Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on October 07, 2012, 10:56:29 AM

Title: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 07, 2012, 10:56:29 AM
Please post confirmed bugs for v6.00 in this thread. However, please read the guidelines below on reporting bugs before posting.

Bug Reporting Guidelines (http://aurora2.pentarch.org/index.php/topic,1930.0.html)

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Erik L on October 07, 2012, 01:15:46 PM
After searching the 6.0 changes thread I didn't see a mention of this...

Terraforming rate is now showing up under Biology/Genetics for research.
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 07, 2012, 01:21:43 PM
After searching the 6.0 changes thread I didn't see a mention of this...

Terraforming rate is now showing up under Biology/Genetics for research.

That is intended - I'll update the thread.

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Bremen on October 07, 2012, 02:15:32 PM
With the new version, attempting to open the system information (f9) window generates the following errors:

Error 53 was generated by Aurora
File not found: 'Planetjpeg\a11.jpg'

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

Error 53 was generated by Aurora
File not found: 'Planetjpeg\b20.jpg'

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

Run-time error '53':

File not found: 'Planetjpeg\a11.jpg'

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

The program then closes.

Manually adding the missing pictures appears to fix the problem for me; it may have been a problem with my install/patching process.
Title: Re: v6.00 Official Bugs Thread
Post by: Iridium on October 07, 2012, 03:01:01 PM
Just installed, attempted to make a new game:

Quote
Error 3061 was generated by DAO. Database
Too few Parameters.  Expected 1.

Followed by this repeating:

Quote
Error 91 was generated by Aurora
Object variable or with block variable not set.

Then I need to force close the program.   Gonna keep trying different setting to see if that helps.
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 07, 2012, 03:05:45 PM
Just installed, attempted to make a new game:

Followed by this repeating:

Then I need to force close the program.   Gonna keep trying different setting to see if that helps.

This usually means either you missed a step in the installation process or you live in a country where the decimal separator is a comma rather than a period. If its the latter, you'll have to change your regional settings.

If it's not the decimal separator, reread the install instructions and just make sure you followed every step: http://aurora2.pentarch.org/index.php/topic,1830.0.html

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: o_O on October 07, 2012, 03:06:58 PM
starting a new game using the spacemaster start throws up an error to the effect of "can't have a race name of 0 chars" and then a mess of related errors.  Regular Sol start seems to work fine for me.  
Title: Re: v6.00 Official Bugs Thread
Post by: Karlito on October 07, 2012, 03:11:04 PM
Trying to do a conventional start without the "no missile bases" option checked yields endless many
Quote
Error in FillShipMagazine
Error 3021 was generated by DAO.   Recordset
You cannot add or change a record because a related record is required in table 'Missiles'.   

Forget to update the ICBM bases?

EDIT: It seems like you can click through them and when the game eventually does start your ICBM bases will be devoid of missiles.
Title: Re: v6.00 Official Bugs Thread
Post by: Iridium on October 07, 2012, 03:16:22 PM
Quote from: Steve Walmsley link=topic=5400. msg55423#msg55423 date=1349640345
This usually means either you missed a step in the installation process or you live in a country where the decimal separator is a comma rather than a period.  If its the latter, you'll have to change your regional settings.

If it's not the decimal separator, reread the install instructions and just make sure you followed every step: hxxp: aurora2. pentarch. org/index. php/topic,1830. 0. html

Steve

Hmm, curious. . .   I just unzipped the update into the old Aurora folder but I'll attempt a fresh install to see if that fixes it.   Never had an issue beforehand concerning this, I do use decimals so this shouldn't be an issue.

Thanks for the help.
Title: Re: v6.00 Official Bugs Thread
Post by: Iridium on October 07, 2012, 03:36:20 PM
OK, so it wasn't the region settings but due to the fact that I'm running Win7 and my previous working install was in the x86 Programs directory.   The original install worked but updating caused it to freak out.   So I installed in another location.

Solved.
Title: Re: v6.00 Official Bugs Thread
Post by: Karlito on October 07, 2012, 04:22:29 PM
Here's a minor one.  The description in the Power Efficiency/Power Reduction reads "for engines and power plants", but I believe the tech line is now only used for power plants.
Title: Re: v6.00 Official Bugs Thread
Post by: Brian Neumann on October 07, 2012, 04:55:30 PM
starting a new game using the spacemaster start throws up an error to the effect of "can't have a race name of 0 chars" and then a mess of related errors.  Regular Sol start seems to work fine for me.  
I have the same problem as well
Brian
Title: Re: v6.00 Official Bugs Thread
Post by: Brian Neumann on October 07, 2012, 04:55:59 PM
Trying to do a conventional start without the "no missile bases" option checked yields endless many
Forget to update the ICBM bases?

EDIT: It seems like you can click through them and when the game eventually does start your ICBM bases will be devoid of missiles.
I got the same problem as well
Brian
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 07, 2012, 05:02:50 PM
Looks like the ICBM is no longer in the DB. I had a DB crash during development and I thought I had receoverd everything but obviously not :)

I suggest using the no missile bases option until I update the DB

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Karlito on October 07, 2012, 05:39:25 PM
Another small one: In the Task Groups (F12) window, Luna appears under Venus rather than Earth when the 'moons' box is ticked.

EDIT: And another one. I'm getting a divide by zero error every 5-day increment from the Geological Team surveying Apollo. I notice it and the other near-Earth asteroids have diameters of 0 in the system view.
Title: Re: v6.00 Official Bugs Thread
Post by: LoSboccacc on October 07, 2012, 10:27:24 PM
Hmm, curious. . .   I just unzipped the update into the old Aurora folder but I'll attempt a fresh install to see if that fixes it.   Never had an issue beforehand concerning this, I do use decimals so this shouldn't be an issue.

Thanks for the help.

I had this strange problem happen to me with windows 7: turns out that if you installed aurora in program files you will get a copy of stevefire.mdb in your app local profile and windows will use your private copy instead of the one in program files.

Remove the one in your profile and windows 7 will catch up with the update
Title: Re: v6.00 Official Bugs Thread
Post by: davidr on October 08, 2012, 03:11:50 AM
Clicking on the "About" tab under Help in the main menu bar results in a 3201 error and complete lock up which can only be cured by closing the programme through the Task Manager (win7)

DavidR
Title: Re: v6.00 Official Bugs Thread
Post by: LoSboccacc on October 08, 2012, 03:25:54 AM
some minor stuff

1. class design overflow with stuff when using the reduced height windows options

2. a11.jpg and b20.jpg are missing for some reason and I can't find them even in the 544 full install. (I just copied some other random planet image over)

Title: Re: v6.00 Official Bugs Thread
Post by: ExChairman on October 08, 2012, 04:24:17 AM
Getting Error 2021 "Error in NPRPopPlanning" alot of times, when I hold down the return key it takes about 20 seconds for it to disapear and then a new turn start with the same problem, done two differnt setups and the same error comes within a couple of months... Could try without any NPRs...
Title: Re: v6.00 Official Bugs Thread
Post by: wilddog5 on October 08, 2012, 05:21:29 AM
you can build missile and civ designed drives in the ship components section of the industry tab.

not sure if the missle drives are a bug as they could be used to make missiles faster like ships?
Title: Re: v6.00 Official Bugs Thread
Post by: Person012345 on October 08, 2012, 05:44:37 AM
Ok, new problem.

As I said, I've been playing aurora on this computer fine, so I have all the DLL's and such.

Now when I click system view (in sol, as the SM Race) I get:
Error in cboSystems
Error 381 was generated by aurora
Invalid property array index

Followed by:
Error in GetBodySuitability
Error 11 was generated by aurora
Division by zero

Followed by:
Aurora
Run-time error '11':
Division by zero

Then the game promptly crashes.
Title: Re: v6.00 Official Bugs Thread
Post by: Person012345 on October 08, 2012, 06:12:12 AM
Right, it works in steve's example game, but gives me the above when I try to go into system view from sol as the SM race after creating a nw game (non-sol based start). Obviously I haven't had a chance to test outside of sol since I can't generate any other systems without system view.

Edit: It also works fine for a new game created with a regular empire. Guessing it has something to do with starting with an SM race and not an empire proper or something.
Title: Re: v6.00 Official Bugs Thread
Post by: Jikor on October 08, 2012, 10:06:41 AM
In the f7 (Race tech screen) the missile engine designs don't appear to show when you select that option from the drop down.

Additionally it seems that using the check box for "Show size in tons" on most techs doesn't actually show the size.
Title: Re: v6.00 Official Bugs Thread
Post by: Icecoon on October 08, 2012, 10:07:42 AM
It is a minor bug though, but when wish to view my missile engine designs on the View Technology window it doesn't show me anything but remains on the previously selected page, for example at missile launchers. This prevents me from deleting my spoiled missile engine designs. :D

Edit: Seems like I'm not alone. :)
Title: Re: v6.00 Official Bugs Thread
Post by: phillycheese254 on October 08, 2012, 12:59:08 PM
Quote from: Bremen link=topic=5400. msg55420#msg55420 date=1349637332
With the new version, attempting to open the system information (f9) window generates the following errors:

Error 53 was generated by Aurora
File not found: 'Planetjpeg\a11. jpg'

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

Error 53 was generated by Aurora
File not found: 'Planetjpeg\b20. jpg'

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

Run-time error '53':

File not found: 'Planetjpeg\a11. jpg'


Got the same problem here.
Title: Re: v6.00 Official Bugs Thread
Post by: Topher on October 08, 2012, 04:20:24 PM
I'm in the US, Win7, admin mode.   At game creation, conventional start, 8,500(million population), missile bases at start

Error 3201 was generated by DAO.  Recordset
You cannot add of change a record because a related record is required in table 'Missiles'. 
Please report to.  .  . 

Hundreds of these errors pop-up as soon as I click 'create game', once I click through all of them the game starts up, I have no idea what effect is has on gameplay but I assume it's an error similar to the missile error posted above.
Title: Re: v6.00 Official Bugs Thread
Post by: Sloshmonger on October 08, 2012, 04:36:49 PM
Carry over from previous versions:

When you start a new game (or new empire) and allow the computer to auto-select your research, if the computer picks the "Expand Civilian Economy by 20%" project at 10kRP then the 20k version never shows up under available research. 

To restore it, if you go into SM mode, look into completed research and Remove it, you can research it and get the next level to appear as an available research project.
Title: Re: v6.00 Official Bugs Thread
Post by: Scandinavian on October 08, 2012, 04:45:49 PM
It is a minor bug though, but when wish to view my missile engine designs on the View Technology window it doesn't show me anything but remains on the previously selected page, for example at missile launchers. This prevents me from deleting my spoiled missile engine designs. :D

Edit: Seems like I'm not alone. :)
In the previous version, you could mark missile designs as obsolete from the standard ordnance loadout tab in the ship design window (F5). The relevant interface is still there, but since I have no missile designs yet, I can't test it.
Title: Re: v6.00 Official Bugs Thread
Post by: tryrar on October 08, 2012, 05:06:46 PM
Got 3201 errors as previously reported in that thread: http://aurora2.pentarch.org/index.php/topic,4204.msg55502.html#msg55502

Very odd is that after a lot of those(that forced me to terminate the program)suddenly I can see alpha centauri...even though I haven't gone through any jump point  that connects to it!
Title: Re: v6.00 Official Bugs Thread
Post by: Sloshmonger on October 08, 2012, 05:29:15 PM
Under the Ships Design tab:

After creating a design and locking it, if you change the deployment time the additional crew modules will be added if the deployment time is increased. If the time is decreased, nothing changes.
Title: Re: v6.00 Official Bugs Thread
Post by: Erik L on October 08, 2012, 06:43:33 PM
In the previous version, you could mark missile designs as obsolete from the standard ordnance loadout tab in the ship design window (F5). The relevant interface is still there, but since I have no missile designs yet, I can't test it.

The Ctrl-F7 window should list missiles and you can obsolete them there. I've done so already.
Title: Re: v6.00 Official Bugs Thread
Post by: Nathan_ on October 08, 2012, 06:58:52 PM
Here is another one having to do with the crew deployment time:

It looks like any ship with over 3 months of deployment time is commercial no matter what, even if it has a giant military engine(30HS EP 1.5X) strapped to it.

Update to the above: Putting launch tubes on the ship makes it a military vessel, so its an issue with engines.
Title: Re: v6.00 Official Bugs Thread
Post by: kmod on October 08, 2012, 10:38:31 PM
- The "MSP Allocation of Previous Designs" dropdown does not correctly set the number of missile engines of the chosen design (it stays at whatever is in that box)
- Not sure if this is a bug or a feature, but in the missile design screen, multi-stage missiles seem to include the fuel of any secondary stages (ie a missile with 0 fuel but with a second stage of two missiles each with . 1 fuel, will show up as having a fuel Value of 500); I haven't tested how it actually behaves.
- I think there's an issue with the documentation in the 6. 00 changes thread; it says that the crew requirement for engines is HS * 2 * sqrt(modifier), but in the game (and also the examples in the docs) it seems to be HS * modifier.
Title: Re: v6.00 Official Bugs Thread
Post by: LoSboccacc on October 09, 2012, 03:22:25 AM
got some precursor attacking me with warhead-0 missiles.
Title: Re: v6.00 Official Bugs Thread
Post by: Garfunkel on October 09, 2012, 08:42:22 AM
"Reduced Window Size On" causes a torrent of Overflow "Error 6" in Missile Design Screen.

EDIT: It's not "Reduced Window Size", happens in either case.

EDIT2: Some times replaced with Error 11 for Division by Zero. Could be that I don't have any Reactor technologies discovered? Will test.

EDIT3: Shoot me, I'm idiot. It was because I had no reactor technologies researched yet. Works fine now.
Title: Re: v6.00 Official Bugs Thread
Post by: Person012345 on October 09, 2012, 10:44:12 AM
I'm getting an infinite loop of 3201 DAO recordset about missiles when I try and gen a new game now.
Title: Re: v6.00 Official Bugs Thread
Post by: Knight Otu on October 09, 2012, 12:26:47 PM
Quote from: o_O link=topic=5400. msg55424#msg55424 date=1349640418
starting a new game using the spacemaster start throws up an error to the effect of "can't have a race name of 0 chars" and then a mess of related errors.   Regular Sol start seems to work fine for me.   
Disclaimer first, I'm playing through Wine.  I got the first error during actual play (3315, Field Race. RaceName can't be a zero-length string), followed by a likely endless number of 3201 errors (First, You cannot add or change a record because a related record is required in table 'Race', then tons of the same with table 'RaceMapDisplay').  Checking through SM mode after killing the process, there seems to be a new race that wasn't there at the start of the game, the Heart, but I don't know whether they are the culprits.
Title: Re: v6.00 Official Bugs Thread
Post by: Garfunkel on October 09, 2012, 02:58:32 PM
I'm getting an infinite loop of 3201 DAO recordset about missiles when I try and gen a new game now.
Try conventional start with no ICBM missile silos.
Title: Re: v6.00 Official Bugs Thread
Post by: Nathan_ on October 09, 2012, 04:59:02 PM
Geo Teams:

I suspect that they can only increase accessability now. No new mineral finds are being made, and teams with below 140 skill will complete a survey without doing anything or increasing their skill. +140 teams can increase their skill however.

The Tritanium amount in the image below shows such an accessability increase(from 0.4 to 0.7) but no new minerals.


edit: The team in question did not increase its skill from getting that accessability increase, though it has previously.

edit2: the team managed to make a mineral find on venus, and its skill went up for it.

edit3: had a skill increase for finding nothing on Mars.

edit4: Alright, I've seen a < 140 skill team skill up, so the geo teams probably are working as intended.
Title: Re: v6.00 Official Bugs Thread
Post by: xeryon on October 09, 2012, 07:19:08 PM
At least one of those items pertaining to Geo teams is not a bug.  Steve had set Geo teams to increase in skill just for trying.  Success is not a prerequisite for skill advancement.
Title: Re: v6.00 Official Bugs Thread
Post by: Topher on October 09, 2012, 11:38:11 PM
Quote from: Garfunkel link=topic=5400. msg55535#msg55535 date=1349812712
Try conventional start with no ICBM missile silos.

Hey, I'm having the exact same error.  Do you know if starting a game that way causes any long-term issues? or it just an issue with the pre-designed silos?
Title: Re: v6.00 Official Bugs Thread
Post by: mberkers on October 10, 2012, 01:36:39 AM
Hmm.  Not sure if this a bug or not, but I had a CB and 5 MI battalions loaded aboard some troop transports.  I'm pretty sure I hit the Unload ALL units order.  Later on, I scrapped the old TT in favour of new ones with faster engines, and now the MI battalions are nowhere to be found.  They're NOT on any ships, and not at any colonies. 

Trying to assign Commanders to them seems to indicate that the MI battalions in question are located in (Unknown System).  Hyperspace maybe? I don't mind disbanding them IF i could figure out how!

MattB
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 10, 2012, 04:39:11 AM
I will start working through the bugs list soon :). Work is mad this week (well, mad every week but worse than normal this week).

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Brian Neumann on October 10, 2012, 05:48:30 AM
Hmm.  Not sure if this a bug or not, but I had a CB and 5 MI battalions loaded aboard some troop transports.  I'm pretty sure I hit the Unload ALL units order.  Later on, I scrapped the old TT in favour of new ones with faster engines, and now the MI battalions are nowhere to be found.  They're NOT on any ships, and not at any colonies. 

Trying to assign Commanders to them seems to indicate that the MI battalions in question are located in (Unknown System).  Hyperspace maybe? I don't mind disbanding them IF i could figure out how!

MattB
See if this will work.  Turn SM mode on.  Open the ground unit tab on the production and population screen (F2)  In the upper right there is a small pulldown menu for show units.  Select all units.  If you can see the units you are missing try changing where they are located.  Use the transfer Ground Unit to PDC or Population pull down menu (lower right corner of screen)  Set the population to transfer the unit to as whatever population is currently selected.  This might get the unit back from oblivion.
Good Luck
Brian
Title: Re: v6.00 Official Bugs Thread
Post by: bean on October 10, 2012, 11:14:11 AM
I'm about 18 months into a game, and it's just stopped build cycles.  I haven't had one in nearly a month.
Title: Re: v6.00 Official Bugs Thread
Post by: Scandinavian on October 10, 2012, 12:17:43 PM
The addition of mass 0 celestial objects in Sol generates errors when deploying geology teams to them (and presumably also other divide by zero errors in other places). Suggestion: Always round system body mass up to a strictly positive number.
Title: Re: v6.00 Official Bugs Thread
Post by: Person012345 on October 10, 2012, 01:35:08 PM
When I go to design a missile I get an overflow error 6. This pops up every time I alter anything in the missile fields.

The numbers also seem ridiculously high (using conventional engine tech 100km/s and 187m km range on a size 9.5 with .5 for fuel) but I assume that is something to do with the new system since to-hit chances are very low (1% for a 1km/s target).
Title: Re: v6.00 Official Bugs Thread
Post by: Person012345 on October 10, 2012, 04:05:03 PM
When I go to design a missile I get an overflow error 6. This pops up every time I alter anything in the missile fields.

The numbers also seem ridiculously high (using conventional engine tech 100km/s and 187m km range on a size 9.5 with .5 for fuel) but I assume that is something to do with the new system since to-hit chances are very low (1% for a 1km/s target).

I think I mistyped the speed in that, but I don't remember what it actually said, and now I go on the screen again it has become more within expected ranges. But I still get the overflow error.
Title: Re: v6.00 Official Bugs Thread
Post by: LoSboccacc on October 10, 2012, 04:52:38 PM
when you zoom too close into the system map (the f3 one)  it gives an error 11 overflow (but it renders it correctly)
Title: Re: v6.00 Official Bugs Thread
Post by: Vynadan on October 10, 2012, 07:01:24 PM
When designing ships and putting in an intended deployment time length, the game will automatically add crew quarters as appropiate - However, when reducing the deployment time again, the additional crew quarters won't be removed/downsized automatically. Not sure if this is working as intended? Cost me some surplus BP before I noticed this :)

*edit*
Likewise, when removing components and thus reducing the crew requirements, it doesn't downsize the crew quarters. Removing them manually lets you remove them to the minimum required for the current intended deployment time. Not sure if a difference between available crew quarters and intended deployment time delay the onset of morale loss?
(Scenario: Setting intended deployment time to 12 months, reducing it back to 6 months - Does morale loss occur after 6, or 12 months? As the game doesn't remove the surplus crew quarters, it should set on after 12 months (as the same facilities are there) instead of the displayed 6 months. Didn't test this though.)
Title: Re: v6.00 Official Bugs Thread
Post by: Nathan_ on October 10, 2012, 10:29:21 PM
When I go to design a missile I get an overflow error 6. This pops up every time I alter anything in the missile fields.

The numbers also seem ridiculously high (using conventional engine tech 100km/s and 187m km range on a size 9.5 with .5 for fuel) but I assume that is something to do with the new system since to-hit chances are very low (1% for a 1km/s target).

bigger missiles are really fuel efficient, trying out my broadsword design with a size 2.5 engine lets it travel 120M km on 0.4 fuel, but with 25 .1 size engines it can only travel 13M km. This was to try to counterbalance the superiority of size 1 missiles.

When designing ships and putting in an intended deployment time length, the game will automatically add crew quarters as appropiate - However, when reducing the deployment time again, the additional crew quarters won't be removed/downsized automatically. Not sure if this is working as intended? Cost me some surplus BP before I noticed this :)

*edit*
Likewise, when removing components and thus reducing the crew requirements, it doesn't downsize the crew quarters. Removing them manually lets you remove them to the minimum required for the current intended deployment time. Not sure if a difference between available crew quarters and intended deployment time delay the onset of morale loss?
(Scenario: Setting intended deployment time to 12 months, reducing it back to 6 months - Does morale loss occur after 6, or 12 months? As the game doesn't remove the surplus crew quarters, it should set on after 12 months (as the same facilities are there) instead of the displayed 6 months. Didn't test this though.)

they should be counted as extra berths rather than additional facilities per crew.
Title: Re: v6.00 Official Bugs Thread
Post by: mberkers on October 10, 2012, 11:13:54 PM
Quote from: Brian link=topic=5400. msg55549#msg55549 date=1349866110
See if this will work.   Turn SM mode on.   Open the ground unit tab on the production and population screen (F2)  In the upper right there is a small pulldown menu for show units.   Select all units.   If you can see the units you are missing try changing where they are located.   Use the transfer Ground Unit to PDC or Population pull down menu (lower right corner of screen)  Set the population to transfer the unit to as whatever population is currently selected.   This might get the unit back from oblivion.
Good Luck
Brian

Thanks Brian! It worked, and the 17th-20th MI Battalions have returned from their trip to. .  umm. .  well, they refuse to talk about it but the CO winces every time someone mentions tequila. . . .
Title: Re: v6.00 Official Bugs Thread
Post by: Conscript Gary on October 11, 2012, 02:38:56 AM
My empire just experienced a decade-worth of time warp, I think. 
I had designed a simple thermal buoy the same size as my standard ASM missiles, loaded up enough to cover the jump points in Sol (3) and set off for each one. 

Code: [Select]
Missile Size: 6 MSP  (0.3 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 0 km/s    Engine Endurance: 0 minutes   Range: 0.0m km
Thermal Sensor Strength: 2.4145    Detect Sig Strength 1000:  2,414,500 km
Cost Per Missile: 3.8635
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%
Materials Required:    1.449x Boronide   2.4145x Uridium   Fuel x0

Since I'm unfamiliar with the Msl Launch button on the task groups window, I just assigned the loaded tube to a fire control, pointed it at a waypoint I had lying about in the system, and fired when I was on top of each jump point.   It seemed to work, the buoys sat on the point, they didn't detonate, though it did show an eta of 1 second.   So I order my fleet back to Earth for some overhaul, as my jump scouts come in for the same.   I hit 30 Days with auto-turns ticked, and 22 full length increments roll by without an interrupt or construction cycle.   At this point I unticked the auto turns button and tried some smaller increments, to no avail.   My industry was frozen, my ships trapped in overhaul, their deployment counters steadily rising despite orbiting earth, all things from the construction cycle not firing. 

So, I open up the Combat Overview for the ship that launched the buoys, an they're still there in the 'Missiles in Flight' tab.   I destroy the lot, hit a 5 second increment, and nearly two years of mineral shortage, shore leave, research, new officers, promotions assignments retirements and so on land all at once. 
Title: Re: v6.00 Official Bugs Thread
Post by: Radioactive_seagull on October 11, 2012, 06:04:47 AM
Every 5 days I'm getting 14 errors that say:

Error in NPRPopPlanning
Error 3021 was generated by DAO.  Field
No current record
Please report to.  .  . 

This is with a standard start, no changes to the create game screen.

Edit: Started a new game and so far this hasn't happened again.
Title: Re: v6.00 Official Bugs Thread
Post by: Sloshmonger on October 11, 2012, 01:52:09 PM
Here is another one having to do with the crew deployment time:

It looks like any ship with over 3 months of deployment time is commercial no matter what, even if it has a giant military engine(30HS EP 1.5X) strapped to it.

Update to the above: Putting launch tubes on the ship makes it a military vessel, so its an issue with engines.

A ship with nothing but crew, bridge, engineering, fuel and engines on it will be a military vessel if the size of the engines is less than 25HS, and commercial if 25HS or more, all other things being equal, regardless of how many engines are used. 

I don't know if that's intended, but it did put a damper on my tiny geo surveyor swarm idea.
Title: Re: v6.00 Official Bugs Thread
Post by: Nathan_ on October 11, 2012, 02:50:32 PM
A ship with nothing but crew, bridge, engineering, fuel and engines on it will be a military vessel if the size of the engines is less than 25HS, and commercial if 25HS or more, all other things being equal, regardless of how many engines are used. 

I don't know if that's intended, but it did put a damper on my tiny geo surveyor swarm idea.

"Any engine that exceeds 50% base engine power or is smaller than 25 HS is classed as military for maintenance purposes." - Size wise its working, but the EP modifier doesn't seem to be taken into account.
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 11, 2012, 04:32:53 PM
When designing ships and putting in an intended deployment time length, the game will automatically add crew quarters as appropiate - However, when reducing the deployment time again, the additional crew quarters won't be removed/downsized automatically. Not sure if this is working as intended? Cost me some surplus BP before I noticed this :)

It is working as intended. You may need to have additional crew quarters, especially on carriers for the flight crews. You quickly get used to removing the excess when you don't need it. One option though might be for me to add a checkbox so the window removes excess crew quarters automatically.

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Kaspar on October 11, 2012, 08:12:44 PM
Hi, been enjoying your game for some time now and only registered to report a few bugs with the new version.   

1.     Tried to design a multi-stage missile so I could deliver a mine to Jumppoints from a PDC.     Was a 34 MSP missile with a delivery body, a mine buoy, and 6 ASM launching from the mine buoy.     Designing and researching worked fine, but as soon as I built them and loaded them onto the PDC, Aurora gives Error 6 Overflow errors, even if I only move the map and dont increment time.     If the missiles stay in the planetary stockpile, no error messages are generated.     

Fuel allocation seems screwy, it looks like Aurora calculates all the missile stages fuel into its fuel calculation.     Might be the reason for this.   

When trying to view designs, Aurora doesnt show the used engine in the design, but the most recently designed one.   

2.     I cant view civilian designs from the class window.     I am using reduced height windows, so maybe thats the reason?

Title: Re: v6.00 Official Bugs Thread
Post by: ardem on October 11, 2012, 08:36:55 PM
On New Game a large amount of Error 3021 was generated by DAO. Field mesasges...

- It works fine without changing any data options however, new game setup takes up to 5 minutes to complete, whereas 5.6 takes about 1 minute.

- If you choose create your own space empire or non Real stars, you encounter a mass of 3021 messages, starting off on race and moving forward to other db tables.


I think the install part needs to be looked at and repaired, because you can never be confident your games is not going to crash into the future. Also could do a complete new 6.00 setup file, since it is a new major number, rather then the process you need to go on for a new computer.

Title: Re: v6.00 Official Bugs Thread
Post by: Conscript Gary on October 12, 2012, 05:34:46 AM
I doublechecked that buoy bug.  Even having one out on a jump point completely suspends the construction cycle check
Title: Re: v6.00 Official Bugs Thread
Post by: niflheimr on October 12, 2012, 11:25:06 AM
Error 6 , overflow in fleet display if I active "show maximum weapon ranges" in sol - but it's probably quite hard to track what makes it do that.
Title: Re: v6.00 Official Bugs Thread
Post by: tryrar on October 12, 2012, 12:53:35 PM
Got an odd bug. Whenever I create a game with the same name as a previous(deleted) game, after race creation, the game goes on forever creating it, no error messages or nothing, just stays on game creation until I close the program. The game does show up, but I haven't played those games to see if they're alright
Title: Re: v6.00 Official Bugs Thread
Post by: bean on October 12, 2012, 05:26:17 PM
My bug was traceable to a deployed buoy.  Not on a jump point, just floating there.
Title: Re: v6.00 Official Bugs Thread
Post by: Sotak246 on October 12, 2012, 06:49:41 PM
Got an odd bug. Whenever I create a game with the same name as a previous(deleted) game, after race creation, the game goes on forever creating it, no error messages or nothing, just stays on game creation until I close the program. The game does show up, but I haven't played those games to see if they're alright

Was just about to post this same bug, so just ditto it  instead
Title: Re: v6.00 Official Bugs Thread
Post by: Nathan_ on October 12, 2012, 11:13:37 PM
I fought a battle today with space time bubbling over the battlefield, and when I was finished, every ship around earth reported shoreleave completed a while after ending the bubble. 
Title: Re: v6.00 Official Bugs Thread
Post by: Knight Otu on October 13, 2012, 11:16:11 AM
Quote from: Knight Otu link=topic=5400. msg55530#msg55530 date=1349803607
Disclaimer first, I'm playing through Wine.   I got the first error during actual play (3315, Field Race.  RaceName can't be a zero-length string), followed by a likely endless number of 3201 errors (First, You cannot add or change a record because a related record is required in table 'Race', then tons of the same with table 'RaceMapDisplay').   Checking through SM mode after killing the process, there seems to be a new race that wasn't there at the start of the game, the Heart, but I don't know whether they are the culprits. 
As an update, I've encountered this twice more (at 100% NPR generation chance) when exploring jump points.  Each time, a new race appeared in SM Mode, as well as a system that not only lacks jump points, but also survey locations for jump points (meaning there probably is an isolated system out there that lacks an entry jump point from the first incarnation of the error).
Title: Re: v6.00 Official Bugs Thread
Post by: FluidDynamite on October 13, 2012, 08:45:24 PM
Hi all, been enjoying the new version very much! Registered to report a couple of bugs from my game:

1.  Adjusting of the Deployment Time under Crew Accommodations is still possible for locked designs.  I had a bunch of asteroid miners I accidentally left on Deployment Time = 3, changed it to 36.  A couple of turns later a bunch of the crew quarters of these asteroid miners started exploding due to being over capacity or something like that, heh.  This wasn't in SM mode btw.

2.  Missiles without an engine (engine number = 0) still has a "Engine Endurance" which value is stuck on that of the last engine selected.  After launch the missile's counter still ticks down but doesn't actually run out, but stays on the last time increment, for example a missile displaying 00:27:46 will still be 00:27:46 after a 30 day increment, but goes down to 00:27:41 after a 5 minute increment.

3.  These missiles without engines (I was trying to lay down a minefield) freezes construction cycles, as a couple of people has reported already.
Title: Re: v6.00 Official Bugs Thread
Post by: Garfunkel on October 14, 2012, 09:07:19 AM
As an update, I've encountered this twice more (at 100% NPR generation chance) when exploring jump points.  Each time, a new race appeared in SM Mode, as well as a system that not only lacks jump points, but also survey locations for jump points (meaning there probably is an isolated system out there that lacks an entry jump point from the first incarnation of the error).

I've had this happen twice. You don't need to kill the process, just keep Enter pressed down and eventually the errors go away. You don't even need to explore yourself - it seems that my game creation NPR race has found two AI races and as the game tries to create them, it runs into this problem.
Title: Re: v6.00 Official Bugs Thread
Post by: Darguel on October 14, 2012, 10:07:46 AM
Quote from: Bremen link=topic=5400. msg55420#msg55420 date=1349637332
With the new version, attempting to open the system information (f9) window generates the following errors:

Error 53 was generated by Aurora
File not found: 'Planetjpeg\a11. jpg'

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

Error 53 was generated by Aurora
File not found: 'Planetjpeg\b20. jpg'

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

Run-time error '53':

File not found: 'Planetjpeg\a11. jpg'

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

The program then closes. 

Manually adding the missing pictures appears to fix the problem for me; it may have been a problem with my install/patching process.


+1
Title: Re: v6.00 Official Bugs Thread
Post by: Garfunkel on October 14, 2012, 12:48:25 PM
Cargo Hold - Small and Cargo Hold - Standard have their descriptions accidentally swapped.
Title: Re: v6.00 Official Bugs Thread
Post by: Hazard on October 14, 2012, 01:14:43 PM
Like Fluid Dynamite I too have the problem of adjustable Deployment Time while in the Ship Design window. Exploding freighters would've followed if I hadn't simply ordered the deconstruction of my military freighter fleet.

It needed replacement anyway.

I have also run into the problem of missing planet pictures, a11 and b20, just like a few others.
Title: Re: v6.00 Official Bugs Thread
Post by: tryrar on October 14, 2012, 02:00:41 PM
Like Fluid Dynamite I too have the problem of adjustable Deployment Time while in the Ship Design window. Exploding freighters would've followed if I hadn't simply ordered the deconstruction of my military freighter fleet.

It needed replacement anyway.

I have also run into the problem of missing planet pictures, a11 and b20, just like a few others.

Bolded by me to show I too have the missing planet pictures. I duped a couple of the others to play
Title: Re: v6.00 Official Bugs Thread
Post by: Jikor on October 15, 2012, 10:59:48 AM
Tried creating a new game conventional start, 1000 pop, no missile bases. Rest of settings where default. New v6 database with no previous games.
Creation went on forever the database kept growing until I killed the process.
Killed process and loaded game but didn't see any issues.
Backed up db and then tried to run compact database to see if it would shrink it some but it gave a permission denied error and then spit up a never ending bug about updating the game log failing because of an invalid object.
If someone could PM me the DB password I can see what it may have filled the db with.
Title: Re: v6.00 Official Bugs Thread
Post by: peskyninja on October 15, 2012, 06:03:50 PM
Quote from: niflheimr link=topic=5400. msg55640#msg55640 date=1350059106
Error 6 , overflow in fleet display if I active "show maximum weapon ranges" in sol - but it's probably quite hard to track what makes it do that. 
I'm getting that too.  It's pretty random.
 I'm also getting an error when creating an alien race the error is in my native language so I'll try to tranlate it.
Error 3315
The field "Race. Racename" Can't be a null character string.
And
Error 3201
It's impossible to add or modify registries, for it's necessary that they have a registry relationed in the "race" list.
The result of this. . . .  I believe my game has no aliens besides spoilers.
Title: Re: v6.00 Official Bugs Thread
Post by: Hernanduer on October 16, 2012, 09:50:04 AM
Whenever a fleet is given the "Join Fleet" order on another (say an asteroid mining fleet), the fleet given the order will go and carry it out, but the planet won't update to show that there are now more asteroid miners in orbit.  The same thing happens with terraformers.  You have to solve it by telling the new larger fleet to go to its destination again (in this case the asteroid)
Title: Re: v6.00 Official Bugs Thread
Post by: Icecoon on October 16, 2012, 11:07:48 AM
When I enter one unexplored jump point i get a bunch of errors. It only happens with one jump point so far. I think there are aliens on the other side. I think it's the same set of errors that you get when you try a SM start.

Quote
Error in CreateNewRace

Error 3315 was generated by DAO.Recordset
Field 'Race.RaceName' cannot be a zero lenght string.

and

Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'Race'

and

Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'RaceMapDisplay'

and

No ranks found. Please set up ranks before creating commanders.
Title: Re: v6.00 Official Bugs Thread
Post by: Sloshmonger on October 16, 2012, 11:26:44 AM
Whenever a fleet is given the "Join Fleet" order on another (say an asteroid mining fleet), the fleet given the order will go and carry it out, but the planet won't update to show that there are now more asteroid miners in orbit.  The same thing happens with terraformers.  You have to solve it by telling the new larger fleet to go to its destination again (in this case the asteroid)

Another way around this is to have Fleet A move to body, then join Fleet B
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 16, 2012, 05:15:40 PM
Apologies for not getting to the bugs list yet. I am working in London for the next few days but I'll be back at the weekend. Assuming I can tear myself away from Xcom, I'll start working through them.

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Morrigi192 on October 16, 2012, 09:18:18 PM
I'm getting what appears to be an infinite amount of Error 3201's on game start whenever I don't use the default campaign. 

Error 3201 was generated by DAO.  Recordset
You cannot add or change a record because a related record is required in table
"Missiles". 
Title: Re: v6.00 Official Bugs Thread
Post by: Jikor on October 17, 2012, 07:42:28 AM
I'm getting what appears to be an infinite amount of Error 3201's on game start whenever I don't use the default campaign. 

Error 3201 was generated by DAO.  Recordset
You cannot add or change a record because a related record is required in table
"Missiles". 

This bug is from a conventional start with missile bases. Steve said previously he forgot to add the ICBM plan in or something like that. If you hold down the enter key for a minute it will zip through them and then start the game normally.
Title: Re: v6.00 Official Bugs Thread
Post by: Zapper on October 17, 2012, 03:23:15 PM
Hey, i found three bugs.


Game version: 6. 0
System: Windows XP64
CPU: AMD some 2-3 Ghz
RAM: 3GB

Bug #1
Adding a large number of research facilities when generating a new game

Description
Start Aurora, click new game, enter a relative large number in "Number of starting Research Facilities" as starting value, in this test i added 100 research facilities.  No other values was altered to the new game screen, click "create game"

Outcome
The game was stopped by user after +30 minutes thru the task manager.  The game generated a Very large database(+200mb).

Expected outcome
After a normal period of time (1 min) the game should have been generated and prompted the user, and the database should only use a few mb of disk space.
The number of research facilities should not effect the game generate time.

Bug #2
The description text associated with mouse over on "Min Inc. " increment cycle number box is to long.

Description
See the attached image. .

Outcome
The description text exceed the maximum number of characters

Expected outcome
The description text should not exceed the maximum number of characters.

Bug #3
The moon "Luna" associated with the planet earth is not placed the "correct" place.

Description
Generate a game which use the default values.  No values added or removed!
In the "Task Groups", F12 window, tab "Task Group Orders", Check box Group "System Location Display Options", click the check box "Moons", moons associated to the known system will appear.

Outcome
The moon "Luna" is placed as a moon associated to Venus.

Expected outcome
The moon should appear as a Moon associated to the planet Earth.
Title: Re: v6.00 Official Bugs Thread
Post by: Gyrfalcon on October 17, 2012, 04:13:29 PM
Not seeing this anywhere in the thread, so:

When designing a ship with a small crew requirement (fighter for example), the automatic crew quarters script does not make use of 'Tiny' crew quarters, stopping at small. This means having to manually add a tiny crew quarter and removing the small one for the space savings.
Title: Re: v6.00 Official Bugs Thread
Post by: mberkers on October 17, 2012, 11:20:13 PM
Hmm. . .  Getting another bug (more of an irritation actually).  Whenever my military ships are away from a planet, every 5 days it pops up with an error in CheckCrewMorale: Error 3241 was generated by DAO. Field.  Data type conversion error.   

Funny thing is it only happens to ships built after a certain point, and only when they're away from home base. 
The Crew Morale still seems to decrease as normal. \

MattB
Title: Re: v6.00 Official Bugs Thread
Post by: Icecoon on October 19, 2012, 02:03:25 AM
Found another one. This is at a different jump point.

Quote
Error in CreateNPRForces
Error 3021 was generated by DAO.Field
No current record.
Title: Re: v6.00 Official Bugs Thread
Post by: metalax on October 19, 2012, 07:39:30 AM
A couple of minor ones.

Starting a new game,
tooltip for max deviation in gravity states it can't be greater than 95% but the actual value is limited to 90%.
tooltip for max deviation in oxygen pressure states it can't be greater than 80% but the actual value is limited to 90%.
Title: Re: v6.00 Official Bugs Thread
Post by: Sloshmonger on October 19, 2012, 10:17:20 AM
Lower priority than "minor":
It appears that the Name type "US Carriers" for ship names has no entries.  Assigning that to a ship class leads to the first ship having the name "No more names in this category". ( I am unaware of that carrier's long illustrious history :D )
Title: Re: v6.00 Official Bugs Thread
Post by: bean on October 19, 2012, 12:00:07 PM
Lower priority than "minor":
It appears that the Name type "US Carriers" for ship names has no entries.  Assigning that to a ship class leads to the first ship having the name "No more names in this category". ( I am unaware of that carrier's long illustrious history :D )
I noticed that quite a while ago, and according to Friedman, that name was not used before 1982.  ;)
That said, I put together the correct list, and I've attached it here.
Title: Re: v6.00 Official Bugs Thread
Post by: WHCnelson on October 20, 2012, 01:15:53 PM
   I am now getting an Error 53  File PLANETJPEG\a11.jpg not found
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 20, 2012, 01:35:47 PM
Looks like the ICBM is no longer in the DB. I had a DB crash during development and I thought I had receoverd everything but obviously not :)

The next version will be v6.10. I've put the ICBM back on the DB

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 20, 2012, 01:36:28 PM
With the new version, attempting to open the system information (f9) window generates the following errors:

Error 53 was generated by Aurora
File not found: 'Planetjpeg\a11.jpg'

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

Error 53 was generated by Aurora
File not found: 'Planetjpeg\b20.jpg'

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

Manually adding the missing pictures appears to fix the problem for me; it may have been a problem with my install/patching process.

The missing pictures will be included in the v6.10 patch

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 20, 2012, 01:39:23 PM
Here's a minor one.  The description in the Power Efficiency/Power Reduction reads "for engines and power plants", but I believe the tech line is now only used for power plants.

I've changed it to Reactor Power Boost tech and removed the references to fuel efficiency and engines. I have also halved the research cost for each level.

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 20, 2012, 02:02:14 PM
starting a new game using the spacemaster start throws up an error to the effect of "can't have a race name of 0 chars" and then a mess of related errors.  Regular Sol start seems to work fine for me.  

Fixed for v6.10

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 20, 2012, 02:15:10 PM
I'm getting a divide by zero error every 5-day increment from the Geological Team surveying Apollo. I notice it and the other near-Earth asteroids have diameters of 0 in the system view.

I've changed the near-Earth asteroids to have a radius of 1 km. Not astromically correct but it should prevent that type of problem

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 20, 2012, 02:16:23 PM
Clicking on the "About" tab under Help in the main menu bar results in a 3201 error and complete lock up which can only be cured by closing the programme through the Task Manager (win7)

DavidR

Oops! I left some test code behind that button. Removed for the next version.

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 20, 2012, 02:24:53 PM
you can build missile and civ designed drives in the ship components section of the industry tab.

not sure if the missle drives are a bug as they could be used to make missiles faster like ships?

I've removed both from the list

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 20, 2012, 02:31:23 PM
In the f7 (Race tech screen) the missile engine designs don't appear to show when you select that option from the drop down.

Fixed for v6.10

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Conscript Gary on October 20, 2012, 02:44:54 PM
A friend of mine is having some missile production issues.
Namely, for some reason the game is consuming over 2000 tons of uridium per missile, which is rather expensive for missiles without any sensors on them.

(http://i.imgur.com/tBIMA.jpg) (http://i.imgur.com/tBIMA.jpg[)
(http://i.imgur.com/JnAmT.jpg) (http://i.imgur.com/JnAmT.jpg)
(http://i.imgur.com/45jYr.jpg) (http://i.imgur.com/45jYr.jpg)

Cost displays correctly in the design window, and in the industry allocation section, but not in the construction options section.

(http://i.imgur.com/G6jvT.jpg) (http://i.imgur.com/G6jvT.jpg)

The expense does wind up eating into his mineral stores though.

It doesn't happen to all of his missiles, so I haven't a clue why it happens. But there it is.

edit: and apparently re-researching the missiles fixes it. :shrug:
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 20, 2012, 02:59:13 PM
Under the Ships Design tab:

After creating a design and locking it, if you change the deployment time the additional crew modules will be added if the deployment time is increased. If the time is decreased, nothing changes.

I've disabled the deployment time when the design is locked

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Conscript Gary on October 20, 2012, 03:04:15 PM
Also this is a bug that's been around since 5.6 but whenever I've run into the Star Swarm the contact listings have been cut off and wrap around to the left side of the system maps screen, behind the control windows for most cases. http://i.imgur.com/RHVLn.png (http://i.imgur.com/RHVLn.png)
Title: Re: v6.00 Official Bugs Thread
Post by: Mailo on October 20, 2012, 03:05:09 PM
When advancing time by 5 days (I think a ship just entered a new system for the first time):

Error in GetSystemThemeName
Error 3077 was generated by DAO. Recordset
syntax error (missing operator) in expression <--- translated from german
Title: Re: v6.00 Official Bugs Thread
Post by: Karlito on October 20, 2012, 09:25:38 PM
Quote
Strength 0 Nuclear Detonation x3 Detected!

It looks like an NPR is launching AMM against one of my sensor drones that's headed for what presumably is their home planet. Although they do appear to have excellent accuracy against my slow moving drone, it looks like their engineers forgot to include warheads.

EDIT: Also 'Missile Engines' in the tech summary window doesn't display anything.
Title: Re: v6.00 Official Bugs Thread
Post by: tryrar on October 21, 2012, 12:10:10 AM
Just finished building a few sorium harvesters to send to alpha centauri(7mil sorium on B2 at .7 acc? Hell yeah!), and set up the primary and secondary orders(after ordering them to dump fuel on alpha B3, my primary colony in alpha centauri). Well, I hit 30 days, and I got an error 5, invalid procedure call or argument. It goes away after a minute of holding down enter, and time advances, but then it pops right back up
Title: Re: v6.00 Official Bugs Thread
Post by: mberkers on October 21, 2012, 01:13:23 AM
Quote from: Karlito link=topic=5400. msg55895#msg55895 date=1350786338
It looks like an NPR is launching AMM against one of my sensor drones that's headed for what presumably is their home planet.  Although they do appear to have excellent accuracy against my slow moving drone, it looks like their engineers forgot to include warheads.

EDIT: Also 'Missile Engines' in the tech summary window doesn't display anything.

I have run into that one also.  (The Strength 0 nuclear detonations, that is).  I had the greatest of fun imagining that the warheads had degraded to the point of being more like fizzles than proper nuclear detonations.  :)

MattB
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 06:36:39 AM
got some precursor attacking me with warhead-0 missiles.

Fixed for v6.10 (I think :))

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: TheBeardyMan on October 21, 2012, 09:51:31 AM
After starting a new game, with "Create ship systems and ship designs" checked, no ships can be built in any of the shipyards; the New Class list is empty.
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 10:17:23 AM
- The "MSP Allocation of Previous Designs" dropdown does not correctly set the number of missile engines of the chosen design (it stays at whatever is in that box)

Fixed for v6.10

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 10:21:11 AM
- I think there's an issue with the documentation in the 6. 00 changes thread; it says that the crew requirement for engines is HS * 2 * sqrt(modifier), but in the game (and also the examples in the docs) it seems to be HS * modifier.

Yes, the documentation is wrong. I have corrected it to:

"The crew requirement for engines has been significantly reduced. It is now equal to Engine HS x Power Modifier (rounded down). So an engine with 5 HS and a 25% increase in power would require a crew of 5 x 1.5 = 7.5 (rounded down to 7). The old method was simply Engine HS * 5."

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 10:33:57 AM
"Reduced Window Size On" causes a torrent of Overflow "Error 6" in Missile Design Screen.

EDIT: It's not "Reduced Window Size", happens in either case.

EDIT2: Some times replaced with Error 11 for Division by Zero. Could be that I don't have any Reactor technologies discovered? Will test.

EDIT3: Shoot me, I'm idiot. It was because I had no reactor technologies researched yet. Works fine now.

Still a bug that it causes so many errors though. I've updated the missile design window so that it greys out the sections for technology you don't have. Also the default reactor size was set to 1 so I have changed it to zero.

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 10:34:50 AM
Disclaimer first, I'm playing through Wine.  I got the first error during actual play (3315, Field Race. RaceName can't be a zero-length string), followed by a likely endless number of 3201 errors (First, You cannot add or change a record because a related record is required in table 'Race', then tons of the same with table 'RaceMapDisplay').  Checking through SM mode after killing the process, there seems to be a new race that wasn't there at the start of the game, the Heart, but I don't know whether they are the culprits.

Assuming this was an SM game and not a Sol start, I have fixed this for v6.10

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 10:35:50 AM
Geo Teams:

I suspect that they can only increase accessability now. No new mineral finds are being made, and teams with below 140 skill will complete a survey without doing anything or increasing their skill. +140 teams can increase their skill however.

They can increase mineral deposits too, and by a considerable amount. It just doesn't happen as often

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 10:36:56 AM
Hey, I'm having the exact same error.  Do you know if starting a game that way causes any long-term issues? or it just an issue with the pre-designed silos?

The problem is that the ICBM was no longer in the database. It won't cause any long-term problems and the issue is fixed for v6.10.

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 10:37:56 AM
When I go to design a missile I get an overflow error 6. This pops up every time I alter anything in the missile fields.

The numbers also seem ridiculously high (using conventional engine tech 100km/s and 187m km range on a size 9.5 with .5 for fuel) but I assume that is something to do with the new system since to-hit chances are very low (1% for a 1km/s target).

Do you have reactor technology yet? If you don't, that was the problem and it is fixed for v6.10

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 10:41:51 AM
I doublechecked that buoy bug.  Even having one out on a jump point completely suspends the construction cycle check

Fixed for v6.10.

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 10:43:00 AM
Got an odd bug. Whenever I create a game with the same name as a previous(deleted) game, after race creation, the game goes on forever creating it, no error messages or nothing, just stays on game creation until I close the program. The game does show up, but I haven't played those games to see if they're alright

I think the same name was probably a coincidence. There was a game hanging bug in initial game setup. I've fixed it for the next version.

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 10:45:10 AM
Cargo Hold - Small and Cargo Hold - Standard have their descriptions accidentally swapped.

Fixed for v6.10

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 10:46:18 AM
Whenever a fleet is given the "Join Fleet" order on another (say an asteroid mining fleet), the fleet given the order will go and carry it out, but the planet won't update to show that there are now more asteroid miners in orbit.  The same thing happens with terraformers.  You have to solve it by telling the new larger fleet to go to its destination again (in this case the asteroid)

Is that definitely for v6.00 and not v5.60, as I thought I had fixed it?

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 10:54:48 AM
The 'bug' of Luna appearing as a moon of Venus has been reported a few times. This actually working as intended :), although I may change it.

Because Earth has a population it is shown in the list of populations that precede the list of uncolonised bodies. As Earth is missing from the uncolonised list, the Moon follows Venus. I could include all the Moons of populated worlds in the populations list (when Moons is checked as an option) but I am concerned that would be more confusing than the current situation.

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Knight Otu on October 21, 2012, 10:55:49 AM
Quote from: Steve Walmsley link=topic=5400. msg55925#msg55925 date=1350833690
Assuming this was an SM game and not a Sol start, I have fixed this for v6. 10

Steve
No, that was a Sol start, and the error was triggered by me and the starting NPRs exploring.  I wouldn't be surprised if the same root cause applies, though.
Title: Re: v6.00 Official Bugs Thread
Post by: Nathan_ on October 21, 2012, 11:59:28 AM
Error in Use fuel.
Error 5.
Invalid procedure call or argument.

When using a tug(5 of them in a taskforce) to move a shipyard from earth to luna.

update:moving 5 shipyards at a time produced I think 10 calls to use Fuel.
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 12:22:38 PM
Not seeing this anywhere in the thread, so:

When designing a ship with a small crew requirement (fighter for example), the automatic crew quarters script does not make use of 'Tiny' crew quarters, stopping at small. This means having to manually add a tiny crew quarter and removing the small one for the space savings.

Fixed for v6.10

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 12:24:08 PM
No, that was a Sol start, and the error was triggered by me and the starting NPRs exploring.  I wouldn't be surprised if the same root cause applies, though.

Yes, it is the same root cause. It was a problem for all races not created in the initial setup of a Sol start game.

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 12:26:28 PM
A couple of minor ones.

Starting a new game,
tooltip for max deviation in gravity states it can't be greater than 95% but the actual value is limited to 90%.
tooltip for max deviation in oxygen pressure states it can't be greater than 80% but the actual value is limited to 90%.


Fixed for v6.10

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on October 21, 2012, 12:30:17 PM
I noticed that quite a while ago, and according to Friedman, that name was not used before 1982.  ;)
That said, I put together the correct list, and I've attached it here.


Thanks for the list - added to v6.10

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: Mailo on October 21, 2012, 12:49:50 PM
A bug I'm pretty sure I've noticed before 6. 00:

I have a system in my Galaxy overview which is marked with a dark blue dot and a dark blue circle.  As far as I know, this means the system contains an uninhabited planet of colony cost less than 2. 0.
Unfortunately, the system in question consists of one sun and fifty asteroids, that's it.
The system might be the one I got the error 3077 message from I posted yesterday, but I am not sure.

Going through the list of asteroids, I might have found the problem, one of them has a gravity of 0. 11 and a temperature of 46. 7 degrees, might this trigger the "good to colonize" routine?
Title: Re: v6.00 Official Bugs Thread
Post by: bean on October 21, 2012, 05:22:35 PM
Thanks for the list - added to v6.10

Steve
No problem.  I'm thinking about making more lists of various types.  If I do so, I'll post them.

Also, ran across an odd bug.  I had disabled several FACs of a spoiler race, and tried to board them.  There were five, and three worked fine.  On the other two, I got a negative ratio, and they just sat there.  Eventually, I SMd the troops off and killed them.

I know that 6.1 has come out, but this was not addressed above, and I was playing 6.0 at the time.
Title: Re: v6.00 Official Bugs Thread
Post by: Silfir on October 24, 2012, 09:34:03 AM
Quote from: Steve Walmsley link=topic=5400. msg55932#msg55932 date=1350834378
Is that definitely for v6. 00 and not v5. 60, as I thought I had fixed it?

Steve

(Registered to reply to this, thanks for an enthralling learning experience - I'm nowhere near competent just yet)

I definitely remember in 6. 00 that asteroid mining ships wouldn't properly start working if I set the shipyard to send ships to the mining fleet directly (i. e.  set my freshly named "Asteroid Mining Fleet" instead of "Shipyard TG").  One move order for the fleet fixed it I think.
Title: Re: v6.00 Official Bugs Thread
Post by: ollobrains on November 02, 2012, 11:33:59 PM
6.1 bugs

* Fuel harvesting ships ( civilian designs) go out to a gas giant and just sit there.  been 8 years and it hasnt done squat,i cant set it as a refuelling point for my fleet, it wont bring fuel back.

Slight edit, it is moving to uranus at 781km second and has been doing that for 8 years as well.  Its right at uranus but hasnt started mining its still moving towards it, wondering if thats the reason it hasnt brought fuel back to earth

* another 6.1 bug is with asteroids and planets when i created game i left the orbital bodies ( planets moons and asteroids) unchecked so they wouldnt rotate yet in the game i have they are orbiting each turn.  Looks like the game isnt saving that on startup

Another thing is balance, the early mineral crunch is worse this time round con and sorium always seem to be in short supply had to use SM on that one.  Just a thought not sure if anyone else is noticing this decided to research fuel technology before putting out anything larger than inital scouts.

Looking forward to 6.2
Title: Re: v6.00 Official Bugs Thread
Post by: Britich on November 11, 2012, 10:29:36 AM
Quote from: mberkers link=topic=5400. msg55788#msg55788 date=1350534013
Hmm.  .  .   Getting another bug (more of an irritation actually).   Whenever my military ships are away from a planet, every 5 days it pops up with an error in CheckCrewMorale: Error 3241 was generated by DAO.  Field.   Data type conversion error.    

Funny thing is it only happens to ships built after a certain point, and only when they're away from home base.  
The Crew Morale still seems to decrease as normal.  \

MattB

I am also getting this bug, I havent worked out if its something I did or forgot to do.
Title: Re: v6.00 Official Bugs Thread
Post by: Bandus on November 12, 2012, 10:40:33 PM
I am receive the same bug as the previous poster.  The error box states:

Quote
Error in CheckCrewMorale.
Error 3421 was generated by DAO.Field
Data type conversion error.

It does seem to affect game play as after hitting "OK" several times (the error box pops up different amounts of times) the turn progresses as expected.
Title: Re: v6.00 Official Bugs Thread
Post by: Paul Tankersley on November 15, 2012, 04:43:48 AM
Quote from: Bandus link=topic=5400. msg57337#msg57337 date=1352781633
I am receive the same bug as the previous poster.   The error box states:

It does seem to affect game play as after hitting "OK" several times (the error box pops up different amounts of times) the turn progresses as expected.

Getting it too. . .   year 73 in game.  Longest deployment design is a 72 mo.  Harvester (currently on station).  I THINK the error turned up after I upgraded the design from a 48 mo duration.  4 message boxes appear- though I upgraded 6 of the ships- and the game continues normally after clicking OK
Title: Re: v6.00 Official Bugs Thread
Post by: Coto on November 25, 2012, 02:39:11 PM
Quote from: Mailo link=topic=5400. msg55946#msg55946 date=1350841790
A bug I'm pretty sure I've noticed before 6.  00:

I have a system in my Galaxy overview which is marked with a dark blue dot and a dark blue circle.   As far as I know, this means the system contains an uninhabited planet of colony cost less than 2.  0. 
Unfortunately, the system in question consists of one sun and fifty asteroids, that's it. 
The system might be the one I got the error 3077 message from I posted yesterday, but I am not sure. 

Going through the list of asteroids, I might have found the problem, one of them has a gravity of 0.  11 and a temperature of 46.  7 degrees, might this trigger the "good to colonize" routine?

I have the same problem in my 5. 60 game, in 4 different systems, so it seems to be an older issue. 

One of these system also had an asteroid with some gravity and a temperature of 40 degrees, I tried adding some Carbonmonoxide to see if that would do anything, but nothing changed.
Title: Re: v6.00 Official Bugs Thread
Post by: MrAnderson on December 23, 2012, 01:53:46 PM
I have a bit of a problem, I've started up a game, and keep getting a infinite loop of:

Error in CheckCrewMorale

Error 3021 generated by DAO.Field
No current record.
Title: Re: v6.00 Official Bugs Thread
Post by: Erik L on December 23, 2012, 02:29:52 PM
I have a bit of a problem, I've started up a game, and keep getting a infinite loop of:

Error in CheckCrewMorale

Error 3021 generated by DAO.Field
No current record.

Did you start a conventional start game and leave the ICBM silos in?
Title: Re: v6.00 Official Bugs Thread
Post by: Steve Walmsley on December 23, 2012, 06:45:37 PM
I have a bit of a problem, I've started up a game, and keep getting a infinite loop of:

Error in CheckCrewMorale

Error 3021 generated by DAO.Field
No current record.

This is a known bug in v6.00 that was fixed in the later versions.

Steve
Title: Re: v6.00 Official Bugs Thread
Post by: stamasd on February 12, 2013, 05:34:16 AM
I have a bit of a problem, I've started up a game, and keep getting a infinite loop of:

Error in CheckCrewMorale

Error 3021 generated by DAO.Field
No current record.

I am getting this exact same error in 6.21 (freshly installed, start a new conventional game with no ICBMs). Looks like it's not fixed.