I had played for almost ten years, starting on the year 2050. When I incremented 30 days on December 21, 2059, I got this error:
Error in CheckCommStatus
Error 3021 was generated by DAO. Recordset
No current record.
Then another error after clicking "OK":
Error in CheckCommStatus
Error 3020 was generated by DAO. Field
Update or CancelUpdate without AddNew or Edit.
And it repeats ad infinitum, forcing me to Ctrl+Alt+Delete to exit the game.
It happens every time I increment a day or more past Dec. 25th.
EDIT: I made another game, set the Truce time to one year, and the same errors came up after trying to increment past December. So it has to do with that. . .
Designed some components, hit Instant RST, getting an Error 91
Error in cmdInstallSCT_Click
Error91 was generated
Object variable or With block variable not set
Making a Gas-Cooled Fast Reactor
No reactor Power Boost
Size 4
I get Error 3163 was generated by DAO.Field
The field is too small to accept the amount of data you attempted to add. Try inserting or pasting less data.
The name of the company is Waters-Wilkinson Heavy Industries (randomly generated) and the name of the power plant is Gas-Cooled Fast Reactor Technology PB-1. So both names are 73 characters long.
Steve,
Something very minor - in your December 30 post re changes in v6.4 ( Mineral Generation ) you stated that the minimum amount of minerals on the Homeworld would be 50,0000 and accessibility 4. In my new 6.4 game Earth has indeed got a mineral accessibility of at least 4 but only 2 of the mineral quantities exceed the 50,000 minimum , the rest range from 29,250 to 47,800.
DavidR
PS Running v6.4 according to the setup screen , when clicking on "About" in the main menu screen the version shows v6.3.
Hopefully not out of sequence but I didn't see this in the change log: not all civilian craft follow the new LP navigation setup. Specifically witnessed on a harvester that tried to take the 1000 year route to a source from the B component to the A component of a binary. Small and Large freighters and colony ships of 6.3 all appear to follow the new navigation settings.
Destroyed Active sensors still show a range ring on the system map, despite not detecting contacts.
Another possible bug, need confirmation from someone else.
The first system I explored without the SM chooses destination box being checked was an NPR homeworld.
Edit : My SMd Ctrl F9 screen goes #0, 2, 359
I had played for almost ten years, starting on the year 2050. When I incremented 30 days on December 21, 2059, I got this error:
Error in CheckCommStatus
Error 3021 was generated by DAO. Recordset
No current record.
Then another error after clicking "OK":
Error in CheckCommStatus
Error 3020 was generated by DAO. Field
Update or CancelUpdate without AddNew or Edit.
And it repeats ad infinitum, forcing me to Ctrl+Alt+Delete to exit the game.
It happens every time I increment a day or more past Dec. 25th.
EDIT: I made another game, set the Truce time to one year, and the same errors came up after trying to increment past December. So it has to do with that. . .
I don't know if this is a bug from earlier versions 6. 3 being the 1st that I have played.
But when I started a conventional empire with missile bases all the 'crew' on them started dying from exposure.
This kept going untill everybody in them was dead
It is possible to find an NPR home world on your first transit.
Do you mean one of your own active sensors or one from an enemy ship? If enemy, should vanish after next increment. If not, please let me know.
I had played for almost ten years, starting on the year 2050. When I incremented 30 days on December 21, 2059, I got this error:
Error in CheckCommStatus
Error 3021 was generated by DAO. Recordset
No current record.
Then another error after clicking "OK":
Error in CheckCommStatus
Error 3020 was generated by DAO. Field
Update or CancelUpdate without AddNew or Edit.
And it repeats ad infinitum, forcing me to Ctrl+Alt+Delete to exit the game.
It happens every time I increment a day or more past Dec. 25th.
EDIT: I made another game, set the Truce time to one year, and the same errors came up after trying to increment past December. So it has to do with that. . .
EDIT2: Quick note, with patch there seems to be a new problem with civilian vessels. 2 civilian ships keep hovering over my homeworld (2 small freighters) and every month I get error saying "[ship name] Failed to load infrastructure on Eath. Please reschedule the orders for this fleet"
I obviously can't reschedule orders for civilian ships (unless that can be done in SM and I'm just not aware), I also don't have an infrastructure supply contract on earth so I don't know what even gave the ships this order.
You can clear the orders of specific civilian ships on the Shipping Lines window
Missile Size: 0. 62 MSP (0. 031 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10
Speed: 20000 km/s Engine Endurance: 0 minutes Range: 0. 0m km
Cost Per Missile: 0. 155
Chance to Hit: 1k km/s 200% 3k km/s 60% 5k km/s 40% 10k km/s 20%
Materials Required: 0. 155x Gallicite Fuel x0
Development Cost for Project: 16RP
Missile Size: 12 MSP (0. 6 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10The first one is less than one MSP. . .
Speed: 0 km/s Engine Endurance: 0 minutes Range: 0. 0m km
Cost Per Missile: 6. 0876
Second Stage: Thunderbolt Anti-ship Missile x3
Second Stage Separation Range: 150 000 km
Overall Endurance: 0 minutes Overall Range: 0. 1m km
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%
Materials Required: 3. 75x Tritanium 0. 3618x Boronide 0. 603x Uridium 1. 3728x Gallicite Fuel x0
Development Cost for Project: 609RP
Grav II class Survey Ship 6,000 tons 135 Crew 963.4 BP TCS 120 TH 300 EM 0
2500 km/s JR 3-50 Armour 1-29 Shields 0-0 Sensors 1/140/4/0 Damage Control Rating 3 PPV 0
Maint Life 4.46 Years MSP 1301 AFR 96% IFR 1.3% 1YR 106 5YR 1586 Max Repair 150 MSP
Intended Deployment Time: 72 months Spare Berths 0
Fry Orbital Systems J6000(3-50) Military Jump Drive Max Ship Size 6000 tons Distance 50k km Squadron Size 3
Parkinson Manufacturing 300 EP Ion Drive (1) Power 300 Fuel Use 45% Signature 300 Exp 10%
Fuel Capacity 1,250,000 Litres Range 83.3 billion km (385 days at full power)
Faulkner-Powell Manufacturing EM Detection Sensor EM10-140 (1) Sensitivity 140 Detect Sig Strength 1000: 140m km
Improved Gravitational Sensors (2) 4 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
The 3 ships of the class below are flying around with a Current speed of 3750 km/s, while their Max speed is 2500 km/s. I did not discover this before a grav sensor failed which somehow caused a message that damage to the ship has slowed it to 2500 km/s. Changing the speed to 2500 km/s manually does not allow me to change it back to 3750 km/sCode: [Select]Grav II class Survey Ship 6,000 tons 135 Crew 963.4 BP TCS 120 TH 300 EM 0
2500 km/s JR 3-50 Armour 1-29 Shields 0-0 Sensors 1/140/4/0 Damage Control Rating 3 PPV 0
Maint Life 4.46 Years MSP 1301 AFR 96% IFR 1.3% 1YR 106 5YR 1586 Max Repair 150 MSP
Intended Deployment Time: 72 months Spare Berths 0
Fry Orbital Systems J6000(3-50) Military Jump Drive Max Ship Size 6000 tons Distance 50k km Squadron Size 3
Parkinson Manufacturing 300 EP Ion Drive (1) Power 300 Fuel Use 45% Signature 300 Exp 10%
Fuel Capacity 1,250,000 Litres Range 83.3 billion km (385 days at full power)
Faulkner-Powell Manufacturing EM Detection Sensor EM10-140 (1) Sensitivity 140 Detect Sig Strength 1000: 140m km
Improved Gravitational Sensors (2) 4 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
If you created a design that went 3750 and built/SM'd some of the ships in but then changed the design (added more weights or removed engines) that reduced the 'designed' speed to 2500 then your existing ships will stay at the original speed until you do some thing to change it (like have it picket a WP at 1km/s or it takes damage).
Major Bug
I cannot TF Train any of my ships they are stuck at 0%. Was a Spacemaster start and some of the ships was SM added, but all ships cannot train, tried one group for 3 years was still at 0 %
Edit: Started a new game and spacemaster and training is now working will try and back track why training did not work on the other. I was renaming, promoting and demoting a lot of the officers perhaps this impacted the training somehow. Will try and replicate the bug on another SM creation
Think I've found a bit of a gap with the new intercept code. I have vessel 1 heading back towards earth and vessel 2 trying to head towards vessel 1. Vessel 1 will reach earth before vessel 2 reaches vessel 1 however the intercept is ignoring this fact and sending vessel 2 on a course that is miles from Earth. I think this is fine in the case of tracking to a hostile but taking final destination into account for friendlies might be a good idea.
Am at war here with 4.1 as well despite a truce time of 10 years. It looks like colonies on moons (started on Io here) might not be included.
More complex than it sounds :)
What if the destination is another moving fleet, or a moon around a planet, orbiting a star that is orbiting a second star, that in turn is orbiting a third star. While its unlikely that would be the case very often, I would still have to code for every situation
Are you at war with a race that started in the same system?
Yup, this was about 1 week into the game and one of the 3 Earth powers did attack my poor defenseless homeworld (Io).
I kept the original setup and started another game with me as the 4th power on Earth and a new NPR on Io and once my geo-scouts reached Io they were destroyed by the NPR there.
The reoccuring theme seems to be Io and a player race. No problems with any of the other races.
I will try with setting up on Earth again, but leaving Io empty this time.
I don't know if this is a bug from earlier versions 6. 3 being the 1st that I have played.It feels like the older bug introduced when the life support changes were first implemented, a persistent little heisenbug that's resisted every effort at solution. In the present version, can be fixed in the same way: Delete the offending PDCs generated at game start, replace them with a new set of PDCs in SM Mode.
But when I started a conventional empire with missile bases all the 'crew' on them started dying from exposure.
This kept going untill everybody in them was dead
Stupid question I know, but did you have a commander for the Task Force to which the task groups belonged?
Upon advancing time by 5 days, I get this error:
I installed 6.30 using the AcidWeb's portable download, but updated to 6.40 and 6.41 using Steve's exe and database downloads, and not the 6.41 portable version.
Clicking OK results in 4 consecutive Error 91s then this same window again. The pattern of this window followed by four 91s continues for some time then the turn processes normally. This seems to happen every construction cycle since it happens once for every time I press "5 days".
I have met an alien race who decided to share geo and grav survey data but I (think I) have not located their homeworld.
The campaign is about 30 in-game years.
Restoring a save from prior to this then playing up to this point generated the same error at about the same in-game time.
There has been some shortened intervals prior to this error.
This may be a preexisting issue that I cannot find information on but I don't seem to recall having this problem previously. Civilian colony ships do not seem to take into account available space on a colony and respond with a somewhat reasonable action. If the colony is over-populated to start off they won't deliver new but they will happily overpopulate the snot out of it in the following situation:
Situation: one fledgling colony 200+ days travel for my civilian cargo and colony ships. Colony is a high cost body that hasn't been terraformed into shape yet. Civilian cargo ships deliver a few infrastructure to the colony and create some head-space for new colonists. The following time increment the ENTIRE civilian colony ship fleet sets sail. We are talking a few million colonists launch from orbit and head toward a colony that has just had infrastructure delivered that made enough space for about 50,000. Half a year+ later they are dumped planetside to the groan of civilian administrators and the delight of morticians colony-wide. The population change percentage goes into the -500% range and the body goes into stability chaos. Immediately cargo ships grab available infrastructure and head for the 200 day trip to the colony. Of course it is no where near enough. By the time they reach the planet 90%+ of the colonists previously delivered have already died. The new infrastructure fixes the problem with the few remaining colonists and creates new population head-room. Rinse, Repeat.
This one colony is now mankinds largest loss of human life ever recorded. Well over 100m people have died in the effort to bring it's population to about 5m. The only way I can stem the tide is to cancel the ship orders every time it happens but that is tedious and a stop-gap solution anyway.
UpdateColonizationMissions
{
UnusedPopulationSpace = GetUnusedPopulationSpaceForColony(populationID);
ColonistsEnRoute = GetTotalColonistsEnRoute(populationID);
if (ColonistsEnRoute >= UnusedPopulationSpace)
return;
else
{
DispatchCivColonyShip(populationID);
// Optional recursion, if you want to keep ColonistsEnRoute saturated. You'd need to do other checking to not get stuck in a recursive loop (not enough colony ships to meet the return criteria above, for example)
UpdateColonizationMissions();
return;
}
}
GetTotalColonistsEnRoute(populationID)
{
SELECT {Cargo} FROM Ships WHERE {Ship is colony ship} AND {Ship has an order to unload colonists at populationID};
ForEach (record in QueryResult)
{
ColonistsEnRoute += {colonists from this ship}
}
return ColonistsEnRoute;
}
In my community game, a civilian mining colony was established, when I went to look at it the minerals screen was showing that it was expecting usage, this was odd to me, the industry tab showed that the colony was attempting to build 0.6 mines, and 187 Svedlov Anti-Missile Missiles, this design has been created by no players in the game. Not exactly game breaking, but I thought it was quite strange.
Commander Names
Dutch Names appear to have an extra space in them.
Running 6.41 with the launcher on win 7 with Danish as language (, = .).
When I start a game I do rather fast run into an error 76 followed by error 424 "Object required" In the start I could press OK a few times and it would go away, but it seems to grow so there must now be 1000s of errors. If I force the program to quit I get an Error 3420 (UpdateGameLog) "Object not valid or no longer there" (in Danish)
Unfortunately, you need to make sure your decimal separator is the period (. ) and not the comma (,).
(Sometimes) Error 76, Path not found, in CreateGameLog (no file or path specified) - followed by
(Always) Error 424, Object Required, in CreateGameLog - I usually see anywhere from 7 to several dozen of these.
I am brand new to the Aurora world and this is my first post.
Since I was unable to find a clear answer on how I should install the "base" game and if patches were cumulative or progressive, I am using the 6. 42 Wrapper package by AcidWeb. ( edit: removed link, seems I can't post them )
I am playing with US Language settings and the game is installed under E:\Aurora\
This typically happens at the beginning of every game year, some time in January.
(Sometimes) Error 76, Path not found, in CreateGameLog (no file or path specified) - followed by
(Always) Error 424, Object Required, in CreateGameLog - I usually see anywhere from 7 to several dozen of these.
If I click through the errors, nothing bad seems to happen and I can continue playing.
Searching on Error 424 shows that this error, appearing once during the yearly cycle, has been reported many times throughout many versions yet I cannot find any replies detailing any potential fixes.
Is there any way to get a more detailed debug output?
Do you have full read/write rights to E:/ ?
Absolutely. E: is just a local HDD, nothing special. I double checked all directory and file perms, and even went so far as to change ownership from Administrators to my local user.
This is a gaming machine running Win7 64 Ultimate. I have full (as full as you can get with Win7) Administrator rights and the system is not part of a domain or anything like that; full local admin user account.
I just uninstalled and reinstalled under C:\Users\<user>\AppData\Roaming\Aurora in case there was any strange Win7 permission mangling going on (even though it shouldn't be happening outside of system directories) and moved the SteveFire. mdb file over. I got the same error.
Try creating a Logs directory on the root of whichever drive you install to. See if that clears it up.
Bug or feature?
Feature. Whenever combat happens the ticks are almost always slowed down to 5 seconds (like missiles crossing anti-missile defenses). In addition any significant enemy contact update generates an interrupt, even if this is only for NPRs. Basically it means NPR and spoilers (or another Empire) is fighting somewhere, with time progress interrupted by occasional battles and updates of enemy contacts.
At least this is how I understand the problem. This is happening for pretty much everyone during pretty much every campaign (unless you disable NPR races, then it's only you and spoilers).
Unfortunately, you need to make sure your decimal separator is the period (.) and not the comma (,).
Hello,
I have a bug to report.
I have a cloaked Sxploration Ship:
Tribal class Exploration Ship 25 000 tons 705 Crew 9937 BP TCS 75 TH 115. 2 EM 0
960 km/s JR 3-50 Armour 1-76 Shields 0-0 Sensors 700/700/0/0 Damage Control Rating 15 PPV 0
Maint Life 0. 09 Years MSP 1242 AFR 1000% IFR 13. 9% 1YR 14556 5YR 218345 Max Repair 5000 MSP
Intended Deployment Time: 60 months Spare Berths 0
Gardiner J25000(3-50) Military Jump Drive Max Ship Size 25000 tons Distance 50k km Squadron Size 3
Arnold Davies Foundation 240 M-P Military Drive (2) Power 240 Fuel Use 51% Signature 57. 6 Exp 10%
Fuel Capacity 3 800 000 Litres Range 53. 6 billion km (646 days at full power)
Davison-Coles CIWS-320 (1x10) Range 1000 km TS: 32000 km/s ROF 5 Base 50% To Hit
Archer & Cook Active Search Sensor MR704-R65 (1) GPS 40560 Range 704. 3m km Resolution 65
Turner-Hill Thermal Sensor TH50-700 (1) Sensitivity 700 Detect Sig Strength 1000: 700m km
Emmet-May EM Detection Sensor EM50-700 (50%) (1) Sensitivity 700 Detect Sig Strength 1000: 700m km
Cloaking Device: Class cross-section reduced to 15% of normal
This design is classed as a Military Vessel for maintenance purposes
It entered an unexplored JP and there was evidence of three wrecks (this being my like third game I assume this means someone else is around). So I set the Exploration Ship to circle the central star going from unexplored survey point to survey point.
It soon detected an intermittent contact with a neutral race. Being an unarmed explorer I didn't initiate any contact.
As soon as my ship got into passive range of the wrecks I got an error:
Error 3078 was generated by DAO. Database
The Microsoft Jet database engine cannot find the input table or query 'Wreck'.
Make sure it exists and that its nsame is spelled correctly.
Please report to hxxp: aurora2/pentarch. org. index. php/board,11. 0. html
Followed by:
Error 91 was generated by Aurora
Object variable or With block variable not set
Please report to hxxp: aurora2/pentarch. org. index. php/board,11. 0. html
So I am.
Has the underlying DB been corrupted with the table containing the wreck data being lost or borked?
Can I edit the database tables directly to fix it?
If I set the game to run in auto mode and only use 1 hour increments it does not error, but anything greater than that and it errors.
Barkhorn, see reply #78. Create a logs directory on the root of the hard drive the game is installed on. Probably C:\LogsI seem to already have a Logs directory in C:\. It says it is Unavailable.
C-2 Galaxy class Superfreighter 43300 tons 165 Crew 917.8 BP TCS 866 TH 1800 EM 0
2078 km/s Armour 1-109 Shields 0-0 Sensors 1/1/0/0 Damage Control 1 PPV 0
Maintenance Capacity 13 MSP
Cargo 25000 Spare Berths 3
Schofield Aerospace Industries 300 EP Commercial Ion Drive (6) Power 300 Fuel Use 7.96% Armour 0 Exp 5%
Fuel Capacity 2,000,000 Litres Range 104.4 billion km (581 days at full power)
This ship is classed as a commercial vessel for maintenance purposes
CJT Mosquito class Jump Tender 35650 tons 189 Crew 856.6 BP TCS 713 TH 900 EM 0
1262 km/s JR 2-50 Armour 1-96 Shields 0-0 Sensors 1/1/0/0 Damage Control 1 PPV 0
Maintenance Capacity 15 MSP
Spare Berths 3
Charlton Marine JC112K Commercial Jump Drive Max Ship Size 112500 tons Distance 50k km Squadron Size 2
Schofield Aerospace Industries 300 EP Commercial Ion Drive (3) Power 300 Fuel Use 7.96% Armour 0 Exp 5%
Fuel Capacity 500,000 Litres Range 31.7 billion km (290 days at full power)
This ship is classed as a commercial vessel for maintenance purposes
GSV Copernicus class Gravitational Survey Vessel 7800 tons 200 Crew 875.8 BP TCS 156 TH 300 EM 0
1923 km/s Armour 1-35 Shields 0-0 Sensors 300/1/1/0 Damage Control 12 PPV 0
Annual Failure Rate: 0% IFR: 0% Maintenance Capacity 842 MSP
Spare Berths -3
Schofield Aerospace Industries 300 EP Commercial Ion Drive (1) Power 300 Fuel Use 7.96% Armour 0 Exp 5%
Fuel Capacity 1,000,000 Litres Range 289.9 billion km (1744 days at full power)
Rahman-Gough Thermal Sensor TH50-300 (1) Sensitivity 300 Detect Signature 1000: 300m km
Gravitational Survey Sensors (1) 1 Survey Points
This design is classed as a military vessel for maintenance purposes
NB: The Copernicus is currently being refit to the Copernicus II class, thus the -3 spare berths.
Version 6.42 (also tested in 6.41, which is where I first discovered the bug)This is actually correct. Any jump ship is limited by the size of the ship itself. It can not take a larger ship through a jump point, even if the jump engine is big enough to do the job.
Short form:
Commercial freighter cannot use commercial jump tender.
This is actually correct. Any jump ship is limited by the size of the ship itself. It can not take a larger ship through a jump point, even if the jump engine is big enough to do the job.
Had an interesting population jump in one of my colonies. This is using underground infrastructure BTW
(http://i48.photobucket.com/albums/f214/sickofish/Aurorabug_zps5fbb111d.jpg) (http://s48.photobucket.com/user/sickofish/media/Aurorabug_zps5fbb111d.jpg.html)
The Triton colony has 2000 underground infrastructure supporting 6. 67m pop but somehow he has 1,252,571. 35m on that moon.
Unintended cloning facility?
Earth has nearly 8,000m pop.
I'm running a big game, and recently, it began to give the following any time I tried to open the "Commanders" window:
Error in grdCommanders_SelChange
Error 9 was generated by Aurora
Subscript was out of range.
I looked through the database, and discovered that the problem appears to be associated with commander ID numbers above 100,000.
Might also be connected to potential assignments. Do you have any situation where the list of possible assignments exceeds 1000?Yes, it would appear that this is the problem. I added a few extra officers to the Solarian Empires game on the same DB, and it worked fine.
There is a bug with UI where an insufficient amount doesn't result in negative growth. It's fixed in the next version. Is that the problem here or has the colony magically produced a huge population?
Yes, it would appear that this is the problem. I added a few extra officers to the Solarian Empires game on the same DB, and it worked fine.
Naquadah Ferry Ia class Tanker 1,400,000 tons 119 Crew 83032 BP TCS 28000 TH 0 EM 0
1 km/s Armour 24-1114 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
MSP 130 Max Repair 128 MSP
Intended Deployment Time: 60 months Spare Berths 1
Fuel Capacity 1,365,000,000 Litres Range N/A
Gravity Shield [just a renamed techy CIWS] Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes
Functionally yes it is a limit imposed by 32-bit addressing. (1 byte = 8 bit)
I need to make a small correction, I was using a Visual Studio 2008 reference for data types. It appears that in VB6 Int is a 2-byte field with a range of only -32,768 to 32,767 and Long is a 4-byte field with a range of -2,147,483,648 to 2,147,483,647. To have numeric value any larger Steve would need to use one of the decimal precision data types and accept some inherent range risks.
OK, I will increase the size of the array that holds potential assignments.Excellent. I await with baited breath, as that game's more or less on hold until that's fixed.
Don't you love when Microsoft redefines computer terms?
I discovered the system of Lacalle9352. The system is located to 2 jump points from the Sol system (Sol - Luhman - Lacalle).
I gave to my jump ship the order to jump in Luhman and after to Lacalle, the mission has been accomplished, but I cannot enter in the system. I mean, I cannot see it in the menù on system map, but I can see it on f9 with planets, stars etc etc, but again I cannot fisically enter to it ;(
That scout I mentioned two posts back? It ran out of fuel just short of the hole, and began incessantly complaining about it being unable to execute orders. Which it did not have. Is the black hole movement some sort of hidden order?
AFAICT, the black hole system is frakked.
@Wolfius: That looks like a bug at first, but really isn't one. You stumbled across a laser that uses "advanced laser" beam technology, which can only be found in ruins. It is really weak on early tech grades (thus even the 0 damage), but progresses exponentially and later far surpasses any other weapons max. damage potential. If you are lucky you will find enough of those components that you can learn the tech from disassembling them, after which you can research the rest normally by yourself.
used the full installer for 6. 42
windows 7, installed game on d partition, set to fun in xp environment under admin.
when in the system maps advancing time in 30day increments I get the following error:
Error in CreateGameLog
error 76 was generated by aurora
path not found
please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html
if i click ok long enough i will eventually get other errors. (424 object required) the only way to get out is vulcan neck pinch (ctrl alt del)
i did search before posting but there seemed to be other reported issues with their 76's while mine is rather vague.
Create a directory on D: called Logs.
it already exists :-/
You have full read/write access to it?
Also there is no overcrowding effect on Underground Colonies at all. I have enough Space for 1 million colonists on most of my Asteroid Mines but they have over 20m population, they go up because of the above keep taking colonists to them.
Reposting bugs from the 6.30 thread that are still present in 6.42:
2. Ground units held in standard (non-cryogenic) Combat Drop Modules do not suffer morale penalties even after two years in the module. Tested on both battalion-sized and company-sized modules.
1. Combat Drop Module (Cryo) - Battalion and Combat Drop Module (Cryo) - Company both have typos in their descriptions: "...unit is hled in cryogenic stasis and does not suffer moral penalties" should be "held in stasis... morale penalties."
used the full installer for 6. 42
windows 7, installed game on d partition, set to fun in xp environment under admin.
when in the system maps advancing time in 30day increments I get the following error:
Error in CreateGameLog
error 76 was generated by aurora
path not found
please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html
if i click ok long enough i will eventually get other errors. (424 object required) the only way to get out is vulcan neck pinch (ctrl alt del)
i did search before posting but there seemed to be other reported issues with their 76's while mine is rather vague.
Error in Form Load
Error 76
Path not found
followed by an infinite series ofError in UpdateGameLog
Error 91
Object variable or With block variable not set
until I terminate the process. Having a similar issue after updating from 6. 3 beta and checked my C:\Logs for read-write access just to be sure. It's not read-only and my account is the admin account on this PC, and administrators have read-write access to the folder as well.
Error exactly is:Code: [Select]Error in Form Load
followed by an infinite series of
Error 76
Path not foundCode: [Select]Error in UpdateGameLog
until I terminate the process.
Error 91
Object variable or With block variable not set
A full reinstall of Aurora didn't resolve the problem, nor has searching of the forums (unless I'm an idiot and missed something obvious).
Win7 x64 if that helps at all.
2) Eighteen captured colony ships disappeared approximately one year after their capture. They were there at the end on one session but on reloading the game there was no task Group and no record in the individual ships screen or Class design screen. I believe them to originally be civilian ships and wonder whether they had come to the end of their 25 year lifespan? I have seen this behavior in other 6.xx versions.
Edit - change that to all captured vessels that were previously civilian ships have disappeared along with their task groups and any other vessel within that task group.
Ian
same poblem as axiskiller, papent and langer; logs folder in C: and aurora main folder installed in C:\program files I cannot use 6.43 ;(
Edit: On a side note, the title of the pop up window that appears when you click the SM-only button "Add Units" in the GU Training window is "Create Divisions" rather than "Create Battalion" or "Create Unit." It makes it seem like the unit selector is stuck on Divisional HQ or something like that.
installed the updated update for 6.43 this morning no "bugs" yet.
I did notice a typo does that count as a bug?
technology description for ship to ship tractor beam in the research tab reads
"A tractor beam capable of attaching on ship to another"
should say
"A tractor beam capable of attaching one ship to another"
i looked for an official typo thread
Erm i started a brand new game and pressed the 30 day increment button and this happened. No idea why or how it happened i just clicked the 30 day increment button :S Running version 6.42
Edit: It appears to be only the asteroids in system doing this.
Not sure if a bug or user error. I sm'd a large sorium deposit onto Jupiter when it had none, but the civilian harvesters won't go to it. My harvesters can get fuel from it if I send them there, but the auto commands "move to gas giant with sorium" and "unload fuel at colony and move to gas giant with sorium" will never send the harvesters back to Jupiter.
You did this via the System screen (F9) rather than the modify colony screen?
Yes, I was on the system screen. If I remember correctly on turn one I used sm to re roll sol's mineral numbers, and got one I like except for no sorium on Jupiter so i added that in by hand (all from the f9 screen). I didn't notice till years into the game when I sent my first harvesters to Jupiter, gave them the unload and move to gas giant order, and they wound up on Neptune, the only gas giant that had sorium originally. If it makes a difference I used sm to do a full body survey then when I got what I was looking for mineral wise i unservyed the system, except for earth.
Edit: you can set up colonies on gas giants?
Quad 15cm C6.25 Far Gamma Ray Laser Turret (2x4) Range 720,000km TS: 100000 km/s Power 24-25 RM 12 ROF 5 3 1 1 0 0 0 0 0 0 0
120cm C25 Far Gamma Ray Laser (1) Range 1,400,000km TS: 25000 km/s Power 377-25 RM 12 ROF 75 226 113 75 56 45 37 32 0 0 0
Particle Beam-20 (2) Range 1,200,000km TS: 25000 km/s Power 48-25 ROF 10 20 20 20 20 20 20 0 0 0 0
Fire Control S08 700-100000 aegis (1) Max Range: 1,400,000 km TS: 100000 km/s 86 71 57 43 29 14 0 0 0 0
Fire Control S02 175-100000 pd (2) Max Range: 350,000 km TS: 100000 km/s 43 0 0 0 0 0 0 0 0 0
Fire Control S02 700-25000 lr (1) Max Range: 1,400,000 km TS: 25000 km/s 86 71 57 43 29 14 0 0 0 0
Beam Core Anti-matter Power Plant Technology PB-1 (5) Total Power Output 160 Armour 0 Exp 5%
Brian, beam damage drops off dramaticly.Thanks for the formula, this does explain the damage that I was seeing. Which also means it is not a bug at all.
I had a discussion with Steve a couple of years ago and he provided the formula:
Effective Range (in units of 10k) = Contact Dist / Weapon Range Modifier
If Effective Range < 1 Then Effective Range = 1
Weapon Damage = Round Down (Weapon Damage Output / Effective Range)
As you can see it is not liniar as you'd expect.
I accidentally hauled a shipyard all over the galaxy. Now, it has disappeared from all Tractors, and I get an error 5 with every increment.
Error 5 in Get TowedShipyardXY invalid procedure call or argument.
This has basically killed the campaign.
I accidentally hauled a shipyard all over the galaxy. Now, it has disappeared from all Tractors, and I get an error 5 with every increment.
Error 5 in Get TowedShipyardXY invalid procedure call or argument.
This has basically killed the campaign.
the AI seems to be building ships with 0cm Lasers.There is a 0cm on the advanced laser chart currently. This is probably a bug however as previous versions had the advanced lasers working as more powerfull standard lasers.
I noticed this a bit before when I had them showing up from salvage ops, but I've just captured a ship with 84 of these seemingly useless lasers.
here's the whole class:
0cm C2 Ultraviolet Laser (84) Range 0km TS: 3000 km/s Power 0-2 RM 4 ROF 0 0 0 0 0 0 0 0 0 0 0
CIWS-50 (3x2) Range 1000 km TS: 5000 km/s ROF 5 Base 50% To Hit
Unless I'm missing something. I searched for 0cm and returned zero results.
I'm playing a 6. 43 campaign and decided to attack the other empire on my homeworld before the truce timer expired. For some reason, I can no longer have my PD FCs auto-target inbound missiles, although I can still manually target them. The FCs can be set to whatever I choose, there are active sensors that can see the missiles, etc. Is this a bug in 6. 43 or is there a setting I missed?
When you disassemble alien modules and get research points towards a technology that you have a scientist currently researching, if you get enough points to complete the technology, the research completes but the scientist doesn't enter back into the unassigned pool. Twice I had to manually unassign the scientist on the F4 screen to be able to give them a new project.
Check you have the other race listed as hostile. You won't auto-engage missiles unless they are from a a hostile race.
I think this might be an Easter egg rather than a bug but when looking at my leaders a few minutes ago I noticed one of them had the sex identifier of "Yes!!" instead of M/F. It disappeared when I clicked on a different officer and I can't seem to reproduce it.
Aye,Awesome. :) I have to watch out for this from now on.
there are a few of these in the program (occasionally Moons are made of Green Cheese too)
Rigellian Humour :-)
Error 9 was generated by Aurora
Subscript out of range
Error 30009 was generated by MSFlexGrid
Invalid Row Value
Error 76 was generated by Aurora
Path not found
Error 424 was generated by Aurora
Object required
Running 30-day increments at the start of a new game, I'm randomly getting the following error:
Clicking OK generates this error:
Clicking OK several dozen times does nothing. I have to kill the Aurora process and restart.
Note that I have Aurora installed to C:\Games\Aurora instead of the default installation directory.
On the first one, a couple things come to mind. Do you have a C:\Logs directory that is globally writable? Did you install all of the sub-zips for medals and planets?
Error in ExecuteOrders
---------------------------
Error 5 was generated by Aurora
Invalid procedure call or argument
My game is stuck on 5 seconds increaments, i have no idea why. No matter what i choose, it advanced in 5 seconds.You just have fighting NPRs. It should go away, but you can't stop it unless you spacetime bubble the system you are in.
screenshot @
hxxp: i. imgur. com/M1a7yqr. png
How can you know that ? And long does it take ?!It only lasts for (ingame) a few minutes at a time. Its skirmishes or similar between NPRs, it clears up after a while.
It didnt help.
This has been going on, and there is still 2 days ! worth of exactly the same stuff on top !
prntscr. com/45v60i
I dont think i can do that.
I have exactly 1 Geosurvey vessel in my starting system.
Ok, i understand. However, i dont see how that helps me in continueing my simulation ? Am i supposed delete a faction ?You can't delete the faction.
Ok, i understand. However, i dont see how that helps me in continueing my simulation ? Am i supposed delete a faction ?
Missile Size: 10 MSP (0.5 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 16
Speed: 2500 km/s Engine Endurance: 14.8 hours Range: 133.3m km
Cost Per Missile: 2.4725
Chance to Hit: 1k km/s 40% 3k km/s 0% 5k km/s 8% 10k km/s 4%
Materials Required: 1x Tritanium 1.4725x Gallicite Fuel x250
Development Cost for Project: 247RP
Just tried building a size ten missile for PDC's following my upgrade to version 6.43, and I've noticed an odd thing about my proposed missile design. I'm not great at screenshots, so here's the relevant text;Code: [Select]Missile Size: 10 MSP (0.5 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 16
Speed: 2500 km/s Engine Endurance: 14.8 hours Range: 133.3m km
Cost Per Missile: 2.4725
Chance to Hit: 1k km/s 40% 3k km/s 0% 5k km/s 8% 10k km/s 4%
Materials Required: 1x Tritanium 1.4725x Gallicite Fuel x250
Development Cost for Project: 247RP
As you can see, the fact that it registers a 0% hit chance for 3k km/s targets is quite odd, and I've never come across it in in the 6.3 version. Is this a game-breaking error or is it a mundane case of a few characters being left out?
I've researched two different technologies now that do not act as if they have been researched.Have you closed and reopened the design window? Many pages will need you to do this when new tech or something is added to the database, for instance when you create a new colony the production window won't even show that colony unless the window gets refreshed....
The first was a fuel production upgrade. When I looked at sorium harvesters after the research was concluded, the numbers all reflected the previous level of research. This eventually went away when I researched the next level of fuel production.
I just finished Magnetic Confinement engine tech, and the option to use it does not appear in the design menu. I would proceed as I did before, and research the next level of engine tech, however it gets very expensive at this point and I wouldn't be able to use my newest engine tech for several years, which is. . . uncomfortable.
Multiple ships stuck in overhaul. Abandon overhaul is not available. It has happened over time. Currently, BTG Never Ending Overhaul includes the following ships:
FF ClanFrigate 022
DD Foehunter 005
TK Fuel Mule 005
FF Intruder 005
Most were originally part of BTG Dwarfhunter. FF ClanFrigate 022 is the lone exception.
Not sure if it still works this way (I think it does), but when you abandon an overhaul, it takes a while to "put the ship back together" (i.e. it's not immediately available). From the way you phrased "Currently, ...", it sounds like you might have been moving new ships into the overhaul TG before the old ships had gotten out. Could this be the effect you're seeing?
John
When i try to drop off a sensor bouy at a jump point using either the ships window Msl Launch or the task group window Msl Launch buttons the game tells me the fleet is suffering from effects of transit when they did not come trough the jump point or even have jump engines.
That may be it. The entire Dwarfhunter tribes has enjoyed 30 months of liberty. I'll give it another year. Then scrap the fleet and strike the Dwarfhunters from the rolls.
Name | Size | Cost | Strength | Max Range | Resolution | Fire Control |
Failed | 0. 5 | 10 | 0. 105 | 150,000 km | 40 | Yes |
Redesign | 0. 5 | 10 | 10. 5 | 21,900,000 km | 40 | Yes |
i canceled the assembly of a prefabricated PDC and it vanished. the components are not in stockpile, i cannot give a new assemble PDC order. i had some strange construction order just labeled "item" but the construction cost did not match a PDC or its assembly. i canceled this construction, tried restarting the game a few times. still can't find my PDC.
Aurora 6.43David, you might try going into sm mode, bringing up the system display (F9) screen and go to the jump point tab. Starting at a system you definitely surveyed use the enter/explore button and follow the chain to the system the npr told you about. You could also try to reset the jp link in the same place. First check out which system the jump point is connecting to, and the destination jump point. Then use select the jump point, use the break link button and then reselect the jump point and use the connect jp button to reestablish the link. A third item you may or may not need to do is to resurvey the system. You can do this with the sm mode on the system tab (F9) screen. The button is at the bottom left section of buttons.
PS : The messages now appear each time I access the Galactic Map - does anyone have a solution to prevent these messages , other than reinstalling a previous save game and hoping that the NPR does not advise me of the new system again.
That may be it. The entire Dwarfhunter tribes has enjoyed 30 months of liberty. I'll give it another year. Then scrap the fleet and strike the Dwarfhunters from the rolls.
Another potential issue I've noticed from my current campaign. I only have ground units that require a rank one commander, and it seems that auto-assignment won't assign officers of a higher rank to these units, even if they have a higher bonus.
This leads to having all of my best army officers being promoted and then released from service six years after their promotion because they are "deemed surplus to requirements".
what is acid 6?
link please?
Quote from: hyramgraff link=topic=7012. msg75853#msg75853 date=1410382572Another potential issue I've noticed from my current campaign. I only have ground units that require a rank one commander, and it seems that auto-assignment won't assign officers of a higher rank to these units, even if they have a higher bonus.Do you have BHQ and DHQ? Those usually require higher ranked officers.
This leads to having all of my best army officers being promoted and then released from service six years after their promotion because they are "deemed surplus to requirements".
Do you have BHQ and DHQ? Those usually require higher ranked officers.Brigade and Division HQ are higher techs. Along with a few other types. You can manually assign the higher ranking officers to battalions and in the officer screen, there is a checkbox in the center area that should prevent them from being reassigned. I don't recall the exact wording on it.
I started with a low number of research points, so the only ground units that I can train are:
- Mobile Infantry Battalion
- Garrision Battalion
- Replacement Battalion
- Low Tech Armor Division
- Low Tech Infantry Division
Noticed a kind of derpy little bug while running through assorted turret designs.
Ver .643
When designing a single gauss cannon turret using a .5hs gauss cannon (the 8% one), regardless of the number you set for tracking speed (300k is still 1HS), the literal turret size never goes up above 1HS total. Playing around, they seem to operate just fine while playing (though their aim is terrible, my tech is at 4 for the ROF, and sticking 8 of these turrets on a ship with a max beam tracking system, they demolish waves of missiles. 32, 8% chances every 5 seconds is pretty good chances for missile shootdowns)
Very minor grammar bug:
Some officers and scientists are incorrectly identified as male when they are actually female. EX: When an officer has increased their fleet initiative.
Not sure whats going on but I get the following message 3 times.
Aurora
No new technology was discovered during the disassembly of this component
After pressing ok thrice I get the following message
Aurora
Wreck not found in CompleteWreckSalvage
1 click on ok and the game runs as it should to the next 30 day cycle, there seems to be a variation of the above messages ... I presume its an "leak" from an NPC or something...
Apart from that the game works as it should...
The problem is, I can "open" the Event log with Ctrl+F3 or other normal ways and see it on taskbar, but it can't be displayed correctly. The window doesn't appear when clicked, and when I move my cursor onto it on taskbar, it shows a blank subscreen.
From the main game window, reset window positions.Doesn't work. Maybe a programme problem caused by ended the processes of Aurora with task manager.
There is a male/female column in the database, but as far as I know, the code does not reference it.
Devastator class Jump Battlecruiser 25 350 tons 476 Crew 5963.4 BP TCS 507 TH 3750 EM 0
7396 km/s JR 4-250 Armour 10-76 Shields 0-0 Sensors 11/22/0/0 Damage Control Rating 12 PPV 6
Maint Life 0.92 Years MSP 1764 AFR 428% IFR 6% 1YR 1921 5YR 28815 Max Repair 800 MSP
Intended Deployment Time: 6 months Spare Berths 0
Magazine 233
J25600(4-250) Military Jump Drive Max Ship Size 25600 tons Distance 250k km Squadron Size 4
125 EP Magnetic Fusion Drive (30) Power 125 Fuel Use 100.62% Signature 125 Exp 12%
Fuel Capacity 8 200 000 Litres Range 57.9 billion km (90 days at full power)
CIWS-120 (2x6) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
Size 6 Missile Launcher (1) Missile Size 6 Rate of Fire 30
Missile Fire Control FC751-R90 (3) Range 751.4m km Resolution 90
Spiral Anti-ship Missile (38) Speed: 32 400 km/s End: 319.9m Range: 622m km WH: 13 Size: 6 TH: 108/64/32
Active Search Sensor MR834-R90 (1) GPS 72000 Range 834.8m km Resolution 90
Thermal Sensor TH1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
EM Detection Sensor EM2-22 (1) Sensitivity 22 Detect Sig Strength 1000: 22m km
ECCM-2 (1) ECM 20
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Phoenix Hawk class Jump Destroyer 8 450 tons 163 Crew 1846.5 BP TCS 169 TH 1250 EM 0
7396 km/s JR 4-250 Armour 8-36 Shields 0-0 Sensors 11/11/0/0 Damage Control Rating 4 PPV 0
Maint Life 3.09 Years MSP 546 AFR 142% IFR 2% 1YR 86 5YR 1284 Max Repair 160 MSP
Intended Deployment Time: 6 months Spare Berths 2
J8800(4-250) Military Jump Drive Max Ship Size 8800 tons Distance 250k km Squadron Size 4
125 EP Magnetic Fusion Drive (10) Power 125 Fuel Use 100.62% Signature 125 Exp 12%
Fuel Capacity 2 900 000 Litres Range 61.4 billion km (96 days at full power)
Size 4 Missile Launcher (0) Missile Size 4 Rate of Fire 20
Missile Fire Control FC105-R4 (1) Range 105.6m km Resolution 4
Kasturi Anti-ship Missile (0) Speed: 29 000 km/s End: 162.9m Range: 283.4m km WH: 12 Size: 4 TH: 96/58/29
Active Search Sensor MR35-R4 (1) GPS 640 Range 35.2m km Resolution 4
Active Search Sensor MR83-R90 (1) GPS 7200 Range 83.5m km Resolution 90
Thermal Sensor TH1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
EM Detection Sensor EM1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
ECCM-2 (1) ECM 20
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Aurora 6.43. Game 40 years in, multiple NPR Sol start.
I am now seeing "Error in GetMaxPotentialSensor Range Error 6 was generated by Aurora Overflow etc" for every NPR combat, many times per 5 sec increment, probably at least one per NPR ship engaged. It is very irritating but can be OKed through. This error was also seen in v5.56.
Ian
Boffa Interstellar Colony Ltd has launched a new Boffa Small F5 class Freighter
Boffa Interstellar Colony Ltd has launched a new Boffa Large F5 class Freighter
Boffa Interstellar Colony Ltd has launched a new Boffa Huge F3 class Freighter
Civilian shipping lines are not updating their class designs for Huge ships when new engine technology becomes available.Maybe the huge ships are so expencive it literally took 2 generations to build it? :p
For example I received these three events in the same increment:Code: [Select]Boffa Interstellar Colony Ltd has launched a new Boffa Small F5 class Freighter
Boffa Interstellar Colony Ltd has launched a new Boffa Large F5 class Freighter
Boffa Interstellar Colony Ltd has launched a new Boffa Huge F3 class Freighter
The Small and Large freighters have been updated to incorporate internal containment fusion drives, but the Huge freighter is still using the two-generations-old ion drives that my empire started with.
Maybe the huge ships are so expencive it literally took 2 generations to build it? :p
As Missile Defense Base 001 has slowed to 1 km/s due to damage, it has been detached from TG Stanley 001.
Civilian shipping lines are not updating their class designs for Huge ships when new engine technology becomes available.
For example I received these three events in the same increment:Code: [Select]Boffa Interstellar Colony Ltd has launched a new Boffa Small F5 class Freighter
Boffa Interstellar Colony Ltd has launched a new Boffa Large F5 class Freighter
Boffa Interstellar Colony Ltd has launched a new Boffa Huge F3 class Freighter
The Small and Large freighters have been updated to incorporate internal containment fusion drives, but the Huge freighter is still using the two-generations-old ion drives that my empire started with.
In my current side game I have for the first time tried out the "jump gate on everything" option. However, it only places gates on every jump point that was created during the system's generation. When I later found jump links that would track back to an already known system (and create a new jump point with that), it wouldn't create a gate on the newly spawned point, so I couldn't immediately turn back.
I could confirm this when I found the second of those circles, where it happened too.
Oceanus
Tethys
Hyperion
Theia
Coeus
Phoebe
Cronus
Rhea
Mnemosyne
Themis
Crius
Iapetus
Helios
Selene
Eos
Lelantos
Leto
Asteria
Atlas
Prometheus
Epimetheus
Menoetius
Astraeus
Pallas
Perses
3. Place the file inside the Aurora directoryError 6 was generated by Aurora
Overlow
v 6.43
I do not know if this is a Bug or WAD so am reporting the info :-
I am in contact with 2 NPR races , both of whom I am now allied with and also I allow Trade access which means ships of both NPR's have free transit about my colonies.
However the NPR's are at war with each other , which results in many battles in different systems.
Recently a battle occurred in the Sol System right at Earth ( all my vessels being docked and passive orbiting Earth ) resulting in wrecks appearing of both sides - I took no part in the fighting and have assisted neither side. HOWEVER some of my ships in orbit and also some of my civilian freighters received missile hits from one or both of the NPR races ( I could not tell which race was the culprit ) resulting in destruction of some of my military and civilian ships.
On the diplomatic screen my stance towards the NPR's has changed to hostile , yet both NPR's stance towards myself is still at " Allied ".
I report this as I do not know whether an Allied NPR should be able to "accidentely " or "purposely" inflict damage on anothers fleet , if they are in close proximity when a conflict with an enemy fleet commences.
As I did not know if this was a bug or not , i have had to reload a save from some 6 months earlier Star Time and then disallow both allied NPR's from having Trade access to my colonies. Hopefully there will not know be a 3rd party battle around Earth.
DavidR
..he decided to leave it as a "feature" to give some spontaneity to the game...Collatoral damage/Friendly fire.
I keep getting 'Error' 76 every few times I pass time, and then if I hit 'Okay' enough, it switches to 'Error 424'. If I close Aurora, then it gives me 'Error 3420'. I can kill the process and then restart the game, but it's incredibly annoying.
Does anyone know why this is happening/how I can fix it? I've tried reinstalling, but that didn't fix it either.You or a NPR simply did something that the game doesn't like. Sadly the only thing you can do is delete the game (the save file not aurora).
You or a NPR simply did something that the game doesn't like. Sadly the only thing you can do is delete the game (the save file not aurora).
At the top of the box which says Error 76, it should say something. That'll help narrow things down.
My guess is that it's the file path on the operating system. The clue is "CreateGameLog" - Aurora creates log files in a directory somewhere (unfortunately I don't remember the location, but it's buried in the boards somewhere). I suspect you've either got that directory write protected so that Aurora doesn't have permissions to open it, or it doesn't exist at all (hence the "Path not found").I did and mine is fine. I did some sneaky stuff that I cant remember to be of help.
You didn't install into Program Files, did you? That's generally a bad idea due to protection issues....
John
I don't know if this is a bug, but an NPR i created spawned 26 ships in less than a month after its genesis.Not a bug. They just probably have small ships with a shipyard(s) with a lot of slipways. And if the auto-assign tech chooses ship build rate and they have cheap parts (low tech), its possible.
In the middle of my game, I wanted to practice war. So I used SM and F9 to create a new species on Titan, I gave them default settings (as far as I remember) with Insane Dictator government. After three days, they had already made a ship, bee-lining its way to my capital and turning on its active sensor. Less than a month later and they have 26 ships of 13 different classes! Is there a natural explanation or does it stem from a bug?
6.43:Hmmmmmm, never crashed for me in December. And didn't 6.43 just come out Summer 2014? So how could you have a crash every year with a version not even out for more than a year? Or were you saying Aurora as a whole keeps crashing every year no matter the version? Can I ask any more questions in a row? Is it too much?
Every December, the game crashes with Error 76. Pressing OK, Error 424 is given. If I end the game and start new, it works again. So I have a regulary Christmas-Crash, you could say. Any ideas?
Edit: It's not always December. You can say every now and then, one time a year. :(
;) Well, I mean it crashes every INGAME-yearAhhhh, you got me there. Still no crashes for me every in game December though. Maybe you have to reinstall, that's all I could tell you to do as I never had this happen to me. Must be a NPR celebrating some kind of holiday/festival ;).
6.43:
Every December, the game crashes with Error 76. Pressing OK, Error 424 is given. If I end the game and start new, it works again. So I have a regulary Christmas-Crash, you could say. Any ideas?
Edit: It's not always December. You can say every now and then, one time a year. :(
I am not sure if this is a bug or not, or even if the steps are recreatable; However, I am pretty sure that if anyone else noticed this happening, the steps are recreatable.I got a sneaking suspicious here..
My bug however was related to shipping lines, and Freighters spazzing out and refusing to do any work (Colony ships were unaffected)
I had a multi-Sol start; One NPR on Jupiter, and myself on Earth. Truce Clock was set to 10 years. Since I messed up and started with the normal population number at 150% difficulty- I wanted to expand my economy; So I placed colonies on Luna and Mars, set my demand and supply, built a colony and cargo ship, used my meager money to subsidize the shipping line.
Up until this point me and the Jovs were buddy buddy, it was still the first year. My diplomatic teams raise the relations to Allow Trade levels; and I enable this, and as soon as the commercial shipping line launches it's first ship, Jov goes crazy and blows it up.
About 3 months later after I absolutely destroy the Jovs, I notice my shipping line Freighters aren't doing anything. I noticed them trying to go towards their planet as if to trade with the Jupiter dudes, but they stop halfway and don't do anything. They do however run from Jupiter ships. I tried clearing orders, nothing. I went into SM mode and raised our relations to friendly levels-- still nothing.
I am convinced the Shipping Lines broke the truce-- and that is fine by me; But it broke the Freighters as well it seems-- and I made sure that I had enough supply contracts and demands.
v6. 43x
Staubsauger class Fuel Harvester 29 700 tons 135 Crew 695.5 BP TCS 594 TH 200 EM 0
336 km/s Armour 1-85 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 15 Max Repair 50 MSP
Intended Deployment Time: 3 months Spare Berths 3
Fuel Harvester: 10 modules producing 280000 litres per annum
200 EP Commercial Nuclear Pulse Engine (1) Power 200 Fuel Use 6.19% Signature 200 Exp 5%
Fuel Capacity 1 000 000 Litres Range 97.7 billion km (3365 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Did you assign the design as a tanker via that checkbox in the design window? It would be necessary for any design to even have the option of doing this 90% unload, or otherwise there will be an error.
Im pretty sure someone already posted this but hwat the hell :
Truce does not work in Multi Sol Start ( it works only when everyone is on Earth ).
Everytime i put some civilizations on other Sol bodies, war happens after a month, half a year sometimes but reaaalllly soon no matter how high truce countdown is set.
Kinda sucks.
error 76 was genereted by aurorathis error occures 2 times afterwards i gets
Path not found
error 424 was genereted by aurora
object required
Very minor visual bug: the level of rounding between the Technology Report and the Create Research Project screen are different (4 and 3, respectively).Its just a rounding thing.
In my current game I encountered endless 5 seconds turns. When in SM mode event log shows:Not a bug, you could just put it onto autoturns and leave it running until the NPR's are done with their thing.... Or theres that spacetime bubble option. Maybe? I forget where it even is as I don't see it on my screen resolution.
8th October 2062 07:24:35,SM Only,System 0,Increment length adjusted due to imminent action. This may involve two NPRs fighting each other.
8th October 2062 07:24:40,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47. 6m km
8th October 2062 07:24:40,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading. 5 seconds until next missile launch.
Can I somehow get rid of that?
I waited two irl days till they end their thing with autoturns on. The problem is Precursors fired missile salvo once. Then reloading counter counts down till 5 sec to next missile launch and from that point I have endless loop of "Precursors,Jungmann,Size 3 Box Launcher (x19) reloading. 5 seconds until next missile launch. ". Seems like bug to me.
Edit.
I observed interesting thing. Lets analyze two increments.
8th October 2062 06:05:04,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47 m km
8th October 2062 06:05:04,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading. 476 seconds until next missile launch.
8th October 2062 06:05:04,SM Only,System 0,Increment length adjusted due to imminent action. This may involve two NPRs fighting.
. . .
8th October 2062 06:13:04,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47m km
8th October 2062 06:13:04,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading. 428 seconds until next missile launch.
8th October 2062 06:13:04,SM Only,System 0,Increment length adjusted due to imminent action. This may involve two NPRs fighting.
Time difference is 480 sec, but reloading time differs only by 48 sec. Is it OK? The difference in reloading time is 10 times smaller than in game time steps
for all increments till it stabilizes at 5 sec. autoturn steps.
Hello !
I installed Aurora using the portable launcher (I did a classic install before but it was bugged as hell), and I've got a quite annoying problem, once a in-game year, I've got two Errors 76 in CreateGameLog and immediately after a lot of Errors 424 in CreateGameLog too. At the beginning of the game it happends on January but as the years pass it happends later in the year. For example, in my current 45 years game, I have the errors message in September. It doesn't really affect gameplay, since after a few seconds of keeping the enter key pressed it goes away, but it is a little bit annoying. Does anyone knows what's wrong ?
Try creating a "Logs" folder on the root of your install drive.
Might want to take a closer look at the research anomaly code. In my current game I have located 8 of them in various systems and they are all for Defense research only. I know that RNG is the beast here but 8 in a row for Defense seems a little skewed.You could say your RNG results were...
Oh for frakk sake ...
EVERY version of Aurora just stopped working for me ... I had two sepearate folders - none of them works, everytime i try to bring up some sort of window ( economics, system view , race view ) i get some frakking error 372 and smeg about outdated version of TABCTL32.ocx or comdlg32.ocx ..
I downloaded both portable zip and exe, and NOTHING frakkING WORKS ...
Im so frakking mad i will destroy something if i cant get my beloved Aurora back ....
I hadn't noticed this issue with advanced lasers. From a little tweeking of my prototyping workbook it looks like Steve is referencing the damage field instead of the focal size field.
I am having a little trouble with thee summary screen. I am not able to expand the lists of other star systems. When I click the + button to expand the list it takes me to the system view (f9). Also when I try to swap the order by colony type everything on the list just dissipates.
Error in CreateGameLog
Error 76 was created by Aurora
Path not found
Error in CreateGameLog
Error 76 was created by Aurora
Object Required
A few years into the new game I get this error every few turns:
Followed by a million of these:
I used the launcher utility to install. I assume that the location C:\Program Files (x86)\Aurora is not suitable for log creation? Or where do they get saved? Both exectuables are run as administrator.
Error in DisplayTechCategory
Error 94...
Invalid use of Null
The folder already existed, it was a hardlink appearently. That led to nowhere?
Creating Logs in the aurora main folder did the trick however. Thanks.
e:
Sometimes when I create a new tech I get an error (Don't have it saved), and when opening the ship builder as well. The tech-name is empty and this comes up:
I believe this happens when the name of your new module is too long. When this happens to me (usually with a long company name and then model name), I obsolete the empty tech name so it stops appearing in the list, and that at least stops the Invalid use of null error. I'm not sure what the exact length limit is on module names before the error will occur.
Not sure if this has already been brought up, but I had some NPR ships that surrendered after I conquered them disappear after a few years of had passed.
Can you name how many you have? Would be a great addition to that 'limits of Aurora' thread.
GetMaxPotentialSensorRange
Error 6 Was generated
Overflow
Ugh, every cycle. Going to try a backup.
GetMaxPotentialSensorRange
Error 6 Was generated
Overflow
Ugh, every cycle. Going to try a backup.
Location: USA
Windows Version: 8
Aurora Version: 6. 43
Administrator Mode ON
Conventional Start @ YR 2050, 1 Starting NPR, 30% NPR Creation Chance
Precursors ON, Star Swarm ON, Invaders OFF
Error occurred on 9th February 2063, after thirteen years of otherwise smooth gameplay.
Error occurred 3-4 times in the midst of a long series of 5 second long turns.
Error could be clicked through with no noticeable effects on my end.
Error Text
Error in AddShipHistory
Error 3201 was generated by DAO. Recordset
You cannot add or change a record because a related record is required in table 'Ship'.
Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html
Window Title: Error in AddShipHistory
Text: Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'Ship'.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
Research:
On a moon in Sirius system I am working on Terraforming 0.005, sofar no problem...except it will take som 48 years to finish... But on Earth I can start researching Terraforming 0.006... ???
Looks like one of those crashes damaged a file, you need to download a replacement for comct232 and shove it into.... Whatever folder is correct for your windows, my windows 7 is 64 bit and has that file in windows/syswow64 but you might need it in system or system32
The mineral packages just stay there forever now, and would just keep stacking up if I didn't cancel them being sent. If someone has an idea on how to clean them up, I want to know of course. (they might take calculation resources)Are you sure that they are not moving? The distance between your two stars is aprox. 0. 14LY, which is around 3000days of traveling at the speed of 5000km/s. The fastest of your packages moves at around 6000km/s, so it will take some time. . . :)
Are you sure that they are not moving? The distance between your two stars is aprox. 0. 14LY, which is around 3000days of traveling at the speed of 5000km/s. The fastest of your packages moves at around 6000km/s, so it will take some time. . . :)Check again in 41 years when those larger packets are due.
I have never used it, but could it be that you have the checkbox next to "lost contacts" in the contacts tab checked? I guess it would display old fleets as where they were.
The mineral packages just stay there forever now, and would just keep stacking up if I didn't cancel them being sent. If someone has an idea on how to clean them up, I want to know of course.(they might take calculation resources)
Error in PointBlankPDFire
Error 3021 was generated by dao.Field
No current record.
Confirming this bug. It appears when an NPR attempts to salvage a wreck. In addition I get several
Error in Wreck ID
Error 91 was generated by Aurora
Object variable or With block variable not set
Please report etc.
That message is interspersed with
Error in Wreck ID
Error 3061 was generated by DAO. database
Too few parameters. Expected 1.
Please report etc.
Ian
Edit: Had a look in designer mode and it appears NPRs are assigning multiple salvage vessels for the same wreck which probably leads to the error messages when one or more salvage vessels are left without a wreck to salvage.
Sounds like a couple of NPR's fighting somewhere.
In my current game, 26 years in I usually see the following a few times every time increment
Error in ObserveJumpPoint
Error 6 was generated by Aurora
Overflow
Please report etc
Ian
Active Search Sensor MR2481-R97Yep, that's a 32 bit 2.14 billion overflow right there.
I
Edit: Turning of orbital motion fixes it, so I'll keep playing and try to find the body causing the problem.
Fixed link: hxxp: puu. sh/jCZxk/6de8c5102f. pngAh thank you.
You can rename components in the technology window (that I-pod symbol in the bar). Do you still see the powerplant there?
In past games I've been hunted by the problem that at some point newly created ships would cause a single error window per built ship on a construction turn, causing them to come out of the factory without fuel. It was not a threatening problem, as I could just refuel them after, but mysterious.Getting the same bug with +2bil fuel in reserves.
I've now found the reason for this, as in my current side game fuel is suspiciously rare, so I could observe the situation more closely. The first time that this error appeared again was exactly when my fuel reserves hit the magical 2^31 barrier. My home planet has around 2.3b fuel currently, and after building some small unit, there was the error. The error disappears when I lift away over 500m liter with a tanker, so this is securely confirmed.
2.15b fuel reserve is not that much of an achievement for a planet. This time I got this with running 12 fuel platforms of 400 harvesters each, and those barely feed my single main freighter group, which only has a total of 100 holds (really not that much), yet consumes around 100m+ liters per single trip. (I experimented with "Clipper" designs, express or emergency fast freighters who have 50% tonnage as engines. Surprisingly expensive, didn't expect that. (http://www.greensmilies.com/smile/smiley_emoticons_seb_zunge.gif))
Getting the same bug with +2bil fuel in reserves.
I found a bug with the Jump Gates on all Jump Points option.
If a JP leads back to a System which has no unexplored JPs left, the newly generated JP doesn't receive a JG.
I found a bug with the Jump Gates on all Jump Points option.
If a JP leads back to a System which has no unexplored JPs left, the newly generated JP doesn't receive a JG.
The listed Max Repair is the MSP value needed to prevent a maintenance failure. A component destroyed by combat or insufficient maintenance supplies requires 2x MSP for damage control to repair.
is this a bug? im not certain, but this started on dec 11 2025 and has kept going forever (forcing me to re roll game right after i set everything up nicely...)Off-Topic: show
That usually means that Spoilers/NPR are do stuff somewhere. There is really not much you can do. Turn on Auto-Turns and grab a book.but for 4 solid months?
Certain NPR ships with very powerful sensors cause this...my current game is plagued with this problem.
I found some ships with the following sensors:
Active Search Sensor MR1737-R97
Active Search Sensor MR2481-R97
When I deleted them the errors stopped.
GetMaxPotentialSensorRange
Error 6 Was generated
Overflow
Ugh, every cycle. Going to try a backup.
Relatively minor issue but it appears that system bodies designated as 'chunk' that are colonizable according to your racial abilities do not show up in the Available Colonies Analysis page.
The aforementioned system body has been terraformed to a cost 0 planet and has 40m inhabitants so it definitely was colonizable. :)
So either it needs updated that I shouldn't have been able to place a populated colony on a chunk or an additional entry needs placed in the query.
I think I found a strange bug.
Error in GetSystemThemeName
Error 3075 was generated by DAO.Database
Syntax error (missing operator) in query expression 'Name = 'Nikol'skij' and RaceID=328'.
Please report to ...
Error in SetupDefenders
Error 91 was generated by Aurora
Object variable or with block variable not set
Please report to ...
As part of preparation for my next campaign, I've been exploring the galaxy with the SM race in SM mode. I just hit the "Enter/Explore" button (in the F9 screen) on an unexplored jump point and got the following error:Code: [Select]Error in GetSystemThemeName
Error 3075 was generated by DAO.Database
Syntax error (missing operator) in query expression 'Name = 'Nikol'skij' and RaceID=328'.
Please report to ...
It looks like the extra single quote in the name is the cause of the error, but a quick search shows that this particular issue was supposed to have been resolved years ago.
What version are you using?
QuoteError in PointBlankPDFireThis happens every time my ships fire point defense; except for two times with CIWS systems firing at single small salvos. Clicking "OK" eternally will eventually get through it (I just hold down the enter key), and an automatic further sub-pulse cycling seems unavoidable (making a combat action against AMM barrages in 5 second increments one single long thing, with no interaction opportunity.)
Error 3021 was generated by dao.Field
No current record.
I have a planet with about 8 million souls on, I also have a growing research installation on the same planet, as of now 15 research centers that employ 15 million scientists... ?
Who are they ???
You didn't magically get another 7 million people. You just have a worker shortage withReduced output for everything.reduced output for the labs.
Reduced output for everything.
Error in CreateGameLog
Error 424 was generated by Aurora
Object required
Happens once or twice a year, pressing Enter down eventually gets rid of the message and the game continues.
Also, just hit this:
Never encountered it before.
EDIT: after further testing, it seems that the Fuel Consumption per Engine Hour value was too small.
does it have a fuel tank?Yeah. I fixed it with SM refuel. I built the PDC on a colony with no fuel, and because it had a fuel tank it kept interrupting about empty tanks.
Yeah. I fixed it with SM refuel. I built the PDC on a colony with no fuel, and because it had a fuel tank it kept interrupting about empty tanks.
Why are you even able to build PDC's with fuel tanks? What's the point?
was the team still on the colony when you abandoned it?
not sure if this counts as a bug, but Fuel Storage - Small and Fuel Storage - Tiny list as having 1 HTK in the design screen, which is kinda nuts if true.
Fighter bases?Couldn't you just as easily have fuel in the colony?
Try a shorter nameThanks, that fixed it.
http://aurora2.pentarch.org/index.php?topic=7911.0 maybe?Thanks. I was using the aurora wrapper and it creates the Logs folder temporarily and I thought that was enough but apparently occasionally Windows glitched with it. I closed down Aurora, manually created the C:\Logs directory and no more errors.
Couldn't you just as easily have fuel in the colony?
Yeah. I fixed it with SM refuel. I built the PDC on a colony with no fuel, and because it had a fuel tank it kept interrupting about empty tanks.
Why are you even able to build PDC's with fuel tanks? What's the point?
Not sure if I made an error or if its a bug...
Was building on a planet were I wanted to start putting together a pre fabricated PDC, noticed that the PDC build was on hold until the first build was finished so I put that on hold and waited for the PDC to be put togther, nothing happened... So I terminated them both and tried to start a new PDC reassembly, but my pre fabricated PDC had wanished...
My fault?
Bug?
Since the games basicly a huge database generally when it crashes you don't lose anything.
Though sometimes you might lose individual units that are being transferred or something.
That being said, the DB can be corrupted by a crash (or other weird things can happen) so you should save early and often. There's thread in FAQ describing a save strategy, plus I think the installer might have some save functionality.
John
The backup utility I wrote (http://aurora2.pentarch.org/index.php?board=178.0) backs up the database on a timed interval.
There's a caveat in the first post: "I am not sure what will happen if Aurora is trying to write to the database when the launcher tries to copy it."
Is that still an issue? I downloaded the program, but I haven't been using it, mostly for that reason - and also because I didn't think I needed it. I do keep a backup, occasionally, just in case. But not very often. So I'd probably be wise to use that utility.
Try Creating a new colony on whatever body they were last on?
Oh. On the leaders screen at the bottom left is a drop down menu next to a button labelled move. Select the officers if they still exist there, change the list to a colony, and try moving them.
You probably need space master on to use that, but I guess you know that by now :p
Are you running windows 10? There seems to be a tree view bug in Visual Basic on win 10 that which hasn't been narrowed down yet. I have an idea that registering a different version of MSSTDFMT. dll may fix it.
Are they flagged commercial or military?Commercial
Don't quote me on this, but I believe commercial ships are not subject to moraleI'm going to quote steve on that when I find the right post, but you're mostly correct, I think one or both kinds of survey ships are affected in some way.
Your JG are commercial and don't spam morale messages, are your other survey ships commercial too?I'm going to quote steve on that when I find the right post, but you're mostly correct, I think one or both kinds of survey ships are affected in some way.
I get an "Run-time error '7': Out of memory" when I try to open the Class Design window. I'm using 6. 43 on Windows 10 64bit. I'm actually using the installer version with the wrapper, but without using the Aurora_wrapper. exe because that one automatically runs as admin and if I run as admin (wrapper or normal exe) I get a comctl32. ocx error on the System Map.Did you properly extract/install into the Program Files (x86)? Also, the Aurora_wrapper.exe is the one you should be using.
Not sure what other relevant information I could provide.
Did you properly extract/install into the Program Files (x86)? Also, the Aurora_wrapper. exe is the one you should be using.
Yeah, I used the installer, installation to D:\Program Files (x86)\Aurora ran without error. And if I use the wrapper it forces running as admin and when I run as admin (wrapper nor not) I get "Run-time error '339': Component 'COMCTL32. OCX' or one of its dependencies not correctly registered: a file is missing or invalid" when opening the System Map (the file exists in the same folder) - but I also still get the Out of memory error on the Class Design, so I don't think that really helps anyway.
Try installing outside of Program Files.
That seems to have worked, now the Class Desiger works! I don't even want to know how that solved the problem though ;)
Still have the ocx-error when running as admin but it seems to work fine for now without elevated privileges.
With Win7+ the Program Files directory is really locked down hard. At times, you can copy a file over, acknowledge the UAC prompt with escalated privileges and still not have the file copy.Huh, I've never had a problem with it installed in Program Files (x86) in Windows 8, 8.1, or 10.
A lot of my civilian ships are stuck with the orders to "Move to (planet) Trade Location" or "Load/Unload Colonists"
I've tried clearing their orders but they just go back to the same orders.
See below.
https://www. dropbox. com/s/w21vawkdr5agcf9/System_Map__16th_June_2083_2053_2015-10-12_13-47-17. png?dl=0
Military Jump Drives are currently being classified as Commercial Components.That is not a bug, that is intended.
Error in Execute Orders
Error 5 was generated by Aurora
Invalid procedure call or argument
I just finished a battle, and I suspect the issue is related to task groups that had been escorting another group no longer doing so, but maybe it's fire control related or something entirely different. I have a copy of the database if desired.
I see this popup from time to time as well. Not pinned it down yet but doesn't seem to have any effect beyond the popup.
Uuummmmmm... ok then. Anyone have any weapons that can destroy a system?
Edit; Owwwww, my brain. Now Aurora keep getting errors cause its trying to divide by zero.
SM Mode, F9, delete system.Worked like a charm. I knew I could do that but I was just making a "joke" as a book series I've read had a missile that would make a star go supernova. Although (refer to image)... ummmm. At least this time the system actually works, but this time it only has 2 star and a collection of planets including... my first extrasolar 0.0 cost planet and 2 planets under a cost of 2.0, YAY. Thank you bug.
And a random bug: refitting a ship doesn't seem to trigger the "is this ship slower than the TG speed" check, so you can refit a fast ship to be slower, and it will still travel at its old speed. at some random point in the future sometimes they will reset to the correct speed, but say incorrectly that the ship took damage.
Is Area Defense mode still bugged in 6.4? Steve's Solarian Empire game made it sound like he was using beam escorts in separate task forces, which implies the use of Area Defense fire, but last night my beam escort destroyers were completely ineffective until I set them to Final Defensive Fire mode.
Aurora v6.43 Start year 2025, now 2079.
I have civilian colony ships appearing 6 jumps from Sol. I thought they could only jump 4 from Capital in 6.43? (Which is still Sol). Haven't seen any freighters that far out.
Ian
I'm pretty sure ship components do this too.
I'm getting pop up notifications (not event logs) about salvage events when I'm not doing any salvaging. Maybe some debug notifications from the NPR salvaging development work that got left in?
Tribal class Cruiser 8,500 tons 225 Crew 1147.35 BP TCS 170 TH 510 EM 0
3000 km/s Armour 3-37 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 36
Maint Life 2.17 Years MSP 337 AFR 144% IFR 2% 1YR 96 5YR 1440 Max Repair 240 MSP
Intended Deployment Time: 3 months Spare Berths 0
Magazine 336
255 EP Ion Drive (2) Power 255 Fuel Use 44.96% Signature 255 Exp 8%
Fuel Capacity 695,000 Litres Range 32.7 billion km (126 days at full power)
Size 6 Missile Launcher (6) Missile Size 6 Rate of Fire 90
Missile Fire Control FC128-R80 (1) Range 128.8m km Resolution 80
Active Search Sensor MR128-R80 (1) GPS 19200 Range 128.8m km Resolution 80
This design is classed as a Military Vessel for maintenance purposes
Armor ball class Cruiser 9,000 tons 1 Crew 1080.4 BP TCS 180 TH 0 EM 0
1 km/s Armour 28-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
MSP 0 AFR 1800% IFR 25% Max Repair 6 MSP
Intended Deployment Time: 3 months Spare Berths 2
This design is classed as a Commercial Vessel for maintenance purposes
The Armour ball is literally nothing but 28 layers of armour and a tiny crew quarters. (That officer must feel pretty safe) Therefore it costs only .75 mercassium and over 1079.65 Duranium, nothing else.Now we know why navies around the world use their old ships as target practice rather than dismantling them!They don't though. I mean, yes some get used as target practice, but most do get scrapped. It's called shipbreaking.
EDIT: Back to the bugs.I've actually exploited this bug once in the past by docking overfilled rescue shuttles on ships, so their maintenance time and failure doesn't matter anymore. => infinite rescue capacity hack
Rescued crew doesn't respect the capacity of Cryogenic Transport.
What's really interesting is that after the final mission of that ship it was detected and destroyed with 159 people in the cryogenic pods. The lifeboat had 11 survivors out of the crew of 12. But the report of battle damage stated 2 casualties, one in engineering and one from the thermal sensors.A casualty is not always a fatality.
WTF Agincourt class Frigate 8,000 tons 202 Crew 1353.8 BP TCS 160 TH 960 EM 0
6000 km/s Armour 4-35 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 30
Maint Life 1.89 Years MSP 529 AFR 102% IFR 1.4% 1YR 191 5YR 2862 Max Repair 480 MSP
Intended Deployment Time: 36 months Spare Berths 0
Magazine 432
General Electric MP-960 (1) Power 960 Fuel Use 55.21% Signature 960 Exp 12%
Fuel Capacity 500,000 Litres Range 20.4 billion km (39 days at full power)
Hotchkiss S1-R10 Launcher (30) Missile Size 1 Rate of Fire 10
Raytheon Missile Fire Control FC3-R1 (1) Range 3.8m km Resolution 1
AMM-1-1 Nike Mk1 (432) Speed: 22,400 km/s End: 4.9m Range: 6.6m km WH: 0 Size: 1 TH: 194/116/58
Raytheon Active Search Sensor MR6-R1 (70%) (1) GPS 63 Range 6.9m km MCR 755k km Resolution 1
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Real Agincourt class Frigate 8,000 tons 202 Crew 1353.8 BP TCS 160 TH 960 EM 0
6000 km/s Armour 4-35 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 30
Maint Life 1.88 Years MSP 529 AFR 102% IFR 1.4% 1YR 192 5YR 2885 Max Repair 480 MSP
Intended Deployment Time: 36 months Spare Berths 0
Magazine 432
General Electric MP-960 (1) Power 960 Fuel Use 55.21% Signature 960 Exp 12%
Fuel Capacity 500,000 Litres Range 20.4 billion km (39 days at full power)
Hotchkiss S1-R10 Launcher (30) Missile Size 1 Rate of Fire 10
Raytheon Missile Fire Control FC3-R1 (1) Range 3.8m km Resolution 1
AMM-1-1 Nike Mk1 (432) Speed: 22,400 km/s End: 4.9m Range: 6.6m km WH: 0 Size: 1 TH: 194/116/58
Raytheon Active Search Sensor MR6-R1 (70%) (1) GPS 63 Range 6.9m km MCR 755k km Resolution 1
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Edit: has the fighter overhaul bug been fixed yet? I've got a few fighters stuck in overhaul I can't cancel, their maintenance clocks going up, I thought landing them on a carrier until they were repaired would help but they're still on overhaul.
A casualty is not always a fatality.You're right, however I just got a lifeboat with 0 survivors, and one with more then the entire crew.
Not sure why timer keeps resetting. When i hit 30 days it goes ahead a few seconds instead. Even when leaving the game and going back in.You'll get shorter updates whenever there's events that need shorter increments. IE NPR battles or something.
thanks!
Is Area Defense mode still bugged in 6.4? Steve's Solarian Empire game made it sound like he was using beam escorts in separate task forces, which implies the use of Area Defense fire, but last night my beam escort destroyers were completely ineffective until I set them to Final Defensive Fire mode.
Should genetic modification centers require population to run? I'm not sure that qualifys as a bug though.through the industry window it just stops production while through the civ window its like closing it down.
I just noticed that stopping and restarting fuel production from the industry screen is instant, but using the civilians/industry status tab causes the 180 day reactivation timer. I'm sure it should require the timer in both cases.
Are you running windows 10? There seems to be a tree view bug in Visual Basic on win 10 that which hasn't been narrowed down yet. I have an idea that registering a different version of MSSTDFMT. dll may fix it.I am on Windows 8.
I'm seeing this too. I've got a bunch of fighters stuck in a PDC. I can't give them orders because they're in Overhaul. Their maintenance clocks were at several years when I ordered them to overhaul.
Minor Text issues:
On the Missiles/Buoy Design page, Enhanced Radiation checkbox has the tooltip for Laser Warhead.
On the Leaders page, tooltip for "Unassign Type" reads "Clear assignments for all officers of the current team, except team members." Should say "officers of the current type."
On the Population and Production Page, in the Research Tab, the Technology Description for Fuel Productions techs give the wrong figure.
On a second look, that is indeed what's happening. The Brigadiers that don't get assignments are the ones who don't have a training bonus. If that's the expected behavior, then this isn't a bug, it's merely something I don't understand.
Groovy.
Ships with engine damage appear to be retroactively slowed. As a result it is possible that the now slower ship will fail to end up inside of missile intercept range. As a result the remaining missiles from the same wave may impact on the next 5s increment and allow point defenses an extra round of point defense missile fire.
(http://i181.photobucket.com/albums/x184/sublightrun/MissileBug_zps6egmstfs.png) (http://s181.photobucket.com/user/sublightrun/media/MissileBug_zps6egmstfs.png.html)
As seen here 115 missiles intercepted the Krivak task group targeting Krivak 003, which was slowed after the 11th salvo impacted. Don't ask me why the explosions ended in front of the Krivak's in the direction of their travel, or why the missiles ended there movement before reaching the task group they were targeting. There might be other bugs that occurred with the interception.
Minor bug:
When you give a terraformer a 'Join' command to combine with another terraformer fleet at another planet, that terraformer is not counted as a terraformer in orbit until you order the entire fleet to re-move over the planet. Same thing happens with geosurvey, maintenance ships, recreation ships and so forth.
As far as I was able to determine, no one seems to have reported this.
A typo in the combat assignments where it says automated fire in the top right portion of the overview, the mouse-over description reads:
If set for Synchronous fire, this ship will select ship targets and automatically open fire when in range.
I would presume that since it is a description for automated fire and not for synchronous fire, that it should read 'If set for automated fire'.
And in the Research overview, under power and propulsion, the capacitor recharge rate description reads:
The amount of power which am energy weapon will recharge every 5 seconds.
should be an instead of am.
Also in my current game I am using Known Star Systems, and in the Sirius System, Sirius AVI, a Gas Giant, has its list of moons begin at the number 8 instead of 1.
By pure chance I have today spotted this double appearing object...
(http://s2.postimg.org/m55jnl4a1/Unbenannt.jpg)
...but then saw slightly different statistics for size and gravity in the system window, researched it and found out that the original 1998 WW31 had a nearly identical named moon, (1998 WW31) 1, despite its small asteroid size.
I still went to log that here as I am not sure if the distance can be correct. The screenshot shows an incredible distance of over 2 AE here, and there are two other objects of respectable size close (though could be of on z-axis), who might interfere, so why aren't they moons too if you can have one at only 0.004g over 2 AE? Might be wrong though. Amazing detail anyway!
I'm surprised nobody has noticed this one: Scrapping doesn't return any minerals: just recovered components.
Found a small typo. In the task groups screen the tool tip for "Remove all" says "Remove all Oredsr"
Rescued crew doesn't respect the capacity of Cryogenic Transport.
I designed a ship with an emergency cryo transport module. Total capacity of 200.
However after a recent battle leaving a number of wrecks in one system I discovered this:
(http://i.imgur.com/sQf3RkM.jpg)
That's 459 people crammed in like sardines. Now while it should be possible to fit more people in crew quarters than designed capacity I'm pretty sure cryo transport wouldn't be the kind of thing you could add extra people into.
And if the extra 259 people are in the rest of the ship, well, the normal crew capacity of that ship is 12, overcrowding of 4000% should have caused the ships normal deployment time of 1 moth to be shortened to 18 hours. But the trip to drop off survivors was successful despite taking 2 weeks.
Noticed an odd thing.Larger ships have a higher Annual Build Point rate than smaller ships, though usually cost more as a result of having more components, thus not suddenly building faster just because they're bigger. Box launchers happen to be relatively cheap, though not particularly resource-hollow for their HS, but still, the addition you made likely increased the annual build rate faster than it increased the overall cost of the ship. There's also the possibility you may have some prefabbed or scrapped box launchers lying around.
Playing around with my carrier and adding 100 size 8 box launchers made the ship faster to build?
From 0,82 to 0,79 year ???
Ran into more trouble during the flagship game. I was attempting to board a couple of star swarm soldiers with my marines. The problem was that they had -1 and 0 crew respectively, so the boarding combat never completed. They just sat there, throwing reports that combat was taking place without me actually taking over the ship. (Both had been pounded on until their engines failed, then boarded, so this wasn't terribly surprising.) I had to SM the units off the ships, then transferred one of them via designer mode.I have a feeling that has to do with the fact that you were dealing with that spoiler itself. I am not going to go into it but if you know the backstory of that spoiler you should have an idea.
I have a feeling that has to do with the fact that you were dealing with that spoiler itself. I am not going to go into it but if you know the backstory of that spoiler you should have an idea.I've successfully captured ships of said spoiler race before. The problem is that the ground combat doesn't update if one side's strength isn't a positive number, not that said race is immune to capture. (Or if it is, Steve added it since 5.something without telling us.)
I've successfully captured ships of said spoiler race before. The problem is that the ground combat doesn't update if one side's strength isn't a positive number, not that said race is immune to capture. (Or if it is, Steve added it since 5.something without telling us.)
I've got to say, I would think it should be immune to capture, hell I'd say it should be immune to boarding at allI don't agree (my headcanon is that the swarm are some form of robot, not biological, as I really don't like 'living starships'), and even if that were the case, it would still be a problem if I'd run into the same issue with some other race.
Possible Suggestion: Maybe it could be a research field to be able to board ships like that, requiring that you salvage enough smaller ones or only one of the really big ones first? That would be nifty.That race's ships disappear when they die. There's no wreckage left to examine.