Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on December 05, 2015, 10:37:52 AM

Title: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 10:37:52 AM
Please post confirmed bugs for v7.00 in this thread. However, please read the guidelines below on reporting bugs before posting. If you had a bug in an earlier version and it still isn't fixed, please report it again in this thread.

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

Steve
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 01:16:03 PM
Removed civilian ships from popup Ship menu on tactical map

Forgot to fix this one before the patch :)
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Zincat on December 05, 2015, 02:44:07 PM
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..
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Sematary on December 05, 2015, 02:48:32 PM
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..

Try running in Admin mode
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 02:51:15 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: 83athom on December 05, 2015, 03:10:54 PM
Just a minor thing, its still labled as v6.50.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Zincat on December 05, 2015, 03:16:32 PM
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
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 03:24:20 PM
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?
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: AL on December 05, 2015, 03:31:08 PM
It still says version 6.50 in the game details screen. (As ninja'd by 83athom)

Advanced lasers still wrongly reference the damage field instead of caliber size

On the subject of advanced weapons, advanced railguns and particle beams are the same HS as equivalent caliber versions of the standard weapons, but 15cm advanced carronades are 5HS compared to standard 15cm carronades which are 4HS - the rest of the calibers seem to have the same sizes though.

There's a minor typo in the description for the very large compressed fuel storage: "Fuel storage for ships. Each Very Large Compressed Fuel Storage System can hold 1.5m0 litres of fuel."
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Zincat on December 05, 2015, 03:31:31 PM
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...
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 04:01:22 PM
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.

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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Sematary on December 05, 2015, 04:09:52 PM
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.

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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Zincat on December 05, 2015, 04:19:50 PM
I had the same error earlier and just ran it in admin mode and haven't had the problem since.

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.

Still, if Steve could make available a "clean version" of the database alongside with the rest, it would probably be for the best, I doubt it would be a big file or a strain on the hosting or such...
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 04:55:18 PM
I've added a blank database file to the original installation post

http://aurora2.pentarch.org/index.php?topic=8075.0;topicseen
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Zincat on December 05, 2015, 04:59:07 PM
I've added a blank database file to the original installation post

http://aurora2.pentarch.org/index.php?topic=8075.0;topicseen

Thank you very much :)

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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Vandermeer on December 05, 2015, 05:10:54 PM
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)
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Zincat on December 05, 2015, 05:20:09 PM
Another thing. Starting a new game with the blank database you just provided, I see a bunch of components that can be researched which are, I imagine, from your old game.

I am on a conventional start, so there's no way I can just proceed to research Epsilon R300/432 shields :P

No big deal though, they can just be all deleted so no rush.

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.

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/)

Also a small thing which pertains to your changes to fuel. In conventional mode, because of the fuel production of the conventional industries, every 5 days there's an interrupt for "mineral shortage: soorium". So one has to do one month intervals, or accept not using autoturns until building enough mines.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: AL on December 05, 2015, 05:51:10 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 05, 2015, 07:06:56 PM
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.

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/)

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?
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 07:16:48 PM
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)

As usual I forgot to reset window positions when creating a new patch :)

I'll sort it out for v7.01
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 07:20:41 PM
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?

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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 05, 2015, 07:55:36 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 08:13:11 PM
I've changed the blank database in the install post to a database with a brand new game.

Aurora can get a little temperamental if you have a blank DB and skip the game setup so its easier to have a brand new game. I ran a couple of 5-days first to ensure the weird asteroids lining up problems wasn't present.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 05, 2015, 08:37:36 PM
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 "
Quote
error in UpdateAllSensorsAuto
Error 3061
Too few parameters. Expected 1.
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: DIT_grue on December 05, 2015, 10:38:55 PM
Thank you very much :)

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?
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Zincat on December 06, 2015, 01:47:21 AM
Obvious question: Did you remember to hit the Save button?

I'm not that far gone XD

Maybe it has something to do with permissions or such. I tried it running Aurora in admin mode now and it works, which should not happen considering I installed it not in a system protected folder.

Ah well, disregard that report anyway, since it works now. I'll just run as admin Aurora from now on...
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 06, 2015, 06:11:50 AM
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.

Definitely sounds like a bug. This is the least tested area so I was expecting some issues. I should get chance to take a look later today.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: sloanjh on December 06, 2015, 09:00:03 AM
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.

Here's the link for the solution the first time this came up: http://aurora2.pentarch.org/index.php?topic=3331.msg32019;topicseen#msg32019

As you can see, it's basically "delete all the player races from SM mode".  Are you saying this *DID* or *DID NOT* work for you?  (It sounds like you're saying "DID", but I'm double-checking.)

Weird part is I had *NO* recollection that I'd run into the error before, or of having checked the registry at the time.  Ah, the joys of cognitive decline!

John
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Sematary on December 06, 2015, 10:40:00 AM
Not sure if this is a bug per say but here goes anyway. Loaded some colonists from a neutral nation and tried to unload them in the same system (which we can't do and I forgot), I don't currently have the capability of extra solar colonies so when that failed I tried to unload them back into their nation, which you can't do because its a different empire. So I tried to unload them on my main colony, which you can't do because of the above reason. Had to delete the ships and SM replacements because I couldn't unload the colonists.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 06, 2015, 11:07:36 AM
I'm pretty sure you can Jettison human cargo just fine if you can stomach that sort of thing :p
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: rcj33 on December 06, 2015, 03:22:28 PM
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)
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: 83athom on December 06, 2015, 03:32:20 PM
Its a perfectly normal star setup out in the universe... but I don't think the Sol is one of them. Also, how is Sol 73Ly from Sol?
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 06, 2015, 06:44:17 PM
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)

Weird - didn't realise that was in there. Deleted for next version :)
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Garfunkel on December 06, 2015, 08:55:41 PM
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.


Also, detection menu is doubled:
(http://i.imgur.com/Jnjc4aJ.png)
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Mastik on December 06, 2015, 08:57:52 PM
Error in Groundcombat
Error 11
Division by zero


ground combat on earth with the swarm
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: sloanjh on December 07, 2015, 06:59:23 AM
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.

Did you try deleting all of the player races first?  (See discussion of this issue up-thread.)

John
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: 83athom on December 07, 2015, 11:11:53 AM
Typ0 in the class design window. Instead of Liters it says Litres.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Erik L on December 07, 2015, 11:49:29 AM
Typ0 in the class design window. Instead of Liters it says Litres.

In the British alphabet R comes before E.

Reik. ;)
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: boggo2300 on December 07, 2015, 02:29:25 PM
well, since it's a French word :P it's Litre everywhere except the US.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Jumpp on December 07, 2015, 02:53:58 PM
We changed litres to 'freedom quarts' back in 2003.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: linkxsc on December 07, 2015, 03:20:06 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: 83athom on December 07, 2015, 03:29:51 PM
Yah, going back I now see all designs posted with Litre, I never noticed it before as my mind always changed it automatically. I only noticed it because I was looking for bugs/typ0s.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: boggo2300 on December 07, 2015, 03:50:58 PM
We changed litres to 'freedom quarts' back in 2003.

best bit is what you call French Fries are more Belgian anyway

so they didn't need to become Freedom Fries
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: linkxsc on December 07, 2015, 05:11:36 PM
best bit is what you call French Fries are more Belgian anyway

so they didn't need to become Freedom Fries
Papas fritas?
Honestly I don't even think in common use they're referred to as "french fries" anymore in the US, as they're usually just "fries" now. At least in New England. But we're the twats who say "That move was wicked dope dude" for "That was a good movie"

Also the liter-litre thing, meh. Love when people get bitchy with me, I'm US, but I use kilometers a lot due to gaming and engineering. I pronounce it ki-lo-me-ter, when some people give me smeg and say it should be kil-o-me-ter.
The 1 thing that drives me up a wall though color-colour.
I just hate both of those spellings. Neither look right to me.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: boggo2300 on December 07, 2015, 06:14:06 PM
one of my lecturers at university had the line  a kill-o-meter is a device that measures how many people you've killed

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
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Sematary on December 07, 2015, 07:49:56 PM
one of my lecturers at university had the line  a kill-o-meter is a device that measures how many people you've killed

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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: 83athom on December 07, 2015, 08:10:18 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: boggo2300 on December 07, 2015, 10:43:10 PM
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.

again,  French
and in the rest of the English speaking world, a check shirt is a thing

same root as exchequer which is the UK equivalent to your (and our) treasury

I will now leave the derail I started, sorry
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Mastik on December 07, 2015, 11:11:51 PM

Error in WormholeMoves
Error 3265 gnerated by DAO.fields
Item not found in this collection.

Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Garfunkel on December 08, 2015, 06:49:36 AM
Did you try deleting all of the player races first?  (See discussion of this issue up-thread.)

John
Damn, how did I miss that? Yeah, it worked after I deleted all but one of the races.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 08, 2015, 07:24:44 AM
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.

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
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.
The crash was probably because I accidentally put 30 billion into the starting population.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: IanD on December 08, 2015, 07:46:00 AM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Karlito on December 09, 2015, 03:09:39 AM
Set up a Neutral Race on Earth, and they became hostile to my empire after a couple years of play. Looks like we didn't start out in diplomatic contact either. Somehow, none of the behavior seems intended, but maybe I made a mistake in the set up.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: db48x on December 09, 2015, 02:35:39 PM
I tried to create a new missile series:

Error in PopulateSeries
Error 91 was generated by Aurora
Object variable or With block variable not set
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: davidr on December 10, 2015, 02:03:38 AM
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
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Ostia on December 10, 2015, 05:39:25 AM
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 think several Design Menus have that problem.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: 83athom on December 10, 2015, 11:59:47 AM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: hyramgraff on December 10, 2015, 12:01:52 PM
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.

This happens in 6.4 as well.  Just yesterday I found one of my survey ships that wasn't moving at full speed because it had entered a nebula when exploring a new jump point.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Jumpp on December 10, 2015, 07:07:17 PM
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?
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: 83athom on December 10, 2015, 07:30:05 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: sloanjh on December 10, 2015, 07:56:40 PM
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.

My guess is that you got unlucky and corrupted your database.  Try replacing it with a backup copy and restart....

John
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Zincat on December 11, 2015, 01:26:14 AM
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.

That happened to me. And I was curious so I tried around until I found out what causes that. Here are the stps to reproduce the bug.

Using the provided clean database here, so no idea if that happens with the other database as well. 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. Solution for me was to delete and re-extract the database. No idea if there is a non destructive option.

Did you recently change that option too?
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 11, 2015, 01:31:47 AM
Automatic detection seems to be broken, every new game I've started fails as soon as I set it to auto.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: 83athom on December 11, 2015, 09:36:47 AM
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.

Did you recently change that option too?
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: GreatTuna on December 12, 2015, 07:20:27 AM
I don't even know what happened. I was just adding modules (engineering spaces to be exact) to the ship, when this happened.
Version is 7.00.

Error screenshot attached with the class design window just in case it's my fault.
It followed with errors in UpdateGameLog (with same id) continuing infinitely until terminated process.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Ostia on December 12, 2015, 07:59:17 AM
Dump Question: You did update BOTH the executable AND the database?
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 12, 2015, 08:03:31 AM
Sorry for the delay in answering on this thread. Work is a little mad at the moment so I will get to it in the next few days. Sounds like you should avoid using auto-detect for the moment and I suggest any major campaigns wait for v7.1.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: GreatTuna on December 12, 2015, 08:37:09 AM
Of course I did. I doubt the game would run at all if I didn't.
That aside, I think I know where the problem lies.
After going to Aurora folder to check the database, I found that the database became 2GB big!
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: db48x on December 13, 2015, 12:51:38 AM
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.

Error in CreateGameLog
Error 76 was generated by Aurora
Path not found
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Garfunkel on December 13, 2015, 09:44:04 AM
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.

Error in CreateGameLog
Error 76 was generated by Aurora
Path not found
Manually create a C:\Logs directory/folder for Aurora to use.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: db48x on December 15, 2015, 04:11:40 AM
Ah, interesting.  The portable wrapper script is creating a link (junction) pointing to a Logs directory in my installation folder, which is missing.  Thanks!

Here's another "bug" though; I have an administrator named "Adele Desjardins (surname)".  Probably the "(surname)" bit should be removed from the name list.  :)

Title: Re: Official v7.00 Bugs Reporting Thread
Post by: alvin853 on December 15, 2015, 01:04:05 PM
So one of the civilian ships on the left just rammed into one of the hostile ships on the right. . .  Didn't know my ships were 200m km big
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Erik L on December 15, 2015, 03:45:31 PM
Reactor design option in tech window. There are two entries for size 1.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Mastik on December 15, 2015, 08:26:40 PM
Error in RecoverSurvivors
Error 3421 generated by DAO.Field
Data Type conversion error
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Mastik on December 15, 2015, 08:59:16 PM
Not sure if this is a bug, but combat ships ramming commercial shipping doesnt seem like a good strategy.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: SteelChicken on December 16, 2015, 12:35:26 PM
Error in RecoverSurvivors
Error 3421 generated by DAO.Field
Data Type conversion error

This exists in 6.5 as well.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: hiphop38 on December 16, 2015, 08:31:22 PM
Just reinstalled Aurora on my new version of Windows 10, installed up to version 7. 00, and when I try to open the system view tab I get an error 713.  It says I am missing the MSSTDFMT. DLL file, is this an error with my install or something else?

Error text:
"Error 713 was generated by Aurora
Class not registered.
You need the following file to be installed on your am machine, MSSTDFMT. DLL.
Please report to etc etc. . . "

I have reinstalled several times, even from a fresh zip download.  same issue.  I have also tried to add the DLL file manually and have been unable to.  Is anyone else encountering this issue with Windows 10? I did not have it with my version on Windows 7.

My game is not unplayable, but I do like the system view. . .  and I am worried that there would be other issues with missing that DLL in future.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: metalax on December 16, 2015, 09:07:20 PM
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.
----


Bug in game, on creating a new game and immediately going to race details, an error is thrown stating that it can't find the race picture and that the last known name for file was Race327.bmp.

The default pictures in the race folder only go up to 212 IIRC, and I saw you included a Race350 in the latest patch, were there more pictures I missed in a patch somewhere? Or is it taking the highest numbered file and randomly picking a number lower or equal to that and it's just hitting the big empty stretch that is there since putting the 350 file into the directory?
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: hiphop38 on December 16, 2015, 10:10:41 PM
It worked excellent :)
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 16, 2015, 11:36:42 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: metalax on December 17, 2015, 05:43:59 AM
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.

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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: alvin853 on December 17, 2015, 12:17:28 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Erik L on December 17, 2015, 01:56:18 PM
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...
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: alvin853 on December 17, 2015, 02:39:16 PM
Quote from: Erik Luken link=topic=8076. msg83522#msg83522 date=1450382178
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: alvin853 on December 17, 2015, 02:43:04 PM
Abandoning a colony that still houses a team causes an infinite error loop. 
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Erik L on December 17, 2015, 02:56:43 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: alvin853 on December 17, 2015, 03:38:43 PM
Quote from: Erik Luken link=topic=8076. msg83527#msg83527 date=1450385803
If it is all from the same planet, and in the same increment, it is the same packet.

It is not from the same body, that's the point. . .  The packet from the 3rd mining colony reads as 68 tons, even though it only contains 20 tons, for each increment.  But the sum of the packets from colonies 1 through 3 is 68 tons, so it seems to be displaying the wrong number.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: sneer on December 18, 2015, 02:34:01 PM
Error 3201 was generated by DAO.recordset
text errors following
error in ship creation
error in add ship history
error in filling magazines

lots of windows
race had  no ships and no industry no research lab
nothing but population and starting planet

starting settings = no NPR but high player creation chance

happened already twice in my current game



self modification
it seems I have pushed non TN nprs accidentaly - this should be an explenation

Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Deedasmi on December 18, 2015, 04:19:18 PM
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!
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Erik L on December 18, 2015, 04:22:12 PM
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!

Do you have Jump Point Theory researched? That is the basis for 99% of the tech.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Deedasmi on December 18, 2015, 04:57:02 PM
Yeah, a long time ago.  It just showed up in the tech list.  Not sure what I researched that unlocked it though.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Mor on December 18, 2015, 06:49:00 PM
Some UI naming inconsistencies, from the top of my head:

Galactic map, planet types: Use Plantoids and small moons.
System map, body info; System generation and Display: Use Dwarf planets and chunks.

Mainbar: Commanders.
Population and production: Officers
Actual window: Leaders.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Mor on December 18, 2015, 10:02:41 PM
Again not bug per se, but UI issue during new Game Creation.

A. Using Real Stars System, disables Local system chance\spread. If I understand correctly the tooltip, it should also disable maximum Number of Systems.

B. I believe that Changing the setting of Starting Race to SpaceMaster Empire should disable a lot of parameters like like tollerance, population etc that would be ignored anyway.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: DIT_grue on December 19, 2015, 01:53:50 AM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 06:03:44 AM
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.

Fixed the auto-detection problems for v7.1
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 06:15:40 AM
Typ0 in the class design window. Instead of Liters it says Litres.

Litres is the British spelling :)
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 06:20:40 AM
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've changed the conventional start so there are 100 ton stockpiles for each mineral.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 06:21:33 AM
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.

Fixed for v7.1
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 06:24:30 AM
Error in WormholeMoves
Error 3265 gnerated by DAO.fields
Item not found in this collection.

I can't see anything obvious in the code. Was this preceded or followed by any other errors?
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 06:36:39 AM
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.

Fixed for v7.1
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 06:44:49 AM
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

Fixed for v7.1. Also fixed a few other systems with the same problem.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 19, 2015, 06:47:53 AM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 07:08:34 AM
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?

Systems should be assigned using the Sector Window, which only allows assignment of eligible systems.

I'd forgotten this drop down existed :) as it is a holdover from a much earlier version of the game. So not specifically a bug - more of an oversight on my part.

I've replaced the dropdown with a text field that displays the sector and, for v7.1, I've added a button to open the sector window (you have to open it from the main menu bar at the moment).
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 07:13:06 AM
Automatic detection seems to be broken, every new game I've started fails as soon as I set it to auto.

Fixed for v7.1
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 07:14:51 AM
Here's another "bug" though; I have an administrator named "Adele Desjardins (surname)".  Probably the "(surname)" bit should be removed from the name list.  :)

Fixed for v7.1
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 07:19:28 AM
Reactor design option in tech window. There are two entries for size 1.

Fixed for v7.1
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: sloanjh on December 19, 2015, 07:36:02 AM
Fixed for v7.1

Does this (7.1 vs. 7.0.1) mean the next patch will have a DB change?

John
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 19, 2015, 07:40:52 AM
Does this (7.1 vs. 7.0.1) mean the next patch will have a DB fix?

John
I can answer this one!
It will be 7.1. Some of the bug fixes will need a DB change. I hope to work on it over the weekend.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: sloanjh on December 19, 2015, 07:44:44 AM
Ah - guess I haven't gotten to that one yet :)

John
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: alvin853 on December 19, 2015, 09:50:59 AM
Some events don't show up in the event ticker on the System Map screen.  Stuff like geological survey result (orbital) and some others.  I don't really care for most of them, but also the message that ship has been sent to refuel because of conditional orders doesn't show up, which stops auto-advancement of time, and I always have to figure out first that time has actually stopped
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 12:41:05 PM
Error in RecoverSurvivors
Error 3421 generated by DAO.Field
Data Type conversion error

Fixed for v7.1.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 12:44:47 PM
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.

I can't reproduce this. I just added some fighters to a carrier then double-clicked to remove them. Worked normally.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 12:53:30 PM
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. . .


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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 01:06:25 PM
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.

Fixed for v7.1
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: alvin853 on December 19, 2015, 01:13:59 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: alvin853 on December 19, 2015, 01:25:41 PM
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.

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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Red Dot on December 19, 2015, 01:26:30 PM
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.

Cheers,

Red Dot
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 01:28:32 PM
Abandoning a colony that still houses a team causes an infinite error loop.

Fixed for v7.1
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 01:31:33 PM
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.

Agreed. Changed for v7.1.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 01:37:25 PM
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.

Thanks - found it now. Fixed for v7.1
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 01:43:43 PM
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!

Pre-requisite is cargo handling system. That doesn't make much sense so I've changed ithe pre-requisite to TN tech.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 19, 2015, 02:13:52 PM
Galactic map, planet types: Use Plantoids and small moons.
System map, body info; System generation and Display: Use Dwarf planets and chunks.

Changed Galactic Map, Body Info and System Display to all use the new body type definitions for v7.1.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Mor on December 19, 2015, 03:37:39 PM
* Creating a new conventional empire game. Result in all Missile complex reporting "Complete life support Failure" after the fist 5-day cycle - reproducible.

* Fist time after creating a new game, accessing the galatic map from the system map toolbar (maybe in other ways too) throw an Error 94, Invalid use of Null.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: sneer on December 19, 2015, 05:04:44 PM
I had weird situtation and cant really decide wjether a bug or not or something I have never seen for years in Aurora
NPR war in sol
1st enemy fleet killed on earth orbit with no loss as they break peace
2nd heading mars
my fleet relocates to  mars
enemy shoots missiles
I'm careful , work on small intervals - my PD works well no leaks , not even single missile hit
I think barrage is over and push 5 and later 20min interval
next turn I see that 7 missiles passes my fleet /pdc PD ( I hate this -on small 5 sec interval I should have PD overkill
missiles hit mars and its small population ( str 12 warheads )
and mars surrenders to enemy !!!!
with pdc , garrison and my whole fleet in orbit
whatever mechanism is used here ....

few missiles hitting mars and human defence fleet , colony goes on alien side ??!
how ?
can't understand what really happen and would really appreciate some explanaition behind this
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: metalax on December 19, 2015, 05:13:07 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 20, 2015, 05:22:10 AM
Mainbar: Commanders.
Population and production: Officers
Actual window: Leaders.

I've changed them all to commanders. Probably better than officers as it include administrators and scientists.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 20, 2015, 05:26:38 AM
Using Real Stars System, disables Local system chance\spread. If I understand correctly the tooltip, it should also disable maximum Number of Systems.

Changed for v7.1
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 20, 2015, 05:46:14 AM
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.

Fixed for v7.1. The 'low gravity' code was picking up all unsuitable gravity planets, not just those below the lower end of the threshold.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 20, 2015, 08:12:27 AM
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.

Not sure what happened there but fixed now.

Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 20, 2015, 09:14:07 AM
* Creating a new conventional empire game. Result in all Missile complex reporting "Complete life support Failure" after the fist 5-day cycle - reproducible.

Yes, this has been around for a while. Finally fixed for v7.1.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 20, 2015, 09:22:51 AM
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.

Apologies - I'm so used to double-clicking I forget the delete button existed :)

Fixed for v7.1
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: canshow on December 20, 2015, 03:29:06 PM
Started new 7.0 game. Added custom race. Tried to auto add NPR race, but aurora froze. After 2 hours, I terminated the program. Re-opened game. Did 1 30 day turn. Got  'Error in UpdateAllSensorsAuto - error 3061 was generated by DAO.Database' followed by an infinite loop of 'Error in UpdateAllSensorsAuto - Error 91 was generated by Aurora. Object variable or With block variable not set'. This occurs in the auto detection setting.

Doing it with the 'none without player' and 'normal in all' detection settings, infinite loop of 'Error in NPRPopPlanning - Error 3021 was generated by DAO.Field. No current record'

Also, the loading times are now unbearable with 7.0. It never took 10+ minutes to generate a game before, and it seems that games with 2500% difficulty don't finish generating at all. In-game screens also take considerable more time to load.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: alvin853 on December 20, 2015, 04:13:33 PM
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
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 20, 2015, 04:20:44 PM
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

I've seen this too. I think the problem is larger civilian freighters picking up more than they need to. I'll take a look.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Mor on December 20, 2015, 05:18:30 PM
UI issue when clicking on Asteroids in System Map->All Bodies -> treeview. Several errors jump at you. As far as I can tell its the only node that cause problems.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: db48x on December 20, 2015, 05:30:25 PM
This is probably not a very well-researched bug report, as it has grown gradually over the course of my game.  I started with a PDC on Luna and for the whole game the label has said "PDC Fleet: Luna (SP Needed: 173. something)".  I assumed that the orbital survey had been done, and my geological team came and went with no complaints (neither found anything).  Eventually the label started bothering me so I sent a survey ship back to luna to see if that would fix it.  It didn't, so I had it join the PDC Fleet to see if that would fix it.  It didn't change anything, so I detached the survey ship and sent it out to survey elsewhere.  The problem now is that it dropped the PDC fleet off of the moon, and it's now floating alone in space with no way home.  I didn't even notice until their 3 months ran out and their morale started dropping.  I'm sure SM mode can teleport the fleet back to Luna, but if possible I'd like to figure out what went wrong.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Thundercraft on December 20, 2015, 08:49:23 PM
MSSTDFMT.DLL isn't installed by default on newer versions of windows(anything past vista iirc), so you need to install it.

Actually, it's not just anything past Vista. I installed Aurora on a laptop with XP Home, with Service Pack 3 installed. And I still got "Error 713" as MSSTDFMT.DLL was missing. So, I suspect almost everyone will need to install this file, regardless of their OS. As such, IMO, this tidbit really should be mentioned on the wiki (http://aurorawiki.pentarch.org/index.php?title=Download_%26_Install) or something.

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.

I'm sure that works. But instead of installing the simple shutdown timer, I followed the directions in this article: Why do I receive an error message about the file MSSTDFMT.DLL? (https://www.articulate.com/support/presenter-5/why-do-i-receive-an-error-message-about-the-file-msstdfmtdll) To get the file, I went to Microsoft and downloaded their Oversized PST and OST crop tool (https://support.microsoft.com/kb/296088), which I did not install. Instead, I opened the .exe file as an archive with 7zip and extracted the DLL. And after putting it in System32, I used the Run command to register the DLL:
Code: [Select]
regsvr32.exe "C:\WINDOWS\system32\MSSTDFMT.DLL"
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 20, 2015, 11:05:24 PM
I had no idea it was that easy to register the DLL, I swear trying "run" has failed me on vista, win 7 and 8. It's been a while since I used XP so I don't remember if i had problems then too.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: db48x on December 21, 2015, 01:49:40 AM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Rich.h on December 21, 2015, 03:42:48 AM
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.

Have you checked to see what strength signal your passive ranges are set for?
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 21, 2015, 06:20:48 AM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: IanD on December 21, 2015, 06:46:03 AM
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
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: db48x on December 21, 2015, 09:41:33 AM
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.

Yes, it was your post I found, in fact. Looks like the link was stripped from my post; it's http://aurora2.pentarch.org/index.php?topic=7820.msg79543#msg79543
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: db48x on December 21, 2015, 11:22:36 AM
In my current game I lost a small fleet to the enemy. The Task Force commander was aboard for the expedition into the enemy system, and he and his staff were all either killed or captured. They all showed up in the Leaders window as being in an "Unknown Location", which is great. However, I soon enough had an upgraded fleet built which needed a Task Force commander, and I found that these staff officers were all still occupying their old jobs (I'd prefer if it automatically unassigned them, but I don't mind if it's intended to be manual). I unassigned them all and replaced them with other officers, and this is where the bug occurred. As soon as I did this, the new staff officers were all shown as being in an "Unknown Location" and the original captured staff officers were all back on Earth! It looks like swapping their assignments also swapped their locations.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 21, 2015, 12:17:19 PM
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

I already fixed that when they popped up in my campaign :)
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: GreatTuna on December 21, 2015, 01:11:18 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: M_Gargantua on December 21, 2015, 01:38:34 PM
Using V7. 0, Windows 7, and I think the most up to date aurora_wrapper.

Couple of bugs (5)

--
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

around the same time every year.

I think this was caused by the wrapper trying to output an annual log that I fixed by creating a C:\Logs folder for it.
An interesting side effect was the game would advance everything before the crash, but never update the game clock.

--

4: I randomly got:

Error in UpdateRaceClassDesigns
Error 3265 was generated by DAO. Fields
Item not found in this collection

Error repeated 6 times.  Then the game just kept working.

--

5:

My Level 1 DSTS on Callisto and Charon are mirroring the range of my Level 50 on earth.  And my level 10s on a few JP adjacent asteroids look to be 10x that.  They're radii is covers almost the whole system at the lowest sensor range I can lower the slider too (Which incidently, is there anyway to make the signature strength box'es input instead of just output from the slider?). 

I think I noticed upthread that this is an issue for all non planets?
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 21, 2015, 01:38:49 PM
I forgot to post this a week ago, though I'm not sure if it's not just a limitation of Visual Basic.
Aurora forgets everything but the last 4 characters (7 including file extension) of any image chosen for a planet. After selecting earth.jpg and either reloading or refreshing the system information window I get an error "unable to locate /rth.jpg" aurora then closes.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 21, 2015, 05:43:41 PM
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.

It's a modal window so it won't show up.

Quote
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.

It sounds like you shipped a GFTF while it was still building something. I'll add a check for that in future.

Quote
3: I get a lot of

Error in CreateGameLog
Error 76 was generated by Aurora
Path not found

You found the correct solution of creating of log directory.

Title: Re: Official v7.00 Bugs Reporting Thread
Post by: M_Gargantua on December 21, 2015, 05:45:56 PM
Units can be combat dropped from a parasite ship in a hanger bay.

Don't know if thats a bug or a limitation.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 21, 2015, 06:18:05 PM
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.

Yes, sensor ranges from moons were incorrect but sensor ranges from planets were fine. Fixed for v7.1
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 21, 2015, 06:29:16 PM
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.

Fixed for v7.1
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Mor on December 21, 2015, 09:45:09 PM
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 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)
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: db48x on December 21, 2015, 09:53:07 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 22, 2015, 01:11:01 PM
Units can be combat dropped from a parasite ship in a hanger bay.

Don't know if thats a bug or a limitation.

It is a bug. Fixed for v7.1
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 22, 2015, 01:22:28 PM
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.

Fixed for v7.1 and also added the same check for repairs.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: db48x on December 22, 2015, 08:36:57 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: mtm84 on December 24, 2015, 01:24:38 PM
Odd little display bug. I have a grav survey ship in a level 1 nebula (2500kms per level of armor), whose max class speed is 2000kms, with 4 layers of armor, that shows up as infinite time to destination, 0 speed on the system map screen, but that shows normal speed and normal time to destination on the task group screen, and which seems to be moving at normal speed every turn.  I should note that this ship was refit from an earlier version of the class that had only 1 layer of armor, and when it had that one layer of armor it showed the correct speed in a level 4 and a level 5 nebula.  I have not actually entered those other nebula yet to see if they now show the same error though.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: illrede on December 26, 2015, 10:47:47 PM
I've discovered a way to accidentally delete ships; have fleet that contains ships that have been assigned to a PDC hanger and ships that have not been in a task force. Give the order "Land on Assigned Mothership"- the assigned ships land in the PDCs, the Task Force disbands, the unassigned ships disappear (their commanders are at location "Unknown System" and not assigned to their ships).
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: TheRowan on December 27, 2015, 03:58:49 AM
Another odd little one... I loaded up my saved game today, and the date had been set back by four years (ie. when I left the date said 2032, when I loaded it it said 2028). Now I have task forces with negative maintenance and crew clocks, and officers with negative time in post.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 27, 2015, 06:41:42 AM
That's very unusual, did the game crash during turn processing?
Or maybe , are you using the backup utility?
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: TheRowan on December 27, 2015, 07:11:05 AM
No to both... I had quit normally and this occurred when I started back up. Only the date had changed, the game was still otherwise in the same state as it had been in 2032. The only thing I can think of that I did differently was that I accidentally selected and then deselected "invaders" in the startup window. Most peculiar.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: alvin853 on December 27, 2015, 09:39:18 AM
---------------------------
Error in WreckID
---------------------------
Error 3061 was generated by DAO.Database
1 Parameter wurden erwartet, aber es wurden zu wenig Parameter übergeben.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
---------------------------

---------------------------
Error in WreckID
---------------------------
Error 91 was generated by Aurora
Object variable or With block variable not set
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
---------------------------


I have a task group with default order to salvage ships, that was clearing up a system, and after the last wreck was salvaged I got that error message
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 27, 2015, 04:42:41 PM
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
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: db48x on December 27, 2015, 06:45:08 PM
Fixed for v7.1

Thanks!
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: illrede on December 28, 2015, 11:22:52 PM
This has been an error spam that occurs during final point defense fire (not area point defense), almost entirely without fail; ~95%+ of final defensive fire situations. It can be clicked through, but it takes time.

I suspect that it has something to do with my ship design and/or weapons and fire control allocation.

In the latest circumstance, this is the situation:

x2 Size 4 missile x44 salvos (48598 km/s)


x4 Blood River

Fire Control S04 240-10000 #1 (Point Blank PD Mode 32)
Particle Beam-11 x8
Fire Control S01.5 90-10000 #1 (Point Blank PD Mode 4)
10cm Railgun V4/C3 x8


x4 Rhodes

Fire Control S04 240-10000 #1 (Point Blank PD Mode 32)
w/ Particle Beam-11 x8
Fire Control S01.5 90-10000 #1 (Point Blank PD Mode 4)
w/ 10cm Railgun V4/C3 x8
Missile Fire Control FC1014-R180#1 (none)
w/ Size 8 Missile Launcher (25% Reduction) x24
Missile Fire Control FC15-R1 #1 (none)
w/ Size 1 Missile Launcher (25% Reduction) x40
Missile Fire Control FC202-R180 #1 (none)
Missile Fire Control FC202-R180 #2 (none)


x4 Rothschild

Fire Control S04 240-10000 #1 (Point Blank PD Mode 32)
Particle Beam-11 x8
Fire Control S01.5 90-10000 #1 (Point Blank PD Mode 4)
10cm Railgun V4/C3 x8




Error in PointBlankPDFire

Error 3021 was generated by DAO.Field
No current record.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html



EDIT: True for a single size x16 salvo as well.

EDIT2: I've confirmed something- if a single unit is able to shoot down the entire incoming salvo(s?), the errors don't occur. If as many as two units are involved, they occur. (Switched the Particle Beams to Area Defense, some salvos provided leakers which a single unit could either deal with or not, randomly).
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: demonblackie on December 29, 2015, 06:20:11 AM
I'm not sure if this is a bug or working as intended.   I had designed a jump ship a while back with a jump drive capable of jumping up to 5k tons.   The jump ship's total tonnage was 3,300 or something like that.   I had moved it to a jump point and told a ship that was either at 5k or a tad lower to jump through, but it kept giving me the error that the ship couldn't jump because there wasn't a jump drive large enough.   They were both military ships, the jump drive was military.

It's been a bit now, and I didn't screenshot it or anything, but I'm wondering if this is something known or if I just screwed up somehow when this all went down.   I came to the conclusion at the time that the jump ship had to be the largest ship involved, but it seems to me that the size of the jump drive's rating should be the only operative thing involved.   Unfortunately, the only jump ship I have designed at the moment is built to be exactly the same size as the jump drive's rating, so I can't really test it again at this point without creating a new game for that expressed purpose.   I guess I'm just hoping that this isn't the first time you've heard of it.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 29, 2015, 06:32:12 AM
You are correct, jump drives are limited to jumping ships smaller than or equal to the jump rating, and also the size of the ship with the drive.
Usually you would pad out the jump ship untill it's the full size of the drives jump rating.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: demonblackie on December 29, 2015, 07:00:18 AM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Zincat on December 29, 2015, 07:08:47 AM
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.

Maintenance supplies, fuel or missiles (if your ships use that) are nice. Basically, a jump tender ships which doubles as supply for a particular need.

Or sensors as well in some cases
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on December 29, 2015, 07:26:59 AM
My tenders double as tankers, though it makes them pretty expensive.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: demonblackie on December 29, 2015, 08:50:27 AM
Yeah, I had the same thought.   Made my jump ship triple as both a light tanker and a supply ship all rolled into one.   Seemed the logical way to go.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Desdinova on December 30, 2015, 03:19:03 AM
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
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Ostia on December 30, 2015, 05:24:30 AM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on December 31, 2015, 12:26:33 PM
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.

This restriction is to prevent moving the entire neutral population to the Moon and back to a new nation on Earth.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Desdinova on December 31, 2015, 06:51:44 PM
Quote from: Ostia link=topic=8076. msg84043#msg84043 date=1451474670
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.

This was in a game with no other NPRs.  My own population was showing up as neutral.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: ExChairman on January 06, 2016, 02:23:50 AM
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
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Steve Walmsley on January 06, 2016, 01:49:49 PM
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

This is fixed in v7.1. Its a code problems so you can't really get around it. This is due to homeless NPR fighters trying to find a carrier. If you go into designer mode you could delete the fighters.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on January 06, 2016, 06:58:03 PM
I think he'll be ok after those fighters are dealt with :)
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: e-wok345 on January 08, 2016, 03:10:21 PM
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
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Erik L on January 08, 2016, 04:16:26 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: e-wok345 on January 08, 2016, 04:46:38 PM
Quote from: Erik Luken link=topic=8076. msg84811#msg84811 date=1452291386
Touchscreen laptop?

Disable the touchscreen.

Fixed it right up thanks
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: sloanjh on January 09, 2016, 08:25:23 AM
I'm running windows 8 and aurora version 7.  1

As a side note, please log 7.1 bugs in the 7.1 thread (stickied).  This is the 7.0 thread; it should be used only by people who are (still) playing a 7.0 campaign.  Thanks!

John
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: 83athom on January 27, 2016, 12:51:33 PM
A bit of discrepancy on a FAC I designed and built, for all of them not just one. Seen through the Ships window;
Off-Topic: Ship Design Display • show
Protector class Fast Attack Craft    1000 tons     2 Crew     7426 BP      TCS 20  TH 15  EM 450
75000 km/s     Armour 8-8     Shields 15-300     Sensors 1/1/0/0     Damage Control 1     PPV 6
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 464 MSP
Spare Berths 8   

1500 EP Photonic Drive (1)    Power 1500    Fuel Use 148.09%    Armour 0    Exp 30%
Fuel Capacity 85 000 Litres    Range 10.3 billion km   (1 days at full power)
Omega R300/360 Shields (1)   Total Fuel Cost  360 Litres per day

15cm C6.25 Far Gamma Ray Laser (2)    Range 350 000km     TS: 75000 km/s     Power 6-6.25     RM 12    ROF 5        6 6 6 6 6 6 6 6 6 6
Fire Control S01.5 175-75000 (1)    Max Range: 350 000 km   TS: 75000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PO-40 (1)     Total Power Output 40     Armour 0    Exp 5%

Active Search Sensor MR270-R1 (10%) (1)     GPS 360     Range 270.0m km     Resolution 1

This design is classed as a military vessel for maintenance purposes

Off-Topic:  Class Design Display • show
Protector class Fast Attack Craft    1 000 tons     8 Crew     7426 BP      TCS 20  TH 15  EM 450
75000 km/s     Armour 8-8     Shields 15-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 0.57 Years     MSP 464    AFR 80%    IFR 1.1%    1YR 819    5YR 12290    Max Repair 3000 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

1500 EP Photonic Drive (1)    Power 1500    Fuel Use 148.09%    Signature 15    Exp 30%
Fuel Capacity 85 000 Litres    Range 10.3 billion km   (38 hours at full power)
Omega R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

15cm C6.25 Far Gamma Ray Laser (2)    Range 350 000km     TS: 75000 km/s     Power 6-6.25     RM 12    ROF 5        6 6 6 6 6 6 6 6 6 6
Fire Control S01.5 175-75000 (1)    Max Range: 350 000 km   TS: 75000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PO-40 (1)     Total Power Output 40    Armour 0    Exp 5%

Active Search Sensor MR270-R1 (10%) (1)     GPS 360     Range 270.0m km    MCR 29.4m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: 83athom on February 02, 2016, 08:09:13 AM
From a PDC I designed and noticed after I started building;
Code: [Select]
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on February 02, 2016, 09:15:49 AM
That's still just shy of a light second.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: 83athom on February 02, 2016, 10:00:29 AM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: iceball3 on February 16, 2016, 09:41:13 AM
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 ;-;
As it is already, you're already using tech that is so endgame that most people don't even get to it in their campaigns. Isn't it acceptable enough that the cannon uses some bluespace stuff to reach the target in a timely manner, especially considering how it gets inaccurate near the end of it's range?

I figure that _actual_ issues of concern would be like, ramming attempts quantum tunneling to my ships even though said ships are a few tens of thousands of kilometers away from the one responsible. (though that may have been fixed recently).

As is, I don't see any issues with a specialized PDC using maximum level technology being able to barely skirt past lightspeed with it's beam weapons. We have jump points already, and being able to actually shoot far with our lasers doesn't seem to do much on the balance.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: TheDeadlyShoe on February 16, 2016, 11:17:14 PM
it's an oversight, nothing's supposed to go beyond 5ls.

i'm surprised the PDC FCs can.

Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Havan_IronOak on February 17, 2016, 10:16:05 AM
Just created an annoying Error 6 condition by trying to refit a ship. It seems that detatching it from its task group cleared up the condition but it seems to have been a long-standing error as evidenced by this thread referring to the same problem
http://aurora2.pentarch.org/index.php?topic=2604.0
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Mor on February 28, 2016, 09:56:32 PM
SM password isn't required in Create research project window. SM on\off you can see all empire info. Also it would be nice to get a confirmation window after you click create.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Mor on March 01, 2016, 12:10:22 PM
Create Research Project - CIWS:
1. Summary, second line. ECCM component size is missing HS in the end.
2. Turret rotation gear doesn't effect Turret HS.

Turret design screen
1. The tooltip for beam type is "the type of missile ..."
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: plasticpanzers on March 07, 2016, 04:17:20 AM
Ships/Sqadrons duplicating themselves in system.   Get a number of errors: 94, 91, 5 (alot), 13, 381.   Continues for everything
coming in system or built there.   A PDC build on Gallways World shows up as being on Gatebuilder One at SOL.   4 Fuel Refining
ships doubled then halved once i got the real ones out.  Now commercial ships entering system have clones and it vastly slows the
turn with up to 40-50 clicks to clear all the error notifications before the next turn can be started.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: ExChairman on March 15, 2016, 12:12:00 PM
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?
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Erik L on March 15, 2016, 12:40:51 PM
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
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: ExChairman on March 20, 2016, 10:20:44 AM
Sorry about that one, damn tired and put the minus in front of the total... :-[

But a conquered population is researching the same tech 3 times? That has to be a bug. ;D
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Jaque_Thay on March 27, 2016, 01:43:58 AM
Not sure if this is a bug or just silly implementation of a feature... but my R5 Rear Admiral just died of old age and this has caused problems with Fleet HQ. He had been assigned as Commander - Fleet HQ and when I tried to appoint a successor (another R5 Rear Admiral) the interface says that the Commander - Fleet HQ position now requires a minimum R6 Vice Admiral to hold the post... but I don't have any R6 officers.

I understand that minimum requirements probably change over time but when the previous post holder was assigned (the first one to hold the post of Commander - Fleet HQ) he had only been a R4 Commodore. It doesn't really make sense that in the space of 20 in-game years the rank required to hold a post should rise to the point where there are no characters able to do so.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Jaque_Thay on March 27, 2016, 02:44:06 AM
Solved the issue - though it was a little unintuitive. The person I wanted to promote to Commander Fleet HQ was already a staff officer. Looks like your Fleet HQ Commander must be a rank higher than their officers (makes sense) and as she wasn't a rank higher than herself she couldn't be promoted to the position. Got around it by unassigning her from the staff officer position then reassigning her to the Fleet HQ Commander position.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Cavgunner on June 26, 2016, 11:24:51 AM
Hello, 

I noticed an issue in one of my colonized systems where a Civilian Mining Complex on a mineral-rich moon was not actually producing any minerals.  Even though it had 6 complexes, I was purchasing the minerals, and had the mass driver set to the correct destination, the production of each mineral type remained at "0."  A couple of times I noticed a Mass Driver packet - 0 tons on the screen but that seemed inconsistent and I haven't been able to reproduce that.

I tried to fix this by abandoning the civilian mining post and putting my own automated mines and mass driver there; however, still no minerals were being produced. 

Any thoughts?
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Cavgunner on July 02, 2016, 08:13:11 PM
No ideas???
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: MarcAFK on July 03, 2016, 12:08:48 AM
I seem to recall that the mineral production listed can be out of whack due to mass drivers taking the minerals, but generally just looking at the outbound packets you see production is fine. I've never seen 0 ton Packets before though.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: Kinshinn on August 20, 2016, 05:05:00 PM
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.
Title: Re: Official v7.00 Bugs Reporting Thread
Post by: 83athom on August 21, 2016, 06:01:36 PM
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).