I tried to delete your campaign as suggested and I got
"Error 3052 was generated by DAO.Recordset. File sharing lock count exceeded. Increase MaxLocksPerFile registry entry."
I went to the registry. Found two entries as such, increased each to 100000. Still does not work, I cannot delete your campaign. I could try to up it more, but I have no idea what that thing does so I'm kind of reluctant to do so...
EDIT: even upping it to 10 million does not work. I found this old post of yours back then...
http://aurora2.pentarch.org/index.php?topic=3331.msg32093#msg32093
Letting you know all this, maybe it will help >_> I always like to start deleting everything, with a clear database..
Or try deleting a few races before deleting the whole campaign.
If this is a general problem, I'll create a version of the patch with no example game.
I managed to delete the game with this method. I deleted every race but one in SM mode, set it as default, left and deleted the game.
However the database size is still 172 MB so I wonder if I actually did it right. Any help on that would be appreciated before I seriously start a game..
And trying the compact database command doesn't work either. I don't even know if this command is supposed to work or not though.
I get a
Runtime Error 429 - ActiveX Component Can't Create Object
followed by infinite error 3420s
I just tried compact database and it worked fine. Do you have Access installed?
Uhm, no. I guess that does explain things XD. Sorry for the noobish question, I had no idea you had to have Access installed for that. Thought it was a function embedded in the program. Sorry again, even searching the forum I did not find anything about it. Access it such a generic word, I found 23+ pages of results.
So then, the question is, is compacting the database after deleting the old game important? If so I will dig out my old Office cd, install it and compact it...
It's not a noobish question :). I'm not even sure myself if Access is needed for the Aurora compact. However, I would have been able to explain how to compact it directly in Access.I had the same error earlier and just ran it in admin mode and haven't had the problem since.
It sounds like the best idea is for me to upload a version of the database with the game already deleted. I'll sort it out later tonight.
I had the same error earlier and just ran it in admin mode and haven't had the problem since.
I've added a blank database file to the original installation post
http://aurora2.pentarch.org/index.php?topic=8075.0;topicseen
Also, a new thing that hasn't been posted yet: The colony window (economics, building queues etc.) had been invisible. I could see the miniaturized preview down when hovering over windows tabs, but when selected, it was completely translucent for some reason.The window coordinates are a bit wonky I think - close the economics screen, go Miscellaneous>Reset window positions and open economics again. That should fix it.
EDIT: no, there's a problem with this blank save. I don't know what but... I set up everything, started with 5 day intervals.Those are all your asteroids.... I wonder if that last minute change to that double appearing asteroid caused this somehow?
Suddenly most celestial bodies in Sol teleported around the system, forming a straight line from the sun outwards. And that line turns anti clockwise, just like a reversed clock. Creepy :)
(http://s7.postimg.org/nk0zpu81j/Clip.jpg) (http://postimg.org/image/nk0zpu81j/)
I also had the described problems with the original database, which, even after the race deletion maneuver, was 170mb big in the end without containing an actual game.
Also, a new thing that hasn't been posted yet: The colony window (economics, building queues etc.) had been invisible. I could see the miniaturized preview down when hovering over windows tabs, but when selected, it was completely translucent for some reason.
The clean database version doesn't have that issue luckily, but it might be an issue coming with more loaded games later?
Anyway, the deletion issue is still there though. I created a quick test game and then deleted it, but the mdb kept its new raised size of now 21mb instead of clean 18mb, which seems like would just keep accumulating. (done in admin mode)
Those are all your asteroids.... I wonder if that last minute change to that double appearing asteroid caused this somehow?
The - might possibly cause the database to zero the coordinates and reverse the orbit of all bodies maybe?
error in UpdateAllSensorsAutoFollowed by the continuous error 91's as above.
Error 3061
Too few parameters. Expected 1.
Thank you very much :)Obvious question: Did you remember to hit the Save button?
Another small thing. not sure if it's wanted or not, but on the select game screen, as I start up aurora, the options do not stick. Say I choose automatic detection when player not in system. On next startup, it will have reverted back to default option. Small thing and perhaps wanted, thought I'd mention it though.
Obvious question: Did you remember to hit the Save button?
I'm still getting the Automatic sensor bug.
Completely fresh install, ran the installer, then installed the contents of the 5.54 patch, then the 7.0 patch, then the fresh database.
Upon selecting Automatic updates and saving, then running a 5 second update I got "Followed by the continuous error 91's as above.
I thought maybe it was because the fresh game database actually had no NPR's or systems but earth, so I added one using "Add extra NPR" and still got the error after I confirmed that a new system had been generated and contained an NPR.
Admin mode did not solve the issue for me. Forgot to mention that. I had to manually delete races before I could delete the game. No idea why though.
Is this intended? The name is kinda suspicious, and I can't find a binary that matches it online.
(http://i.imgur.com/50MyDr7.jpg?1)
I encountered this when trying to delete your Colonial Wars game:
Error 3052 was generated by DAO.recordset
File sharing lock count exceeded. Increase MaxLocksPerFile registry entry.
Typ0 in the class design window. Instead of Liters it says Litres.
We changed litres to 'freedom quarts' back in 2003.
best bit is what you call French Fries are more Belgian anywayPapas fritas?
so they didn't need to become Freedom Fries
one of my lecturers at university had the line a kill-o-meter is a device that measures how many people you've killedSee, cheque annoys me. Why use que when ck does just fine, as for shirt designs they are checkered so no confusion there.
but he was a Scottish Engineer
so he may very well have built one of those
the only one that really drives me up the wall is check for cheque, it usually takes me at least three huh? moments before I realise they aren't talking about a shirt design
See, cheque annoys me. Why use que when ck does just fine, as for shirt designs they are checkered so no confusion there.
As for "Freedom Fries" that was something that was widely reported but what was forgotten was it only applied to the White House kitchen and the Congressional cafeteria and it was in protest because the French weren't willing to join the "Coalition of the Willing" which has a ton of irony in there.
Did you try deleting all of the player races first? (See discussion of this issue up-thread.)Damn, how did I miss that? Yeah, it worked after I deleted all but one of the races.
John
It won't be that as I just changed the name of a single asteroid. Somehow it looks like all the system bodies got 'randomised' to a single bearing. Very odd.I just came across a post from earlier this year in AcidWeb's portable release which mentions the same bug.
I get weird issues when I use this, like all of the asteroids in Sol bunching up together in a straight line from the sun outwards and then rotating and other absolutely bizarre things, like actual ion drive tech designs appearing as researchable in an initial conventional start. None of these things happen with the regular Aurora installation.
I remember seeing this in one of my games or reading about it in a post. Vaguely recall it had something to do with one of the setting for asteroid motion.So I guess it's not a new thing, perhaps system generation got screwed up somehow? I just had a failed system gen which crashed, then when I loaded the game everything seemed fine except every body in sol was numbered. planets, moons, asteroids etc.
Now that I think of it, it might have been in a bug report a couple of years ago and Steve fixed the issue. Not sure - I think it was a couple of years ago.
Are you sure you're installing the current version and not an old one?
John
This one has been in existence a while :-
In the Design Engine Pop-up , ticking the box re show size in tons ( instead of HS ) has no effect , the narrative remains showing the size in HS.
DavidR
A ship does not return to its set speed after it encounters a nebula. Unless it was always like that and I'm just crazy.
Well, I don't know what I did. All I did that I do know is close Aurora from the main bar without closing all the other windows. Now I get the following 380 error then the 3201 (infinitely) whenever I try to open Aurora, I cant even play anymore :'(. I'll try to retry it after a computer restart, but if that doesn't work I may have to uninstall then reinstall. Sadly, no, the restart didn't work. However this time I got a dialogue to see Aurora_Wrapper.log in the C drive, so I'll take a look at what that has for me.
Well, I don't know what I did. All I did that I do know is close Aurora from the main bar without closing all the other windows. Now I get the following 380 error then the 3201 (infinitely) whenever I try to open Aurora, I cant even play anymore :'(. I'll try to retry it after a computer restart, but if that doesn't work I may have to uninstall then reinstall. Sadly, no, the restart didn't work. However this time I got a dialogue to see Aurora_Wrapper.log in the C drive, so I'll take a look at what that has for me.
I activated in the main game launch window the option "NPRs activate other NPRs" Then saved the options. Started the game, quit, restarted. And then that problem happens.Yes I did actually. Now I'm scared cause I did it again after my reinstall (didn't see your post), but I have yet to close the game for fear of that happening again, so now I never want to close it until a hotfix fixes it.
Did you recently change that option too?
I've seen this a few times. It goes into an infinite loop, and after I kill it I see all of my officers getting reassigned.Manually create a C:\Logs directory/folder for Aurora to use.
Error in CreateGameLog
Error 76 was generated by Aurora
Path not found
Error in RecoverSurvivors
Error 3421 generated by DAO.Field
Data Type conversion error
Treebiters images pack contains 272 images, then there's nadias expanded version which has 420 pictures. Look in the graphics sub under the installation forum.I've already got Treebiters pack, but I'm not seeing Nadias anywhere in the graphics packs sub. Do you have a link to where it is? I'd still consider this a bug though as following the installation/update instructions wouldn't have you installing the graphics packs.
The number of minerals being sent from civilian mining complexes doesn't seem right. The amount of minerals doesn't correctly add up to the total for each packet. It rather seems that the total somehow is calculated over all civilian mining complexes: The first mining complex sends 41 tons, the 2nd one (by order of establishment) sends 7 tons, but the total reads 48, the 3rd is sending 20 tons and total reads 68 and so on. . .
But. . . 41 +7 = 48. And 48 + 20 = 68. . .That is correct, but the 3rd mining outpost is sending 20 tons, not 68. The mineral packet still reads 68 tons, even though it only contains 20 tons.
That is correct, but the 3rd mining outpost is sending 20 tons, not 68. The mineral packet still reads 68 tons, even though it only contains 20 tons.
If it is all from the same planet, and in the same increment, it is the same packet.
Engine damage reduces max speed to 1, but does not set current speed to 1. Bug saved my gravsurvey ship :P
EDIT: On that note, I did a conventional start and it doesn't appear I can research the tractor beam tech. Is there a pre-req? There isn't one documented anywhere. Thanks!
EDIT: On that note, I did a conventional start and it doesn't appear I can research the tractor beam tech. Is there a pre-req? There isn't one documented anywhere. Thanks!The tech-tree images someone did up have it as an outgrowth of the Cargo Handling System.
Just started a fresh game with the blank database, selected Automatic sensor updates and hit 5 seconds, then was assaulted with
"Error in UpdateAllSensorsAuto"
Error 91, object variable or with block variable not set.
However I recycled a folder containing my old game which may have screwed something, I'll try again with a completely fresh install.
Typ0 in the class design window. Instead of Liters it says Litres.
Not necessarily a bug. But when starting a conventional start game.
If earth generates with sorium availability of less than 1.0, game will be stuck interrupting due to "sorium shortage in fuel production" until I edit the planet to have 1.0, or find an administrator with a high enough mining bonus to offset your base inability to keep up with demand. (could also just stop fuel production, but the early game fuel generation is usually pretty important when building the first highly inefficient surveyors and freighters.
I think there might be a slight problem with npr carriers at the moment. I get the error 438, then the error 91 4 times, then the error 92, then repeat forever without end (literally).
As a side note, the increment before, SM tells me increment was shortened due to potential missile interception and sub-pulse due to fleet interception.
Error in WormholeMoves
Error 3265 gnerated by DAO.fields
Item not found in this collection.
Minor Typ0!
Just noticed the description for Particle Beams
Beam Strength 2 Rate of Fire: 10 seconds Maximum Range: 60 000 km
Launcher Size: 5 HS Launcher HTK: 2
Power Requirement: 5 Power Recharge per 5 Secs: 3
Cost: 16 Crew: 15
Materials Required: 3.2x Duranium 3.2x Boronide 9.6x Corundium
Development Cost for Project: 350RP
Doesn't seem right somehow.
This one has been in existence a while :-
In the Design Engine Pop-up , ticking the box re show size in tons ( instead of HS ) has no effect , the narrative remains showing the size in HS.
DavidR
I don't think this is new because I've been seeing it as long as I've been playing. I'm not 100% convinced it's even a bug. But here goes:
Sector command radius isn't enforced.
I've got a level-1 Sector Command at Earth. Procyon system is three jumps away. On the galactic map, in the Main Information Display panel, I'm able to set the sector there to "Earth Sector" and I observe that the commander bonuses for mining (presumably others, but I only checked mining) apply.
Workaround is easy: Enforce the range yourself.
Is this in fact a bug? Or have I got the wrong idea about what the range of the sector command means?
Automatic detection seems to be broken, every new game I've started fails as soon as I set it to auto.
Here's another "bug" though; I have an administrator named "Adele Desjardins (surname)". Probably the "(surname)" bit should be removed from the name list. :)
Reactor design option in tech window. There are two entries for size 1.
Fixed for v7.1
Does this (7.1 vs. 7.0.1) mean the next patch will have a DB fix?I can answer this one!
John
It will be 7.1. Some of the bug fixes will need a DB change. I hope to work on it over the weekend.
Error in RecoverSurvivors
Error 3421 generated by DAO.Field
Data Type conversion error
Another bug, once a fighter has been added as part of the preferred loadout of a class on the class design window, it can no longer be removed from being part of the loadout. Even if all hangar space is removed, the strike craft still cannot be deleted from the preferred loadout.
The number of minerals being sent from civilian mining complexes doesn't seem right. The amount of minerals doesn't correctly add up to the total for each packet. It rather seems that the total somehow is calculated over all civilian mining complexes: The first mining complex sends 41 tons, the 2nd one (by order of establishment) sends 7 tons, but the total reads 48, the 3rd is sending 20 tons and total reads 68 and so on. . .
Also Ceres' orbital path is classed as "Dwarf Planet" and gets disabled when unchecking the "Dwarf Planet" option in Display, but both the body itself and the name only disappear when unchecking the "Planet" option. Same goes for multiple other "Dwarf Planets" in Sol system.
I've checked this but can't replicate it. The packet sizes are being recorded in the DB correctly and displayed on the map correctly.
Abandoning a colony that still houses a team causes an infinite error loop.
Having greater than 0, but less than 1 inactive research lab, e.g. while moving them to a different planetary body, should not create events for 0.xx inactive research labs, especially since they stop auto turns.
Here's again what I'm talking about. They have to be civilian mining colonies, works perfectly fine with my own colonies. Purchase their mine output, send it somewhere and check the numbers on the mineral packets.
Engine damage reduces max speed to 1, but does not set current speed to 1. Bug saved my gravsurvey ship :P
EDIT: On that note, I did a conventional start and it doesn't appear I can research the tractor beam tech. Is there a pre-req? There isn't one documented anywhere. Thanks!
Galactic map, planet types: Use Plantoids and small moons.
System map, body info; System generation and Display: Use Dwarf planets and chunks.
I can't reproduce this. I just added some fighters to a carrier then double-clicked to remove them. Worked normally.Ah, I wasn't meaning removing them via double-clicking, but rather by selecting the fighter type in the preferred strikegroup area then hitting the delete button. Doing so deselects the fighter type but does not remove it. Double clicking does indeed remove them.
Mainbar: Commanders.
Population and production: Officers
Actual window: Leaders.
Using Real Stars System, disables Local system chance\spread. If I understand correctly the tooltip, it should also disable maximum Number of Systems.
I'm going to repost this one from the 6.4 thread because I don't think I saw anything related I. The change log.
A high gravity planet displayed as being low gravity on the economic window, I didn't check yet if it was colonizable with underground infrastructure.
Edit: I just checked in 7.0
A planet with 2.1 gravity was listed as low gravity and adding 300 UI allowed 1 million colonists.
Not a bug per se but the ratio of 4:1 for Ground officer promotions has not been implemented. The 3 factions I am playing in 7. 0 are still getting promoted on a 5:1 basis.
* Creating a new conventional empire game. Result in all Missile complex reporting "Complete life support Failure" after the fist 5-day cycle - reproducible.
Ah, I wasn't meaning removing them via double-clicking, but rather by selecting the fighter type in the preferred strikegroup area then hitting the delete button. Doing so deselects the fighter type but does not remove it. Double clicking does indeed remove them.
I'm having a big problem with civilian contracts, they ship more units than they're supposed to.
I was sending 10 research labs from Earth to Luna, but ended up with 10.05 on Luna and 0.05 missing on Earth for a full lab. I thought no problem, I'll just send back 0.05 labs... Well I ended up with 9.90 labs on Luna, and an extra 0.10 on Earth, which after sending 0.10 back got me to 10.15 labs on Luna and 0.15 missing on Earth... you see where this is going
MSSTDFMT.DLL isn't installed by default on newer versions of windows(anything past vista iirc), so you need to install it.
Installing simple shutdown timer (http://www.pcwintech.com/simple-shutdown-timer)(and you should be able to uninstall it straight after without issue) has, at least in previous versions of windows worked to get the dll installed.
regsvr32.exe "C:\WINDOWS\system32\MSSTDFMT.DLL"
I'm pretty sure the passive sensor range indicators are sometimes drawn incorrectly. I put some tracking stations on a moon near some dangerous jump points, and found that they were improbably large (a single tracking station covered almost the jump points in the system). A quick search turned up a past report, and I have indeed put my listening post on a moon.
As I recall moons showed a massive multiplier over other bodies, I had equal numbers of deep space tracking stations on 2 asteroids and one moon of a gas giant. Each were at the same distance from the sun and fairly equal distant to each other.
I figured great I have a sensor network, but the display ring for the moon wasn't showing up, at least not untill I zoomed out and saw it was massive.
I think it was just the display but not the actual sensor range.
Since Steve is in bug fix mode.....
This is a bug from way back 5.XX - 6.43 There are two Gliese 505 system entries in the real stars list. I suspect it is just a double entry as I get the second Gliese 505 one or two systems after I discover the first. Currently I just rename the second system but it would be good to clean up the data base.
Regards
Ian
1: Game Details screen
The startup Game Select / Game Details screen doesn't show up as a taskbar icon, no matter how I start it. No way to alttab to it either. I was also having issues with it opening on my second screen even when that display wasn't plugged in, but that might be more of my GPU being an issue.
2: Shipping in use GFTCs
The Chain of events:
Attempted to move 2 GFTF from the earth to the moon.
Advanced time by 5 days
And. . .
The Error:
Error in PopulateGUTraining
Error 30009 was generated by MSFlexGrid
Invalid Row Value
Which Loops until the process is killed.
The investigation and fix:
Restarting the game I was able to go into every screen except the earth economic screen.
So I changed to SM mode, used the system map to open up a different economic screen, went in and checked out the earth and moon.
Turns out my friegters had moved all my GFTF to the moon.
SMing Earth's GFTFs back cleared the issue.
3: I get a lot of
Error in CreateGameLog
Error 76 was generated by Aurora
Path not found
I'm pretty sure the passive sensor range indicators are sometimes drawn incorrectly. I put some tracking stations on a moon near some dangerous jump points, and found that they were improbably large (a single tracking station covered almost the jump points in the system). A quick search turned up a past report, and I have indeed put my listening post on a moon.
When I don't have enough prefabricated PDC components, but try to assemble it anyway, this happens.
Amount of components goes into negative, and I can continue assembling more PDCs, decreasing number of components even further.
1: Game Details screenI had the same issue. You can work around it by clicking select and then come back to game details (iirc its first menu second option)
The startup Game Select / Game Details screen doesn't show up as a taskbar icon, no matter how I start it. No way to alttab to it either.
Units can be combat dropped from a parasite ship in a hanger bay.
Don't know if thats a bug or a limitation.
I've noticed a few times now that if you refit a ship and it's maximum speed changes, the set speed of the task group it's in doesn't change, even if the old speed is higher than the new maximum speed.
Captured officers shouldn't get promotions (with realistic promotions turned on). One of my officers was captured a few years ago and is now the highest ranking officer in my navy.
Also, the officer history for a captured officer can say things such as "10th December 2052: Relieved from Commander - Terra Fleet 1. Currently a passenger on " when they're being held prisoner aboard an enemy ship.
Fixed for v7.1
Thanks for the quick response. So, no bug, just working as designed. Too bad. Time to start filling my ships with a bunch of random stuff.
I just started a fresh game and can't unload colonists on mars, because it's saying Earth is neutral and giving me the "attempt to unload colonists from another empire in the same system" message, but there are no other empires
If you set up Earth as a neutral NPC, you have to unload all colonists on a colony outside of Sol. Afterwards they should be movable as normal imo.
If you set up Earth as a neutral NPC, you have to unload all colonists on a colony outside of Sol. Afterwards they should be movable as normal imo.
Error in FindNewCarrier ???
Error 92
For not loop initialized
After restarting I get the same message but with the following errors.
Error in FindNewCarrier
Error 438
Object doesnt support this property or method
and
Error in FindNewCarrier
Error 91
Object variable or with Block variable Not set
And I cant make the game work :'(
If it has anything to to with it I cant se any enemies on System Map or in combat assignment overview, everything is gone in that system...
I presume I could delete the system alltoghter and hopefully move on with the rest...
There seemed to be an infinit loop of these but holding down the enter button for 40-50 seconds it ended and now seems to work okej, except for th 60 fighters that suddenly appeared at point blank range. ;D
I don't know if this is my own error or a bug.
I'm running windows 8 and aurora version 7. 1
So there's no error message when I do this but, when I try to use any drop down/hierarchy menu like the minerals tab on the system view or the list of colonies, it will not respond to my clicks. When I try to go back to the menu, it will show that I opened something up but all the names will have disappeared and will not respond once again.
It looks like this:
https://drive. google. com/file/d/0B3XqXSVQ2lc6Slo1MVZVdElnX3c/view?usp=sharing
Then this:
https://drive. google. com/file/d/0B3XqXSVQ2lc6ekRZdGptdDl1cTQ/view?usp=sharing
So is it an issue on my end?
Is there any way to fix it?
Thanks in advance
Touchscreen laptop?
Disable the touchscreen.
I'm running windows 8 and aurora version 7. 1
Single 80cm C25 Far Gamma Ray Laser Turret (3x1) Range 2 100 000km TS: 100000 km/s Power 168-25 RM 12 ROF 35 168 168 168 168 168 168 168 168 168 168
PDC Fire Control S08 1050-100000 H10 (1) Max Range: 2 100 000 km TS: 100000 km/s 100 99 99 98 98 97 97 96 96 95
Ummmm.... I think I broke it. Although, end level tech does seem like it might be plausible for a ftl cannon.
Just under 1 light second?!?! Light travels 1,400,000 km in 5 seconds, that fire control and cannon fires at 2,100,000 km in 5 seconds. That is 140,000 km/s faster than light.83athom pls if you don't bring attention to it then we won't have beam fire control ranges gutted any further ;-;
I presume this is a bug. Recently conquered a planet with a pressure of 1.68E -04, don't remember my poor maths but that seems to bee under zero? Or?0.000168
I don't know if it is an error on my end or not but when ever I try to click on a colony name from the colony summary the name of the colony disappears along with the populated systems text above the system in the same area. This also happens when I try to click on the name of a place in the minerals tab on the left side of the screen. I am using windows 10 but I don't know if that has anything to do with it.Its a known bug with touchscreens. All you have to do is go into your Device Manager and turn the touchscreen off (in human interface).