Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 28, 2020, 12:15:37 PM

Title: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 28, 2020, 12:15:37 PM
Please post bugs in this thread for v1.9.0

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

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

Please do not post bugs from previous versions unless you confirm they are still present in v1.9.0

When you post, please post as much information as possible, including:
Title: Re: v1.9.0 Bugs Thread
Post by: Kelewan on April 28, 2020, 12:36:59 PM
Quote from: Kelewan
Version 1.8.0
Moving Research Facilities to another Planet, I discovered that you can end with negative number of "Research Facilities Available" (may be WAI)

Furthermore you can now press "Add RL" Button to add more "not existing Labs" to your projects and pushing the number ob available Labs further in the negatives

Tested with the Default game in 1.9.0. still there
Title: Re: v1.9.0 Bugs Thread
Post by: Argoniur on April 28, 2020, 12:37:32 PM
I saw it reported on the 1. 8 thread and just confirmed it is still happening, the research wealth cost is tied to it's speed so if you play with something like 20% research speed wealth becomes trivial to manage and you can add as many research facilities as you want without it having any economic impact, my guess this is not working as intended

Tested in both the default game and a new game
Title: Re: v1.9.0 Bugs Thread
Post by: Resand on April 28, 2020, 12:46:39 PM
A couple I reported in 1.8 retested in 1.9

Fleets don't remember sub-fleet structure when joining other fleets.

Reproduce:
 - Have a fleet with at least two levels of sub-fleets. IE: "Armada" -> "Intel" -> "Scouts"
- Detach "Intel". You should now have a Fleet called "Intel" with a Sub-Fleet "Scouts". So far so good.
- Tell the fleet "Intel" to join fleet "Armada" as a sub-fleet.
- You now end up with all ships in "Intel" and "Scouts" in the same sub-fleet called "Intel" under "Armada".
- Expected result would be to end back at same fleet structure as we started with.

This makes it so you can't really organize your ships into fleet hierarchies, since as soon as you detach one of the parts to go do something, you lose the structure.

-----------------------

Maybe not so clear a bug, but I still don't think it should work this way:

Ships don't keep fleet names when splitting into single ships.

This might just be something functioning differently in C# then VB6, but in VB6 if you had a fleet and you ordered it to split into single ships, each ship got their own fleets named "original fleet name" #1, "original fleet name" 2, "original fleet name" 3 etc. In C# they get names based on the ship name.

The old way really helped in see at a glance where these ships belonged, and when putting the original feet together again.
And since different ships in a class have potentially very different names. I don't recognize what type of ship it is by name, but by what task I've given it or fleet/sub-fleet it's part of.
Title: Re: v1.9.0 Bugs Thread
Post by: Latrone on April 28, 2020, 12:48:06 PM
Hey Steve,

First of all thanks for all the great work and the speed on the updates.   
I think that either the maths or the display was changed for the max pop on a planet.   
It now says that the earth supports a max.    pop of 1.   200.   000.   m people, I think it used to be lower, by quite a bit, but I might be mistaken.   
It's easily reproducable just start a new game.   

Version is 1.   9.   0
Random and Real stars
TN start
Decimal separator is a ,

p. s.
Other people seem to not be having the issue, it's not pop density I checked that, maybe it's a db one
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 28, 2020, 12:58:43 PM
Hey Steve,

First of all thanks for all the great work and the speed on the updates.   
I think that either the maths or the display was changed for the max pop on a planet.   
It now says that the earth supports a max.    pop of 1.   200.   000.   m people, I think it used to be lower, by quite a bit, but I might be mistaken.   
It's easily reproducable just start a new game.   

Version is 1.   9.   0
Random and Real stars
TN start
Decimal separator is a ,

p. s.
Other people seem to not be having the issue, it's not pop density I checked that, maybe it's a db one

You need to change your decimal separator to a .
Title: Re: v1.9.0 Bugs Thread
Post by: Droll on April 28, 2020, 01:01:30 PM
Hey Steve,

First of all thanks for all the great work and the speed on the updates.   
I think that either the maths or the display was changed for the max pop on a planet.   
It now says that the earth supports a max.    pop of 1.   200.   000.   m people, I think it used to be lower, by quite a bit, but I might be mistaken.   
It's easily reproducable just start a new game.   

Version is 1.   9.   0
Random and Real stars
TN start
Decimal separator is a ,

p. s.
Other people seem to not be having the issue, it's not pop density I checked that, maybe it's a db one

You need to change your decimal separator to a .

Idk if this is already done but you need to make it so ',' people are warned when they start up their game otherwise your going to keep getting repeat reports like these.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 28, 2020, 01:07:19 PM
You need to change your decimal separator to a .

Idk if this is already done but you need to make it so ',' people are warned when they start up their game otherwise your going to keep getting repeat reports like these.

Yes agree. It does state this in the Known Issues post that I ask people to read before posting bugs, but I think a popup on game start is probably best.
Title: Re: v1.9.0 Bugs Thread
Post by: Inglonias on April 28, 2020, 01:09:35 PM
I'm confused. I thought the separator had to be a comma, and not a period?

Nevermind. I confused the decimal separator with the thousands separator.
Title: Re: v1.9.0 Bugs Thread
Post by: Latrone on April 28, 2020, 01:10:10 PM
Quote from: Steve Walmsley link=topic=11135. msg128878#msg128878 date=1588097239
Quote from: Droll link=topic=11135. msg128877#msg128877 date=1588096890
Quote from: Steve Walmsley link=topic=11135. msg128875#msg128875 date=1588096723
You need to change your decimal separator to a .

Idk if this is already done but you need to make it so ',' people are warned when they start up their game otherwise your going to keep getting repeat reports like these.

Yes agree.  It does state this in the Known Issues post that I ask people to read before posting bugs, but I think a popup on game start is probably best.

Sorry I haven't had this issue before so I didn't think anything was wrong, sorry for the wasting of time.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 28, 2020, 01:13:05 PM
Sorry I haven't had this issue before so I didn't think anything was wrong, sorry for the wasting of time.

No problem - there is probably something changed in the code that is highlighting an issue that wasn't noticeable before.
Title: Re: v1.9.0 Bugs Thread
Post by: Demonius on April 28, 2020, 01:14:37 PM
I spotted a data entry error in DIM_Medalcondition
Row 8 -  Destroy 10 hostile Missiles - amountrequired = 1

This has been around for since the start, I'd guess.
Title: Re: v1.9.0 Bugs Thread
Post by: Resand on April 28, 2020, 01:25:25 PM
JP don't really link back to known stars compared to VB 6

Reported in 1.8, tested now in 1.9

Link to the 1.8 post (I hope) http://aurora2.pentarch.org/index.php?topic=10990.msg128854#msg128854

Did the same thing in 1.9. Got a few more loops this time around.  4 - 5, but doesn't seem correct still.
Count isn't exact as I've haven't bothered with lining the galaxy map up to count, since it seems like same situation as 1.8

Stopped at 100 systems with a lot of JP remaining and a 50 system limit.

Btw: are the system in the Galactic Map supposed to f... off to infinity if you don't manually organize them?
Might be something to do with SM'ing JP exploration, as the the map started of nice and grid like.

I also tried this with real stars in 1.8, didn't make the cut to post it. Same result as above. 4 - 5 loops. Manually stopped at 100 systems with a 50 system limit and plenty of JPs left.
Title: Re: v1.9.0 Bugs Thread
Post by: skoormit on April 28, 2020, 01:28:52 PM
Orbital Mining Module still costs 60Dur + 60Cor.
I believe you mentioned your intent to change that to 120Cor.
Title: Re: v1.9.0 Bugs Thread
Post by: DFNewb on April 28, 2020, 01:29:54 PM
Two bugs in 1.9

First of all, Civilian colony ships are not transporting colonists to my colonies at all. They have enough infrastructure to support more people. I do not have any civ cargo ships yet to see if they work.

it seems to work on my second game but I did a complete fresh install. Hopefully that was related to the second one too.

Then I got these errors:

normal start. Normal stars. 9 years in.

I am getting these 4 errors repeated while I was passing time and they are not going away and time is not passing. It might of been caused by me pressing the events window while time was progressing. None of my ships were set to explore new jump points or anything so I don't think its that.

(https://i.imgur.com/k0GtIYV.png)

(https://i.imgur.com/yFJ9vn8.png)

(https://i.imgur.com/x7GgOSB.png)

(https://i.imgur.com/ifo7Q1b.png)
Title: Re: v1.9.0 Bugs Thread
Post by: Zhatelier on April 28, 2020, 01:31:51 PM
I did a quick and dirty test to see if the trade between two nations is working.
Would appear that that's still a no. Using '.' as the decimal separator etc.
I made an extra player race on Mars, gave them a colony on Mercury to start the trade. About 10 years in and not a single freighter has traded with the other player despite ample surplus and demand respectively. Plenty go to Mercury whenever enough trade goods (mostly infrastructure) are available, but about half of the freighters simply wait at Mars.

I also still ran into the bug where one race establishes communications and locks the other one from establishing it on their side. Once one succeeds, the other gets "Unable to establish communications since [race] refuses to share information." (not a direct quote, but the idea is the same). Essentially communications aren't opened simultaneously, which is fine, but since you can only open them while both are attempting, slower of the races will be locked forever from communicating. Perhaps adding a condition where you can establish communication if both are attempting or the counterpart has already established communications would fix it.
Title: Re: v1.9.0 Bugs Thread
Post by: Resand on April 28, 2020, 01:38:03 PM
Originally seen in 1.4. Still locks the game.

Might just be "don't do that, stupid" thing, but this completely locks the game.

1. Created 2 Admin Command under a third one
2. Moved one of the new ones in under the other.
3. Realized you've arranged them in the wrong order, so move the upper one in under the lower one with drag and drop.
4. Profit

Edit: adding this here as it's a small thing, but keeps bugging me  :)

The Naval Org. window doesn't remember that I've unchecked "Show Civilian".
Title: Re: v1.9.0 Bugs Thread
Post by: Demonius on April 28, 2020, 01:39:35 PM
Regarding the decimal separator issue -

I posted something like this in a previous bug report post but I want to repost it -

My System is Win10, 1909 german, decimal separator is a comma - and everything Looks perfectly ok, see sceenshot in regards to the wrong Population number Display at the start of the report thread.

I still wonder if the separator issue is linked to something else.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 28, 2020, 01:43:16 PM
Regarding the decimal separator issue -

I posted something like this in a previous bug report post but I want to repost it -

My System is Win10, 1909 german, decimal separator is a comma - and everything Looks perfectly ok, see sceenshot in regards to the wrong Population number Display at the start of the report thread.

I still wonder if the separator issue is linked to something else.

Things may look OK but Aurora assumes you will use a period as decimal separator. Please don't report bugs if you continue to use a comma, because I may be hunting for bugs that don't exist.
Title: Re: v1.9.0 Bugs Thread
Post by: frobnik on April 28, 2020, 01:51:41 PM
At game creation, autoassigning RP researches Gravitational Survey Sensors but not Jump Point Theory.
Missing dependancy?
Title: Re: v1.9.0 Bugs Thread
Post by: DoctorDanny on April 28, 2020, 02:11:20 PM
Starting a new game. 80.000 instant research points.
I get only 80 in game.

Probably something to do with the decimal separator, but I don;t think this happened in previous versions.


edit: changed starting instant research points on startup of a new game to 80,000 instead of 80.000 and that worked.
edit2: maintenance points has same issues. Fuel is ok though (12.000.000).
Title: Re: v1.9.0 Bugs Thread
Post by: DoctorDanny on April 28, 2020, 02:16:34 PM
Deleted a saved game at the new-game screen.
Drop down menu showed all other games as 'h0'.
They did appead to load like normal though.

update: happens when you have two games in the list with the same name (ie 2x New Game) and then delete one of them. All other games get named 'h0', untill the other 'New Game' is deleted.
Title: Re: v1.9.0 Bugs Thread
Post by: DoctorDanny on April 28, 2020, 02:45:26 PM
OK, got another one...

Research finishes allmost instantly.

Also related to the decimal separator.
I have 1000x the annual RP than I should have.
Title: Re: v1.9.0 Bugs Thread
Post by: RagnarVaren on April 28, 2020, 02:48:47 PM
OK, got another one...

Research finishes allmost instantly.

Also related to the decimal separator.
I have 1000x the annual RP than I should have.
Starting a new game. 80.000 instant research points.
I get only 80 in game.

Probably something to do with the decimal separator, but I don;t think this happened in previous versions.


edit: changed starting instant research points on startup of a new game to 80,000 instead of 80.000 and that worked.
edit2: maintenance points has same issues. Fuel is ok though (12.000.000).


http://aurora2.pentarch.org/index.php?topic=10637.0
Title: Re: v1.9.0 Bugs Thread
Post by: Cosinus on April 28, 2020, 02:53:50 PM
Hi Steve, long post incoming about bugs I originally found in my long 1. 6. 3.  game and have now reproduced in a fresh install of 1. 9. 0.
For all of these bugs I had the decimal separator set to a '. ' and I also don't use any mods.  These are mostly UI bugs and display errors so I could easily reproduce them in the default game that the game ships with. 

UI Bugs:

Display Bugs:
These seem very minor, but they do somewhat bother me and some might shed light on some inconsistent internal procedures, so I hope you don't mind me reporting them.
Title: Re: v1.9.0 Bugs Thread
Post by: DoctorDanny on April 28, 2020, 02:56:56 PM
OK, got another one...

Research finishes allmost instantly.

Also related to the decimal separator.
I have 1000x the annual RP than I should have.
Starting a new game. 80.000 instant research points.
I get only 80 in game.

Probably something to do with the decimal separator, but I don;t think this happened in previous versions.


edit: changed starting instant research points on startup of a new game to 80,000 instead of 80.000 and that worked.
edit2: maintenance points has same issues. Fuel is ok though (12.000.000).


http://aurora2.pentarch.org/index.php?topic=10637.0

Yes I know, but worked fine in 1.8.0. So should potentially be an easy fix.
Title: Re: v1.9.0 Bugs Thread
Post by: AlStar on April 28, 2020, 02:59:51 PM
Yes I know, but worked fine in 1.8.0. So should potentially be an easy fix.

Steve posted, just one post above your bug reports this:
Quote from: Steve Walmsley
Things may look OK but Aurora assumes you will use a period as decimal separator. Please don't report bugs if you continue to use a comma, because I may be hunting for bugs that don't exist.

Edit:
Off-Topic: I would also love some utility like splitting a formation element into 2 to redistribute them to other formations who took losses, but that is probably a feature request and not a bug report.
Almost certain you can achieve that by drag-and-dropping units from one formation to another.
Title: Re: v1.9.0 Bugs Thread
Post by: Cosinus on April 28, 2020, 03:10:55 PM
Quote from: AlStar link=topic=11135. msg128908#msg128908 date=1588103991
Quote from: Cosinus link=topic=11135. msg128905#msg128905 date=1588103630
Off-Topic: I would also love some utility like splitting a formation element into 2 to redistribute them to other formations who took losses, but that is probably a feature request and not a bug report. 
Almost certain you can achieve that by drag-and-dropping units from one unit to another.
Nope, when I drag for example 190 Infantry from one battalion to another one with 190 infantry it moves all of them and I end up with 380 infantry in the second formation.  My request was for something like an opportunity to only move 10 of them in case the second battalion loses some units.  But regardless this is not really the place for this discussion
Title: Re: v1.9.0 Bugs Thread
Post by: kks on April 28, 2020, 03:14:03 PM
Quote from: AlStar link=topic=11135. msg128908#msg128908 date=1588103991
Quote from: Cosinus link=topic=11135. msg128905#msg128905 date=1588103630
Off-Topic: I would also love some utility like splitting a formation element into 2 to redistribute them to other formations who took losses, but that is probably a feature request and not a bug report. 
Almost certain you can achieve that by drag-and-dropping units from one unit to another.
Nope, when I drag for example 190 Infantry from one battalion to another one with 190 infantry it moves all of them and I end up with 380 infantry in the second formation.  My request was for something like an opportunity to only move 10 of them in case the second battalion loses some units.  But regardless this is not really the place for this discussion

When you check the Amount Popup Box, it asks how many it should transfer. (For example only 100 of your 190 infantry).
Title: Re: v1.9.0 Bugs Thread
Post by: roug on April 28, 2020, 04:17:10 PM
I think i found a bug, new game, conventional i am using 150000 minerals, see picture. No productions running.
And bulding points also seem way off, got 150000 BP and 1500 CI

Title: Re: v1.9.0 Bugs Thread
Post by: Disguy on April 28, 2020, 04:20:20 PM
Quote from: roug link=topic=11135. msg128922#msg128922 date=1588108630
I think i found a bug, new game, conventional i am using 150000 minerals, see picture.  No productions running.

Not sure of the rate but conventional industry will still use sorium for fuel refining.
Title: Re: v1.9.0 Bugs Thread
Post by: roug on April 28, 2020, 04:23:18 PM
Ouh ofc!!! i am just stupid, i see it now, fuel is filling up! Same as maintenance!

But there are something wrong with the BP and reasearch points i got 250000 point searching on stuff
Title: Re: v1.9.0 Bugs Thread
Post by: Black on April 28, 2020, 04:29:17 PM
I know that this was brought up before, but I am really not sure that Earth Mineral Deposit setting is working. I set it to 1000 and I have 2 deposits with only 50000 minerals, then I tried 10000000 and again I had 1 deposit of 50000 and two deposits of 60000 minerals with below 0.5 availability. That seems low for something that was set much higher than normal setting.

Steve, could you please tell us a bit more about this particular setting?
Title: Re: v1.9.0 Bugs Thread
Post by: Demonius on April 28, 2020, 04:49:21 PM
We can safely say the programming changes from 1.8 to 1.9 now absolutely require setting the decimal separator as requested, even for those like me who did not have any Problems up to 1.8 with the "wrong" separator. Create the game with the "Right" separator and all These Errors vanish.
Title: Re: v1.9.0 Bugs Thread
Post by: surprise on April 28, 2020, 04:53:24 PM
Not really a bug report, more of a question - I'm trying to migrate my DB to 1.9 (which for the most part is pretty straightforward), but one thing I wanted to double check was the apparent removal of the "Resupply at Supply Hub" and "Resupply at Colony or Supply Hub" standing orders. I didn't see anything in the bug reports forum with a few searches, so wanted to see if this removal was intentional or whether something odd happened with my DB or the 1.9 version.
Title: Re: v1.9.0 Bugs Thread
Post by: Tikigod on April 28, 2020, 05:04:17 PM
Not really a bug report, more of a question - I'm trying to migrate my DB to 1.9 (which for the most part is pretty straightforward), but one thing I wanted to double check was the apparent removal of the "Resupply at Supply Hub" and "Resupply at Colony or Supply Hub" standing orders. I didn't see anything in the bug reports forum with a few searches, so wanted to see if this removal was intentional or whether something odd happened with my DB or the 1.9 version.

Those orders never had any code attached to them anyway.

With C# up until 1.4 I think it was Steve had actually forgot to code any resupply standing order behaviour at all. Then resupply at colony was added, but no code for the other resupply orders.

I suspect he has removed the other two for now to avoid people using standing orders that have never actually done anything.


As a side note, 1.9 seems to have some fundamental core changes code wise.... only have to look at the number of people using the incorrect separator format that have suddenly started reporting major issues with 1.9 whilst swearing blind everything worked fine before, not just on these forums but also on the Discord channel.... so migrating your DB from 1.8 to 1.9 may have some larger reaching implications this time around than with previous versions.

Mentioning it more in hope that in such cases it can avoid Steve getting lumped with bugs stemming from people trying to carry over their old campaigns into 1.9 by migrating their DB.... I'd say if you hit bugs, treat it with the same stance as those that hit them and are using the incorrect numerical formatting, try to avoid reporting bugs that will have Steve hunting down bugs he'll never find because they don't actually exist.  ;D
Title: Re: v1.9.0 Bugs Thread
Post by: Cobaia on April 28, 2020, 05:10:47 PM
I think i found a bug, new game, conventional i am using 150000 minerals, see picture. No productions running.
And bulding points also seem way off, got 150000 BP and 1500 CI

Change the comma to the period in the settings.

It solved that issue. It's not a bug.
Title: Re: v1.9.0 Bugs Thread
Post by: Chrisianak on April 28, 2020, 05:12:29 PM
Communication seems a little bugged.  I was trying to test NPR relations in 1.9 so I created a new game and two new races next door via SM.  Forgot to ark the first as NPR, so made a second one.

Problems:
1) The NPR keeps sending unintelligible messages despite my race establishing communications with them normally (using diplo ship with communication commander, (this is an improvement over 1.8 where they always refused to try to establish communications.)  I can see their real name now.

2) The "fake" (Player controlled NPR) established communications with the Player race, and now sees my diplo ship as expected, but strangely, the player race does not have communications, and says the fake NPR is refusing to communicate, blocking further attempts at establishing communication.
Title: Re: v1.9.0 Bugs Thread
Post by: Friday on April 28, 2020, 05:14:57 PM
Quote from: Resand link=topic=11135. msg128884#msg128884 date=1588098325
JP don't really link back to known stars compared to VB 6

Reported in 1. 8, tested now in 1. 9

Link to the 1. 8 post (I hope) hxxp: aurora2. pentarch. org/index. php?topic=10990. msg128854#msg128854

Did the same thing in 1. 9.  Got a few more loops this time around.   4 - 5, but doesn't seem correct still.
Count isn't exact as I've haven't bothered with lining the galaxy map up to count, since it seems like same situation as 1. 8

Stopped at 100 systems with a lot of JP remaining and a 50 system limit.

Btw: are the system in the Galactic Map supposed to f. . .  off to infinity if you don't manually organize them?
Might be something to do with SM'ing JP exploration, as the the map started of nice and grid like.

I also tried this with real stars in 1. 8, didn't make the cut to post it.  Same result as above.  4 - 5 loops.  Manually stopped at 100 systems with a 50 system limit and plenty of JPs left.

SMd around a bit aswell (Full Grav Survey -> Enter JPs) and noticed reoccurring system names if you use no theme.  Might help :)
Title: Re: v1.9.0 Bugs Thread
Post by: surprise on April 28, 2020, 05:20:42 PM
Not really a bug report, more of a question - I'm trying to migrate my DB to 1.9 (which for the most part is pretty straightforward), but one thing I wanted to double check was the apparent removal of the "Resupply at Supply Hub" and "Resupply at Colony or Supply Hub" standing orders. I didn't see anything in the bug reports forum with a few searches, so wanted to see if this removal was intentional or whether something odd happened with my DB or the 1.9 version.

Those orders never had any code attached to them anyway.

With C# up until 1.4 I think it was Steve had actually forgot to code any resupply standing order behaviour at all. Then resupply at colony was added, but no code for the other resupply orders.

I suspect he has removed the other two for now to avoid people using standing orders that have never actually done anything.


As a side note, 1.9 seems to have some fundamental core changes code wise.... only have to look at the number of people using the incorrect separator format that have suddenly started reporting major issues with 1.9 whilst swearing blind everything worked fine before, not just on these forums but also on the Discord channel.... so migrating your DB from 1.8 to 1.9 may have some larger reaching implications this time around than with previous versions.

Mentioning it more in hope that in such cases it can avoid Steve getting lumped with bugs stemming from people trying to carry over their old campaigns into 1.9 by migrating their DB.... I'd say if you hit bugs, treat it with the same stance as those that hit them and are using the incorrect numerical formatting, try to avoid reporting bugs that will have Steve hunting down bugs he'll never find because they don't actually exist.  ;D

That is good to know, I'm certainly one of the people that were using non-functional standing orders  ;D

I think I should be OK with the migration (my system was running with period separators anyways), but yes, any bugs would be reproduced against a fresh 1.9 DB before being reported.
Title: Re: v1.9.0 Bugs Thread
Post by: Tikigod on April 28, 2020, 05:21:20 PM
Quote from: Resand link=topic=11135. msg128884#msg128884 date=1588098325
JP don't really link back to known stars compared to VB 6

Reported in 1. 8, tested now in 1. 9

Link to the 1. 8 post (I hope) hxxp: aurora2. pentarch. org/index. php?topic=10990. msg128854#msg128854

Did the same thing in 1. 9.  Got a few more loops this time around.   4 - 5, but doesn't seem correct still.
Count isn't exact as I've haven't bothered with lining the galaxy map up to count, since it seems like same situation as 1. 8

Stopped at 100 systems with a lot of JP remaining and a 50 system limit.

Btw: are the system in the Galactic Map supposed to f. . .  off to infinity if you don't manually organize them?
Might be something to do with SM'ing JP exploration, as the the map started of nice and grid like.

I also tried this with real stars in 1. 8, didn't make the cut to post it.  Same result as above.  4 - 5 loops.  Manually stopped at 100 systems with a 50 system limit and plenty of JPs left.

SMd around a bit aswell (Full Grav Survey -> Enter JPs) and noticed reoccurring system names if you use no theme.  Might help :)

I know we're covering the same ground as Discord again but as you're actually now reporting it was a bug I want to make sure you're fully taking on board that the local generation and spread settings do nothing in Known Stars.

You do NOT have a 90% chance of a local JP being rolled based on your settings as Known Stars has its own preset behaviour that overrides anything set in the game settings.

And the maximum number of systems setting also does nothing when applied to a known stars game.... again I know we're covering ground from Discord again, but after clarification you've still reported the bug... so want to be 100% sure here that it was taken on-board and that what you see as erroneous behaviour isn't just the game doing what it's meant to be doing.
Title: Re: v1.9.0 Bugs Thread
Post by: Chrisianak on April 28, 2020, 05:38:59 PM
Maximum system number is not being respected in random stars game.
Title: Re: v1.9.0 Bugs Thread
Post by: Grogfeld on April 28, 2020, 05:51:30 PM
Bug partially fixed from 1. 8
Ships with cargo holds less then 5000 tons still can't take resources and installations from mining colonies.  Standard cargo orders show only for Earth (so I assume maybe spaceport presence do its job) but selecting other colonies doesn't show any of the standard cargo orders.  My ship has Cargo shuttle module, I even put 2 but bug persist, with SM mode I added another tiny cargo hold up to 5000 tons and orders showed up. 
Title: Re: v1.9.0 Bugs Thread
Post by: pwhk on April 28, 2020, 07:03:45 PM
I know that this was brought up before, but I am really not sure that Earth Mineral Deposit setting is working. I set it to 1000 and I have 2 deposits with only 50000 minerals, then I tried 10000000 and again I had 1 deposit of 50000 and two deposits of 60000 minerals with below 0.5 availability. That seems low for something that was set much higher than normal setting.

Steve, could you please tell us a bit more about this particular setting?
v1.9.0
Decimal separator "."
I can also confirm this, using `1000` as the setting does not appear to have any effect on Homeworld minerals
Title: Re: v1.9.0 Bugs Thread
Post by: Mr Monnix on April 28, 2020, 08:13:03 PM
Ver 1. 9
Fresh download of 1. 51 and 1. 9 updated to 1. 9
.  decimal separator
test world :TN start Known systems 1day igt

I tried to replicate the bugs for ground combat i experienced in the previous version using SM and setting up the same situation i was in; the fighters equipped with the pod bays work as intended but the same design with box launchers is still bugged doesn't have any option to perform planetary interactions even tho it is reported as eligible to do it in the design window.  easy to reproduce.

Minor UI Bug
I noticed that with the new features for the windows they don t update properly if left open
example:
open missile design window -> open research window->SM research autocannon pod->recall the missile window by the tactical map button and you will see that you don't have any option for it.  Closing and reopening the window will update it.
An easy fix would be include a refresh button in each Window.

Thanks for the new release ,it fixed a lot of bugs for me. 

Designs for testing  :
1
AMT Vinak - Copy 001  (Vinak - Copy class Ammunition Transport)      100 tons       6 Crew       37. 5 BP       TCS 2    TH 3    EM 0
1500 km/s      Armour 1-1       Shields 0-0       HTK 6      Sensors 0/0/0/0      DCR 0      PPV 4
Maint Life 0 Years     MSP 0    AFR 19%    IFR 0. 3%    1YR 0    5YR 6    Max Repair 5 MSP
Magazine 4   
Tecotequiua    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Nuclear Thermal Engine  EP0. 50 (6)    Power 3. 0    Fuel Use 1000%    Signature 0. 50    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0. 2 billion km (33 hours at full power)

Size 4. 0 Box Launcher (1)     Missile Size: 4. 0    Hangar Reload 100 minutes    MF Reload 16 hours
Missile Fire Control FC11-R100 (1)     Range 11. 7m km    Resolution 100
Andromeda Fighter Autocannon Pod (1)    Armour Penetration: 2     Damage: 10     Shots: 3

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and planetary interaction




2
AMT Vinak 001  (Vinak class Ammunition Transport)      76 tons       6 Crew       38. 8 BP       TCS 2    TH 3    EM 0
1974 km/s      Armour 1-1       Shields 0-0       HTK 6      Sensors 0/0/0/0      DCR 0      PPV 4
Maint Life 0 Years     MSP 0    AFR 15%    IFR 0. 2%    1YR 0    5YR 5    Max Repair 5 MSP
Magazine 4   
Tecotequiua    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Nuclear Thermal Engine  EP0. 50 (6)    Power 3. 0    Fuel Use 1000%    Signature 0. 50    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0. 2 billion km (33 hours at full power)

Size 4. 0 Fighter Pod Bay (1)     Pod Size: 4. 0    Hangar Reload 100 minutes    MF Reload 16 hours
Missile Fire Control FC11-R100 (1)     Range 11. 7m km    Resolution 100
Andromeda Fighter Autocannon Pod (1)    Armour Penetration: 2     Damage: 10     Shots: 3

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and planetary interaction




Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Omnivore on April 28, 2020, 08:38:17 PM
Ver 1.9.0 (but may have been present in earlier versions)
Decimal Separator .
New install

Magazine size for fractional missile sizes is being rounded down.  This prevents you from fully loading your magazine for the standard loadout.

To reproduce: design size 7.5 missile launcher, install in a class design, magazine will show 7 and the ordnance screen will not allow you to load a size 7.5 missile.

If you use a size and quantity of launchers such that it naturally comes to a whole number there is no problem.  For example 8x size 2.5 launchers gives a Magazine of 20 and you can load 20 8 size 2.5 missiles into the standard loadout.

Thanks!
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: SpikeTheHobbitMage on April 28, 2020, 08:42:37 PM
1.9.0, clean install, decimal separator.

Create a new game randomly hangs with 100% CPU after confirming race details.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Disguy on April 28, 2020, 08:49:41 PM
1.9.0, clean install

This is a bit complicated. I have freighter bring Automines to colony, Cycle Moves checkbox checked. Passes through Lagrange points. Have Refuel if less than 50%. Refuel order triggers. Clears manual orders (assuming intended).

Creates move order to navigate to Earth for refuel. Passes through LG point. Orders are generated as follows (I fixed before i wrote this so verbage is not correct):
USE LG x to Earth
Refuel at Earth.
(Cycle Moves, still checked)

What occurs is Freighter moves to LG x and then refuels at Earth, then moves to LG x and then refuels at Earth.
Title: Re: v1.9.0 Bugs Thread
Post by: bro918 on April 28, 2020, 09:10:27 PM
Hey there Steve.  Really enjoying 1. 9 so far! Those QoL changes really make a difference.  Thanks for all these updates.   :)

Default settings, 750M pop, 1 NPR, no mods.  I have NOT expanded out of Sol yet.  My guess is maybe an NPR caused this?

So I ran a 30 day increment on one of my fresh 1. 9 campaigns and got an error popup.  Details below.

The function number: Function #2662
The complete error text: "Object reference not set to an instance of an object"
The window affected: Popup occurred on the tactical map.  No other window was open except the Econ window.
What you were doing at the time: I was assigning extra labs to a project that just finished, and ran a 30 day increment.  Nothing else of note really.
Conventional or TN start: TN Start
Random or Real Stars: Real stars
Is your decimal separator a comma?: No, always been a dot.
Is the bug is easy to reproduce, intermittent or a one-off?: Seems to be very intermittent.  I have seen one other person on the discord report this as well.
Campaign length: Start date 2020.  Popup occurred Feb 5th, 2032, 12PM.


I played for 10 more years but I havent got the error again.  I've attached the DB regardless.  Doesnt seem to be a catastrophic bug but I thought id mention it anyway.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Droll on April 28, 2020, 09:54:20 PM
1.9.0, clean install

This is a bit complicated. I have freighter bring Automines to colony, Cycle Moves checkbox checked. Passes through Lagrange points. Have Refuel if less than 50%. Refuel order triggers. Clears manual orders (assuming intended).

Creates move order to navigate to Earth for refuel. Passes through LG point. Orders are generated as follows (I fixed before i wrote this so verbage is not correct):
USE LG x to Earth
Refuel at Earth.
(Cycle Moves, still checked)

What occurs is Freighter moves to LG x and then refuels at Earth, then moves to LG x and then refuels at Earth.

So the bug here is that conditional orders do not cancel order cycling when they definitely should - making the fleet get stuck in a new unintended cycle
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Disguy on April 28, 2020, 09:55:44 PM
1.9.0, clean install

This is a bit complicated. I have freighter bring Automines to colony, Cycle Moves checkbox checked. Passes through Lagrange points. Have Refuel if less than 50%. Refuel order triggers. Clears manual orders (assuming intended).

Creates move order to navigate to Earth for refuel. Passes through LG point. Orders are generated as follows (I fixed before i wrote this so verbage is not correct):
USE LG x to Earth
Refuel at Earth.
(Cycle Moves, still checked)

What occurs is Freighter moves to LG x and then refuels at Earth, then moves to LG x and then refuels at Earth.

So the bug here is that conditional orders do not cancel order cycling when they definitely should - making the fleet get stuck in a new unintended cycle
Correct
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Nori on April 28, 2020, 10:00:33 PM
Non-real stars start and I get a bunch of errors, #3232, 1609, 1608, 1562, 1423. I've attached the settings I used. I think it is non-real stars causing the issues as I can start one fine with real stars on.

It was a fresh DB 1.9 install.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Droll on April 28, 2020, 10:03:18 PM
Non-real stars start and I get a bunch of errors, #3232, 1609, 1608, 1562, 1423. I've attached the settings I used. I think it is non-real stars causing the issues as I can start one fine with real stars on.

It was a fresh DB 1.9 install.

I like how your races short name is longer than the full name
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Nori on April 28, 2020, 11:17:48 PM
Non-real stars start and I get a bunch of errors, #3232, 1609, 1608, 1562, 1423. I've attached the settings I used. I think it is non-real stars causing the issues as I can start one fine with real stars on.

It was a fresh DB 1.9 install.

I like how your races short name is longer than the full name
Well if was for a test.  :P
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Elouda on April 29, 2020, 12:25:33 AM
v1.9.0

Atmospheric dust as a result of bombardment can take the planetary temperature to below absolute zero.

(https://i.gyazo.com/9519b65edf38a44f833b92cc8a4220f2.png)

Maybe it would be more correct to use albedo here rather than subtract temperature directly for dust.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: arty on April 29, 2020, 01:36:16 AM
Hi all

i have a funny bug in Industry at start 400 factory 400 000 bp

is this because of comma ?

Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Lornalt on April 29, 2020, 02:00:55 AM
I posted this in the 1. 8 bug thread, I'm not sure if this is WAI but here goes.

Cannot Assign commanders higher ranked than the assigned rank to fleet command positions

The function number - none
The complete error text -  "Name of Commander" is not the required rank for this assignment
The window affected - Commander Screen
What you were doing at the time - Assigning ranks
Conventional or TN start - TN start
Random or Real Stars - Real Stars
Is your decimal separator a comma? - decimal
Is the bug is easy to reproduce, intermittent or a one-off? - easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Fresh 1. 9 install

From the picture attached you can see that I selected a Rear Admiral to command a fleet command that has a rank of CDRE (commodore) and it would not allow me to do so.  You can assign ship captains that are higher ranked to ship command slots I don't see why not the fleet command rank slots.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: redivider on April 29, 2020, 02:02:05 AM
Could mods start deleting "Hey I have this bug.  .  .   I cant read so my seperator is a comma.  " posts? Its wasting everybodies time and is counter productive. 
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Hastermain on April 29, 2020, 02:12:11 AM
The function number: terribly sorry, I skipped them out of habit, but there were ~4 different ones. When saving the game, however, this error showed up:
#1497

the same function appeared during the time increment, i'm sure of it

The complete error text:
(1497): object reference not set to an instance of an object

Happened on initial contact with aliens, survey vessel with EM/Thermal sensors on discovered a new alien race and got attacked. Error that showed up on events: "New None Population contact: error"

The window affected: time increment
What you were doing at the time: time increment
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: period, and thousand separator is a comma
Is the bug is easy to reproduce, intermittent or a one-off?: one-off
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 9 years long
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: MarcAFK on April 29, 2020, 02:15:15 AM
Hi all

i have a funny bug in Industry at start 400 factory 400 000 bp

is this because of comma ?
Yes. You should have 4000 BP. The last 2 zeroes are decimals because of issues with how your decimal separator is
Title: Re: v1.9.0 Bugs Thread
Post by: UberWaffe on April 29, 2020, 02:17:51 AM
...
Yes agree. It does state this in the Known Issues post that I ask people to read before posting bugs, but I think a popup on game start is probably best.
Perhaps also display a link in the popup to the "Known issues"post, so things like the date time formats and such also get covered.
And perhaps in the "Known I"issues post just comment at the bottom that these things can be fixed by adjusting your language settings in your operating system.
Title: Re: v1.9.0 Bugs Thread
Post by: Resand on April 29, 2020, 02:44:41 AM
Quote from: Resand link=topic=11135. msg128884#msg128884 date=1588098325
JP don't really link back to known stars compared to VB 6

Reported in 1. 8, tested now in 1. 9

Link to the 1. 8 post (I hope) hxxp: aurora2. pentarch. org/index. php?topic=10990. msg128854#msg128854

Did the same thing in 1. 9.  Got a few more loops this time around.   4 - 5, but doesn't seem correct still.
Count isn't exact as I've haven't bothered with lining the galaxy map up to count, since it seems like same situation as 1. 8

Stopped at 100 systems with a lot of JP remaining and a 50 system limit.

Btw: are the system in the Galactic Map supposed to f. . .  off to infinity if you don't manually organize them?
Might be something to do with SM'ing JP exploration, as the the map started of nice and grid like.

I also tried this with real stars in 1. 8, didn't make the cut to post it.  Same result as above.  4 - 5 loops.  Manually stopped at 100 systems with a 50 system limit and plenty of JPs left.

SMd around a bit aswell (Full Grav Survey -> Enter JPs) and noticed reoccurring system names if you use no theme.  Might help :)

I know we're covering the same ground as Discord again but as you're actually now reporting it was a bug I want to make sure you're fully taking on board that the local generation and spread settings do nothing in Known Stars.

You do NOT have a 90% chance of a local JP being rolled based on your settings as Known Stars has its own preset behaviour that overrides anything set in the game settings.

And the maximum number of systems setting also does nothing when applied to a known stars game.... again I know we're covering ground from Discord again, but after clarification you've still reported the bug... so want to be 100% sure here that it was taken on-board and that what you see as erroneous behaviour isn't just the game doing what it's meant to be doing.

Didn't know that, thanks.

But the main issue is with "non-real", just thought I add real systems as a potential data point.
Title: Research not showing up in Race Information
Post by: SpaceMarine on April 29, 2020, 03:49:05 AM
Hello am getting this slight visual bug, am on a fresh game with only a few changes I have SMed in, I have insta researched a bunch of stuff and it is not showing up in race information, this is a TN start, using real stars, my decimal separator is not a comma (am from the Uk), the visual display bug seems easy to replicate, I have gone forward time to make sure its not just some kind of refresh issue but still it shows nothing, attached below is the image of it as well as the DB.

Edit: Appears that after relaunching the game I then had 0 techs, and my instant points back,  i def did save though because my system theme stayed etc, so I am guessing theres some kind of bug that resets your research or invalidates it and relaunching resets it back to its original state
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: DoctorDanny on April 29, 2020, 05:31:13 AM
1.9.0 correct decimal separator

I've recovered alien technology that I'd like to use in my designs.
Components have been moved to earth.

Ship design window doesn't show the alien components.
The checkbox to use alien tech in the MISC tab has been checked.

Components don't show up in the class design.

Pictures included.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Eretzu on April 29, 2020, 06:03:14 AM
A minor bug that, the windows will no come to front.

If keep tactical in background is enabled and you have 2 windows open, one will always be over the other.

Reproduction:
1. Enable tactical windows
2. Open economy screen
3. Open commanders screen

Now if I press economy, I would expect that to be top most window, but instead commander window will always be over the economy one.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Shuul on April 29, 2020, 06:35:51 AM
CIWS still requires active sensor present in 1.9
All my fleet relies on CIWS, so its an arrow to the knee for me.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 07:01:38 AM
I spotted a data entry error in DIM_Medalcondition
Row 8 -  Destroy 10 hostile Missiles - amountrequired = 1

This has been around for since the start, I'd guess.

Fixed for next DB release.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 07:12:07 AM
I saw it reported on the 1. 8 thread and just confirmed it is still happening, the research wealth cost is tied to it's speed so if you play with something like 20% research speed wealth becomes trivial to manage and you can add as many research facilities as you want without it having any economic impact, my guess this is not working as intended

Tested in both the default game and a new game

Fixed. The research cost is now equal to the base research rate (without commander bonus) * (100 / Research Speed)
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 07:45:13 AM
Fleets don't remember sub-fleet structure when joining other fleets.

Reproduce:
 - Have a fleet with at least two levels of sub-fleets. IE: "Armada" -> "Intel" -> "Scouts"
- Detach "Intel". You should now have a Fleet called "Intel" with a Sub-Fleet "Scouts". So far so good.
- Tell the fleet "Intel" to join fleet "Armada" as a sub-fleet.
- You now end up with all ships in "Intel" and "Scouts" in the same sub-fleet called "Intel" under "Armada".
- Expected result would be to end back at same fleet structure as we started with.

This makes it so you can't really organize your ships into fleet hierarchies, since as soon as you detach one of the parts to go do something, you lose the structure.

Fixed.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 07:55:37 AM
JP don't really link back to known stars compared to VB 6

Reported in 1.8, tested now in 1.9

Link to the 1.8 post (I hope) http://aurora2.pentarch.org/index.php?topic=10990.msg128854#msg128854

Did the same thing in 1.9. Got a few more loops this time around.  4 - 5, but doesn't seem correct still.
Count isn't exact as I've haven't bothered with lining the galaxy map up to count, since it seems like same situation as 1.8

Stopped at 100 systems with a lot of JP remaining and a 50 system limit.

Btw: are the system in the Galactic Map supposed to f... off to infinity if you don't manually organize them?
Might be something to do with SM'ing JP exploration, as the the map started of nice and grid like.

I also tried this with real stars in 1.8, didn't make the cut to post it. Same result as above. 4 - 5 loops. Manually stopped at 100 systems with a 50 system limit and plenty of JPs left.

You should have about 1 system in 15 connect to an existing system (same as VB6), except when there are less than 10 systems in the game, so with 100 systems you should have about 6 connections to existing systems, which it sounds like you have.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 07:58:19 AM
Orbital Mining Module still costs 60Dur + 60Cor.
I believe you mentioned your intent to change that to 120Cor.

It is changed in the db I sent out for v1.9.0. Are you using an earlier database?
Title: Re: v1.9.0 Bugs Thread
Post by: SpaceMarine on April 29, 2020, 08:05:42 AM
Orbital Mining Module still costs 60Dur + 60Cor.
I believe you mentioned your intent to change that to 120Cor.

It is changed in the db I sent out for v1.9.0. Are you using an earlier database?

can confirm that orbital mining modules now cost 120 Corrundium on 1.9
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: DoctorDanny on April 29, 2020, 08:38:56 AM
I have a tanker with -20% fuel.

I had a full fuel station at earth that I wanted to empty before towing it away.
Sent my tanker fleet to fuel from fleet and instantly transfer to colony.
Repeated order 8 times or so.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 08:42:18 AM
Originally seen in 1.4. Still locks the game.

Might just be "don't do that, stupid" thing, but this completely locks the game.

1. Created 2 Admin Command under a third one
2. Moved one of the new ones in under the other.
3. Realized you've arranged them in the wrong order, so move the upper one in under the lower one with drag and drop.
4. Profit

Fixed.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Kelewan on April 29, 2020, 08:48:06 AM
I have a tanker with -20% fuel.

I had a full fuel station at earth that I wanted to empty before towing it away.
Sent my tanker fleet to fuel from fleet and instantly transfer to colony.
Repeated order 8 times or so.

If you flag a class as Tanker 10% of its fuel capacity is used as value for minimal fuel.
I tanker will only fule above that minimum for drop and fuel fleet orders.
You can change the value in the class design in the miscellaneous tab
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 08:51:14 AM
At game creation, autoassigning RP researches Gravitational Survey Sensors but not Jump Point Theory.
Missing dependancy?

That is odd - it should be researching according to the DB setup.
Title: Re: v1.9.0 Bugs Thread
Post by: skoormit on April 29, 2020, 08:51:23 AM
Orbital Mining Module still costs 60Dur + 60Cor.
I believe you mentioned your intent to change that to 120Cor.

It is changed in the db I sent out for v1.9.0. Are you using an earlier database?

Oops, yes, I had opened the wrong version.
My apologies.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: roug on April 29, 2020, 08:52:47 AM
Not sure if its suppose to be like this but i made a GEV ships, made them survey Sol system, if i use 1 day "turns! the ship fly from astroide to astroid and do survey, but if i use 30 day "turns" it just stay still on the same spot, i would think its would survey alot of astroids in 30 days, i also see that the date change 30 days..
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 08:54:56 AM
Starting a new game. 80.000 instant research points.
I get only 80 in game.

Probably something to do with the decimal separator, but I don;t think this happened in previous versions.


edit: changed starting instant research points on startup of a new game to 80,000 instead of 80.000 and that worked.
edit2: maintenance points has same issues. Fuel is ok though (12.000.000).

For v1.9 I am routing all text box input through a single function. That function assumes the decimal separator is a period. I'm now wondering if Aurora is populating those fields using local number format. Does the game populate that field with 80.000 or did you type that in?
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: DoctorDanny on April 29, 2020, 09:04:25 AM
At the game creation (new game) it had 80.000 filled in. I didn't edit it.
I just re-tested this starting a new game. My decimal separator is now set to '.' (changed it from ','), but the game still gives me 80 instant research points. The field in game creation says 80.000.


Bug:
I have a fleet of three troop transport that I've ordered to pick up three ground units.
I get the message that the pickup failed because the target ship doesn't have enough capacity.
Turns out that the ships that allready have units loaded are still trying to load the units.
The fleet generates interrupts to auto-turn every time this happens.

Seen the same thing happen with cargo fleets picking up installations.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Ironclad Mouse on April 29, 2020, 09:07:12 AM
Quote from: roug link=topic=11135.  msg129088#msg129088 date=1588168367
Not sure if its suppose to be like this but i made a GEV ships, made them survey Sol system, if i use 1 day "turns! the ship fly from astroide to astroid and do survey, but if i use 30 day "turns" it just stay still on the same spot, i would think its would survey alot of astroids in 30 days, i also see that the date change 30 days.  . 
Someone can correct me if I'm wrong but I don't think that's a bug, I think it's just that Aurora won't queue a new order until the other one is completed.   I.  e the survey of the asteroid gets done in the 30 day period but it waits until the end of that 30 day period to queue the next survey order.   Same thing as the 1 day time, it would complete the survey order then wait for the end of the 1 day time period to queue up the next survey order.   So as far as I know that's WAI as that's how it was in VB6 too. 
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: DoctorDanny on April 29, 2020, 09:14:24 AM
Minor issue:

1) Trying to transfer troops from my military transports to a space station with troop capacity.
There's no option to transfer troops to a fleet.

Instead I need to park the transports next to the station and have the station transfer troops from stationary ships.

No big deal, but could be prettier if you were able to transfer from the transports to the station.


Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 09:19:20 AM
  • When having no Ground forces (i. e.  conventional start, or the default game), clicking on the "sorting" buttons in the bottom right of the Ground forces screen (order of battle tab) (i. e.  "Cost", "size", "units") throws a "#1835 object reference not set to an instance of object" error.  This was already reported by me in 1. 6. 3.  and fixed, but I have the same Issue in a fresh 1. 9. 0 install (I checked the version number in the misc tab. )
  • In the ground forces screen: tick "show elements" then select a formation element (e. g.  190x Infantryman) from a formation (e. g.  Battalion) and the "delete Formation" button.  You get a "#1880 unable to cast type av to type f4" error.  Suggested behaviour: delete the selected formation element (i. e.  190x Infantry).  Off-Topic: I would also love some utility like splitting a formation element into 2 to redistribute them to other formations who took losses, but that is probably a feature request and not a bug report.
  • In the officers window: when searching for new commanders, when selecting "civilian administrators", the minimum and maximum rank drop down menus don't work even though Civ.  Admins have ranks.  Separate Issue: When selecting scientists they also don't work, but can be clicked, showing an empty list.  The drop down menus should probably just be greyed out when selecting scientists.

Fixed the first one.

Delete Formation bug fixed. You can already split elements as explained in a reply to your post.

Officer window changed as suggested. Admins now have ranks from 1 to 8.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 09:24:23 AM
Ouh ofc!!! i am just stupid, i see it now, fuel is filling up! Same as maintenance!

But there are something wrong with the BP and reasearch points i got 250000 point searching on stuff

Are you using comma as decimal separator?
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 09:24:47 AM
I know that this was brought up before, but I am really not sure that Earth Mineral Deposit setting is working. I set it to 1000 and I have 2 deposits with only 50000 minerals, then I tried 10000000 and again I had 1 deposit of 50000 and two deposits of 60000 minerals with below 0.5 availability. That seems low for something that was set much higher than normal setting.

Steve, could you please tell us a bit more about this particular setting?

Are you using a comma as a decimal separator?
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 09:26:01 AM
Not really a bug report, more of a question - I'm trying to migrate my DB to 1.9 (which for the most part is pretty straightforward), but one thing I wanted to double check was the apparent removal of the "Resupply at Supply Hub" and "Resupply at Colony or Supply Hub" standing orders. I didn't see anything in the bug reports forum with a few searches, so wanted to see if this removal was intentional or whether something odd happened with my DB or the 1.9 version.

There is no such thing as a Supply Hub :)

So I removed them.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Kristover on April 29, 2020, 09:30:53 AM
Not sure if bug or WAI - I was setting up a game last night to mimic a monarchy and I got the idea to rename administrator ranks to titles and found out that you can't rename administrator ranks.  Has this always been the case?  It makes sense that you can't rename scientists and not sure why you would but the administrator I've never touched before.
Title: Re: v1.9.0 Bugs Thread
Post by: roug on April 29, 2020, 09:38:45 AM
Ouh ofc!!! i am just stupid, i see it now, fuel is filling up! Same as maintenance!

But there are something wrong with the BP and reasearch points i got 250000 point searching on stuff

Are you using comma as decimal separator?

Its working now, i have never had problem with comma and decimal before now, but i just changed it and it worked.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Harold65 on April 29, 2020, 09:39:02 AM
I'm running v1. 9, TN start, not using real systems, rest of settings are standard.   I've noticed that my cargo fleets are unloading all installations to a colony, even if I select the specific installation and set the maximum to 1.   The fleet consists of 4 ships, each capable of holding 50k tons.  (two standard sized installations)
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Resand on April 29, 2020, 09:42:53 AM
I'm running v1. 9, TN start, not using real systems, rest of settings are standard.   I've noticed that my cargo fleets are unloading all installations to a colony, even if I select the specific installation and set the maximum to 1.   The fleet consists of 4 ships, each capable of holding 50k tons.  (two standard sized installations)

its in the known bug list
Title: How to reproduce the error
Post by: Hastermain on April 29, 2020, 09:47:12 AM
The function number: terribly sorry, I skipped them out of habit, but there were ~4 different ones. When saving the game, however, this error showed up:
#1497

the same function appeared during the time increment, i'm sure of it

The complete error text:
(1497): object reference not set to an instance of an object

Happened on initial contact with aliens, survey vessel with EM/Thermal sensors on discovered a new alien race and got attacked. Error that showed up on events: "New None Population contact: error"

The window affected: time increment
What you were doing at the time: time increment
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: period, and thousand separator is a comma
Is the bug is easy to reproduce, intermittent or a one-off?: one-off
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 9 years long

Hey Steve, figured out how to reproduce the error. Just send any ship to Herschel 5173-A I. The 4 error windows (of function numbers 1957 1954 1943 478) will appear infinite times, and I believe it's tied to the ship being attacked by whatever it is.

P.S. got all spoilers turned on + no maintenance, may be tied to no maintenance since you changed the code?
Title: Re: v1.9.0 Bugs Thread
Post by: Resand on April 29, 2020, 09:51:12 AM
JP don't really link back to known stars compared to VB 6

Reported in 1.8, tested now in 1.9

Link to the 1.8 post (I hope) http://aurora2.pentarch.org/index.php?topic=10990.msg128854#msg128854

Did the same thing in 1.9. Got a few more loops this time around.  4 - 5, but doesn't seem correct still.
Count isn't exact as I've haven't bothered with lining the galaxy map up to count, since it seems like same situation as 1.8

Stopped at 100 systems with a lot of JP remaining and a 50 system limit.

Btw: are the system in the Galactic Map supposed to f... off to infinity if you don't manually organize them?
Might be something to do with SM'ing JP exploration, as the the map started of nice and grid like.

I also tried this with real stars in 1.8, didn't make the cut to post it. Same result as above. 4 - 5 loops. Manually stopped at 100 systems with a 50 system limit and plenty of JPs left.

You should have about 1 system in 15 connect to an existing system (same as VB6), except when there are less than 10 systems in the game, so with 100 systems you should have about 6 connections to existing systems, which it sounds like you have.

So the "local System generation chance" is how many systems "between" each connections to and known system but fudge by RNG so not exact?
I guess it fits more or less, does feel less connected then before. But can't really be bother to run it enough time to get numbers to prove one way or another :)

How about the max system rule?
I assumed I'd get to 50 systems, then there would be some leeway to account for systems with unexplored JP. But I've doubled the numbers without any signs of slowing down.

Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: smoelf on April 29, 2020, 10:11:04 AM
v. 1.9
If I have two ground units with either Ground Survey or Xeno Archaeology equipment, but they are still slightly different, and I obsolete one of them, they are both obsoleted. I have experienced the same thing in an earlier version and now as well in my 1.9 game. I have been unable to reproduce the bug in a different game - partly because I am not sure what conditions cause, so I have instead attached by DB.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 10:29:53 AM
Bug partially fixed from 1. 8
Ships with cargo holds less then 5000 tons still can't take resources and installations from mining colonies.  Standard cargo orders show only for Earth (so I assume maybe spaceport presence do its job) but selecting other colonies doesn't show any of the standard cargo orders.  My ship has Cargo shuttle module, I even put 2 but bug persist, with SM mode I added another tiny cargo hold up to 5000 tons and orders showed up.

Fixed now.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 10:44:57 AM
I know that this was brought up before, but I am really not sure that Earth Mineral Deposit setting is working. I set it to 1000 and I have 2 deposits with only 50000 minerals, then I tried 10000000 and again I had 1 deposit of 50000 and two deposits of 60000 minerals with below 0.5 availability. That seems low for something that was set much higher than normal setting.

Steve, could you please tell us a bit more about this particular setting?
v1.9.0
Decimal separator "."
I can also confirm this, using `1000` as the setting does not appear to have any effect on Homeworld minerals

I've found it. The Earth Deposits was working. The Sol system was generated with modified deposits on Earth. However, when the race was created it generated new home world deposits and overwrote the ones generated with the modifier.

Fixed now.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 10:46:17 AM
I noticed that with the new features for the windows they don t update properly if left open
example:
open missile design window -> open research window->SM research autocannon pod->recall the missile window by the tactical map button and you will see that you don't have any option for it.  Closing and reopening the window will update it.
An easy fix would be include a refresh button in each Window.

Re-selecting the race will refresh the window. That is true for all windows.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: simast on April 29, 2020, 11:04:34 AM
1.  Is the "Copy Colour" button working in the Events window as intended? Maybe I just don't understand how to use it correctly? I am not able to copy any colours to other events using this button.

2.  The event display on tactical map is really nice, however, would it be possible to also show event colours on tactical map the same way they are displayed in Events window?
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 11:13:15 AM
I tried to replicate the bugs for ground combat i experienced in the previous version using SM and setting up the same situation i was in; the fighters equipped with the pod bays work as intended but the same design with box launchers is still bugged doesn't have any option to perform planetary interactions even tho it is reported as eligible to do it in the design window.  easy to reproduce.

The code that allows order types was checking for pod bays, but not checking for missile launchers with pod ordnance. Fixed now.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 11:13:59 AM
1.  Is the "Copy Colour" button working in the Events window as intended? Maybe I just don't understand how to use it correctly? I am not able to copy any colours to other events using this button.

2.  The event display on tactical map is really nice, however, would it be possible to also show event colours on tactical map the same way they are displayed in Events window?

Copy Colour copies the colour to all other races in the game. Its useful for multiple player races.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: TMaekler on April 29, 2020, 11:19:25 AM
V1.9.0: Tried to move a Mining Station with a Tug but the maintainance life of the Tug was too small; so I detached the Mining Station flew back to Earth to overhaul. And I just now realize that it kept flying there with the same slow speed as it was dragging the Mining Station. Checkbox "Use Maximum Speed" is on; I also tried to get it up to max speed with the conditional orders; but no effect (can I do it manually someplace?)
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 11:23:07 AM
Ver 1.9.0 (but may have been present in earlier versions)
Decimal Separator .
New install

Magazine size for fractional missile sizes is being rounded down.  This prevents you from fully loading your magazine for the standard loadout.

To reproduce: design size 7.5 missile launcher, install in a class design, magazine will show 7 and the ordnance screen will not allow you to load a size 7.5 missile.

If you use a size and quantity of launchers such that it naturally comes to a whole number there is no problem.  For example 8x size 2.5 launchers gives a Magazine of 20 and you can load 20 8 size 2.5 missiles into the standard loadout.

Thanks!

I've changed magazine capacity to a decimal value. However, this will only take effect after the next database update as the v1.9 database is storing an integer.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 11:25:51 AM
V1.9.0: Tried to move a Mining Station with a Tug but the maintainance life of the Tug was too small; so I detached the Mining Station flew back to Earth to overhaul. And I just now realize that it kept flying there with the same slow speed as it was dragging the Mining Station. Checkbox "Use Maximum Speed" is on; I also tried to get it up to max speed with the conditional orders; but no effect (can I do it manually someplace?)

How did you detach the mining station - using the Detach button?
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Red Dot on April 29, 2020, 11:33:30 AM
I noticed this in V1.8 and it is still happening in V1.9.

if you insert a ruin on Mars and leave the game after saving to the database, the ruins are gone after you re-open it.

This may be working as intended but I have not seen any discussion to that effect.
Title: Re: How to reproduce the error
Post by: Argoniur on April 29, 2020, 11:43:55 AM
Quote from: Hastermain link=topic=11135.  msg129105#msg129105 date=1588171632
Quote from: Hastermain link=topic=11135.  msg129011#msg129011 date=1588144331
The function number: terribly sorry, I skipped them out of habit, but there were ~4 different ones.   When saving the game, however, this error showed up:
#1497

the same function appeared during the time increment, i'm sure of it

The complete error text:
(1497): object reference not set to an instance of an object

Happened on initial contact with aliens, survey vessel with EM/Thermal sensors on discovered a new alien race and got attacked.   Error that showed up on events: "New None Population contact: error"

The window affected: time increment
What you were doing at the time: time increment
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: period, and thousand separator is a comma
Is the bug is easy to reproduce, intermittent or a one-off?: one-off
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 9 years long

Hey Steve, figured out how to reproduce the error.   Just send any ship to Herschel 5173-A I.   The 4 error windows (of function numbers 1957 1954 1943 478) will appear infinite times, and I believe it's tied to the ship being attacked by whatever it is.   

P.  S.   got all spoilers turned on + no maintenance, may be tied to no maintenance since you changed the code?

This happened to me too on contact with something, it happened prior to my survey ship being blown up, idk what attacked it but it could be spoilers since my survey ship had sensors and I've never had an NPR blow up my survey ship without me seeing them at all, neither ships nor missiles.   That time I closed the 4 error windows and moved on, then about a year later I got the same 4 events but infinite, could not save or close them (and I tried for a while), had to close the program, and I had no save at all since I was only 8 years in.   I am replaying the same game from the start to try to replicate it and have a save closer to it happening but for now it hasn't happened yet.

Edit: I was playing with maintenance so I don't think it's that, and no invaders in my case
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 11:58:14 AM
V1.9.0: Tried to move a Mining Station with a Tug but the maintainance life of the Tug was too small; so I detached the Mining Station flew back to Earth to overhaul. And I just now realize that it kept flying there with the same slow speed as it was dragging the Mining Station. Checkbox "Use Maximum Speed" is on; I also tried to get it up to max speed with the conditional orders; but no effect (can I do it manually someplace?)

There was a problem with the detach code that meant the tug still thought it was tugging the station. It only happens when you detach the station rather than the tug. This also caused the same bug reported in the past where space stations gained the ability to travel at 300,000 km.

Both now fixed.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 12:02:26 PM
1.9.0, clean install

This is a bit complicated. I have freighter bring Automines to colony, Cycle Moves checkbox checked. Passes through Lagrange points. Have Refuel if less than 50%. Refuel order triggers. Clears manual orders (assuming intended).

Creates move order to navigate to Earth for refuel. Passes through LG point. Orders are generated as follows (I fixed before i wrote this so verbage is not correct):
USE LG x to Earth
Refuel at Earth.
(Cycle Moves, still checked)

What occurs is Freighter moves to LG x and then refuels at Earth, then moves to LG x and then refuels at Earth.

I need to delete the cycle moves flag when conditional orders are triggered. Fixed now.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 12:05:13 PM
Hey there Steve.  Really enjoying 1. 9 so far! Those QoL changes really make a difference.  Thanks for all these updates.   :)

Default settings, 750M pop, 1 NPR, no mods.  I have NOT expanded out of Sol yet.  My guess is maybe an NPR caused this?

So I ran a 30 day increment on one of my fresh 1. 9 campaigns and got an error popup.  Details below.

The function number: Function #2662
The complete error text: "Object reference not set to an instance of an object"
The window affected: Popup occurred on the tactical map.  No other window was open except the Econ window.
What you were doing at the time: I was assigning extra labs to a project that just finished, and ran a 30 day increment.  Nothing else of note really.
Conventional or TN start: TN Start
Random or Real Stars: Real stars
Is your decimal separator a comma?: No, always been a dot.
Is the bug is easy to reproduce, intermittent or a one-off?: Seems to be very intermittent.  I have seen one other person on the discord report this as well.
Campaign length: Start date 2020.  Popup occurred Feb 5th, 2032, 12PM.


I played for 10 more years but I havent got the error again.  I've attached the DB regardless.  Doesnt seem to be a catastrophic bug but I thought id mention it anyway.

It is a bug in recovery from ruins. I can't see anything obvious but I just found ruins in my own game so I may come across it in general testing. The db won't help in this case (thanks for upload though) because it will be related to recovering something that doesn't exist.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 12:10:26 PM
Non-real stars start and I get a bunch of errors, #3232, 1609, 1608, 1562, 1423. I've attached the settings I used. I think it is non-real stars causing the issues as I can start one fine with real stars on.

It was a fresh DB 1.9 install.

Yes, there is an intermittent bug in random stars that I still haven't pinned down. The bug is a function that is adding the radii of two stars and one of them is null. I cannot figure out how this happens and I haven't been able to reproduce yet.
Title: Re: How to reproduce the error
Post by: Harold65 on April 29, 2020, 12:11:06 PM
Quote from: Argoniur link=topic=11135.  msg129147#msg129147 date=1588178635
Quote from: Hastermain link=topic=11135.    msg129105#msg129105 date=1588171632
Quote from: Hastermain link=topic=11135.    msg129011#msg129011 date=1588144331
The function number: terribly sorry, I skipped them out of habit, but there were ~4 different ones.     When saving the game, however, this error showed up:
#1497

the same function appeared during the time increment, i'm sure of it

The complete error text:
(1497): object reference not set to an instance of an object

Happened on initial contact with aliens, survey vessel with EM/Thermal sensors on discovered a new alien race and got attacked.     Error that showed up on events: "New None Population contact: error"

The window affected: time increment
What you were doing at the time: time increment
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: period, and thousand separator is a comma
Is the bug is easy to reproduce, intermittent or a one-off?: one-off
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 9 years long

Hey Steve, figured out how to reproduce the error.     Just send any ship to Herschel 5173-A I.     The 4 error windows (of function numbers 1957 1954 1943 478) will appear infinite times, and I believe it's tied to the ship being attacked by whatever it is.     

P.    S.     got all spoilers turned on + no maintenance, may be tied to no maintenance since you changed the code?

This happened to me too on contact with something, it happened prior to my survey ship being blown up, idk what attacked it but it could be spoilers since my survey ship had sensors and I've never had an NPR blow up my survey ship without me seeing them at all, neither ships nor missiles.     That time I closed the 4 error windows and moved on, then about a year later I got the same 4 events but infinite, could not save or close them (and I tried for a while), had to close the program, and I had no save at all since I was only 8 years in.     I am replaying the same game from the start to try to replicate it and have a save closer to it happening but for now it hasn't happened yet.   

Edit: I was playing with maintenance so I don't think it's that, and no invaders in my case

I'm getting this same set of errors.    The error isn't infinite.    I've used something to hold down the Enter key to process all of them, and the error stops when my ship is destroyed.    Seems like if I'm attacked by an undetected enemy, regardless of auto or manual time increment, this is the error series I get. 

The four function errors are:

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 #1957: Object reference not set to an instance of an object
Function #1954: Object reference not set to an instance of an object
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 12:12:51 PM
v1.9.0

Atmospheric dust as a result of bombardment can take the planetary temperature to below absolute zero.

(https://i.gyazo.com/9519b65edf38a44f833b92cc8a4220f2.png)

Maybe it would be more correct to use albedo here rather than subtract temperature directly for dust.

There is code that is supposed to prevent that :)

                SurfaceTemp = BaseTemp * GHFactor * Albedo;
                SurfaceTemp = SurfaceTemp - (double)(DustLevel / 100);

                if (SurfaceTemp < 0) SurfaceTemp = 0;

Obviously it is being bypassed somehow.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 12:15:37 PM
I posted this in the 1. 8 bug thread, I'm not sure if this is WAI but here goes.

Cannot Assign commanders higher ranked than the assigned rank to fleet command positions

Fixed.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 12:17:53 PM
The function number: terribly sorry, I skipped them out of habit, but there were ~4 different ones. When saving the game, however, this error showed up:
#1497

the same function appeared during the time increment, i'm sure of it

The complete error text:
(1497): object reference not set to an instance of an object

Happened on initial contact with aliens, survey vessel with EM/Thermal sensors on discovered a new alien race and got attacked. Error that showed up on events: "New None Population contact: error"

The window affected: time increment
What you were doing at the time: time increment
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: period, and thousand separator is a comma
Is the bug is easy to reproduce, intermittent or a one-off?: one-off
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 9 years long

That means an error in saving alien populations. When you load you will lose the data you had gathered on alien populations. It sounds like the original alien population record wasn't setup up correctly for some reason.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: DFNewb on April 29, 2020, 12:20:00 PM
Non-real stars start and I get a bunch of errors, #3232, 1609, 1608, 1562, 1423. I've attached the settings I used. I think it is non-real stars causing the issues as I can start one fine with real stars on.

It was a fresh DB 1.9 install.

Yes, there is an intermittent bug in random stars that I still haven't pinned down. The bug is a function that is adding the radii of two stars and one of them is null. I cannot figure out how this happens and I haven't been able to reproduce yet.

If I started a game with real star-systems turned off but haven't explored any jump points yet will turning it back on be like it was on from the start thus hopefully avoiding this bug? I had 3 NPR's at start too.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 12:20:40 PM
...
Yes agree. It does state this in the Known Issues post that I ask people to read before posting bugs, but I think a popup on game start is probably best.
Perhaps also display a link in the popup to the "Known issues"post, so things like the date time formats and such also get covered.
And perhaps in the "Known I"issues post just comment at the bottom that these things can be fixed by adjusting your language settings in your operating system.

I've added the link and made the separator issue very prominent.
Title: Re: How to reproduce the error
Post by: Argoniur on April 29, 2020, 12:23:46 PM
Quote from: Argoniur link=topic=11135. msg129147#msg129147 date=1588178635
Quote from: Hastermain link=topic=11135.   msg129105#msg129105 date=1588171632
Quote from: Hastermain link=topic=11135.   msg129011#msg129011 date=1588144331
The function number: terribly sorry, I skipped them out of habit, but there were ~4 different ones.    When saving the game, however, this error showed up:
#1497

the same function appeared during the time increment, i'm sure of it

The complete error text:
(1497): object reference not set to an instance of an object

Happened on initial contact with aliens, survey vessel with EM/Thermal sensors on discovered a new alien race and got attacked.    Error that showed up on events: "New None Population contact: error"

The window affected: time increment
What you were doing at the time: time increment
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: period, and thousand separator is a comma
Is the bug is easy to reproduce, intermittent or a one-off?: one-off
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 9 years long

Hey Steve, figured out how to reproduce the error.    Just send any ship to Herschel 5173-A I.    The 4 error windows (of function numbers 1957 1954 1943 478) will appear infinite times, and I believe it's tied to the ship being attacked by whatever it is.   

P.   S.    got all spoilers turned on + no maintenance, may be tied to no maintenance since you changed the code?

This happened to me too on contact with something, it happened prior to my survey ship being blown up, idk what attacked it but it could be spoilers since my survey ship had sensors and I've never had an NPR blow up my survey ship without me seeing them at all, neither ships nor missiles.    That time I closed the 4 error windows and moved on, then about a year later I got the same 4 events but infinite, could not save or close them (and I tried for a while), had to close the program, and I had no save at all since I was only 8 years in.    I am replaying the same game from the start to try to replicate it and have a save closer to it happening but for now it hasn't happened yet. 

Edit: I was playing with maintenance so I don't think it's that, and no invaders in my case

I've got it! Pass two 5 day increments and you'll get the 4 errors repeated 4 times, pass another increment and you get them again but they seem to be infinite.  The db is attached
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Nori on April 29, 2020, 12:26:22 PM
Non-real stars start and I get a bunch of errors, #3232, 1609, 1608, 1562, 1423. I've attached the settings I used. I think it is non-real stars causing the issues as I can start one fine with real stars on.

It was a fresh DB 1.9 install.

Yes, there is an intermittent bug in random stars that I still haven't pinned down. The bug is a function that is adding the radii of two stars and one of them is null. I cannot figure out how this happens and I haven't been able to reproduce yet.
Do you want/need me to provide any extra info? I didn't supply the DB as it was a fresh one and I just did a pretty straightforward start but I can upload it.
Title: Re: How to reproduce the error
Post by: Argoniur on April 29, 2020, 12:28:26 PM
Quote from: Harold65 link=topic=11135. msg129160#msg129160 date=1588180266
I'm getting this same set of errors.     The error isn't infinite.     I've used something to hold down the Enter key to process all of them, and the error stops when my ship is destroyed.     Seems like if I'm attacked by an undetected enemy, regardless of auto or manual time increment, this is the error series I get.   

The four function errors are:

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 #1957: Object reference not set to an instance of an object
Function #1954: Object reference not set to an instance of an object

You are right I thought they were infinite but holding enter you can get through them
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 12:30:10 PM
1.9.0 correct decimal separator

I've recovered alien technology that I'd like to use in my designs.
Components have been moved to earth.

Ship design window doesn't show the alien components.
The checkbox to use alien tech in the MISC tab has been checked.

Components don't show up in the class design.

Fixed.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 12:31:15 PM
Non-real stars start and I get a bunch of errors, #3232, 1609, 1608, 1562, 1423. I've attached the settings I used. I think it is non-real stars causing the issues as I can start one fine with real stars on.

It was a fresh DB 1.9 install.

Yes, there is an intermittent bug in random stars that I still haven't pinned down. The bug is a function that is adding the radii of two stars and one of them is null. I cannot figure out how this happens and I haven't been able to reproduce yet.
Do you want/need me to provide any extra info? I didn't supply the DB as it was a fresh one and I just did a pretty straightforward start but I can upload it.

No, its fine. At some point I just need to keep starting random stars games until I get the bug.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Agraelgrimm on April 29, 2020, 12:32:30 PM
So, its been patch 1. 9 now and i still cant create a single game.  The past releases the problem was big windows and etc, right now the problem is: I literally cannot create a new game.  Nor i can close the window of creating a new race.  I have to force close the whole game and then when i try to open the newly created game, it appears in blank.  And it doesnt matter if i try to create in the solar system or not.  The same problem applies and has been since 1. 8. 
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Kristover on April 29, 2020, 12:37:48 PM
So, its been patch 1. 9 now and i still cant create a single game.  The past releases the problem was big windows and etc, right now the problem is: I literally cannot create a new game.  Nor i can close the window of creating a new race.  I have to force close the whole game and then when i try to open the newly created game, it appears in blank.  And it doesnt matter if i try to create in the solar system or not.  The same problem applies and has been since 1. 8.

Are you completely deleting the folder and reinstalling it?  Deleting the dB file and executable and then adding the patch rather than overwriting? 
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Agraelgrimm on April 29, 2020, 12:40:37 PM
Quote from: Kristover link=topic=11135. msg129174#msg129174 date=1588181868
Quote from: Agraelgrimm link=topic=11135. msg129173#msg129173 date=1588181550
So, its been patch 1.  9 now and i still cant create a single game.   The past releases the problem was big windows and etc, right now the problem is: I literally cannot create a new game.   Nor i can close the window of creating a new race.   I have to force close the whole game and then when i try to open the newly created game, it appears in blank.   And it doesnt matter if i try to create in the solar system or not.   The same problem applies and has been since 1.  8. 

Are you completely deleting the folder and reinstalling it?  Deleting the dB file and executable and then adding the patch rather than overwriting?

I am just overwritting it.  Download the patch, open the file and overwrite the ones in the game folder.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 12:45:03 PM
A minor bug that, the windows will no come to front.

If keep tactical in background is enabled and you have 2 windows open, one will always be over the other.

Reproduction:
1. Enable tactical windows
2. Open economy screen
3. Open commanders screen

Now if I press economy, I would expect that to be top most window, but instead commander window will always be over the economy one.

Fixed.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: DFNewb on April 29, 2020, 12:48:01 PM
Setting a fire control to open without a target gives the following messages / 5 sec turns:

(https://i.imgur.com/YAMxQ9y.png)


I think it shouldn't force it into 5 seconds but if that is intended could you please let me know.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 12:48:23 PM
Not sure if bug or WAI - I was setting up a game last night to mimic a monarchy and I got the idea to rename administrator ranks to titles and found out that you can't rename administrator ranks.  Has this always been the case?  It makes sense that you can't rename scientists and not sure why you would but the administrator I've never touched before.

Administrator 'ranks' are just their admin bonus. They all have the same rank.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 12:48:59 PM
I'm running v1. 9, TN start, not using real systems, rest of settings are standard.   I've noticed that my cargo fleets are unloading all installations to a colony, even if I select the specific installation and set the maximum to 1.   The fleet consists of 4 ships, each capable of holding 50k tons.  (two standard sized installations)

http://aurora2.pentarch.org/index.php?topic=10637.msg120877#msg120877
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 12:52:18 PM
JP don't really link back to known stars compared to VB 6

Reported in 1.8, tested now in 1.9

Link to the 1.8 post (I hope) http://aurora2.pentarch.org/index.php?topic=10990.msg128854#msg128854

Did the same thing in 1.9. Got a few more loops this time around.  4 - 5, but doesn't seem correct still.
Count isn't exact as I've haven't bothered with lining the galaxy map up to count, since it seems like same situation as 1.8

Stopped at 100 systems with a lot of JP remaining and a 50 system limit.

Btw: are the system in the Galactic Map supposed to f... off to infinity if you don't manually organize them?
Might be something to do with SM'ing JP exploration, as the the map started of nice and grid like.

I also tried this with real stars in 1.8, didn't make the cut to post it. Same result as above. 4 - 5 loops. Manually stopped at 100 systems with a 50 system limit and plenty of JPs left.

You should have about 1 system in 15 connect to an existing system (same as VB6), except when there are less than 10 systems in the game, so with 100 systems you should have about 6 connections to existing systems, which it sounds like you have.

So the "local System generation chance" is how many systems "between" each connections to and known system but fudge by RNG so not exact?
I guess it fits more or less, does feel less connected then before. But can't really be bother to run it enough time to get numbers to prove one way or another :)

How about the max system rule?
I assumed I'd get to 50 systems, then there would be some leeway to account for systems with unexplored JP. But I've doubled the numbers without any signs of slowing down.

Local generation is only for random stars game. When you move over the setting in the game window it says in the help window "This setting does not apply to Known Stars games".

Same for max systems.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 12:53:17 PM
I noticed this in V1.8 and it is still happening in V1.9.

if you insert a ruin on Mars and leave the game after saving to the database, the ruins are gone after you re-open it.

This may be working as intended but I have not seen any discussion to that effect.

That should be fixed in v1.9. Please can you confirm the version number.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: spartacus on April 29, 2020, 12:55:44 PM
Version 1. 9
Conventional start
Real stars
Decimal point (period)

Moved Infrastructure and Terraforming Installations to Luna prior to moving colonists to prepare for their arrival.
Set the Environment tab to start producing O2 so it would get going as soon as people arrived, didn't want to forget to turn them on.
Found that the TI starting producing O2 before there was any people to man them.

May be WAI but I looked through the terraforming post in the mechanics and didn't see anything about them being automated.
Title: Re: v1.9.0 Bugs Thread
Post by: Resand on April 29, 2020, 01:00:33 PM
JP don't really link back to known stars compared to VB 6

Reported in 1.8, tested now in 1.9

Link to the 1.8 post (I hope) http://aurora2.pentarch.org/index.php?topic=10990.msg128854#msg128854

Did the same thing in 1.9. Got a few more loops this time around.  4 - 5, but doesn't seem correct still.
Count isn't exact as I've haven't bothered with lining the galaxy map up to count, since it seems like same situation as 1.8

Stopped at 100 systems with a lot of JP remaining and a 50 system limit.

Btw: are the system in the Galactic Map supposed to f... off to infinity if you don't manually organize them?
Might be something to do with SM'ing JP exploration, as the the map started of nice and grid like.

I also tried this with real stars in 1.8, didn't make the cut to post it. Same result as above. 4 - 5 loops. Manually stopped at 100 systems with a 50 system limit and plenty of JPs left.

You should have about 1 system in 15 connect to an existing system (same as VB6), except when there are less than 10 systems in the game, so with 100 systems you should have about 6 connections to existing systems, which it sounds like you have.

So the "local System generation chance" is how many systems "between" each connections to and known system but fudge by RNG so not exact?
I guess it fits more or less, does feel less connected then before. But can't really be bother to run it enough time to get numbers to prove one way or another :)

How about the max system rule?
I assumed I'd get to 50 systems, then there would be some leeway to account for systems with unexplored JP. But I've doubled the numbers without any signs of slowing down.

Local generation is only for random stars game. When you move over the setting in the game window it says in the help window "This setting does not apply to Known Stars games".

Same for max systems.

Yes, I meant known systems as in systems I've already discovered. In hindsight I should have used a different phrasing  ;D

Edit: And noticed a terrible little spelling error. It should read: "So the "local System generation chance" is how many systems "between" each connections to an known system(as in a system I've already discovered) but fudge by RNG so not exact?
Title: Re: How to reproduce the error
Post by: Steve Walmsley on April 29, 2020, 01:12:23 PM
The function number: terribly sorry, I skipped them out of habit, but there were ~4 different ones. When saving the game, however, this error showed up:
#1497

the same function appeared during the time increment, i'm sure of it

The complete error text:
(1497): object reference not set to an instance of an object

Happened on initial contact with aliens, survey vessel with EM/Thermal sensors on discovered a new alien race and got attacked. Error that showed up on events: "New None Population contact: error"

The window affected: time increment
What you were doing at the time: time increment
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: period, and thousand separator is a comma
Is the bug is easy to reproduce, intermittent or a one-off?: one-off
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 9 years long

Hey Steve, figured out how to reproduce the error. Just send any ship to Herschel 5173-A I. The 4 error windows (of function numbers 1957 1954 1943 478) will appear infinite times, and I believe it's tied to the ship being attacked by whatever it is.

P.S. got all spoilers turned on + no maintenance, may be tied to no maintenance since you changed the code?

They are all related to creation of intelligence information.

Unfortunately, I'm having problems today downloading databases - haven't managed to get a single one to work. I don't know if it is my internet or a problem with the forum. I hope it will sort itself soon.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Harold65 on April 29, 2020, 01:19:52 PM
Quote from: Steve Walmsley link=topic=11135. msg129180#msg129180 date=1588182539
Quote from: Harold65 link=topic=11135. msg129103#msg129103 date=1588171142
I'm running v1.  9, TN start, not using real systems, rest of settings are standard.    I've noticed that my cargo fleets are unloading all installations to a colony, even if I select the specific installation and set the maximum to 1.    The fleet consists of 4 ships, each capable of holding 50k tons.   (two standard sized installations)

hxxp: aurora2. pentarch. org/index. php?topic=10637. msg120877#msg120877

My freighters do have cargo shuttles.   They're just shuttling everything, even if I tell them not to
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Eretzu on April 29, 2020, 01:26:00 PM
Quote from: Steve Walmsley link=topic=11135. msg129180#msg129180 date=1588182539
Quote from: Harold65 link=topic=11135. msg129103#msg129103 date=1588171142
I'm running v1.  9, TN start, not using real systems, rest of settings are standard.    I've noticed that my cargo fleets are unloading all installations to a colony, even if I select the specific installation and set the maximum to 1.    The fleet consists of 4 ships, each capable of holding 50k tons.   (two standard sized installations)

hxxp: aurora2. pentarch. org/index. php?topic=10637. msg120877#msg120877

My freighters do have cargo shuttles.   They're just shuttling everything, even if I tell them not to

I think he is saying that it is a known issue.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Omnivore on April 29, 2020, 01:27:10 PM
Ver 1.9.0, period, new install, early game when discovered.

I deployed a thermal buoy using launch ready ordnance, the buoy has strength 1.07 sensor.  Despite zooming in many mouse wheels of zoom, no passive detection ring shows up (not even with Passive vs Signature 10,000).  The View Technology window shows the expected information for the buoy.  However, on tactical, above the buoy is a label "Active: 0m R100".  I did design some active buoys prior to designing the thermal buoy but the thermal buoy in question definitely does not have an active sensor.

Thanks,

PS: TN start, real stars (sorry forgot that above)
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 01:27:14 PM
Version 1. 9
Conventional start
Real stars
Decimal point (period)

Moved Infrastructure and Terraforming Installations to Luna prior to moving colonists to prepare for their arrival.
Set the Environment tab to start producing O2 so it would get going as soon as people arrived, didn't want to forget to turn them on.
Found that the TI starting producing O2 before there was any people to man them.

May be WAI but I looked through the terraforming post in the mechanics and didn't see anything about them being automated.

Manufacturing efficiency was being set to 100% for colonies with zero population. Fixed.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Agraelgrimm on April 29, 2020, 01:27:23 PM
So, its been patch 1. 9 now and i still cant create a single game.  The past releases the problem was big windows and etc, right now the problem is: I literally cannot create a new game.  Nor i can close the window of creating a new race.  I have to force close the whole game and then when i try to open the newly created game, it appears in blank.  And it doesnt matter if i try to create in the solar system or not.  The same problem applies and has been since 1. 8.

Are you completely deleting the folder and reinstalling it?  Deleting the dB file and executable and then adding the patch rather than overwriting?
Same problem.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 01:28:17 PM
Quote from: Steve Walmsley link=topic=11135. msg129180#msg129180 date=1588182539
Quote from: Harold65 link=topic=11135. msg129103#msg129103 date=1588171142
I'm running v1.  9, TN start, not using real systems, rest of settings are standard.    I've noticed that my cargo fleets are unloading all installations to a colony, even if I select the specific installation and set the maximum to 1.    The fleet consists of 4 ships, each capable of holding 50k tons.   (two standard sized installations)

hxxp: aurora2. pentarch. org/index. php?topic=10637. msg120877#msg120877

My freighters do have cargo shuttles.   They're just shuttling everything, even if I tell them not to

The link was to show that max items on unload is a known issue.

Known Bugs: "Unload tasks not using Max Items."
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: mike2R on April 29, 2020, 01:28:39 PM
Very minor: do a silly thing and get an error.

The function number
970

The complete error text
Object reference not set to an instance of an object

The window affected
Naval Organization.  Fleet Selected in left hand pane. Fleet tab selected in upper right pane.  Ship List tab selected in lower right pane.

What you were doing at the time
Drag selected ships, dragged too high and it let me select the "Ship Name" title as well as actual ships.  Then clicked the Detach button.

Conventional or TN start
Conventional

Random or Real Stars
Random

Is your decimal separator a comma?
No

Is the bug is easy to reproduce, intermittent or a one-off?
Easy to reproduce
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Harold65 on April 29, 2020, 01:34:04 PM
Quote from: Steve Walmsley link=topic=11135. msg129180#msg129180 date=1588182539
Quote from: Harold65 link=topic=11135. msg129103#msg129103 date=1588171142
I'm running v1.  9, TN start, not using real systems, rest of settings are standard.    I've noticed that my cargo fleets are unloading all installations to a colony, even if I select the specific installation and set the maximum to 1.    The fleet consists of 4 ships, each capable of holding 50k tons.   (two standard sized installations)

hxxp: aurora2. pentarch. org/index. php?topic=10637. msg120877#msg120877

My freighters do have cargo shuttles.   They're just shuttling everything, even if I tell them not to

The link was to show that max items on unload is a known issue.

Known Bugs: "Unload tasks not using Max Items."

Sorry.  Got it.  thanks
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 01:43:08 PM
Ver 1.9.0, period, new install, early game when discovered.

I deployed a thermal buoy using launch ready ordnance, the buoy has strength 1.07 sensor.  Despite zooming in many mouse wheels of zoom, no passive detection ring shows up (not even with Passive vs Signature 10,000).  The View Technology window shows the expected information for the buoy.  However, on tactical, above the buoy is a label "Active: 0m R100".  I did design some active buoys prior to designing the thermal buoy but the thermal buoy in question definitely does not have an active sensor.

Thanks,

PS: TN start, real stars (sorry forgot that above)

Fixed both problems. Active will no longer show if zero strength and passive will display for missiles.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 01:50:09 PM
v. 1.9
If I have two ground units with either Ground Survey or Xeno Archaeology equipment, but they are still slightly different, and I obsolete one of them, they are both obsoleted. I have experienced the same thing in an earlier version and now as well in my 1.9 game. I have been unable to reproduce the bug in a different game - partly because I am not sure what conditions cause, so I have instead attached by DB.

Somehow the two units are linked to the same tech system object, so when you make that tech obsolete, both units are obsoleted.

That is what is causing the problem, but I don't know how they got linked in the first place.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Agraelgrimm on April 29, 2020, 02:04:26 PM
Steve, what about my problem? I've put an print screen there. Am i missing a button or is it a bug? It is only happening to me.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Nori on April 29, 2020, 02:05:05 PM
So, its been patch 1. 9 now and i still cant create a single game.  The past releases the problem was big windows and etc, right now the problem is: I literally cannot create a new game.  Nor i can close the window of creating a new race.  I have to force close the whole game and then when i try to open the newly created game, it appears in blank.  And it doesnt matter if i try to create in the solar system or not.  The same problem applies and has been since 1. 8.

Are you completely deleting the folder and reinstalling it?  Deleting the dB file and executable and then adding the patch rather than overwriting?
Same problem.
You appear to be using decimals as your thousand separators (it should be commas) also is your screen at least 1400x900 as that is the minimum to play the game without making changes to your system.
Title: Re: How to reproduce the error
Post by: Steve Walmsley on April 29, 2020, 02:13:52 PM
The function number: terribly sorry, I skipped them out of habit, but there were ~4 different ones. When saving the game, however, this error showed up:
#1497

the same function appeared during the time increment, i'm sure of it

The complete error text:
(1497): object reference not set to an instance of an object

Happened on initial contact with aliens, survey vessel with EM/Thermal sensors on discovered a new alien race and got attacked. Error that showed up on events: "New None Population contact: error"

The window affected: time increment
What you were doing at the time: time increment
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: period, and thousand separator is a comma
Is the bug is easy to reproduce, intermittent or a one-off?: one-off
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 9 years long

Hey Steve, figured out how to reproduce the error. Just send any ship to Herschel 5173-A I. The 4 error windows (of function numbers 1957 1954 1943 478) will appear infinite times, and I believe it's tied to the ship being attacked by whatever it is.

P.S. got all spoilers turned on + no maintenance, may be tied to no maintenance since you changed the code?

Thanks - found it now.

The alien race didn't have a population set as a capital and the program was making the assumption it did.

I've added code to check this and set a capital if one doesn't exist.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: TMaekler on April 29, 2020, 02:22:17 PM
V1.9.0: Tried to move a Mining Station with a Tug but the maintainance life of the Tug was too small; so I detached the Mining Station flew back to Earth to overhaul. And I just now realize that it kept flying there with the same slow speed as it was dragging the Mining Station. Checkbox "Use Maximum Speed" is on; I also tried to get it up to max speed with the conditional orders; but no effect (can I do it manually someplace?)

How did you detach the mining station - using the Detach button?
Yes.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Agraelgrimm on April 29, 2020, 02:37:35 PM
So, its been patch 1. 9 now and i still cant create a single game.  The past releases the problem was big windows and etc, right now the problem is: I literally cannot create a new game.  Nor i can close the window of creating a new race.  I have to force close the whole game and then when i try to open the newly created game, it appears in blank.  And it doesnt matter if i try to create in the solar system or not.  The same problem applies and has been since 1. 8.

Are you completely deleting the folder and reinstalling it?  Deleting the dB file and executable and then adding the patch rather than overwriting?
Same problem.
You appear to be using decimals as your thousand separators (it should be commas) also is your screen at least 1400x900 as that is the minimum to play the game without making changes to your system.
I have *no idea* what u are talking about as separators and you mean screen resolution or screen size, as in the hardware? Because im using a notebook.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Inglonias on April 29, 2020, 02:40:59 PM
So, its been patch 1. 9 now and i still cant create a single game.  The past releases the problem was big windows and etc, right now the problem is: I literally cannot create a new game.  Nor i can close the window of creating a new race.  I have to force close the whole game and then when i try to open the newly created game, it appears in blank.  And it doesnt matter if i try to create in the solar system or not.  The same problem applies and has been since 1. 8.

Are you completely deleting the folder and reinstalling it?  Deleting the dB file and executable and then adding the patch rather than overwriting?
Same problem.
You appear to be using decimals as your thousand separators (it should be commas) also is your screen at least 1400x900 as that is the minimum to play the game without making changes to your system.
I have *no idea* what u are talking about as separators and you mean screen resolution or screen size, as in the hardware? Because im using a notebook.

http://aurora2.pentarch.org/index.php?topic=11139.0 for the decimal separators

In addition, your screen resolution must be at least 1400x900 at a bare minimum to run Aurora without the windows being cut off.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Latrone on April 29, 2020, 02:42:32 PM
I'm not certain if this is a bug or WAI, so I'm gonna post it anyway.
A change has happened between 1. 8 and 1. 9.  When in SM-mode you used to be able to place an alien ruin on a planet, see what it was and then reroll it if it wasn't to you liking by pressing the button again, whereby it removed the ruins and then a third time, so that new ruins appeared.  When the random ruin button is pressed again in 1. 9 a popup comes up telling you that there already is a ruin on this body.  So it essentially removed the ability to reroll the type of ruin which you place on a planet.

The "bug" is easily reproducable.

Thanks again for all the work.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: SpaceMarine on April 29, 2020, 02:56:15 PM
Minor: Loading Troops from a fleet using fighters with troop bays (has cargo shuttles on the main ship) causes the error

The function number
2773

The complete error text
Function #2773: Object Reference Not Set To An Instance of An Object

The window affected
Tactical Map

What you were doing at the time
Stepping forward time after giving an order for my four troop carriers to load troops from my carrier

Conventional or TN start
TN Start

Random or Real Stars
Real

Is your decimal separator a comma?
No

Is the bug is easy to reproduce, intermittent or a one-off?
Easy to reproduce, attached below is the DB and all you have to do is tell the fleet "Raven "Black" Squadron" to load any troops from the "Earth Carrier Strike Group Alpha" and wait


Title: Re: v1.9.0 Bugs Thread
Post by: skoormit on April 29, 2020, 02:58:30 PM
JP don't really link back to known stars compared to VB 6

Reported in 1.8, tested now in 1.9

Link to the 1.8 post (I hope) http://aurora2.pentarch.org/index.php?topic=10990.msg128854#msg128854

Did the same thing in 1.9. Got a few more loops this time around.  4 - 5, but doesn't seem correct still.
Count isn't exact as I've haven't bothered with lining the galaxy map up to count, since it seems like same situation as 1.8

Stopped at 100 systems with a lot of JP remaining and a 50 system limit.

Btw: are the system in the Galactic Map supposed to f... off to infinity if you don't manually organize them?
Might be something to do with SM'ing JP exploration, as the the map started of nice and grid like.

I also tried this with real stars in 1.8, didn't make the cut to post it. Same result as above. 4 - 5 loops. Manually stopped at 100 systems with a 50 system limit and plenty of JPs left.

You should have about 1 system in 15 connect to an existing system (same as VB6), except when there are less than 10 systems in the game, so with 100 systems you should have about 6 connections to existing systems, which it sounds like you have.

Why 1 in 15?
Doesn't the chance of any given jump point connecting to an existing system depend on how many systems you have already explored (as well as the game settings)?

Supposing the default settings are used (50%/15), you are in a 100 max system game, and you have explored one system (B) outside your home.
There is a 50% chance that B was generated as local to Sol, and 50% it was non local.

If you explore another jump point from Sol, that jump point has the same 50/50 chance.
Wouldn't the odds that the second jump point connects to B be the sum of these:

odds they are both local * odds of randomly selecting the same system local to Sol twice.
odds they are both not-local * odds of randomly selecting the same system not-local to Sol twice.
odds exactly one is local * odds of randomly selecting a specific local system with a random selection from all possible systems.

or:
1/4 * 1/30  (a local system ID could be anywhere from Sol-15 to Sol+15, excluding Sol itself)
+
1/4 * 1/99 (a not-local system ID could be anywhere from 1 to 100, excluding Sol itself)
+
1/2 * 1/99
_____
= ~1.59%
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: TMaekler on April 29, 2020, 03:03:53 PM
V1.9.0: I created a cycle order to transfer DSTS to a colony. At some point I wanted to stop the order and deleted the reload on earth command but forgot to remove the cycle checkbox. The fleet then kept on unloading nothing to the destiny, fly back to earth to refuel, and so on... . I got no warning that the ship was unloading nothing.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 03:17:28 PM
I'm not certain if this is a bug or WAI, so I'm gonna post it anyway.
A change has happened between 1. 8 and 1. 9.  When in SM-mode you used to be able to place an alien ruin on a planet, see what it was and then reroll it if it wasn't to you liking by pressing the button again, whereby it removed the ruins and then a third time, so that new ruins appeared.  When the random ruin button is pressed again in 1. 9 a popup comes up telling you that there already is a ruin on this body.  So it essentially removed the ability to reroll the type of ruin which you place on a planet.

The "bug" is easily reproducable.

Thanks again for all the work.

Manual ruin creation seemed to be causing bugs and I was concerned it was due to the create - delete - create scenario so I removed the delete.

I've since found the bug and it wasn't related to that. I've re-instated the delete for the next version.
Title: Re: v1.9.0 Bugs Thread
Post by: Steve Walmsley on April 29, 2020, 03:18:35 PM
JP don't really link back to known stars compared to VB 6

Reported in 1.8, tested now in 1.9

Link to the 1.8 post (I hope) http://aurora2.pentarch.org/index.php?topic=10990.msg128854#msg128854

Did the same thing in 1.9. Got a few more loops this time around.  4 - 5, but doesn't seem correct still.
Count isn't exact as I've haven't bothered with lining the galaxy map up to count, since it seems like same situation as 1.8

Stopped at 100 systems with a lot of JP remaining and a 50 system limit.

Btw: are the system in the Galactic Map supposed to f... off to infinity if you don't manually organize them?
Might be something to do with SM'ing JP exploration, as the the map started of nice and grid like.

I also tried this with real stars in 1.8, didn't make the cut to post it. Same result as above. 4 - 5 loops. Manually stopped at 100 systems with a 50 system limit and plenty of JPs left.

You should have about 1 system in 15 connect to an existing system (same as VB6), except when there are less than 10 systems in the game, so with 100 systems you should have about 6 connections to existing systems, which it sounds like you have.

Why 1 in 15?
Doesn't the chance of any given jump point connecting to an existing system depend on how many systems you have already explored (as well as the game settings)?

Supposing the default settings are used (50%/15), you are in a 100 max system game, and you have explored one system (B) outside your home.
There is a 50% chance that B was generated as local to Sol, and 50% it was non local.

If you explore another jump point from Sol, that jump point has the same 50/50 chance.
Wouldn't the odds that the second jump point connects to B be the sum of these:

odds they are both local * odds of randomly selecting the same system local to Sol twice.
odds they are both not-local * odds of randomly selecting the same system not-local to Sol twice.
odds exactly one is local * odds of randomly selecting a specific local system with a random selection from all possible systems.

or:
1/4 * 1/30  (a local system ID could be anywhere from Sol-15 to Sol+15, excluding Sol itself)
+
1/4 * 1/99 (a not-local system ID could be anywhere from 1 to 100, excluding Sol itself)
+
1/2 * 1/99
_____
= ~1.59%

I was replying on a known systems game. I agree that for random stars there should be a better method. I won't fix it for the next version, but I will add it to the 'to do' list.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 03:35:20 PM
I have *no idea* what u are talking about as separators and you mean screen resolution or screen size, as in the hardware? Because im using a notebook.

In some countries one thousand and a half is written as 1,000.5 and in others as 1.000,5.

Aurora only works with the first version. The second will cause errors.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 04:05:57 PM
Minor: Loading Troops from a fleet using fighters with troop bays (has cargo shuttles on the main ship) causes the error

The function number
2773

The complete error text
Function #2773: Object Reference Not Set To An Instance of An Object

The window affected
Tactical Map

What you were doing at the time
Stepping forward time after giving an order for my four troop carriers to load troops from my carrier

Conventional or TN start
TN Start

Random or Real Stars
Real

Is your decimal separator a comma?
No

Is the bug is easy to reproduce, intermittent or a one-off?
Easy to reproduce, attached below is the DB and all you have to do is tell the fleet "Raven "Black" Squadron" to load any troops from the "Earth Carrier Strike Group Alpha" and wait

The troop carriers have insufficient space to load. The bug was in the event generated by that situation. Fixed now.
Title: Re: v1.9.0 Bugs Thread [1.9.0][bugs]
Post by: Steve Walmsley on April 29, 2020, 04:07:48 PM
Locked for new version.