Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on May 27, 2020, 09:48:56 AM

Title: v1.10.0 Bugs Thread
Post by: Steve Walmsley on May 27, 2020, 09:48:56 AM
Please post potential bugs in this thread for v1.10.0. The Bug Moderators (Bughunter, Garfunkel, Nori and SpaceMarine) will post bugs into the Confirmed Thread as appropriate. They may ask for more information or clarifications in order to do so, so please help them if you can. They will also point out if something is working as intended or likely due to another issue such as decimal separators

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

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

Please do not post bugs from previous versions unless you confirm they are still present in v1.10.0

When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
Title: Re: v1.10.0 Bugs Thread
Post by: Iceranger on May 27, 2020, 10:36:13 AM
Old bug from VB6: cloaking device does not check ship size.

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

In the design below, the cloaking device is rated for 40HS, and this design is obviously above 40HS, but its TCS is still reduced.

To reproduce, design a cloaking device (smaller is better), and put on any ship larger than its rated capacity, and profit :)
Title: Re: v1.10.0 Bugs Thread
Post by: Steve Walmsley on May 27, 2020, 10:47:18 AM
Old bug from VB6: cloaking device does not check ship size.

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

In the design below, the cloaking device is rated for 40HS, and this design is obviously above 40HS, but its TCS is still reduced.

To reproduce, design a cloaking device (smaller is better), and put on any ship larger than its rated capacity, and profit :)

Fixed for 1.10.1.
Title: Re: v1.10.0 Bugs Thread
Post by: Cosinus on May 27, 2020, 10:56:15 AM
I get "No Image found for station: AIStarStation001.png" when starting the game on a fresh install for the first time. This error no longer appears after starting a new game and saving. Not that serious overall, but probably very confusing for new players.
Confirmed. Steve is using an image from one of the player-supplied packs
Title: Re: v1.10.0 Bugs Thread
Post by: Cosinus on May 27, 2020, 11:05:09 AM
Repost from 1.9.4 bug thread, still present in 1.10
Quote
Missile launchers with 0.4x size/20x reload rate have significantly less crew requirement than missile launchers with 0.3x size/100x reload rate.
The crew requirement of missile launchers increases with increasing size (This makes sense). Missile launchers with the above specifications seem to be an exception to this rule (this is very likely a bug)

The window affected: Components design
What you were doing at the time: Designing a missile launcher
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Trivial. Choose a larger missile size for greater effect.
The rest: N/A

Confirmed, thanks for keeping track and rechecking it. Fixed for next DB release.
Title: Re: v1.10.0 Bugs Thread
Post by: Cosinus on May 27, 2020, 11:23:10 AM
The function number: 551
The complete error text: object reference not set to an instance of an object.
The window affected: Industry/Shipyards
What you were doing at the time: see below
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Fresh TN start

Steps to reproduce:

Confirmed and Fixed. Only occurs if second shipyard cannot tool any existing class.
Title: Re: v1.10.0 Bugs Thread
Post by: Kaiser on May 27, 2020, 11:26:46 AM
I get "No Image found for station: AIStarStation001.png" when starting the game on a fresh install for the first time. This error no longer appears after starting a new game and saving. Not that serious overall, but probably very confusing for new players.

me too
Title: Re: v1.10.0 Bugs Thread
Post by: Iceranger on May 27, 2020, 11:36:31 AM
I get "No Image found for station: AIStarStation001.png" when starting the game on a fresh install for the first time. This error no longer appears after starting a new game and saving. Not that serious overall, but probably very confusing for new players.

me too

Same here. probably there is a new station image?
Title: Re: v1.10.0 Bugs Thread
Post by: Iceranger on May 27, 2020, 11:39:40 AM
Not sure if this has been reported or not, but auto-assign FC does not seem to understand multiple MFC for multiple missile tubes.

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

In the example below, auto-assign FC assigns all missile tubes to the first MFC. To reproduce, design a ship with multiple MFC and multiple missile launchers. Spawn the ship, and in the ship combat tab, click the auto-assign FC button.

Failed to reproduce
Confirmed, after adding ECCM
Title: Re: v1.10.0 Bugs Thread
Post by: Caplin on May 27, 2020, 11:53:36 AM
THere's a bug with the new hotkeys…

The function number: NA
The complete error text: NA
The window affected: Economics, missile design, probably all.
What you were doing at the time: Trying to close windows with alt+F4.
Conventional or TN start: TN, but it doesn't matter.
Random or Real Stars: Real, but again doesn't matter.
Is your decimal separator a comma? No.
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well. Not long.

Pressing alt+f4 to close windows no longer appears to work. This was a very useful shortcut in previous versions but seems to have been accidentally broken with the addition of new hotkeys. Workaround is to close the windows from the "System," menu, but that's a bit annoying for keyboard-only users.

Confirmed and Fixed
Title: Re: v1.10.0 Bugs Thread
Post by: Inglonias on May 27, 2020, 11:55:53 AM
I get "No Image found for station: AIStarStation001.png" when starting the game on a fresh install for the first time. This error no longer appears after starting a new game and saving. Not that serious overall, but probably very confusing for new players.

me too

Same here. probably there is a new station image?

Steve's test game likely used a custom image and it wasn't included in the release. It's safe to ignore.
Title: Re: v1.10.0 Bugs Thread
Post by: Cosinus on May 27, 2020, 12:00:15 PM
The "minimum available" checkbox in the movement orders tab is not working correctly. To reproduce: Have 2 military academies and a freighter TG with 50kt cargo capacity (so they can transport 0.1 academies per trip). Select a move order "pick up military academy (min 1 available)" on Earth and "unload all installations" on Luna. Then loop this order more than ten times. The expected behaviour is that after 10 runs the order will abort, because only 1 Academy is left on earth.  But the complete order goes through and I ended up with 0.6 academies on earth, which is less than the minimum (1) specified.

The function number - N/A
The complete error text - N/A
The window affected - naval organization window, movement orders
What you were doing at the time - see above
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A
Title: Re: v1.10.0 Bugs Thread
Post by: Caplin on May 27, 2020, 12:05:25 PM
Minor Missing Accessibility Labels and typo  in Missile Design and Turret Design windows

The function number: NA
The complete error text: N
The window affected: Missile and Turret Design
What you were doing at the time: Inspecting the missile and turret design windows.
Conventional or TN start: TN, but doesn't matter.
Random or Real Stars: Real, but doesn't matter.
Is your decimal separator a comma? No.
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well. Not long.

Both the missile anturret design windows are missing an accessible label for the "company name," field. It's easy to figure out from context but still a little jarringwhen everything else now has one.

In addition, missile design has a small typo in the description field, "Previous ly designed missile."

Confirmed and Fixed.
Title: Re: v1.10.0 Bugs Thread
Post by: Cosinus on May 27, 2020, 12:08:28 PM
Minor: You can put multiple Jump Point stabilisation modules (even of different types) on a ship. Only one is used and the rest are just dead weight. The game actively prevents you from putting multiple bridges and jump drives on a ship, so this is probably unintended. A solution could be to use the same code that prevents multiple jump drives being put on a ship.

Confirmed and Fixed.
Title: Re: v1.10.0 Bugs Thread
Post by: Iceranger on May 27, 2020, 12:25:36 PM
Reported in 1.9.5 before (http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819), and reproduced in 1.10.0.

4 bugs can be reproduced by the attached DB:

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


This is our (unfortunate) test subject. Note that, all its beam weapon has a ROF of 5 and the power plant has enough power for all of them.
Code: [Select]
Test class Destroyer      12 000 tons       434 Crew       6 842.9 BP       TCS 240    TH 4 800    EM 0
20000 km/s      Armour 5-46       Shields 0-0       HTK 80      Sensors 0/0/0/0      DCR 10      PPV 46
Maint Life 2.63 Years     MSP 3 564    AFR 115%    IFR 1.6%    1YR 729    5YR 10 933    Max Repair 1200 MSP
Captain    Control Rating 2   BRG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

Inertial Fusion Drive  EP2400.00 (2)    Power 4800    Fuel Use 30.81%    Signature 2400    Explosion 15%
Fuel Capacity 764 000 Litres    Range 37.2 billion km (21 days at full power)

20cm C10 Far X-Ray Laser (2)    Range 600 000km     TS: 20 000 km/s     Power 10-10     RM 80 000 km    ROF 5       
20cm Railgun V80/C12 (2x4)    Range 320 000km     TS: 20 000 km/s     Power 12-12     RM 80 000 km    ROF 5       
Particle Beam-2 (4)    Range 500 000km     TS: 20 000 km/s     Power 5-5    ROF 5       
Beam Fire Control R600-TS40000 (1)     Max Range: 600 000 km   TS: 40 000 km/s     98 97 95 93 92 90 88 87 85 83
Inertial Confinement Fusion Reactor R43 (2)     Total Power Output 86.4    Exp 5%

Active Search Sensor AS78-R1 (1)     GPS 600     Range 78.2m km    MCR 7m km    Resolution 1

ECCM-6 (1)         ECM 60

In the attached DB, the scenario has been set up. 15 salvos of missiles are detected by this ship, belonging to the Martian Republic. Advance the time a bit so the salvos are within its PD fire range, and reverse its course (towards Mars). The ship and missiles have the same speed, so once this step is done, they will remain in range.

The BFC for this ship has been set up for area PD. However, it does not auto fire as seen in the first attached picture.

If a salvo is manually targeted, and the BFC is ordered to open fire, the BFC fires all weapons at each salvo once in the same tick, as seen in the second attached picture.

After this, if time is advanced furthermore, it can be observed that not all weapons will fire in the following ticks. In my test, the particle beams fired 4 ticks after the initial salvo. This is shown in the 3rd attached picture.

And finally, in the above 2 screenshots, the energy contacts are drawn on the fleet itself rather than the missile salvos.

The DB is attached.

Title: Re: v1.10.0 Bugs Thread
Post by: Bughunter on May 27, 2020, 12:47:03 PM
Not sure if this has been reported or not, but auto-assign FC does not seem to understand multiple MFC for multiple missile tubes.

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

In the example below, auto-assign FC assigns all missile tubes to the first MFC. To reproduce, design a ship with multiple MFC and multiple missile launchers. Spawn the ship, and in the ship combat tab, click the auto-assign FC button.

I don't see how the game could know your intention here, if the extra FC:s are just for backup or for shooting multiple targets. Think I'll have to say WAI here unless there is something I'm missing?
Title: Re: v1.10.0 Bugs Thread
Post by: Iceranger on May 27, 2020, 12:51:23 PM
Not sure if this has been reported or not, but auto-assign FC does not seem to understand multiple MFC for multiple missile tubes.

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

In the example below, auto-assign FC assigns all missile tubes to the first MFC. To reproduce, design a ship with multiple MFC and multiple missile launchers. Spawn the ship, and in the ship combat tab, click the auto-assign FC button.

I don't see how the game could know your intention here, if the extra FC:s are just for backup or for shooting multiple targets. Think I'll have to say WAI here unless there is something I'm missing?

based on the descriptions in this post, auto-assign should try to evenly distribute weapons? At least the pictures in the post suggest so...
http://aurora2.pentarch.org/index.php?topic=8495.msg107378#msg107378
Title: Re: v1.10.0 Bugs Thread
Post by: DFNewb on May 27, 2020, 12:55:01 PM
bug from 1.9.5 still around, just checked it.

Starting a new game with normal settings except for checking on Auto assign tech points causes Earth (your home planet) to start with no fighter factories.
Title: Re: v1.10.0 Bugs Thread
Post by: Bughunter on May 27, 2020, 12:58:41 PM
Not sure if this has been reported or not, but auto-assign FC does not seem to understand multiple MFC for multiple missile tubes.

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

In the example below, auto-assign FC assigns all missile tubes to the first MFC. To reproduce, design a ship with multiple MFC and multiple missile launchers. Spawn the ship, and in the ship combat tab, click the auto-assign FC button.

I don't see how the game could know your intention here, if the extra FC:s are just for backup or for shooting multiple targets. Think I'll have to say WAI here unless there is something I'm missing?

based on the descriptions in this post, auto-assign should try to evenly distribute weapons? At least the pictures in the post suggest so...
http://aurora2.pentarch.org/index.php?topic=8495.msg107378#msg107378

Thanks, will look into it.
Edit: Did and launchers were actually distributed among FC:s for me so still cannot see a problem.
Title: Re: v1.10.0 Bugs Thread
Post by: rekrats on May 27, 2020, 01:14:02 PM
The function number - N/A
The complete error text - N/A
The window affected - N/A
What you were doing at the time - testing
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A

Already reportet that "Bug" some time ago.   It seems that civilian freighters always choose the minimal possible Engine Power/Power/Efficiency Modifier, which leads to slower Civilian Ships with each tech which are extremly fuel efficient.   Engine Tech can't really keep up with the reduction through minimal engine power in midgame.  Last game i had civilians with Inertial Confinement Fusion which were much slower than the Ion Tech ones.

This is working as intended
Title: Re: v1.10.0 Bugs Thread
Post by: Iceranger on May 27, 2020, 01:20:16 PM
Missile launcher size reduction below 0.75x has wrong size modifiers, resulting in smaller than expected missile launchers.

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

This bug seems to be new in 1.10.0 since I didn't notice this in 1.9.5 while I designed quite a few missile ships there.

Example below. The tech drop down says 0.6x, but actually the launcher is 0.5x. 0.75x is WAI, but 0.6x, 0.4x (being 0.3x), 0.3x (being 0.2x), and box launcher (being 0.1x rather than 0.15x) are not.

(https://cdn.discordapp.com/attachments/402321466839793664/715266983481966632/unknown.png)

I checked the DB, it seems indeed the numbers on the right most column is inconsistent with the description:
(https://cdn.discordapp.com/attachments/402321466839793664/715407370582491176/unknown.png)

Compared to the value in a 1.9.0 DB:
(https://cdn.discordapp.com/attachments/402321466839793664/715408150634823700/unknown.png)

Confirmed and Fixed for next DB release
Title: Re: v1.10.0 Bugs Thread
Post by: Resand on May 27, 2020, 01:23:54 PM
There's no events triggered when completing orders when ship have "Standing orders".

I guess it's due to ship technically have orders still, but I'd still need to know that the ship is done doing what I told it to do. Maybe slightly modified message could be used.
Especially for join fleet it should still trigger a message, given that any standing orders in the original fleet is removed when joining new fleet.

The function number: N/A
The complete error text: N/A
The window affected: Events
What you were doing at the time: Testing
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma: .
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Completely new
Title: Re: v1.10.0 Bugs Thread
Post by: Iceranger on May 27, 2020, 01:30:31 PM
Not sure if this has been reported or not, but auto-assign FC does not seem to understand multiple MFC for multiple missile tubes.

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

In the example below, auto-assign FC assigns all missile tubes to the first MFC. To reproduce, design a ship with multiple MFC and multiple missile launchers. Spawn the ship, and in the ship combat tab, click the auto-assign FC button.

I don't see how the game could know your intention here, if the extra FC:s are just for backup or for shooting multiple targets. Think I'll have to say WAI here unless there is something I'm missing?

based on the descriptions in this post, auto-assign should try to evenly distribute weapons? At least the pictures in the post suggest so...
http://aurora2.pentarch.org/index.php?topic=8495.msg107378#msg107378

Thanks, will look into it.
Edit: Did and launchers were actually distributed among FC:s for me so still cannot see a problem.

I tested it a bit more, it seems 100% and 75% sized launchers work, but 30% ones don't. Could you try it again?

I see what went wrong, if you have no ECCM, then the auto FC assignment works fine. But if you have the same number of ECCM as the FC, it does not work properly somehow.

Confirmed, multiple FC/ECCM combination is what triggers it. Now fixed.
Title: Re: v1.10.0 Bugs Thread
Post by: Resand on May 27, 2020, 01:31:24 PM
Sub-Fleet hierarchy isn't kept when save/load.

If you have a fleet with several levels of Sub-Fleet. IE:
-Fleet
 - Sub-fleet
   - Sub.Sub-fleet

After starting up a game again, the Sub-Fleets are moved under the main fleet
DB added.

Battle Fleet has Sub-Fleet "Sub1".
Sub-Fleet has a Sub-Fleet "Sub1.1"

When loading DB, both Sub-Fleets are under the top-level fleet.

The function number: N/A
The complete error text: N/A
The window affected: Naval Org.
What you were doing at the time: Testing
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma: .
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Completely new
Title: Re: v1.10.0 Bugs Thread
Post by: Black on May 27, 2020, 01:33:12 PM
The function number: N/A
The complete error text: N/A
The window affected: Economics - Environment
What you were doing at the time: Terraforming with SM
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma: .
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Completely new

It is possible to add None as gas in Space Master mode.

(https://i.ibb.co/QX8XX9d/none.png) (https://ibb.co/8XzXXMc)
Title: Re: v1.10.0 Bugs Thread
Post by: Oriolus on May 27, 2020, 01:35:23 PM
I have created a medal for my scientists (it was my first attempt ever so I have deleted it once, and then recreated again with the same conditions).   This is the only one medal in my game.   Multiple is not enabled, but when my first scientist has awarded with it, he immediately received it two times at once.   Can this be a bug?

ETA: I have deleted the medal, and created a new one with a different image, but with the same name/conditions.  It has been awarded to the next scientist, but with the previous image, and two times at once again.
Title: Re: v1.10.0 Bugs Thread
Post by: Resand on May 27, 2020, 01:40:17 PM
Supply ship "Resupply Own Fleet" settings reverting on start-up

The settings for Supply ships, "Resupply Own Fleet" and "Resupply Own Sub-Fleet", are both reverted to "No Auto Resupply".
DB added.

Ships in ""Resupply fleet" was set to "Resupply Own Fleet" and "Resupply Own Sub-Fleet" when saved.

The function number: N/A
The complete error text: N/A
The window affected: Naval Org.
What you were doing at the time: Testing
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma: .
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Completely new
Title: Re: v1.10.0 Bugs Thread
Post by: Black on May 27, 2020, 02:48:27 PM
The function number: N/A
The complete error text: N/A
The window affected: View Technology - Fighter Pod Bay
What you were doing at the time: Looking at researched technologies
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma: .
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Completely new

There are no Fighter Pod Bays shown in the View Technology - Fighter Pod Bay even when I have researched this tech. I have size 16 Fighter Pod Bay researched - it shows in Class Design component list. But it is not visible in View Technology - Fighter Pod Bay.
Title: Re: v1.10.0 Bugs Thread
Post by: Kelewan on May 27, 2020, 03:14:55 PM
I tried to replicate the Problem with low-chance-to-hit PD I reported in 1.9.5 (http://aurora2.pentarch.org/index.php?topic=11298.msg133976#msg133976)

The good news is that reduced size Gauss-Turrets can hit fast missiles,
but the displayed Chance-to-Hit is of by a factor of 100.
Attached db has Mars defending against 100kkm/s Missiles form Earth

To test with different chance-to-hit by enabling different active sensor (changing the missile tracking bonus)
Screenshot shows 800 Shots with "68%" Chance-To-Hit hitting only ~5 Missiles of a Salvo of 10, which corresponds
with a chance-to-hit of 0.68% which is more likely

Confirmed and Fixed.
Title: Re: v1.10.0 Bugs Thread
Post by: DFNewb on May 27, 2020, 03:31:31 PM
Commercial hangers are unable to replenish the MSP of docked ships. The way to use supply ships normally I think is shuttles but why would you need shuttles if the ships are docked. Military hangars replenish the MSP of docked ships.

Title: Re: v1.10.0 Bugs Thread
Post by: Froggiest1982 on May 27, 2020, 03:48:38 PM
I get "No Image found for station: AIStarStation001.png" when starting the game on a fresh install for the first time. This error no longer appears after starting a new game and saving. Not that serious overall, but probably very confusing for new players.
Confirmed

Temporary fix:

Paste and Copy one of the station images to your desktop
rename it AIStarStation001.png
Cut and Copy from your Desktop to original Aurora station folder
Start Aurora

Should be fine.

Alternatively install AI graphic pack you can find in the forum.
Title: Re: v1.10.0 Bugs Thread
Post by: Kaiser on May 27, 2020, 04:20:21 PM
The function number: 2193
The complete error text: reference to an object not set on an object instance
The window affected: Economy/shipyard
What you were doing at the time: Selecting "refit" order without selecting a shipyard first.
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma: .
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Completely new

Just try to select "refit" with no shipyard selected and you will get couple of these errors. The errors appear also if you select auto refit or repair orders before selecting the shipyard.
Title: Re: v1.10.0 Bugs Thread
Post by: Iceranger on May 27, 2020, 04:27:18 PM
Reported by a Discord member:

When an Aether Rift is in the game, pressing save gives an error - "No such table: FCT_AetherRifts" - the correct name is FCT_AetherRift with no 's'

Checked with DB browser, and indeed there is only a table named FCT_AetherRift without an 's' in the end.

Confirmed and Fixed. This is a game-breaker for Invaders option so don't use Invaders until next patch.
Title: Re: v1.10.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 27, 2020, 05:37:23 PM
The "minimum available" checkbox in the movement orders tab is not working correctly. To reproduce: Have 2 military academies and a freighter TG with 50kt cargo capacity (so they can transport 0.1 academies per trip). Select a move order "pick up military academy (min 1 available)" on Earth and "unload all installations" on Luna. Then loop this order more than ten times. The expected behaviour is that after 10 runs the order will abort, because only 1 Academy is left on earth.  But the complete order goes through and I ended up with 0.6 academies on earth, which is less than the minimum (1) specified.

The function number - N/A
The complete error text - N/A
The window affected - naval organization window, movement orders
What you were doing at the time - see above
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A
This is WAD.  The minimum is what you want to load not what to leave behind.  There was still one academy present so the load order was accepted.  What you need to do is specify a minimum greater than what you intend to leave behind, in this case 1.4 since your ship can carry 0.4 installations.

There's no events triggered when completing orders when ship have "Standing orders".

I guess it's due to ship technically have orders still, but I'd still need to know that the ship is done doing what I told it to do. Maybe slightly modified message could be used.
Especially for join fleet it should still trigger a message, given that any standing orders in the original fleet is removed when joining new fleet.

The function number: N/A
The complete error text: N/A
The window affected: Events
What you were doing at the time: Testing
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma: .
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Completely new
The problem with that is that ships running on standing orders would issue an event every time they cycled.  The message spam could be substantial.  I do agree that 'Join fleet' and 'Join as sub-fleet' should produce a message regardless.
Title: Re: v1.10.0 Bugs Thread
Post by: Cosinus on May 27, 2020, 05:49:28 PM
The "minimum available" checkbox in the movement orders tab is not working correctly. To reproduce: Have 2 military academies and a freighter TG with 50kt cargo capacity (so they can transport 0.1 academies per trip). Select a move order "pick up military academy (min 1 available)" on Earth and "unload all installations" on Luna. Then loop this order more than ten times. The expected behaviour is that after 10 runs the order will abort, because only 1 Academy is left on earth.  But the complete order goes through and I ended up with 0.6 academies on earth, which is less than the minimum (1) specified.

The function number - N/A
The complete error text - N/A
The window affected - naval organization window, movement orders
What you were doing at the time - see above
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A
This is WAD.  The minimum is what you want to load not what to leave behind.  There was still one academy present so the load order was accepted.  What you need to do is specify a minimum greater than what you intend to leave behind, in this case 1.4 since your ship can carry 0.4 installations.
What you're saying can't be true, because it even accepts the load order if only 0.7 academies are present and you set "minimum available" to 1. This was how I got to 0.6 in the first place because the fleet has a transport capacity of 0.1 academies as described in the post. You should try it before jumping to conclusions.
Title: Re: v1.10.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 27, 2020, 05:54:05 PM
The "minimum available" checkbox in the movement orders tab is not working correctly. To reproduce: Have 2 military academies and a freighter TG with 50kt cargo capacity (so they can transport 0.1 academies per trip). Select a move order "pick up military academy (min 1 available)" on Earth and "unload all installations" on Luna. Then loop this order more than ten times. The expected behaviour is that after 10 runs the order will abort, because only 1 Academy is left on earth.  But the complete order goes through and I ended up with 0.6 academies on earth, which is less than the minimum (1) specified.

The function number - N/A
The complete error text - N/A
The window affected - naval organization window, movement orders
What you were doing at the time - see above
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A
This is WAD.  The minimum is what you want to load not what to leave behind.  There was still one academy present so the load order was accepted.  What you need to do is specify a minimum greater than what you intend to leave behind, in this case 1.4 since your ship can carry 0.4 installations.
What you're saying can't be true, because it even accepts the load order if only 0.7 academies are present and you set "minimum available" to 1. This was how I got to 0.6 in the first place because the fleet has a transport capacity of 0.1 academies as described in the post. You should try it before jumping to conclusions.
I thought you were using larger freighters.  Sorry about that.  In any case, even if the 'minimum available' load order was working as intended, setting it to 1 would still leave less than one installation when was finished.  Having it be the amount to leave behind would make loading exact amounts of items problematic.
Title: Re: v1.10.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 27, 2020, 05:57:29 PM
1.10.0 bug remains from 1.9.5
The function number: N/A
The complete error text: N/A
The window affected: Tactical map
What you were doing at the time: Interacting with objects on the map
Conventional or TN start: N/A
Random or Real Stars: N/A
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Trivial

If you right click on any object on the tactical map it brings up a context menu.  If you then right click any empty area it uses that same menu.  This persists even if you switch to a different system.
Title: Re: v1.10.0 Bugs Thread
Post by: Fistandantillus7 on May 27, 2020, 06:06:13 PM
The "minimum available" checkbox in the movement orders tab is not working correctly. To reproduce: Have 2 military academies and a freighter TG with 50kt cargo capacity (so they can transport 0.1 academies per trip). Select a move order "pick up military academy (min 1 available)" on Earth and "unload all installations" on Luna. Then loop this order more than ten times. The expected behaviour is that after 10 runs the order will abort, because only 1 Academy is left on earth.  But the complete order goes through and I ended up with 0.6 academies on earth, which is less than the minimum (1) specified.

The function number - N/A
The complete error text - N/A
The window affected - naval organization window, movement orders
What you were doing at the time - see above
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A
A "a freighter TG with 50kt cargo capacity" = 0.2 academies per trip

2 available. Is 2 >= 1? yes. Load 0.2
1.8 available. Is 1.8 >=1? yes. Load 0.2
1.6 available. Is 1.6 >=1? yes. Load 0.2
1.4 available. Is 1.4 >=1? yes. Load 0.2
1.2 available. Is 1.2 >=1? yes. Load 0.2
1.0 available. Is 1 >=1? yes. Load 0.2
0.8 available. Is 0.8 >=1? No.

0.6 should not be possible.
Title: Re: v1.10.0 Bugs Thread
Post by: Iceranger on May 27, 2020, 08:06:14 PM
I tried to replicate the Problem with low-chance-to-hit PD I reported in 1.9.5 (http://aurora2.pentarch.org/index.php?topic=11298.msg133976#msg133976)

The good news is that reduced size Gauss-Turrets can hit fast missiles,
but the displayed Chance-to-Hit is of by a factor of 100.
Attached db has Mars defending against 100kkm/s Missiles form Earth

To test with different chance-to-hit by enabling different active sensor (changing the missile tracking bonus)
Screenshot shows 800 Shots with "68%" Chance-To-Hit hitting only ~5 Missiles of a Salvo of 10, which corresponds
with a chance-to-hit of 0.68% which is more likely

Can confirm this based on my test. This is just a display issue. In my case, a 3.83 base hit chance (based on calculation) is displayed as 383%. The actual sample hit chance is 250/6000 ~= 4.16%.

Attached DB for my setup. Same as usual, the firing fleet is on Earth and FC and targeting are set ready. The defending fleet is at Mars.

The interception happens with 2 identical ships, using 600km range BFC, without ECCM, controlling 500 10% gauss turrets with 6 shots each, against missiles whose speed equals the turret's tracking speed, with ECM 6. Thus the theoretical hit chance is

Code: [Select]
( (100% * 590 / 600) - 60% ) * 10% = 38.3% / 10 = 3.83%

The save is right after a interception, showing 250 hits with all 6000 available shots. Additional salvos can be fired to further investigate.

Title: Re: v1.10.0 Bugs Thread
Post by: Fray on May 27, 2020, 08:12:29 PM
Error message on every construction cycle. See the Dominion of Man game in the attached DB.

The function number - 28
The complete error text - 1.10.0 Function #28: Object reference not set to an instance of an object.
The window affected - Tactical
What you were doing at the time - Producing installations and researching. Nothing else since it's early in a game.
Conventional or TN start - TN
Random or Real Stars - Random
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - One-off.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Three years.

Confirmed and Fixed
Title: Re: v1.10.0 Bugs Thread
Post by: Zap0 on May 27, 2020, 08:38:06 PM
Getting reference is not set to instance of object in function 2169 until reload.

Multi-nation conventional start, one empire researches high-density duranium, this weird tech dispersion mechanic kicks in and all others get a free level of armor, including an empire that was currently researching an armor tech (that it then got for free) and had other stuff queued after that tech - those techs are now gone from the queue and not in the list of researchable techs.  Another empire that also was in the process of researching an armor level but did not have anything queued for that particular scientist has no issues or errors.

Seems there's no special case handling for what to do with queued tasks if a research project is completed this way.
The kicker: the error does not appear anymore after saving and reloading after first getting it and the techs missing from the queue/research list are now back in the research list.

DB attached.
Should not be able to reproduce, what I did was to just open the research tab for the japanese or create or delete any research project with the japanese and I'd get it.  Went away after restarting aurora.
Title: Re: v1.10.0 Bugs Thread
Post by: bankshot on May 27, 2020, 10:12:57 PM
Loading small amounts of colonists to an empty ship takes just as long as loading the whole ship

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

To reproduce:

Create a colony ship with 100,000 cryo capacity and 2 cargo shuttles
Load Colonists on Earth, with a 5,000 colonist limit
Advance time 5 days.
Time advances 3 days 22 hours.
Naval organization shows that 5,000 colonists are loaded.
Load colonists on earth, delete colonist limit
Advance time 5 days
Time advances 3 days 16 hours - 4 hours less than the first load.


Retesting to confirm:
unload all your colonists. 
Load 80,000 colonists at Earth (20,000 capacity left)
Advance time 5 days
time advances 3 days 22 hours
Load 10,000 colonists at earth (10,000 capacity left)
Advance time 5 days
time advances 14 hours
Load 10,000 colonists at earth
Advance time 5 days
time advances 8 hours.


The amount of time taken seems to depend on how long it would take to completely load the ship, regardless of the requested load amount.  Note that the time does seem to be properly reduced when topping off a partially loaded ship. 
Title: Re: v1.10.0 Bugs Thread
Post by: Iceranger on May 27, 2020, 10:39:11 PM
Loading small amounts of colonists to an empty ship takes just as long as loading the whole ship

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

To reproduce:

Create a colony ship with 100,000 cryo capacity and 2 cargo shuttles
Load Colonists on Earth, with a 5,000 colonist limit
Advance time 5 days.
Time advances 3 days 22 hours.
Naval organization shows that 5,000 colonists are loaded.
Load colonists on earth, delete colonist limit
Advance time 5 days
Time advances 3 days 16 hours - 4 hours less than the first load.


Retesting to confirm:
unload all your colonists. 
Load 80,000 colonists at Earth (20,000 capacity left)
Advance time 5 days
time advances 3 days 22 hours
Load 10,000 colonists at earth (10,000 capacity left)
Advance time 5 days
time advances 14 hours
Load 10,000 colonists at earth
Advance time 5 days
time advances 8 hours.


The amount of time taken seems to depend on how long it would take to completely load the ship, regardless of the requested load amount.  Note that the time does seem to be properly reduced when topping off a partially loaded ship.

I recall it was like this in VB6 too. Loading time is fixed no matter how much cargo is loaded. Although indeed it does not make sense.
Title: Re: v1.10.0 Bugs Thread
Post by: Iceranger on May 27, 2020, 10:51:39 PM
Another bug related to crew quarter sizes. While the crew quarter sizes for really short deployment times have been fixed, it is still possible to have negative available crew quarters occasionally

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

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

75 crew (14 engineering spaces and 1 bridge without anything else), 14 months deployment time
(https://cdn.discordapp.com/attachments/426723819529437184/715405509485789234/unknown.png)
Title: Re: v1.10.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 27, 2020, 10:54:36 PM
I recall it was like this in VB6 too. Loading time is fixed no matter how much cargo is loaded. Although indeed it does not make sense.
Thank you for reminding me.  Failed loading orders for freighters also take the full time.
Title: Re: v1.10.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 27, 2020, 10:59:27 PM
The function number: N/A
The complete error text: N/A
The window affected: Create Research Project
What you were doing at the time: Designing a Fighter Pod Bay
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Trivial

Designing Fighter pod bays does not show the Build Cost.  While this can be inferred from the Materials Required section, every other component shows this field even if they only use one mineral type.
Title: Re: v1.10.0 Bugs Thread
Post by: DFNewb on May 28, 2020, 01:26:18 AM
NPR related.

The function number: 28
The complete error text: Object reference not set to an instance of an object.
The window affected: tactical map on time skip.
What you were doing at the time: 5 day time skip.
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? See DB every time I pass 5 Days.

On a slightly unrelated note NPR's seem to be broken or not advancing tech or something. Their ships never seem to become better, their engine tech the same for 20 years now.


Title: Re: v1.10.0 Bugs Thread
Post by: drakonbane on May 28, 2020, 05:48:18 AM
The function number - N/A
The complete error text - N/A
The window affected - Economics window
What you were doing at the time - 30 day time skip
Conventional or TN start - TN
Random or Real Stars - Random
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A

The Economics window stays on top of the tactical view even though the Keep Tactical in Background option is turned off.  No other windows appear on top of the tactical view when time is skipped just the economics window.
Title: Re: v1.10.0 Bugs Thread
Post by: Steve Walmsley on May 28, 2020, 08:07:11 AM
The function number: 2193
The complete error text: reference to an object not set on an object instance
The window affected: Economy/shipyard
What you were doing at the time: Selecting "refit" order without selecting a shipyard first.
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma: .
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Completely new

Just try to select "refit" with no shipyard selected and you will get couple of these errors. The errors appear also if you select auto refit or repair orders before selecting the shipyard.

Do you mean Refit task? If you select a task type without a shipyard selected you see a "Please select a shipyard" popup.
Title: Re: v1.10.0 Bugs Thread
Post by: Kaiser on May 28, 2020, 08:28:54 AM
The function number: 2193
The complete error text: reference to an object not set on an object instance
The window affected: Economy/shipyard
What you were doing at the time: Selecting "refit" order without selecting a shipyard first.
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma: .
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Completely new

Just try to select "refit" with no shipyard selected and you will get couple of these errors. The errors appear also if you select auto refit or repair orders before selecting the shipyard.

Do you mean Refit task? If you select a task type without a shipyard selected you see a "Please select a shipyard" popup.

Yes, I receive "please select a shipyard" then 2 error messages of those above.
Title: Re: v1.10.0 Bugs Thread
Post by: bankshot on May 28, 2020, 08:51:38 AM
Minor display error on system generation and display - survey percentage

Version: 1.10, previously reported in 1.9.5 http://aurora2.pentarch.org/index.php?topic=11298.msg132788#msg132788
The function number: N/A
The complete error text: N/A
The window affected: System Generation and display
What you were doing at the time: surveying Sol
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: new campaign

When surveying the JP Survey percentage increases normally as grav points are surveyed, but the SB Survey percentage remains at 0% until all bodies are surveyed, at which point it changes to 100%
Title: Re: v1.10.0 Bugs Thread
Post by: Steve Walmsley on May 28, 2020, 09:22:22 AM
The function number: 2193
The complete error text: reference to an object not set on an object instance
The window affected: Economy/shipyard
What you were doing at the time: Selecting "refit" order without selecting a shipyard first.
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma: .
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Completely new

Just try to select "refit" with no shipyard selected and you will get couple of these errors. The errors appear also if you select auto refit or repair orders before selecting the shipyard.

Do you mean Refit task? If you select a task type without a shipyard selected you see a "Please select a shipyard" popup.

Yes, I receive "please select a shipyard" then 2 error messages of those above.

I get the popup but not the errors. There is a return command immediately following the popup in the code. There must be some other factor causing the problem beyond the task type selection.
Title: Re: v1.10.0 Bugs Thread
Post by: Kaiser on May 28, 2020, 09:46:49 AM
The function number: 2193
The complete error text: reference to an object not set on an object instance
The window affected: Economy/shipyard
What you were doing at the time: Selecting "refit" order without selecting a shipyard first.
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma: .
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Completely new

Just try to select "refit" with no shipyard selected and you will get couple of these errors. The errors appear also if you select auto refit or repair orders before selecting the shipyard.

Do you mean Refit task? If you select a task type without a shipyard selected you see a "Please select a shipyard" popup.

Yes, I receive "please select a shipyard" then 2 error messages of those above.

I get the popup but not the errors. There is a return command immediately following the popup in the code. There must be some other factor causing the problem beyond the task type selection.

I get the errors even with Construction, scrap and auto refit command.
Title: Re: v1.10.0 Bugs Thread
Post by: Steve Walmsley on May 28, 2020, 10:24:16 AM
The function number: 2193
The complete error text: reference to an object not set on an object instance
The window affected: Economy/shipyard
What you were doing at the time: Selecting "refit" order without selecting a shipyard first.
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma: .
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Completely new

Just try to select "refit" with no shipyard selected and you will get couple of these errors. The errors appear also if you select auto refit or repair orders before selecting the shipyard.

Do you mean Refit task? If you select a task type without a shipyard selected you see a "Please select a shipyard" popup.

Yes, I receive "please select a shipyard" then 2 error messages of those above.

I get the popup but not the errors. There is a return command immediately following the popup in the code. There must be some other factor causing the problem beyond the task type selection.

I get the errors even with Construction, scrap and auto refit command.

It looks like you have your decimal separator set as a comma (well, at least it appears that way from the thousands separator being a period). That will cause a lot of bugs - see Known Issues.
Title: Re: v1.10.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 28, 2020, 10:59:42 AM
The function number: 2193
The complete error text: reference to an object not set on an object instance
The window affected: Economy/shipyard
What you were doing at the time: Selecting "refit" order without selecting a shipyard first.
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma: .
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Completely new

Just try to select "refit" with no shipyard selected and you will get couple of these errors. The errors appear also if you select auto refit or repair orders before selecting the shipyard.

Do you mean Refit task? If you select a task type without a shipyard selected you see a "Please select a shipyard" popup.

Yes, I receive "please select a shipyard" then 2 error messages of those above.

I get the popup but not the errors. There is a return command immediately following the popup in the code. There must be some other factor causing the problem beyond the task type selection.

I get the errors even with Construction, scrap and auto refit command.

It looks like you have your decimal separator set as a comma (well, at least it appears that way from the thousands separator being a period). That will cause a lot of bugs - see Known Issues.
My separator is a '.' and I'm getting the same error.

It appears once for Construction, twice for Refit, once for Scrap, and twice for Auto-refit.  It does not appear for Repair.
Title: Re: v1.10.0 Bugs Thread
Post by: Kaiser on May 28, 2020, 11:15:09 AM
The function number: 2193
The complete error text: reference to an object not set on an object instance
The window affected: Economy/shipyard
What you were doing at the time: Selecting "refit" order without selecting a shipyard first.
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma: .
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Completely new

Just try to select "refit" with no shipyard selected and you will get couple of these errors. The errors appear also if you select auto refit or repair orders before selecting the shipyard.

Do you mean Refit task? If you select a task type without a shipyard selected you see a "Please select a shipyard" popup.

Yes, I receive "please select a shipyard" then 2 error messages of those above.

I get the popup but not the errors. There is a return command immediately following the popup in the code. There must be some other factor causing the problem beyond the task type selection.

I get the errors even with Construction, scrap and auto refit command.

It looks like you have your decimal separator set as a comma (well, at least it appears that way from the thousands separator being a period). That will cause a lot of bugs - see Known Issues.

No comma at all.

As SpikeTheHobbitMage It appears once for Construction, twice for Refit, once for Scrap, and twice for Auto-refit.  It does not appear for Repair.
Title: Re: v1.10.0 Bugs Thread
Post by: DFNewb on May 28, 2020, 12:24:26 PM
The function number - N/A
The complete error text - N/A
The window affected - New game race creation
What you were doing at the time - Starting a new game with auto assign tech points
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A

After starting a brand new game with auto-assign tech points checked on (and nothing else changed) Earth starts with the following (NO FIGHTER FACTORIES):

Quote
Earth
Population: 500m
Naval Shipyard Capacity: 42 000 tons
Commercial Shipyard Capacity: 304 000 tons
Maintenance Capacity: 150 000 tons
Research Facility: 20
Ground Force Construction Complex: 4
Construction Factory: 400
Ordnance Factory: 140
Mine: 400
Automated Mine: 80
Fuel Refinery: 100
Maintenance Facility: 150
Financial Centre: 200
Deep Space Tracking Station: 4
Mass Driver: 1
Military Academy: 1
Naval Headquarters: 1
Spaceport: 1
Refuelling Station: 1
Ordnance Transfer Station: 1
Cargo Shuttle Station: 1
Infrastructure: 100
Low Gravity Infrastructure: 100




The function number - N/A
The complete error text - N/A
The window affected - naval organization
What you were doing at the time - playing with commercial hangars
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Less than 1 year in.

Commercial hangars do not give MSP from the mothership to the parasites. Military hangars do this.

EDIT: couple posts down I added a DB to test out this second bug.
Title: Re: v1.10.0 Bugs Thread
Post by: Steve Walmsley on May 28, 2020, 12:36:29 PM
The function number - N/A
The complete error text - N/A
The window affected - New game race creation
What you were doing at the time - Starting a new game with auto assign tech points
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A

After starting a brand new game with auto-assign tech points checked on (and nothing else changed) Earth starts with the following (NO FIGHTER FACTORIES):

Quote
Earth
Population: 500m
Naval Shipyard Capacity: 42 000 tons
Commercial Shipyard Capacity: 304 000 tons
Maintenance Capacity: 150 000 tons
Research Facility: 20
Ground Force Construction Complex: 4
Construction Factory: 400
Ordnance Factory: 140
Mine: 400
Automated Mine: 80
Fuel Refinery: 100
Maintenance Facility: 150
Financial Centre: 200
Deep Space Tracking Station: 4
Mass Driver: 1
Military Academy: 1
Naval Headquarters: 1
Spaceport: 1
Refuelling Station: 1
Ordnance Transfer Station: 1
Cargo Shuttle Station: 1
Infrastructure: 100
Low Gravity Infrastructure: 100




The function number - N/A
The complete error text - N/A
The window affected - naval organization
What you were doing at the time - playing with commercial hangars
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Less than 1 year in.

Commercial hangars do not give MSP from the mothership to the parasites. Military hangars do this.

Some design themes chosen for players don't include fighter tech, so fighter factories are converted to ordnance factories.
Title: Re: v1.10.0 Bugs Thread
Post by: Zeebie on May 28, 2020, 01:20:31 PM
The function number: Function # 3040
The complete error text: Value was either too large or too small for a decimal.
The window affected: Tactical
What you were doing at the time: happens at the end of every interval, no matter how long.
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Happens every turn. DB attached here.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: started about a year in.

The error first appeared when I added a ruin to a moon. Everything was normal for a while, and now appears at the end of every interval.
Title: Re: v1.10.0 Bugs Thread
Post by: DFNewb on May 28, 2020, 02:21:10 PM

The function number - N/A
The complete error text - N/A
The window affected - naval organization
What you were doing at the time - playing with commercial hangars
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Less than 3 years in.

Commercial hangars do not give MSP from the mothership to the parasites. Military hangars do this.

To add to this, please see attached DB, the fleet with docked fighters on the mothership are sitting at 99 percent MSP and not going up. When a failure happens on the docked ship it uses the mothership MSP as it should but they will not refill.

 
Title: Re: v1.10.0 Bugs Thread
Post by: DFNewb on May 28, 2020, 05:51:39 PM
The function number - N/A
The complete error text - N/A
The window affected - Ground forces
What you were doing at the time - Doing some ground combat testing
Conventional or TN start - Conventional
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

Ground units with no supply units to get supplies from will fire at a quarter of the rate even if their supplies is above 0 percent and will still lose supplies. They do not seem to get the 10 rounds of full combat power they are supposed to. Also Medium vehicles with two types of weapons seem to be using 20 percent of their supplies every combat round instead of just 10 percent. To add more info to the supply usage of Medium vehicles bug: the first round they used 10 and then in future rounds they used 20.
Title: Re: v1.10.0 Bugs Thread
Post by: Migi on May 28, 2020, 06:16:47 PM
I discovered a series of errors, but low priority.

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

Errors:
1.10.0 Function #1355: An item with the same key has already been added.
1.10.0 Function #1359: An item with the same key has already been added.
1.10.0 Function #1690: Year, Month, and Day parameters describe an un-representable DateTime.

To reproduce:
Open the game information window
Press new game
Press the x in the top right corner to close the window
Result: error messages appear, when game starts working again it doesn't display the date at the top.
Note: I did not save the database after the errors appeared in case it fatally corrupted it, so further errors could potentially be discovered.
Note: if you press the cancel button in the bottom left instead then no errors appear.
Title: Re: v1.10.0 Bugs Thread
Post by: DFNewb on May 28, 2020, 06:50:52 PM
The function number - N/A
The complete error text - N/A
The window affected - Ground forces
What you were doing at the time - Doing some ground combat testing
Conventional or TN start - Conventional
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

Enemy ground support can be directed to assist your own formations with FFD as they appear on the list on the left. The fighters do not actually fire and the next combat phase will be set to nothing supported. DB in post below demonstrates this.
Title: Re: v1.10.0 Bugs Thread
Post by: DFNewb on May 28, 2020, 07:09:43 PM
The function number - N/A
The complete error text - N/A
The window affected - Ground forces
What you were doing at the time - Doing some ground combat testing
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

Fighters set on planetary Flak suppression do nothing even if enemy AA is firing on fighters doing other missions.

Attached is a db to test this yourself, with everything set up.
Title: Re: v1.10.0 Bugs Thread
Post by: DFNewb on May 28, 2020, 07:29:00 PM
The function number - N/A
The complete error text - N/A
The window affected - Ground forces
What you were doing at the time - Doing some ground combat testing
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

STO's can fire on fighters conducting ground support missions. I SM add'ed on engines on the fighter to test if that would make a difference, it did not.

The DB attached in the post above has everything set up to test.
Title: Re: v1.10.0 Bugs Thread
Post by: DFNewb on May 28, 2020, 07:33:42 PM
The function number - 311
The complete error text - Object reference not set to an instance of an object
The window affected - Tactical map / Ground forces
What you were doing at the time - Doing some ground combat testing, Firing STO's at shipyards.
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

I got this error when I fired at shipyards using STO's.

The DB I attached above can be used to test.
Title: Re: v1.10.0 Bugs Thread
Post by: DFNewb on May 28, 2020, 07:49:23 PM
The function number - N/A
The complete error text - N/A
The window affected - Ground forces
What you were doing at the time - Doing some ground combat testing
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

Please confirm if the following behavior is intended:

Commanders in a formation above another do not give the children formations any bonuses.
The HQ only needs to be as large as the formation NOT as large as the formation and it's children.
Ground combat Command score is the same, only needs to be as large as the formation not including it's children.
Title: Re: v1.10.0 Bugs Thread
Post by: DFNewb on May 28, 2020, 07:58:13 PM
The function number - N/A
The complete error text - N/A
The window affected - Fleet management
What you were doing at the time -  space combat testing.
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.

Destroyed ships are leaving empty fleets with the same name as the destroyed ship.
Title: Re: v1.10.0 Bugs Thread
Post by: DFNewb on May 28, 2020, 08:00:33 PM
The function number - 1793
The complete error text - Attempted to divide by Zero.
The window affected - Ground forces
What you were doing at the time -  Ground force testing
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Any time.


After using the formation element transfer to move elements out of a formation, the now empty formation is not auto deleted and in ground combat can be selected as a target causing the above divide by 0 error.
Title: Re: v1.10.0 Bugs Thread
Post by: SpikeTheHobbitMage on May 28, 2020, 08:28:26 PM
1.10.0
The function number: N/A
The complete error text: N/A
The window affected: Naval Organisation
What you were doing at the time: Experimenting with carriers
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Trivial

If you detach a carrier that has parasites in a sub-fleet, the parasites are moved into the same new fleet instead of a sub-fleet.  If the parasites were the only ships in their sub-fleet then it is left empty.

Parasites in a sub-fleet should have that sub-fleet (including standing orders) copied to a new sub-fleet in the parent's new fleet.  If their old sub-fleet is left empty then it should be deleted.


If a carrier with parasites is ordered to land on a larger carrier then its parasites will detach and land on the super-carrier instead of staying inside their mother ship.  If the parasites were in a sub-fleet then that structure is also lost.


If you order a ship to land on a mother ship that doesn't have enough space it is reported as 'Orders Completed' rather than as an error.
Title: Re: v1.10.0 Bugs Thread
Post by: Sebmono on May 28, 2020, 11:42:35 PM
The function number: 2115
The complete error text: Object reference not set to an instance of an object.
The window affected: Tactical map on time skip.
What you were doing at the time: 30 day time skip.
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma? Nope
Is the bug is easy to reproduce, intermittent or a one-off? Every time I do a 30 Day skip.  Skipping only 5 Days gives me the error for function 28.  Seems to be NPR related as there are also plenty of slowdowns related to their activity (still in early game).
Title: Re: v1.10.0 Bugs Thread
Post by: Steve Walmsley on May 29, 2020, 05:30:05 AM
Locking thread for release. I've only fixed the urgent bugs as I am away until Monday.