pentarch. org/index. php?topic=11298. msg132098#msg132098
This is working fine for me in my current game. Note that this DB is from an ealier 1. 9. x version tho.
So is mine, so if its working for you in 1.9.5 I guess it must be something unique to my installation - I'll stick a note on my report.
This just happened to me in 1.9.5, too. Database goes back to 1.9 (Should the database matter?). But it only happens with the automated turns button on. If I switch that off again, the advance time buttons on the galaxy map work fine. And I'm rather convinced I have seen that behaviour in previous versions as well. Deemed it one of of Aurora's not so urgent, lovely quirks.
Window: During new game creation, immediately after accepting player race.AFAIK, Steve knows this hasn't been fixed, but hasn't gotten around to fixing it yet.
TN start
Random stars
Separator: '.'RandomHigh chance with local system chance 0.
1.9.5 Function #3232: Object reference not set to an instance of an object.
1.9.5 Function #1609: Object reference not set to an instance of an object.
1.9.5 Function #1608: Object reference not set to an instance of an object.
1.9.5 Function #1562: Object reference not set to an instance of an object.
1.9.5 Function #1423: Object reference not set to an instance of an object.
Database then auto-saved normally.
This bug dates back to 1.9.0 and should already be on Steve's round tuit list. Just confirming that it is still present in 1.9.5.
Previous report: http://aurora2.pentarch.org/index.php?topic=11135.msg129172#msg129172
Edit: Also reconfirming the 'hangs at 100% CPU after accepting player race' bug.
Edit2: 5 new games in a row either hung or threw errors with Local System Chance: 0. I think reproducibility just became a thing here.
Local system chance: 0
Known Stars: off
NPRs activate Ancient Races: on
Commander Political Bonuses: on
No Maintenance: on
Allow Civilian Harvesters: off
Number of Non-Player Races: 3
Failures: 2 with the #3232 error, 2 hung at 100%, and one Luminosity Key Count is 11.
I granted myself at start 2500 RP and clicked on Construction 12 BP (3000 points). I expected to have just 500 pts remaining to research, but the tech was fully granted ...Steve has been asked this question and it's WAI. If you have 1RP for instant it'll let you research anything for free.
I guess this is more a feature request than a bug... . Main Window, checkboxes "Asteroid with Colony only" and "Asteroid with Mineral only" work as AND connected, which means if you enable both you only get those bodies didplayed which are both, a colony and have minerals. I would say it makes more sense to link them logically with OR, meaning if either of both is true, the body gets displayed.
The function number: 3255
The complete error text: Object reference not set to an instance of an object
progressing 1 day at a time
having the naval organisation window open while progressing seems to make the error appear so im assuming somethings wrong there
Conventional start
Real stars
decimal seperator is a period .
campaign length is 105 years
edit: of course as soon as I post it after replicating it 3 times, i load it up and i cant replicate it. . .
Confirmed, it reproduced for me
Is your decimal separator a comma? What decimal separator?
Hi,
i am playing 1. 9. 5, real stars. Decimal Separator is a dot.
There are 4 NPRs (2 i created and 2 other from game setup) as well as activated Acients, Star Swarm and Invaders.
My test run had me explore the first neighbor system (DX-Cancri), and i immediately found a battle on a comet (comet #1). Whatever goes on there, i cannot see it, only see lots of weapon impacts and secondary explosions (like: 430x Weapon Strength 3 Impact and multiple more).
Additionally the following errors occur (reproducable, but not always all of those or at the same time): (i translate from german error report)
- Function #1957: Object reference not set to an instance of an object
- Function #1954: Object reference not set to an instance of an object
- Function #1943: Object reference not set to an instance of an object
- Function #478: Object reference not set to an instance of an object
- Function #327: Object reference not set to an instance of an object (i guess related to destroyed combatants, because it pops up and afterwards there are a bit less weapons fired)
- Function #1816: Object reference not set to an instance of an object
I twice tried to SM a colony on one of the system bodies and move the fleet there, or SM Add some deep space tracking stations to see whats going on there, resulting in an endless loop of the following errors: (was unable to continue)
- Function #1957: Object reference not set to an instance of an object
- Function #1954: Object reference not set to an instance of an object
- Function #1943: Object reference not set to an instance of an object
- Function #478: Object reference not set to an instance of an object
database attached
best regards
Salva
The three that didn't freeze generated games. I didn't attempt to play them as I was trying to generate a game without errors. After 5 out of 5 failures I then tried with 100% local and that worked on the first try. At the time that I posted I only found mention that Steve was still trying to reproduce it, but as you say it is now listed as fixed in 1.10.0.Window: During new game creation, immediately after accepting player race.AFAIK, Steve knows this hasn't been fixed, but hasn't gotten around to fixing it yet.
TN start
Random stars
Separator: '.'RandomHigh chance with local system chance 0.
1.9.5 Function #3232: Object reference not set to an instance of an object.
1.9.5 Function #1609: Object reference not set to an instance of an object.
1.9.5 Function #1608: Object reference not set to an instance of an object.
1.9.5 Function #1562: Object reference not set to an instance of an object.
1.9.5 Function #1423: Object reference not set to an instance of an object.
Database then auto-saved normally.
This bug dates back to 1.9.0 and should already be on Steve's round tuit list. Just confirming that it is still present in 1.9.5.
Previous report: http://aurora2.pentarch.org/index.php?topic=11135.msg129172#msg129172
Edit: Also reconfirming the 'hangs at 100% CPU after accepting player race' bug.
Edit2: 5 new games in a row either hung or threw errors with Local System Chance: 0. I think reproducibility just became a thing here.
Local system chance: 0
Known Stars: off
NPRs activate Ancient Races: on
Commander Political Bonuses: on
No Maintenance: on
Allow Civilian Harvesters: off
Number of Non-Player Races: 3
Failures: 2 with the #3232 error, 2 hung at 100%, and one Luminosity Key Count is 11.
Did you get a game generated that you could load into? I've run into this error, but it seemed to work fine after.
In a random stars game, one of my systems has a jump point connection to itself...Self connections are WAI but are supposed to be rare. As Nori pointed out the all-roads-lead-to-Sol bug should be fixed in the next version.
I know jump point connection issues have been a thing a lot of people have already reported, so IDK if I should bother providing more info, if so let me know and I'd be happy to provide the database or whatever other info might be required.
EDIT: Attaching DB. There are now two issues:
1) As mentioned previously, system Shanghai has a jump connection to itself. When JP7 (at the time JP3) in Shanghai was explored, it connected to unexplored JP2 (at the time JP1)
2) Subsequently, many systems have connected to Shanghai. I believe this is probably related to the known issue "Local Chance" bug, with Shanghai replacing the previously deleted Sol.
Decimal separator, random stars, conventional start.
Not sure if this has been reported before but it seams every time I reload my game I have to redo primary standing orders. The conditional ones seam to work ok but the others seam to get reset. This is a TN start that is sitting at about 50+ years in. I notice this mostly on my tankers that seam to default back to NONE for primary and secondary standing orders. I know that when you look at them while the game is running that these can disappear or just not show on the fleet -> standing orders screen, but after a reload the No Order is highlighted even tho I saved them with orders. Maybe its related?
Looks like this is a more longstanding issue which was present in previous versions: the advance time buttons on the galactic map do not work when auto turns are selected. With auto turns deselected they work fine.
...
Looks like this is a more longstanding issue which was present in previous versions: the advance time buttons on the galactic map do not work when auto turns are selected. With auto turns deselected they work fine.
Could not see any problem. If you load up the default game from a clean install, what are the exact steps and increments you use to reproduce it?
See two others also had it so must be an issue, but any additional detail would help to pin it down.
...
I would love ghost ships, if they were WAI. But this was an odd one. Did you do any database editing or use any mods? Was the game started on 1.9.5? If not do you remember the patch level at the time the wrecks became wrecks?
Version: 1.9.5While the colony name defaults to match the body it is independent from the body name, so this is WAI. To rename the colony use the Rename Pop button on the Economics window.
The function number: N/A
The complete error text: N/A
The window affected: Economics and System View
What you were doing at the time: Renaming a Planet with an established colony on it
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
Campaign length: 213 years
When renaming a planet that has an established colony on it, the colony name will not update in the Economics window even after a refresh...and in the System View window (after closing and reopening) it will display the population as being the old planet name. Deleting the colony (assuming it is empty) and creating a new colony will fix it.
I tested with SM-mode off, to make sure as well. Same behavior.
Additionally, renaming the planet to its old name will revert the population text upon closing and reopening the system view window again.
The function number: N/A
The complete error text: N/A
The window affected: Tactical, Fleet
What you were doing at the time: Attacking Precursor ships and STO forces
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? I'm having trouble reproducing it from the save, but the event logs show it.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 31 years
When closing to attack the planet mentioned in my last post, a rather strange thing happened. My ships came under fire from the Vancouver-class platform in orbit, suffering severe damage. The issue there is that the Vancouver was a wreck. I destroyed her like five years ago. Attachment 1 shows the screenshot I took at the time before realizing what was happening (I though it was more STO fire at first). Attachment 2 shows a firing message from the very dead ship from the DB linked in my last post (https://www.mediafire.com/file/e0xld24cb73xbpk/AuroraDB_-_Ghost_STO.db/file).
When attempting to reproduce this bug, I got a similar result from a different dead ship. In the third attachment, note how there's only one surviving Ottawa class ship. The other, Ottawa 001, was destroyed hours before by missile fire. Despite that, in the final attachment here it is firing on my ships as though nothing were wrong. Here's the DB for that moment in time. (https://www.mediafire.com/file/y16gvq7wtyuu6ic/AuroraDB_-_Ghost_Beams.db/file)
I suspect that the ghost station helped contribute to missile defense during my last two excursions too, but I can't be sure.
Bug or missing feature -
1.9.5, Galaxy created in 1.9.0 with dot as separatzor, 40 years in the Campaign.
I builtl a third Level of Sector command on Terra and moved it in 0.25 increments to a different planet with a 10m+ Population. On the new planet it now lists a size 1 range 1 sector HQ. However, in the sectors window, there is only the Sol sector. I can't assign a leader, I can't assign the neighbouring Systems. Sector window only has "rename" as an Option. Passing a few days changes Nothing, new year, Nothing. Where is the "create new sector from sector command" function?
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: I declared war on a NPR and captured one of their ships in boarding combat. I then towed it back to my colony. Then, I ordered it to load replacement crew and planned to move it to Sol (since I captured it basically intact) In the next increment, the ship exploded at my colony, despite the colony having maintenance facilities. The explosion of 1 ship also left no less than 8 wrecks and 8 life pods, each with somewhere between -19 and -37 survivors (yeah...).
Conventional or TN start: C
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: first time I've seen this.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~60 years
screenshot and db attached.
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
The function number: NAPopulation is capped at the lower of the two numbers, so this is WAI.
The complete error text: NA
The window affected: Summary tab Economics window
What you were doing at the time: Nothing special
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?: Probably easy to reproduce but I won't know until I have another planet in this situation
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Not long
I noticed when terraforming Mars that at a certain point when your approaching 0 population cost, something like . 01 or lower that the population supported by infrastructure had grown to over 10 billion while the max pop for Mars is 3410, so somewhere around 3x the amount the planet can hold when suited for humans without any support needed.
I think this is not WAI just get close but not quite at 0 and with enough infrastructure any planet can hold an unlimited population.
Quote from: spartacus link=topic=11298. msg132555#msg132555 date=1589236259The function number: NAPopulation is capped at the lower of the two numbers, so this is WAI.
The complete error text: NA
The window affected: Summary tab Economics window
What you were doing at the time: Nothing special
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?: Probably easy to reproduce but I won't know until I have another planet in this situation
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Not long
I noticed when terraforming Mars that at a certain point when your approaching 0 population cost, something like . 01 or lower that the population supported by infrastructure had grown to over 10 billion while the max pop for Mars is 3410, so somewhere around 3x the amount the planet can hold when suited for humans without any support needed.
I think this is not WAI just get close but not quite at 0 and with enough infrastructure any planet can hold an unlimited population.
I'm curious, did you start this campaign on 1.9.5?
Two of my populations, Titan and Callisto, stopped displaying their names in the industry tab. Shortly after this, I got phantom populations showing up in the window, as can be seen in the screenshot I posted. The problem persists through save and reload, though now if I advance time, all the phantom populations disappear. I can clear the phantoms by unchecking/rechecking any of System Body/Star/By Function, and if I uncheck "Hide CMC", Titan and Callisto get their proper names back.
Given that the phantom populations in each system exactly correspond to the number of CMCs in those systems, and the fact that Titan and Callisto were CMCs before I colonized them (and renamed them), it's pretty clear that this is simply a display bug associated with CMC hiding.
Two of my populations, Titan and Callisto, stopped displaying their names in the industry tab. Shortly after this, I got phantom populations showing up in the window, as can be seen in the screenshot I posted. The problem persists through save and reload, though now if I advance time, all the phantom populations disappear. I can clear the phantoms by unchecking/rechecking any of System Body/Star/By Function, and if I uncheck "Hide CMC", Titan and Callisto get their proper names back.
Given that the phantom populations in each system exactly correspond to the number of CMCs in those systems, and the fact that Titan and Callisto were CMCs before I colonized them (and renamed them), it's pretty clear that this is simply a display bug associated with CMC hiding.
What were you doing just before it happened? Did it happen after a game load? Any mods/db edits involved?
I checked the box to select on map, to go to my fleet on th Al Kalb Al Rai sistem, and it didn't work(tactical map was showing Sol). When I told the tactical map to go to the right sistem, the backgroung turned a pink-ish white, making most things incomprehensible.
The function number: NA
The complete error text: NA
The window affected: Summary tab Economics window
What you were doing at the time: Nothing special
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: its a space
Is the bug is easy to reproduce, intermittent or a one-off?: Probably a one-off
Is your decimal separator a comma?: its a spaceAre you referring to the decimal separator, or the thousands separator?
What were you doing just before it happened? Did it happen after a game load? Any mods/db edits involved?I know you guys confirmed this off of Black's report, but just for completeness:
The function number: no error
The complete error text: no error
What you were doing at the time: unloading ordonance at Earth, changing ordonnance templates and then reloading at Earth
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? one-off
A WTF bug :
(https://i.ibb.co/dQSGwtp/Capture.jpg) (https://ibb.co/sFhydC1)
The Aconit and Acnée missiles were never designed, nor named, nor anything. They are not supposed to exist. I was about when about to order my collier to reload at Earth, after messing with the templates, when I noticed it was already full by those strange missiles. Only one of the two fleet's collier had that issue, and I'm not sure what caused it.
Unloading the affected is impossible, as other fantomic missiles with different name will appear :
(https://i.ibb.co/kHbLsmC/Capture.jpg) (https://imgbb.com/)
It is actually flooding my stockpiles :
(https://i.ibb.co/sRYWbr1/Capture.jpg) (https://imgbb.com/)
DB : https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing (https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing)
You are getting alien missiles aboard your collier. I just have to ask, did you do any database editing or use any mods?
Did you capture any alien stockpiles at some point? Capture ships with missiles on? Any other idea what may have triggered the bug?
First me then Steve spent a lot of time on this one but cannot figure it out. Giving up for now. If anyone see the same please report it again with as much detail as possible.
Don't know if this is a bug or WAI - on Shipyards screen ,when scrapping a ship , the drop down class box shows a list of all classes that have ever been designed in the game , even obsolete designs that have no current vessels.Shipyards can (and should) scrap any ship that will fit in them, not just their design class, but they should only list ships that are actually at that location.
As the above happens when highlighting the Shipyard to which the scrapped ship belongs - should the class drop down box only show class designs referencing that Shipyard only and not show classes for all other Shipyards.
DavidR
Don't know if this is a bug or WAI - on Shipyards screen ,when scrapping a ship , the drop down class box shows a list of all classes that have ever been designed in the game , even obsolete designs that have no current vessels.Shipyards can (and should) scrap any ship that will fit in them, not just their design class, but they should only list ships that are actually at that location.
As the above happens when highlighting the Shipyard to which the scrapped ship belongs - should the class drop down box only show class designs referencing that Shipyard only and not show classes for all other Shipyards.
DavidR
The function number: 3255
The complete error text: Object reference not set to an instance of an object
progressing 1 day at a time
having the naval organisation window open while progressing seems to make the error appear so im assuming somethings wrong there
Conventional start
Real stars
decimal seperator is a period .
campaign length is 105 years
edit: of course as soon as I post it after replicating it 3 times, i load it up and i cant replicate it. . .
Confirmed, it reproduced for me
To add to this, I think I found the issue:
Having "Naval Organisation"-window open, but no fleet selected (only possible right after launching the game) when a ship is built seems to cause this bug. No error when window is not open, and no error if some fleet is selected when ship is built.
Thanks, matches what I reproduced
You can't issue a move order toward a waypoint. You can only do that through a standing order.Check 'Waypoints' in the Movement Orders tab and they will be listed.
Version 1.9.5
Academy commandants positions that are in fact already occupied keeps being displayed even when the checkbox for "Available Only" have been checked.
The window affected: Naval Organisation... fleet movement issue
What you were doing at the time: Trying to set new speed of a fleet.
Conventional or TN start: TN start (default game)
Is your decimal separator a comma? "."
Is the bug easy to reproduce, intermittent or a one-off? Happen all the time.
No mods!!
If I set the speed through the "Set Speed" button the speed of the fleet changes but it will not stick, the fleet will just continue in its max speed anyway.
I also tried to set the speed and then give the fleet a new order, but that also does not work.
If I set the speed through the "Set Speed" button the speed of the fleet changes but it will not stick, the fleet will just continue in its max speed anyway.Noted same issue.
If I set the speed through the "Set Speed" button the speed of the fleet changes but it will not stick, the fleet will just continue in its max speed anyway.Noted same issue.
You have to deselect "use max speed" in the orders window, otherwise the fleet automatically sets itself to max speed when its turn comes up.
You should post in the suggestions thread that the logical behavior would be to automatically deselect "use max speed" whenever the player manually assigns a speed.
Deleting a fleet with ships inside, make the ships be removed from the game? cannot see them anymore and there active sensors are also removed from the map.
Deleting a fleet with ships inside, make the ships be removed from the game? cannot see them anymore and there active sensors are also removed from the map.
That is not a bug, if you want to keep the ship, you need to transfer it to different fleet as the fleet is basic "unit" in the game. As even solo ship is fleet.
Deleting a fleet with ships inside, make the ships be removed from the game? cannot see them anymore and there active sensors are also removed from the map.
That is not a bug, if you want to keep the ship, you need to transfer it to different fleet as the fleet is basic "unit" in the game. As even solo ship is fleet.
How can this not be a bug, so you are actually loosing a ship if you dont move them out of the fleet before deleting it?
It should just work the same way as detach work.
I have a population that replenishes when removed.Just to double check, you don't have a 'helpful' civie dutifully dropping off more colonists every time you do a pickup, do you?
80 year old game, started in 1.9.3, now 1.9.5, dot not comma, TN start, random stars
I dropped 410,000 (0.41m) colonists on Thengo-B I by mistake, as I'd brought normal infrastructure to a low grav world. oops.
realising my mistake, I scooped up the survivors (0.36m) and dropped them on nearby Thengo-C II
all the while Im getting unrest complaints from Thengo-B I
I look back there and theres 360,000 (0.36m) colonists still there.
I scoop them up again and deliver to Thengo-C II
Still unrest at Thengo-B I
Im now on the third rescue trip to save the same colonists, and theres still 350,000 (0.35m) of them there desperately trying to make low grav infrastructure before they die in a vacuum.
It appears that the unrest notification remembers the number of unhappy colonists, calculates a new lower population and overwrites the now empty colony with the reduced population.
This isnt game breaking, and will rarely crop up normally or cause a problem, but it shouldnt happen.
I seem to be unable to assign an Academy Commandant on Earth, but can for Military Academies on a different population. This has been around in my game for several in-game decades. To see the issue, rename and load the attached DB, go to the Commanders screen, and attempt to assign anyone to "Academy Commandant". The list only shows the single academy I have that isn't on Sol.
I'm pretty sure I assigned a naval officer there at one point, but I think he died in office.
Version 1.9.5
The function number: no error
The complete error text: no error
What you were doing at the time: Attempting to assign a commander to the academy.
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? easy to reproduce
I have a population that replenishes when removed.Can confirm I had the same issue a while ago, but after a reload couldn't figure out how to reproduce, so didn't report.
80 year old game, started in 1.9.3, now 1.9.5, dot not comma, TN start, random stars
I dropped 410,000 (0.41m) colonists on Thengo-B I by mistake, as I'd brought normal infrastructure to a low grav world. oops.
realising my mistake, I scooped up the survivors (0.36m) and dropped them on nearby Thengo-C II
all the while Im getting unrest complaints from Thengo-B I
I look back there and theres 360,000 (0.36m) colonists still there.
I scoop them up again and deliver to Thengo-C II
Still unrest at Thengo-B I
Im now on the third rescue trip to save the same colonists, and theres still 350,000 (0.35m) of them there desperately trying to make low grav infrastructure before they die in a vacuum.
It appears that the unrest notification remembers the number of unhappy colonists, calculates a new lower population and overwrites the now empty colony with the reduced population.
This isnt game breaking, and will rarely crop up normally or cause a problem, but it shouldnt happen.
I have a population that replenishes when removed.Just to double check, you don't have a 'helpful' civie dutifully dropping off more colonists every time you do a pickup, do you?
80 year old game, started in 1.9.3, now 1.9.5, dot not comma, TN start, random stars
I dropped 410,000 (0.41m) colonists on Thengo-B I by mistake, as I'd brought normal infrastructure to a low grav world. oops.
realising my mistake, I scooped up the survivors (0.36m) and dropped them on nearby Thengo-C II
all the while Im getting unrest complaints from Thengo-B I
I look back there and theres 360,000 (0.36m) colonists still there.
I scoop them up again and deliver to Thengo-C II
Still unrest at Thengo-B I
Im now on the third rescue trip to save the same colonists, and theres still 350,000 (0.35m) of them there desperately trying to make low grav infrastructure before they die in a vacuum.
It appears that the unrest notification remembers the number of unhappy colonists, calculates a new lower population and overwrites the now empty colony with the reduced population.
This isnt game breaking, and will rarely crop up normally or cause a problem, but it shouldnt happen.
When exploring many systems via SM mode, the galaxy map's automatic graph generation starts to double the distance between each system, quickly making the galaxy map unusable.
...
6. Open up the galaxy map and observe that the distance between these systems keeps increasing on the map.
After getting a second species in my empire, the Create Colony button in Naval Organisation>Fleet>Movement Orders no longer functions correctly.
Prior to getting a second species, it creates a colony. Afterwards in brings up a window asking me to select a species, a drop down with the 2 species in my empire, and a checkbox which is unlabelled (at least on testing after doing a save/load, but when I first experienced the issue, it was tagged "Set field position ONLY for subordinate formations"). No matter what options on this are selected, a colony is not created.
Create Colony in the System Generation and Display window functions fine as before (does not ask for a species).
DB of game where this is happening attached, to reproduce just got to the Movement Orders tab for any fleet in the Naval Organisation window, and use the Create Colony button.
When exploring many systems via SM mode, the galaxy map's automatic graph generation starts to double the distance between each system, quickly making the galaxy map unusable.
...
6. Open up the galaxy map and observe that the distance between these systems keeps increasing on the map.
The "distance" displayed on the Galaxy map is the distance from whichever system is selected. If you have Sol selected, then yes, the distances will (usually) all increase the further you get from Sol. Select a different system and the numbers all change to reflect the distance from that system.
v1.9.5
Function #336: Object reference not set to an instance of an object.
I had assigned a target to a fleet of ships and selected to open fire. They were in range and ready. I clicked 5 seconds, and got the error message pop up.
DB attached, but it's right after the error message, not right before it. Target was destroyed, so it probably won't pop the error again.
v1.9.5
Function #840: The given key was not present in the dictionary
This occurred when I hit the 8 hour, and it triggered yet another massacre of my poor troops on Beta Cassiopiae A II. I might have lost all of the troops, and the transports that were trying to pick them up before their untimely demise had nothing to pick up. Or, maybe the Brigade HQ formation had fully perished, and that was the lead formation I was trying to pick up with all sub units.
The function number: 1531
The complete error text: Object reference not set to an instance of an object.
The window affected: NA
What you were doing at the time: Time increment 30 days
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 see db
Might be linked to new alien contacts in system Alpha Chamaeleontis
I just tried that save file. There are a bunch of errors at startup due to missing medal graphics, but those are harmless and likely due to using a custom image pack. Clicking 30 days then gives the specified error. Maybe you had a download error?The function number: 1531
The complete error text: Object reference not set to an instance of an object.
The window affected: NA
What you were doing at the time: Time increment 30 days
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 see db
Might be linked to new alien contacts in system Alpha Chamaeleontis
I'm getting errors straight on opening that db but not the one you mention, what did you do to the poor thing? It looks corrupted and probably not possible to connect to a single bug at this point. Did you get your error before saving or are you getting it after loading it up?
Was there any db editing involved?
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.
It happend to me twice in two different star systems. But in both cases I was unable to reproduce the bug with my saved DBs.
I just tried that save file. There are a bunch of errors at startup due to missing medal graphics, but those are harmless and likely due to using a custom image pack. Clicking 30 days then gives the specified error. Maybe you had a download error?
It's looking to me like you can clone your ground units by moving them around between different ground forces windows.I'm betting that this is just a refresh bug. When you refresh a window or open a new one, is the unit still duplicated, or is it in the last place you dropped it?
Open multiple ground forces windows with shift click, then drag unit elements from your formations in the additional windows to one formation in one specific window. When you are dragging some element out of a formation in one window, the element is only removed from that formation in THAT window, not in the other windows you have open, which means you can duplicate your units as many times as you have windows open.
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.
It happend to me twice in two different star systems. But in both cases I was unable to reproduce the bug with my saved DBs.
While I cannot reproduce I want to pass this one on to Steve. Since you say you got a thermal contact, did it pop up first and you then started getting the errors in the same increment without being able to do anything else in between? or was it different increments? Any further detail you can give on the exact sequence of events could help.
You can check for yourself, it's very easy to reproduce.Quote from: Destragon link=topic=11298. msg133640#msg133640 date=1589754004It's looking to me like you can clone your ground units by moving them around between different ground forces windows.I'm betting that this is just a refresh bug. When you refresh a window or open a new one, is the unit still duplicated, or is it in the last place you dropped it?
Open multiple ground forces windows with shift click, then drag unit elements from your formations in the additional windows to one formation in one specific window. When you are dragging some element out of a formation in one window, the element is only removed from that formation in THAT window, not in the other windows you have open, which means you can duplicate your units as many times as you have windows open.
Adana class Destroyer 12 000 tons 440 Crew 6 460.6 BP TCS 240 TH 4 800 EM 0
20000 km/s Armour 6-46 Shields 0-0 HTK 86 Sensors 0/0/0/0 DCR 10 PPV 51
Maint Life 2.60 Years MSP 3 365 AFR 115% IFR 1.6% 1YR 702 5YR 10 527 Max Repair 1200 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required
Inertial Fusion Drive EP2400.00 (2) Power 4800 Fuel Use 30.81% Signature 2400 Explosion 15%
Fuel Capacity 987 000 Litres Range 48.1 billion km (27 days at full power)
20cm C10 Far X-Ray Laser (2) Range 600 000km TS: 20 000 km/s Power 10-10 RM 80 000 km ROF 5
20cm Railgun V80/C12 (1x4) Range 320 000km TS: 20 000 km/s Power 12-12 Accuracy Modifier 100% RM 80 000 km ROF 5
Particle Beam-2 (4) Range 500 000km TS: 20 000 km/s Power 5-5 ROF 5
R400/C10 Meson Cannon (2) Range 400 000km TS: 20 000 km/s Power 10-10 RM 400 000 km ROF 5
Beam Fire Control R600-TS40000 (1) Max Range: 600 000 km TS: 40 000 km/s
Inertial Confinement Fusion Reactor R43 (2) Total Power Output 86.4 Exp 5%
Filler (1) Total Power Output 0 Exp 5%
Active Search Sensor AS24-R1 (1) GPS 60 Range 24.7m km MCR 2.2m km Resolution 1
ECCM-6 (1) ECM 60
This design is classed as a Military Vessel for maintenance purposes
Commercial hangers cannot reload box launchers (maybe not even give fighters missiles at all).
Periods not commas.
1.9.5. Started in 1.9.5
non-TN start, roughly 70 years in (DB attached, start year 2000).
Attached is DB to check it out yourself. As per the changelog it said commercial hangers can reload fighters. My commercial carriers have missiles but do not have the same options that ships with regular hangers do when it comes to parasite ordinance.
Version 1.9.5
Academy commandants positions that are in fact already occupied keeps being displayed even when the checkbox for "Available Only" have been checked.
Relevant default Info:
What you were doing at the time: Assigning Commanders to academies
The window affected: Commanders
Is the bug is easy to reproduce, intermittent or a one-off? Easy. Always there even from the beginning. You just need an academy.
Is your decimal separator a comma? Yes (I think)
Likely irrelevant default Info:
The function number: no error
The complete error text: no error
Random or Real Stars: Real
Let me know the length of the campaign as well: over 100 years, but saw it from the beginning
If your decimal separator is a comma then you need to change it, once you have then you can try to reproduce the bug and report it again, heres a guide on how: -SpaceMarine http://aurora2.pentarch.org/index.php?topic=11139.0
Confirmed - Bughunter
Version 1.9.5
Might be an extension of the previous bug, but when lookin into the civilian shipping lines I found that some ships where hauling trade goods to automated mine colonies despite these having no demands for trade whatsoever.
Relevant default Info:
What you were doing at the time: Checking where civilian shipping lines where shipping goods
The window affected: Economics (Civilian Economy)
Is the bug is easy to reproduce, intermittent or a one-off? Hard to say.
Is your decimal separator a comma? No
Likely irrelevant default Info:
The function number: no error
The complete error text: no error
Random or Real Stars: Real
Let me know the length of the campaign as well: over 100 years, but saw it from the beginning. Actually the same campaign as my previous post
UPDATE: I got an error when trying to attach both dbs. I will attach one here and then the other one immediately after.
The technology line for maintenance facilities production rate has wrong names.
The basic production rate seems to be 80 MSP per facility. But the first tech says: "Maintenance Production Rate 24 MSP".
The ratios seem correct (20% increase), it's only a matter of the technology description.
The function number N/A
The complete error text N/A
The window affected Main Window, Singapore System
What you were doing at the time Point Defence with reduced chance-to-hit twin guas-turrets
Conventional or TN start TN
Random or Real Stars Random
Is your decimal separator a comma? dot
Is the bug is easy to reproduce, intermittent or a one-off? easy with the db
If this is a long campaign Year 8
There was a forum thread (http://aurora2.pentarch.org/index.php?topic=11325.0) suggesting that more weapons with reduced size
would be more effective as PD than fewer normal sized.
So i build a 0.6 HS (10% chance to hit) gauss cannon and build twin turrets with an TS of 16000 km/s
My Napoleon failed to hit any of the alien missiles (35,200 km/s )
I know that the chance to hit is low, but event log indicates that it is still 1%.
As i did not safe at this point, I recreated this with SM created/moved ships.
10 ships fire each 180 shots at 7 missile salvos = 126000 shots and hit 0
- So either the chance to hit is much lower and the event log is showing the wrong number,
- there is a bug (rounding error)
- or my fleet is very very ..... very unlucky
AuroraDB-test-low-to-hit-1 .db is a few seconds before the first impact,
AuroraDB-test-low-to-hit-2 .db after 7 salvos engaged
( (40000*1.28/100000)*0.98 - (0.6-0.2) ) * 0.1 * 100% = ( 0.50176 - 0.4 ) * 10% = 1.0176%
The displayed interception chance is 1%. The interception used 16650 shots out of 18000 available shots to intercept 180 incoming missiles, which gives an accuracy of 1.081%( (40000*1.27/100000)*0.98 - (0.6-0.2) ) * 0.1 * 100% = ( 0.49784 - 0.4 ) * 10% = 0.9784%
The displayed interception chance is still 1%, however the interception hits 0 out of 18000 available shots.( (40000*1.28/100000)*0.98 - (0.6-0.3) ) * 0.1 * 100% = ( 0.50176 - 0.3 ) * 10% = 2.0176%
The interception showed 2% hit chance, 8832 shots fired destroying all 180 missiles, which gives an accuracy of 2.0380%( (40000*1.27/100000)*0.98 - (0.6-0.3) ) * 0.1 * 100% = ( 0.49784 - 0.3 ) * 10% = 1.9784%
The displayed interception chance is 2%, while 18000 shots filed hitting 164 missiles, which gives an actual accuracy of 0.9111%. So the actual hit chance used in game is probably again rounded down to 1%, which is inconsistent with the displayed hit chance.The function number: -It isn't just the low fuel capacity ship affected. I tried towing a high capacity ship and it showed fuel consumption as well. The fleet is correctly calculating its speed using just the tug's engines, but towed ships still consume fuel.
The complete error text: -
The window affected: -
What you were doing at the time: Using tug to tow another ship with intact engines
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?: Seems to be easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 91 years from start
I have designed JP monitors (MN-1 rev.1 class) with very low fuel capacity, to tow them at their deployment points with tugs. My first tug (G 01 Atlas, G111/121 class) have done several tours of this kind without any unexpected event, but second tug (G 02 Juno, G130 class: newer engines, one large fuel tank instead of two smaller ones) seems to use fuel of towed ship, so towed monitors are reporting Low Fuel every time they are towed to their points. It seems like old bug from VB version, though I have no such event with previous tug!
1.9.5 easy to replicate in any game
When click assign on any officer or administrator the system keep logging assignments even if the character is already on the job.
Correct behaviour should be not registering the assignment and eventually pop a text like: the commander is already assigned to this post
Attached a picture
For this example, I just clicked multiple times on assign
The function number: N/ASensor reported tonnage is lower than actual tonnage if the enemy is fortified. 2-3x sensor reduction for an entrenched opponent isn't uncommon.
The complete error text: N/A
The window affected: Naval Organization
What you were doing at the 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
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years
There seems to be a huge discrepancy between reported enemy losses (in ground combat) and what my sensors are telling me. I am currently attacking an NPR homeworld (in Altair System). Compare attached pics (Combat 1 and Combat 2). They are one ground contact tick apart, during which I inflict 180 casualties on the NPR. The smallest unit in the game is 3 tons, so that should be an absolute minimum of 540 tons of damage, but the sensor contact only goes down by 200 tons.
reporting 3 potential bugs with the same DB setup:
- Beam weapon can fire multiple within the same 5s tick under Area PD mode
- SM edited ship class may have incorrect power consumption calculation for beam weapons
- When Area PD hits targets, the energy impact shown on the tactical map are on the firing fleet, rather than the target missiles
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
If this is a long campaign - say 75 years or longer - N/A
This is our (unfortunate) test subject:Code: [Select]Adana class Destroyer 12 000 tons 440 Crew 6 460.6 BP TCS 240 TH 4 800 EM 0
20000 km/s Armour 6-46 Shields 0-0 HTK 86 Sensors 0/0/0/0 DCR 10 PPV 51
Maint Life 2.60 Years MSP 3 365 AFR 115% IFR 1.6% 1YR 702 5YR 10 527 Max Repair 1200 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required
Inertial Fusion Drive EP2400.00 (2) Power 4800 Fuel Use 30.81% Signature 2400 Explosion 15%
Fuel Capacity 987 000 Litres Range 48.1 billion km (27 days at full power)
20cm C10 Far X-Ray Laser (2) Range 600 000km TS: 20 000 km/s Power 10-10 RM 80 000 km ROF 5
20cm Railgun V80/C12 (1x4) Range 320 000km TS: 20 000 km/s Power 12-12 Accuracy Modifier 100% RM 80 000 km ROF 5
Particle Beam-2 (4) Range 500 000km TS: 20 000 km/s Power 5-5 ROF 5
R400/C10 Meson Cannon (2) Range 400 000km TS: 20 000 km/s Power 10-10 RM 400 000 km ROF 5
Beam Fire Control R600-TS40000 (1) Max Range: 600 000 km TS: 40 000 km/s
Inertial Confinement Fusion Reactor R43 (2) Total Power Output 86.4 Exp 5%
Filler (1) Total Power Output 0 Exp 5%
Active Search Sensor AS24-R1 (1) GPS 60 Range 24.7m km MCR 2.2m km Resolution 1
ECCM-6 (1) ECM 60
This design is classed as a Military Vessel for maintenance purposes
Note that, all its beam weapons have ROF of 5, and the total power requirement is 10*2+12*1+5*4+10*2 = 72, which is less than the power plant capacity of 86. 4.
BFC setup: after incoming missiles are detected, one of the salvos is targeted, and BFC set to open fire.
(https://cdn. discordapp. com/attachments/426723819529437184/712054644377124894/unknown. png)
9 salvos of 6-missile are incoming
(https://cdn. discordapp. com/attachments/426723819529437184/712054855937556481/unknown. png)
When the missiles are in range for lasers, the lasers fired at ALL salvos once during the same tick:
(https://cdn. discordapp. com/attachments/426723819529437184/712055131159396352/unknown. png)
Same for the particle beams. Note that, the lasers are not firing in this tick even if they are supposed to have a 5s ROF. Also, note that the energy weapon impact symbol is drawn on the fleet itself rather than on the missile salvos.
(https://cdn. discordapp. com/attachments/426723819529437184/712055415977934958/unknown. png)
Same for the mesons and railguns. Note that the lasers and particle beams are not firing in this tick. It also can be seen the 4 missiles destroyed in the last tick are indeed destroyed.
(https://cdn. discordapp. com/attachments/426723819529437184/712055819734351983/unknown. png)
The beam weapons firing multiple times bug could be that they were not flagged as 'fired' in this tick in area PD mode. Final fire PD seems to work as intended. The power charging issue could be related to this ship has been SM modified from having 12 particle cannons to the current weapon suite.
Attached is the DB for this scenario. The attacking side is the Earth Federation on earth. In its Battle Fleet, 3 missile destroyers have their target set up and are ready to fire. The target ship Adana001 (in a fleet bearing the same name) belongs to the Martian Republic, traveling from Mars towards Earth.
If missiles are ordered to launch immediately after loading the game, the missile detection from the Martian side happens about 59 mins after the launch.
Once the missiles are detected by Adana001, reverse its course (flying to Mars), and set up its fire control as above (just need to target a missile salvo and order open fire).
...
DB attached.
Auto-assaign is checked, but my freighters have stopped being assigned officers despite there being many candidates of the appropriate rank available. Civilians arent being assigned either, nor are Commendants or Admin Commanders.
Quote from: BasileusMaximos link=topic=11298. msg134356#msg134356 date=1590091212Auto-assaign is checked, but my freighters have stopped being assigned officers despite there being many candidates of the appropriate rank available. Civilians arent being assigned either, nor are Commendants or Admin Commanders.
If they don't have any logistics skill, they won't be auto-assigned to a freighter.
Auto-assign only handles ship and ground unit assignments. You have to handle academy and admin command assignments manually, and all civilian administrator assignments.
The function number: 1884
The complete error text: Unable to cast object of type 'ha' to type 'f4'
The window affected: Ground Forces Tab on Colony Window
What you were doing at the time: Trying to assign a medal to a colony (i. e. to all of the ground forces present on the colony).
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: ~50 Years
Note that I did the same thing recently on another planet and it worked fine.
What you saw is a display issue. Type codes in error messages are normal in this case. I think 'f4' is a 32 bit float but I'm not sure what 'ha' is.The function number: 1884
The complete error text: Unable to cast object of type 'ha' to type 'f4'
The window affected: Ground Forces Tab on Colony Window
What you were doing at the time: Trying to assign a medal to a colony (i. e. to all of the ground forces present on the colony).
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: ~50 Years
Note that I did the same thing recently on another planet and it worked fine.
Just mentioning in case it might be related: I'm quite sure that I encountered a list full of 'ha' entries once, I think it was in the Naval Organisation window. It appeared to be a refresh issue: As soon as I forced the window to refresh, the correct names were displayed. No errors. But if it actually uses 'ha' values and throws errors it could be more than just a display thing, or these could be two entirely separate issues.
The function number: 1884
The complete error text: Unable to cast object of type 'ha' to type 'f4'
The window affected: Ground Forces Tab on Colony Window
What you were doing at the time: Trying to assign a medal to a colony (i. e. to all of the ground forces present on the colony).
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: ~50 Years
Note that I did the same thing recently on another planet and it worked fine.
Modify message
* AuroraDB.db (97794 kB - downloaded 0 times.)
Reporting again , in case missed 1st time
When scrapping a ship - say Military - the drop-down class box gives me a list of all the Military ship classes that have ever been designed , even designs that have long since been obsoleted and all ships scrapped. This is making the drop-down box unwieldy to view.
The same goes for the Commercial vessel scrap drop-down box.
DavidR
I was researching Active Grav Sensor Strength 16, with Thermal Sensor Sensitivity 11 and EM Sensor Sensitivity 11 queued up after that one. I picked up an enemy life pod and got the "successful espionage" message about acquiring technical details for Active Grav Sensor Strength 16, which finished.
Now, when I go to the research screen, I get an error popup and cannot find any EM/Thermal sensor sensitivty techs. This seems to block me from progressing further than sensitivity 8.
Here is my database after the issue, i. e. when the EM/Thermal sensitivity techs can't be found: https://drive. google. com/file/d/16NKGcBlQUj3BqgJ-nWHWXjf2DzMAUZ7j/view?usp=sharing
Here is the last save before the issue happened, although that's several hours of playtime earlier: https://drive. google. com/file/d/12iSRvopichWx6DEbcaL3EnWUYSuN0eRo/view?usp=sharing
The function number
2169
The complete error text
1. 9. 5 Function #2169: Object reference not set to an instance of an object.
The window affected
Research window
What you were doing at the time
Picking up enemy surviors
Conventional or TN start
Conventional
Random or Real Stars
Real Stars
Is the bug is easy to reproduce, intermittent or a one-off?
Easy to reproduce: open the research screen in my save
One-off: Guess I had to be unlucky to get the tech with queued techs from rescuing a life pod?
When right-clicking the tactical map, if no object is at that location then the last popup menu to be displayed is used. To reproduce, simply right click any object and then right click any empty area or on any control.Definitely not a Wine thing - can confirm this happens on Windows 10.
Note: I'm also getting rare random segfaults when right clicking which are likely Wine's fault, so I'm not completely certain if the menu glitch is Aurora or not.
Commercial hangars are available in C# Aurora. They are 50% larger than military hangar bays (size 32), have the same cost of 100 BP and the same crew requirement (15).
They are intended for transport of other commercial vessels, temporary transport of military vessels, reloading of box launchers and for repairing ships. With this in mind, a military ship still has normal maintenance requirements while in a civilian hangar.
Deleting a system does not delete discovered JPs that link to that system.The game also looks for a system with SystemNumber = 0 when it tries to create long range links back to the 'root' system. Will throw errors if no system with SystemNumber = 0 exists (Sol has this).
As a result, this causes various "key not found" errors whenever the game needs to iterate the list of locations in a linked system (e.g. System window, or fleet movement orders).
What I was doing:
I started a random stars game, then created a new (random) system and a new player race in that system.
I then deleted the initial starting race, but I did not delete Sol.
Later, I discovered Sol via a JP.
I transited my ship back out of Sol, then deleted Sol.
Possibly only happens when deleting Sol? I haven't deleted any other systems.
I eliminated the errors by manually deleting the JP record from the database.
Attached is my save prior to performing that deletion.
There was a topic under Mechanics.
It happend to me to conquer a precursor base, where they had thousand of missles (I can see those missles from the economy window and stockpiles also.
I have an ordnance transfer station, however I cannot load them on my warship, I am able to see my designed missles only.
Has the possibility to use alien missles not implemented yet?
The function number: N/A
The complete error text: N/A
The window affected: Ship window - Ordnance
What you were doing at the time: Trying load precursors missles on my warship
Conventional or TN start: TN.
Random or Real Stars: Real
Is your decimal separator a comma? Period.
Is the bug is easy to reproduce, intermittent or a one-off? Easy.
I have attached my db if someone wants have a look at it.
Something is definitely buggy about how the game reports lost contacts.
I have had (and lost) contacts with several ships of the Swale Empire over the last year or two.
Recently, I explored a JP and discovered a new system, Cestus.
In this system, I see three "Lost" contacts at one of the planets.
The contacts are all for Swale ships that I had seen before (Braxen 001 and 002, and Bavern 002).
But, as I had never before been in this system, there is no way that I could have lost the contacts here.
Attached is the current save, at the time of first entering Cestus (reported as Battlaxe in the event log; I renamed it to Cestus).
Is it possible that they moved through a JP or LP?Something is definitely buggy about how the game reports lost contacts.
I have had (and lost) contacts with several ships of the Swale Empire over the last year or two.
Recently, I explored a JP and discovered a new system, Cestus.
In this system, I see three "Lost" contacts at one of the planets.
The contacts are all for Swale ships that I had seen before (Braxen 001 and 002, and Bavern 002).
But, as I had never before been in this system, there is no way that I could have lost the contacts here.
Attached is the current save, at the time of first entering Cestus (reported as Battlaxe in the event log; I renamed it to Cestus).
I've had NPR ships seemingly jump locations for where I "lost" contact with them as well. And I just had a NPR ship capable of only going 78m Km in the 6 hr time increment move ~12billion km in that 6 hrs.
Doesn't look it. Ship showed approx at POI #5 in Merga, 6 hrs later, was at the location in Achemar with a really long movement trail from a totally different direction than the supposed entry JP.Is it possible that they moved through a JP or LP?Something is definitely buggy about how the game reports lost contacts.
I have had (and lost) contacts with several ships of the Swale Empire over the last year or two.
Recently, I explored a JP and discovered a new system, Cestus.
In this system, I see three "Lost" contacts at one of the planets.
The contacts are all for Swale ships that I had seen before (Braxen 001 and 002, and Bavern 002).
But, as I had never before been in this system, there is no way that I could have lost the contacts here.
Attached is the current save, at the time of first entering Cestus (reported as Battlaxe in the event log; I renamed it to Cestus).
I've had NPR ships seemingly jump locations for where I "lost" contact with them as well. And I just had a NPR ship capable of only going 78m Km in the 6 hr time increment move ~12billion km in that 6 hrs.
After posting the screenshots & db, I advanced time 5 sec, and the ship appeared on the WP to Merga in Achemar where I would have expected it to be. The ships jumping around appears to be a display issue.Doesn't look it. Ship showed approx at POI #5 in Merga, 6 hrs later, was at the location in Achemar with a really long movement trail from a totally different direction than the supposed entry JP.Is it possible that they moved through a JP or LP?Something is definitely buggy about how the game reports lost contacts.
I have had (and lost) contacts with several ships of the Swale Empire over the last year or two.
Recently, I explored a JP and discovered a new system, Cestus.
In this system, I see three "Lost" contacts at one of the planets.
The contacts are all for Swale ships that I had seen before (Braxen 001 and 002, and Bavern 002).
But, as I had never before been in this system, there is no way that I could have lost the contacts here.
Attached is the current save, at the time of first entering Cestus (reported as Battlaxe in the event log; I renamed it to Cestus).
I've had NPR ships seemingly jump locations for where I "lost" contact with them as well. And I just had a NPR ship capable of only going 78m Km in the 6 hr time increment move ~12billion km in that 6 hrs.
1.9.5 Fresh, period, ~104 years in
What I suspect is that the long tail is from the coordinates of the JP in the other system, and yes that is a display issue.After posting the screenshots & db, I advanced time 5 sec, and the ship appeared on the WP to Merga in Achemar where I would have expected it to be. The ships jumping around appears to be a display issue.Doesn't look it. Ship showed approx at POI #5 in Merga, 6 hrs later, was at the location in Achemar with a really long movement trail from a totally different direction than the supposed entry JP.Is it possible that they moved through a JP or LP?Something is definitely buggy about how the game reports lost contacts.
I have had (and lost) contacts with several ships of the Swale Empire over the last year or two.
Recently, I explored a JP and discovered a new system, Cestus.
In this system, I see three "Lost" contacts at one of the planets.
The contacts are all for Swale ships that I had seen before (Braxen 001 and 002, and Bavern 002).
But, as I had never before been in this system, there is no way that I could have lost the contacts here.
Attached is the current save, at the time of first entering Cestus (reported as Battlaxe in the event log; I renamed it to Cestus).
I've had NPR ships seemingly jump locations for where I "lost" contact with them as well. And I just had a NPR ship capable of only going 78m Km in the 6 hr time increment move ~12billion km in that 6 hrs.
1.9.5 Fresh, period, ~104 years in
The function number N/A
The complete error text N/A
The window affected Main Window, Singapore System
What you were doing at the time Point Defence with reduced chance-to-hit twin guas-turrets
Conventional or TN start TN
Random or Real Stars Random
Is your decimal separator a comma? dot
Is the bug is easy to reproduce, intermittent or a one-off? easy with the db
If this is a long campaign Year 8
There was a forum thread (http://aurora2.pentarch.org/index.php?topic=11325.0) suggesting that more weapons with reduced size
would be more effective as PD than fewer normal sized.
So i build a 0.6 HS (10% chance to hit) gauss cannon and build twin turrets with an TS of 16000 km/s
My Napoleon failed to hit any of the alien missiles (35,200 km/s )
I know that the chance to hit is low, but event log indicates that it is still 1%.
As i did not safe at this point, I recreated this with SM created/moved ships.
10 ships fire each 180 shots at 7 missile salvos = 126000 shots and hit 0
- So either the chance to hit is much lower and the event log is showing the wrong number,
- there is a bug (rounding error)
- or my fleet is very very ..... very unlucky
AuroraDB-test-low-to-hit-1 .db is a few seconds before the first impact,
AuroraDB-test-low-to-hit-2 .db after 7 salvos engaged
I setup some scenarios to replicate your bug in the bug thread, and I think I figure out what went wrong.
In short, if the final hit chance is between 0.5% and 1%, the display will round it to 1, but the actual hit chance will be rounded down to 0. If the final hit chance is slightly higher than 1%, it seem to be working as expected.
My setup: incoming missiles at 100kkm/s, turret tracking speed 40kkm/s, missiles have ECM 6, BFC has ECCM 2, BFC 10kkm accuracy 98%, 10% size gauss
Test 1: Active range against 6MSP is 14,419,238 km, the missiles can traverse this distance in less than 29 ticks, so the final tracking bonus is 28%. In this case, hit chance can be calculated as:Code: [Select]( (40000*1.28/100000)*0.98 - (0.6-0.2) ) * 0.1 * 100% = ( 0.50176 - 0.4 ) * 10% = 1.0176%
The displayed interception chance is 1%. The interception used 16650 shots out of 18000 available shots to intercept 180 incoming missiles, which gives an accuracy of 1.081%
Test 2: Active range against 6MSP is 13,894,726 km, the missiles will spend less than 28 ticks in this range, so the final tracking bonus is 27%. In this case, hit chance can be calculated as:Code: [Select]( (40000*1.27/100000)*0.98 - (0.6-0.2) ) * 0.1 * 100% = ( 0.49784 - 0.4 ) * 10% = 0.9784%
The displayed interception chance is still 1%, however the interception hits 0 out of 18000 available shots.
I've conquered a neutral race I've created in my starting system, now the civilians are trying to ferry the neutral colonists from the conquered colony to other colonies in the same system, spamming me with events that neutral colonists cannot be unloaded in the same system.
This might not be game breaking, but it basically interrupts the game all the time.
EDIT: I'll attach the DB, it'll be easier to test that way.
@Bughunter would you mind checking if this one has been reported/confirmed/WAI? Thanks.
http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819 (http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819)
The function number - N/A
The complete error text - N/A
The window affected - Intelligence window
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? - Yes
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 - Around 120 years in.
I have this ship:Code: [Select]IS Psicodaemon (Astradaemon class Intelligence Ship) 2,066 tons 62 Crew 474.7 BP TCS 4 TH 10 EM 0
1452 km/s JR 1-50 Armour 1-14 Shields 0-0 HTK 16 Sensors 0/14/0/0 DCR 1 PPV 0
Maint Life 5.56 Years MSP 265 AFR 18% IFR 0.3% 1YR 14 5YR 216 Max Repair 280 MSP
Captain of the List Control Rating 1 BRG
Intended Deployment Time: 60 months Morale Check Required
Antimachus-Galenus JD-ELINT-001 Max Ship Size 2250 tons Distance 50k km Squadron Size 1
Agemman Aeromarine MCFD-ELINT-001 (2) Power 60 Fuel Use 7.39% Signature 4.80 Explosion 4%
Fuel Capacity 93,000 Litres Range 109.6 billion km (873 days at full power)
ELINT Module (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Cloaking Device: Class cross-section reduced to 10.0% of normal
This design is classed as a Military Vessel for maintenance purposes
It is 22m km away from a NPR population with a EM signature of 1,275. However, on the intelligence screen, current intel and maximum intel points are both 0. They have remained at 0 for over a year. Communications have been established with the NPR.
It appears I am not gaining any intel on the pop at the target yet cannot find a reason why. I bounced it off folks in Discord and no one was able to come up with any ideas as to why this might be.
I'm pretty sure this is a bug, but I'm not 100% sure!
@Bughunter would you mind checking if this one has been reported/confirmed/WAI? Thanks.
http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819 (http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819)
@Bughunter would you mind checking if this one has been reported/confirmed/WAI? Thanks.
http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819 (http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819)
I'm getting another strange effect, seeing the earthling FC when opening up the martian fleet by right-click. So far I have only been able to confirm the impacts shown in the wrong place.
Me too... Had started a question about it in the mechanics to make sure I was understanding right, seemed like I was, & was in the process of getting an ELINT only ship back into range so I could post a DB to the bug thread... However, the NPR is being pig headed as combat has broken out on the JP leading into their system so can't sneak the ship back in.The function number - N/A
The complete error text - N/A
The window affected - Intelligence window
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? - Yes
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 - Around 120 years in.
I have this ship:Code: [Select]IS Psicodaemon (Astradaemon class Intelligence Ship) 2,066 tons 62 Crew 474.7 BP TCS 4 TH 10 EM 0
1452 km/s JR 1-50 Armour 1-14 Shields 0-0 HTK 16 Sensors 0/14/0/0 DCR 1 PPV 0
Maint Life 5.56 Years MSP 265 AFR 18% IFR 0.3% 1YR 14 5YR 216 Max Repair 280 MSP
Captain of the List Control Rating 1 BRG
Intended Deployment Time: 60 months Morale Check Required
Antimachus-Galenus JD-ELINT-001 Max Ship Size 2250 tons Distance 50k km Squadron Size 1
Agemman Aeromarine MCFD-ELINT-001 (2) Power 60 Fuel Use 7.39% Signature 4.80 Explosion 4%
Fuel Capacity 93,000 Litres Range 109.6 billion km (873 days at full power)
ELINT Module (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Cloaking Device: Class cross-section reduced to 10.0% of normal
This design is classed as a Military Vessel for maintenance purposes
It is 22m km away from a NPR population with a EM signature of 1,275. However, on the intelligence screen, current intel and maximum intel points are both 0. They have remained at 0 for over a year. Communications have been established with the NPR.
It appears I am not gaining any intel on the pop at the target yet cannot find a reason why. I bounced it off folks in Discord and no one was able to come up with any ideas as to why this might be.
I'm pretty sure this is a bug, but I'm not 100% sure!
I just had this happen to me as well.
I SM added a 1-HS EM sensor to the ship design (the same specs as the ELINT module's built-in scanner), and then I started gaining intel points.
So, it appears that the ELINT module is not actually working as an EM scanner, despite the text that indicates it does.
The function number: n/a
The complete error text: n/a
The window affected: economy
What you were doing at the time: conquered a pre TN NPR
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: dot
Is the bug is easy to reproduce, intermittent or a one-off?: You'd have to find a suitable NPR
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: about 50 years in
I conquered a pre-TN NPR and they had more people on their planet than it could support, they even built some infrastructure but not nearly enough.
Worse: the planet isn't even suitable for them, it has a colony cost due to it not having enough water.
It is the Mergui in the Gliese 588 system.