Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on December 27, 2011, 07:11:04 AM

Title: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on December 27, 2011, 07:11:04 AM
Please post confirmed bugs for v5.56 or v5.60 in this thread and state which of the two versions you are using. However, please read the guidelines below on reporting bugs before posting.

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

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ndkid on December 27, 2011, 12:11:57 PM
I copied the v5.60 files into my directory (it was on v5.55) previously. Went to create a new game. Conventional, starting year 2100, 10 Research Facilities, US Themes, 2 computer-controlled NPRs, everything else left at default. Went through the two information dialogs during setup, then got:
Quote
Error in SetupNPRClasses

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

There were, say, a half-dozen of those errors before finally getting the game-setup-complete dialog and being returned to the Game Details Window.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on December 27, 2011, 12:21:19 PM
I copied the v5.60 files into my directory (it was on v5.55) previously. Went to create a new game. Conventional, starting year 2100, 10 Research Facilities, US Themes, 2 computer-controlled NPRs, everything else left at default. Went through the two information dialogs during setup, then got:
There were, say, a half-dozen of those errors before finally getting the game-setup-complete dialog and being returned to the Game Details Window.

I've found the problem and I'll get the DB updated in the patch file. It shouldn't affect your game though if you want to continue.

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ndkid on December 27, 2011, 12:22:02 PM
Cool! Thanks, Steve.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ndkid on December 27, 2011, 01:13:01 PM
I can never tell if this is a bug or a WAD, but I keep noticing it.

The Construction Queue does not seem to use excess construction on items in the queue if the time increment is greater than that needed to finish the item currently being worked on. This does not match up with the research queue, which seems to calculate the amount of research generated, and then applies it to the queue.

In case that was too opaque, let me try an example. Assume I generate 1000 CP and 1000 RP in a 30-day increment. I have all of my construction currently going toward a research facility which needs 200 more CP; after that, I have a Sector Command queued up. On the research side, I have an engine needing 200 more RP, with nifty new laser tech queued up after that.

If I increment 30 days, the end results seems to be that while my engine tech has finished and 800 RP has been applied to the laser tech, and my research facility has been finished, but the excess CPs disappeared into the ether; no work has been applied to the Sector Command.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: SpecialK on December 29, 2011, 05:30:16 PM
I'm admittedly playing in Wine at the moment (away from home), but every year or two I seem to get these errors.    .    .     5.  60, new game.   

Error in CreateGameLog
Error 429 was generated by Aurora
ActiveX component can't create object

---

Error in CreateGameLog
Error 424 was generated by Aurora
Object required

---

The second error repeats until I quit the game, but doesn't repeat once I restart the game.   The error seems to happen consistently every time the year number flips (e. g.  1 December 1964 / click 30 days / 1 January 1965 ) -- the time increment is reflected in the logs, so I'll see "1st January 1965 / Last Time Increment 2592000 seconds (30:00:00:00)" twice. 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Catty Nebulart on December 29, 2011, 06:29:55 PM
I'm admittedly playing in Wine at the moment (away from home), but every year or two I seem to get these errors.    .    .     5.  60, new game.   

Error in CreateGameLog
Error 429 was generated by Aurora
ActiveX component can't create object

---

Error in CreateGameLog
Error 424 was generated by Aurora
Object required

---

The second error repeats until I quit the game, but doesn't repeat once I restart the game.   The error seems to happen consistently every time the year number flips (e. g.  1 December 1964 / click 30 days / 1 January 1965 ) -- the time increment is reflected in the logs, so I'll see "1st January 1965 / Last Time Increment 2592000 seconds (30:00:00:00)" twice. 

It's a known issue with the linux version, there is some wine workaround but I don't remember what it was. The trigger seems to be when your commanders get reassigned.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: SpecialK on December 29, 2011, 07:04:18 PM
Quote from: Catty Nebulart link=topic=4487. msg44978#msg44978 date=1325204995
It's a known issue with the linux version, there is some wine workaround but I don't remember what it was.  The trigger seems to be when your commanders get reassigned.
Thanks, it actually happens every year even though I've got automatic officer reassignment turned off.  I'll look around for a fix.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Shemar on December 29, 2011, 08:50:08 PM
I have tracked down the "Error in qrtSorted_SelChange: Error 30009 was generated by MSFlexgrid.  Invalid Row Value" in the Leaders screen.

It happens when the leader selected on the right (using the search section) is the top one displayed on the left (rank seniority), but only if the particular rank was not the one displayed before.

Steps to reproduce, assuming you have at least one Vice Admiral otherwise use lower ranks:
- Select Vice Admiral in the Ranks and Seniority section and if you have more than one make a mental note of the top ranking one's name.
- Search by Rear Admirals or higher.
- Select any Rear Admiral.  If by any chance you selected the most senior you will get th error, otherwise you will not.
- Select the most senior Vice Admiral.  You will get the error for sure.

The error may not occur is the officers are not assigned to commands.  I have not checked.

I can confirm that the bug I reported above still exists in 5.56.

Further observations: The bug does not occur if the commander in quastion is unassigned and it also does not occur if the "Eligible Only" check box is checked. So to replicate the bug the commander must be assigned to a command AND the "Eligible Only" check box must be OFF.

Hopefully this new info will help track it down! Based on the new information the obvious workaround is to keep the "Eligible Only" box checked.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on December 30, 2011, 07:57:33 AM
I can confirm that the bug I reported above still exists in 5.56.

Further observations: The bug does not occur if the commander in quastion is unassigned and it also does not occur if the "Eligible Only" check box is checked. So to replicate the bug the commander must be assigned to a command AND the "Eligible Only" check box must be OFF.

Hopefully this new info will help track it down! Based on the new information the obvious workaround is to keep the "Eligible Only" box checked.

Thanks for the extra info. I am going away for a few days so I'll tackle this when I get back (on Jan 3rd)

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Charlie Beeler on December 31, 2011, 07:17:33 PM
v5.60 Trans Newtonian.  Starting ground forces have unit types that have not been researched yet.  This was previously reported in the v5.50 bugs thread.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: backstab on December 31, 2011, 08:20:29 PM
v5.60 Trans Newtonian.  Starting ground forces have unit types that have not been researched yet.  This was previously reported in the v5.50 bugs thread.

Ditto ... I can confirm this.  Makes it hard to expand Conventional Armies.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: jRides on December 31, 2011, 10:30:06 PM
v5.60 - I'm unsure if this is intended or there is a new prerequisite, but Expand Civilian Economy by 20% is unavailable past the first level (10000rp).

I tried a fresh install and it works fine now.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Brian Neumann on January 01, 2012, 05:07:05 AM
v5.60 - I'm unsure if this is intended or there is a new prerequisite, but Expand Civilian Economy by 20% is unavailable past the first level (10000rp).
Once you research the 10000rp level use the buttons below the research screen to choose show all techs.  This includes anything not researched and will show pre-requisites as well.  See if that helps anser the question.

Brian
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: SpecialK on January 01, 2012, 05:54:57 PM
At game start, if you select more than 1 shipyard in the 'New Game' screen, you still only get one shipyard. Windows 7, Conventional empire. 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: SpecialK on January 02, 2012, 01:52:48 AM
Quote
Error 3201 was generated by DAO.  Recordset
You cannot add or change a record because a related record is required in table 'TechSystem'.
Please report to hxxp: aurora2.  pentarch.  org/viewforum.  php?f=11

Hi, running 5.  55.  


This error appeared following an error with freighters.   I had them picking up mines at earth and transporting them to a nearby mining colony.   I got a little overzealous and possibly lazy, and instead of entering  a number in the repeat section I simply mashed repeat about 20 times.   This froze the entire window followed by Aurora and I was forced to close it.   It started back up fine and let me progress approximately 15 in-game days, but when the freighters arrived at the planet it would give me an error 6 overflow.   I tried a few things but got fed up and spacemaster'd into deleting the ships, completely erasing them.   Now when I try to do turns, it does this.  .  .  


EDIT: Running in administrator does NOT solve this issue.

I ran into the above problem after the program locked up solid -- I let it run for about 10 minutes and then CTRL-ALT-DEL'd it. The problem didn't repeat.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: SpecialK on January 02, 2012, 02:41:36 AM
When you have a task group in orbit of an asteroid, and you issue an order for a ship with Asteroid Mining Modules to move from your shipyard to the task group, with an order of 'join', the number of mining modules listed in orbit of that asteroid (and the resulting increase in mining output) does not register until you issue an order for the entire task group to 'move' to the asteroid that it's already at.

It works fine if you tell the new ship (to be joined to the task group) to it, and then use another method to join it to the larger (eventual) task group.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: dotdotdot on January 04, 2012, 02:54:27 PM
I ran into an obnoxious but not game breaking error.       

Quote
Error in NPRPopPlanning.
Error 3021 was generated by DAO.      Field
No current record.     
Please report to hxxp: aurora2.      pentarch.      org/index.      php/board,11.      0.      html

This message appears between 2 to 2,100 times after at least five days pass.       I can just hold down enter until it disappears, but I figured I might as well point it out.       It started appearing after my computer came unplugged while the game was in the process of adding an extra NPR via the space master.       

I'm running Windows 7, 64-bit Home Premium.   Playing version 5.  60.   
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on January 04, 2012, 11:41:07 PM
v5.  60:
Error 30009 was generated by MSFlexGrid
Invalid Row Value

On the Leaders screen. 
Sorted list of naval commanders by terraforming bonus
1 captain in the middle of a bunch of commanders and LT commanders on the list to the right. 
Clicking on said captain via the list on the right while on the LT commander(or commander) list to the left generates this error consistently. 

hxxp: img341.  imageshack.  us/img341/4673/error30009.  jpg

reading through the 5. 50 thread it looks like this is a similar error to one present there.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Gyrfalcon on January 06, 2012, 05:21:02 AM
This may not be a bug, but...

conventional start, Low-Tech Infantry and Low-Tech Armor are not selectable units to build in the ground forces panel, and cannot be researched. Which means it's also impossible to set up the ground forces of the empires the way I wished to. I'll step back to an older version (probably prior to the overhaul of ground forces that required new types to be researched.)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ndkid on January 06, 2012, 10:15:28 AM
In 5.60, the Economics Screen's tree view does not update, even when you click "Refresh All". The only way to get it to refresh is to close and reload the economics screen.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on January 06, 2012, 12:00:34 PM
In 5.60, the Economics Screen's tree view does not update, even when you click "Refresh All". The only way to get it to refresh is to close and reload the economics screen.

Or select the race from the drop list at the top.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ndkid on January 06, 2012, 03:21:53 PM
Or select the race from the drop list at the top.

A handy workaround, thanks!
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Larsaal on January 08, 2012, 04:14:15 AM
All of my civilian freighters decided to park over one of my colonies. .
They only move out if they can load something there and ignore all contracts and trade goods on other worlds.   I tried to clear orders more than once, no improvement.  I think had a problem like this once before but dropped that game.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on January 08, 2012, 08:20:01 AM
All of my civilian freighters decided to park over one of my colonies. .
They only move out if they can load something there and ignore all contracts and trade goods on other worlds.   I tried to clear orders more than once, no improvement.  I think had a problem like this once before but dropped that game.

This is probably a dumb question but are there jump gates on the route along which they would have to move to carry out the contracts?

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Larsaal on January 08, 2012, 12:28:06 PM
Yeah there are, everything worked fine for my little patch of galaxy, jumpgates etc.  all in place.  The colony ships still move happily around and once a freighter gets something from the on planet they choose to sit on it also does the delivery. 
They just pick up nothing from anywhere else. .
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: georgiaboy1966 on January 08, 2012, 02:48:07 PM
Having a problem with fleet freighters.
They are loading or unloading cargo, then in the Events report, it reports an error in load/unload and erases all orders. Even if on repeat orders it is overrides the repeat button and erases orders.

The problem with the repeat button only happens with the cargo/freighter ships. not with my military ships.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: SpecialK on January 08, 2012, 03:03:55 PM
Having a problem with fleet freighters.
They are loading or unloading cargo, then in the Events report, it reports an error in load/unload and erases all orders. Even if on repeat orders it is overrides the repeat button and erases orders.

The problem with the repeat button only happens with the cargo/freighter ships. not with my military ships.
Is there enough freight, and are they cycling less often than 5 days? (If you're in a 30 day run, and your mines only produce every 5 days, and the ship only takes three days to cycle back to a place where it was picking up something, then the mines won't have produced by the time the ship gets there and tries to load. The solution is to give your ships a longer circuit. Aurora doesn't like JIT logistics.)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: georgiaboy1966 on January 08, 2012, 03:37:30 PM
Is there enough freight, and are they cycling less often than 5 days? (If you're in a 30 day run, and your mines only produce every 5 days, and the ship only takes three days to cycle back to a place where it was picking up something, then the mines won't have produced by the time the ship gets there and tries to load. The solution is to give your ships a longer circuit. Aurora doesn't like JIT logistics.)

Am using 10 freighters with 10 cargo holds (500000), am transporting a research center, and have a stockpile of 100 centers to move.
the cargo fleet has enough room to carry 1 RC at a time.

am tring changing pulses and increment times now
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: SpecialK on January 08, 2012, 05:45:31 PM
Ok, that's way different than what I was seeing (which is apparently expected behavior) while moving minerals.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Thiosk on January 08, 2012, 11:13:37 PM
I can second the trade irregularities.  

Normal behavior:  Earth produces 100 factories.  Shipping them anywhere is trivial-- the fleet disperses the stuff quickly.

Lets change the example.  

Bad behavior: Asteroid 1 has 100 mines and a mass driver.  Order up source for those, and set destination to another asteroid.
Nothing ever happens.  The asteroid has no population, so ships never go there, and pick up the order.  

I've seen such off-the-beaten-path orders filled in the past-- but only sporadically.  Meanwhile, hundreds of cargo vessels have sat at sol or another major planetary hub, awaiting orders, for years. They aren't inactive, they just aren't getting tagged to do anything.  Aside from the (what i believe) to be a bug that lowers the priority of minor world shipping orders.

Perhaps shipping orders need to be more valuable to the civilian fleet.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on January 09, 2012, 11:35:38 AM
The damage control queue persists after a ship repair has taken place at a shipyard, so it will continue to do damage control on already fixed components, consuming maintainence supplies and so forth.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on January 10, 2012, 12:13:00 PM
The damage control queue persists after a ship repair has taken place at a shipyard, so it will continue to do damage control on already fixed components, consuming maintainence supplies and so forth.

Fixed for next version.

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zerkuron on January 10, 2012, 12:34:09 PM
Hi,

I`m not sure but it seems to be a bug for me, that the time reduction of commercial Spaceports don`t apply for civilian vessels.   On Earth I got 5 commercial Spaceports but civilian Freighters still need 10:10:0:0 to Load/Unload trade Goods.   My self controlled counterparts work fine.   But Cargo Handling Module works for both. 

Also the general Order "move to nearest Mineral location" does`nt work with Asteroid Miner.   But when I send the Miner via "Move To" Order they beginn to mine the Asteroid.   Seems to be a problem with continual orders.   They only work with no orders on schedule.   I think this isnot a classic Bug but should be fixed because the order becomes useless to this. 

I`m using v5.  6 at Win7 Ultimate SP1. 

*edit: added "Ultimate"*
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: stamasd on January 10, 2012, 04:55:25 PM
(deleted, already reported)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: georgiaboy1966 on January 10, 2012, 06:33:09 PM
Am using 10 freighters with 10 cargo holds (500000), am transporting a research center, and have a stockpile of 100 centers to move.
the cargo fleet has enough room to carry 1 RC at a time.

am tring changing pulses and increment times now


And am still have this problem.

For clarification, the freighters are player built.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: stamasd on January 10, 2012, 08:24:23 PM
The date, the date, it's wrong! :)

(http://img577.imageshack.us/img577/6983/30february1.png)

Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: OAM47 on January 10, 2012, 08:30:32 PM
At first I thought you were trying to make a joke about the format, but then I saw what you really meant x.x
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Charlie Beeler on January 11, 2012, 07:03:24 AM
The date, the date, it's wrong! :)

(http://img577.imageshack.us/img577/6983/30february1.png)



This comes up from time to time.  As I recall, Steve has defaulted all months in Aurora to 30 days each to simplify coding.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: jaybud4 on January 11, 2012, 10:24:44 PM
I picked up some rather special engines from a ruin.

Ion Engine E0 (1)    Power 60    Fuel Use 0%    Signature 0    Armour 0    Exp 0%    Hyper Capable   (4 HS)
Magneto-plasma Drive E0 (1)    Power 80    Fuel Use 0%    Signature 0    Armour 0    Exp 0%    Hyper Capable  (3 HS)

Now, I know you need the NPRs to cheat a little bit for gameplay's sake, but...

Also, a subordinate bug -- Using either of those engines in a design gives a division by zero error for obvious reasons.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ExChairman on January 12, 2012, 04:31:32 AM
Think this is an old bug, my PDC is running out of fuel... It got 500000 liters of good fuel, maybee a sinkhole opens up under the fueltanks... ::)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on January 13, 2012, 03:34:54 PM
Here is a bizarre race condition: Within the same month period an engineering brigade brought back alpha shields and my DS researcher finished armor, and moved on to the next item in his queue: alpha shields.
Cancelling the already completed alpha shields research project had no ill effects otherwise, beta shields were immediately available.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Jikor on January 13, 2012, 07:07:48 PM
Installed on a new computer with the latest version and patches 5. 56 and 5. 60. 
Starting a new game I see this error:

---------------------------
Error in SetupNPRClasses
---------------------------
Error 3201 was generated by DAO. Recordset
You cannot add or change a record because a related record is required in table 'TechSystem'.
Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html
---------------------------
OK   
---------------------------

I tried with just the default settings and still got the same error.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Beersatron on January 13, 2012, 11:47:47 PM
Installed on a new computer with the latest version and patches 5. 56 and 5. 60. 
Starting a new game I see this error:

---------------------------
Error in SetupNPRClasses
---------------------------
Error 3201 was generated by DAO. Recordset
You cannot add or change a record because a related record is required in table 'TechSystem'.
Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html
---------------------------
OK   
---------------------------

I tried with just the default settings and still got the same error.


Could be a problem with permissions, file or folder.

What happens if you install into a folder outside of C:// ?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: gomezkeane on January 14, 2012, 08:58:11 AM
I have found a strange bug in v5. 6.  When I explore some systems they are being generated without asteroids, but the all bodies tab in the system map shows asteroid, when I click on it I get these errors
Quote
22nd February 2034 12:34:01,SM Only,System 0,Error in tvView_NodeClick
Error 13 was generated by Aurora
Type mismatch
Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html
22nd February 2034 12:34:01,SM Only,System 0,Error in tvView_NodeClick
Error 3061 was generated by DAO. Database
Too few parameters.  Expected 1.
Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html
22nd February 2034 12:34:01,SM Only,System 0,Error in tvView_NodeClick
Error 91 was generated by Aurora
Object variable or With block variable not set
Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html

The strange thing is most star systems are ok and contain asteroids as normal.

Also I have my region settings set to UK English. 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ponche on January 14, 2012, 10:24:47 AM
In the Class design window, sometimes class summary display just shows something like Wolverine class FAC Tender    39 and nothing else, sometimes depending on the components added to the ship design.  Is it a bug or something?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on January 14, 2012, 04:09:25 PM
Bug roundup:

Error 9
Subscript out of range

Clicking on load ship component without having a "system location available" selection causes this. Remove an existing order for a freighter to get to this condition.

and with order filtering off(this happened twice):
error 3265 was generated by DAO.fields
Item not found in this collection.

-----
With order filtering off and trying to unload an empty freighter TG at a planet:
Error 381 was generated by Aurora
Invalid property array index

"Drop of __ at Earth" appeared in plotted moves, the __ were spaces.

-----
Transit and divide/Recombine fleets/transit and divide orders do not refresh the task groups page, so if I recombine, and then transit and divide again while having the f12 TG page open the subordinate taskforces are considered non-existant on the unrefreshed f12 tg page(different taskforce of the same name issue perhaps). closing and reopening the taskforce page corrects this.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Jikor on January 15, 2012, 08:46:18 AM

Quote from: Jikor link=topic=4487. msg45401#msg45401 date=1326503268
Installed on a new computer with the latest version and patches 5.  56 and 5.  60.  
Starting a new game I see this error:

---------------------------
Error in SetupNPRClasses
---------------------------
Error 3201 was generated by DAO.  Recordset
You cannot add or change a record because a related record is required in table 'TechSystem'. 
Please report to hxxp: aurora2.  pentarch.  org/index.  php/board,11.  0.  html
---------------------------
OK   
---------------------------

I tried with just the default settings and still got the same error. 



I reinstalled from scratch and it seems to not give an issue anymore.  Guess I may have missed something the first time.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Thiosk on January 15, 2012, 10:56:39 AM
Again with Civ Industry Priorities:

I put in a new JG network and plopped some infrastructure down on two planets in alpha centauri.  Predictably, a few colony ships departed and plopped folks on the worlds.  However, despite the negative growth on these worlds, the freighters would refuse to deliver infrastructure anywhere but Mars, which was now a budding 25 million.

I took that opprotunity to set Mars to "Source" and lo, the freighters left for Alpha Centauri, thank goodness.  The colonists need new shoes!  And domes.  It be cold and airless on these rocks.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Rawb on January 15, 2012, 01:01:39 PM
I've just downloaded .60 and I'm getting lots of error 94s.

Error in GetCommanderName
Erro94 was generated by Aurora
Invalid use of "Null"
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on January 15, 2012, 09:57:24 PM
Error in execute orders
Error 5 invalid procedure call or argument.
I have several taskforces under a move to taskforce order, where that taskforce was just destroyed.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on January 16, 2012, 07:08:42 PM
The Match speed for subordinate fleets bug looks like it has returned from the grave:
http://img851.imageshack.us/img851/9252/matchspeed.jpg

also the 3 point defense TGs there aren't obeying the match speed order. Missilecruiser 1 TG has been set to a lower speed than its max(3300 vs 4125) and precursors are nearby.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on January 16, 2012, 08:41:55 PM
ReturnTimeCurrency
Error 6, overflow.
Attempting to move a fleet set to picket a jump point(speed = 1) to a location too far away overflows the eta counter.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ExChairman on January 16, 2012, 11:11:19 PM
Getting a strange error

Error in populateGUtraining
Error 3009 was generated by MSFlexGrid
Invalid Row Value

Started getting these when one of my Divisions HQ was almost finish, when it was built it appeared in the ground forces screen but also a row under with nothing,
get the error when i go to Earth, were I have an extra row of nothing, shall try and move it to Mars and connect it to some brigades... Found that it was me who removed 10 ground traing centers that made the error...
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on January 17, 2012, 11:47:29 PM
Error in cmdAssign_Click
Error 381
Invalid property array index
attempting to assign a target to a ship with a destroyed firecontrol(also destroyed magazines and launchers)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Rawb on January 22, 2012, 05:23:44 AM
Getting Errors in Orbital Movement.

Error 11 generated
Division by zero ( :o )

Happened just after I discovered a jump point in a system, should I go through and remove that system?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Larsaal on January 22, 2012, 06:09:26 AM
Quote from: Rawb link=topic=4487. msg45669#msg45669 date=1327231424
Getting Errors in Orbital Movement.

Error 11 generated
Division by zero ( :o )

Happened just after I discovered a jump point in a system, should I go through and remove that system?

Had that one once too.  It was a binary system where the stars orbited with zero distance. 
Check the system setup might be the same.  I deleted the system and everything was fine again.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ExChairman on January 22, 2012, 09:34:29 AM
Not sure if was fixed or not, but my troops surrendered to myself, thankfully the trooptransports and freighters also surrendered to me, only my troops were gone in the end...
So if was supposed to bee fixed, its not... :-\
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Rawb on January 22, 2012, 10:25:48 AM
Had that one once too.  It was a binary system where the stars orbited with zero distance. 
Check the system setup might be the same.  I deleted the system and everything was fine again.

Only one I found was a 0.36 distance star is that the problem?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: georgiaboy1966 on January 22, 2012, 12:55:54 PM
started a non-Sol game, now my ships do not show up on the individual ship pull-down.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: TheDeadlyShoe on January 22, 2012, 03:19:33 PM
Make sure your empire is selected in the dropdown box.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: georgiaboy1966 on January 22, 2012, 04:35:22 PM
yes, my empire is selected on the individual ship page
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: sublight on January 22, 2012, 05:13:19 PM
Version 5.60

Theme: Odd
Names: Norse

Bug: The Civil Administration and Scientist officer titles among others were missing, which spawned a variety of errors every time any window that could display an officer's name/title opened. Manually renaming the missing titles fixed the issue.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erthel on January 22, 2012, 08:04:29 PM
v. 5. 60

A bunch of minor "bugs", mostly error messages without consecuences:

- When giving a medal twice to an officer (He made a feat twice, I felt like giving him another), I get an error 3022 by DAO.  recordset, it says because "it would create a duplicated value in the index".   The medal appears in the officer history as awarded, but no promotion points are added for the second (and third, and ufrther) medals. 

- When giving a move order to a ship without engine, it spams an error without consequences, and leaves the orther there, instead of a warning about that it cannot move. 

- When removing a colony that has a team on it, the game spams a serie of errors (I guess about the 5 guys that were there).   After them, you can find the team at your capital world.   Again a "your teams will move to capital" warning would have been better than the errors. 

- When a ship goes out of fuel, it keeps trying to comply conditional orders, slowing the turns down until you manualy remove all orders and erase it.   I think it would be good if we just could not give move orders to out of fuel/unengined ships, to avoid the errors and spam. 

I'll keep posting
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erthel on January 22, 2012, 08:08:02 PM
SOLVED: Not sure if its a bug, but I started on a nebulae 5 system, and all my ships keep going at 500km/s after leaving it.    I guess it's about resetting max speed, that is a pain if i have to do manually for every TG.  <- Seems like it only happens when the ships are built inside that system, as their default max speed is set to the max of the system.  As soon as they leave and you update that, they update correctly when getting in and out.  So no bug here at all :P

EDIT:

- When giving a TG the order to load components/troops or whatever that opens an extra little menu, we cannot double click the orders anymore, having to click to "add move" instead :'(

- Unmanageable order list for task groups, need a button for "delete selected order", or double clicking them from ordered list.   Would be awesome if we could also add/remove orders in the middle of a list, not only at the end.   Or maybe I'm missing something.  .  . 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: GeaXle on January 23, 2012, 08:03:26 AM
V.5.60

I encountered an NPR. I had a pretty good Diplomatic team working on it (160). But we didn't manage to establish communication. Anyway, I left the team with them and our score kept going up. And they started sharing reasearch data and all. How can a race with whom we are completely unable to communicate, make trade and give us science data and all? I think there should be a maximum point that it is possible to reach when communication proves impossible.

I also have a bug with the "flags" everytime  I open the galaxy map.

And finaly, there is sometimes a bug about "changing tech in the database" . It only hapened a few time and doesn't seem to do anything (I can continue playing normaly after checking the box). So I think it may have something to do with npr updating their techs.

Thanks a lot,
Gea
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on January 24, 2012, 02:50:49 PM
The hyperlimit for secondary stars doesn't seem like it is being recognized.

http://img689.imageshack.us/img689/4052/hyperbug.jpg
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sputnik on January 24, 2012, 11:25:42 PM
 
   Help!  Game is FROZEN!

   Was a v5. 55 game, upgraded to 5. 56; TN, Sol, pretty normal setup.   Windows 7.

   Now in year 2058, I can't advance.   No error message.   But I can't get past the current time; just hitting 5-second advance hangs and never advances.   I've left it running overnight; no dice.

   What can I do?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Thiosk on January 25, 2012, 12:50:42 AM
Ooof!  Looks like something crazy is happening. 

When this has happened to me, generally its one of two things:

1: infinite loop of a ship trying to carry out orders-- then carrying them out again, then carrying them out again....

or 2:

a bug with aliens doing the same thing.

If #1, crash the game then restart it.  check every fleets orders.  Is there a cycle orders box clicked?  is it trying to refuel from earth over and over and over for all of infinity?  Something like that?  Fix it.

If #2:  uh oh.  u might be in trouble mode.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: RedKing on January 25, 2012, 11:34:02 AM
Super-minor quibble, but....

Gliese 176 is generated (with Real Stars option) as a binary with G8V primary and K1V secondary. But the real Gliese 176 is a single M2.5V red dwarf. Dunno if it's just a typo on the star number or what.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Thiosk on January 25, 2012, 11:25:14 PM
Disaster!

Error in DisplaySystemBodies

Error 6 was generated by Aurora
Overflow

This occurs when in the Sol system map window.  Any action-- setting change, move of the camera, scale... results in the error being thrown.  There was a 0 time interval that went through.  

13th October 2033 13:34:01  Last time increment 0 seconds

I'm not sure if this occurred precisely at the interval at which i had the drawing errors, but pretty dang close.

The error only occurs when earth itself is drawn.

bug solved!!

Suddenly I had the realization that I had constructed 100 planetary sensor arrays, then set the show passive sensor range to x1 To Detect Signature Strength 1000.  Then, I researched several more planetary sensor strength (up to 700).

This situation created the overflow in DisplaySystemBodies when the thing was turned on.

Cheers!
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on January 27, 2012, 12:55:01 PM
The thermal signature of tugs is really low when they are towing massive objects. Aurora looks like it assumes that the tugs are travelling at reduced speed because of a voluntary reduction in engine power, and not that they are struggling with all of their might to move something.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Marthnn on January 30, 2012, 01:51:47 PM
Quote from: Nathan_ link=topic=4487. msg45871#msg45871 date=1327690501
The thermal signature of tugs is really low when they are towing massive objects.  Aurora looks like it assumes that the tugs are travelling at reduced speed because of a voluntary reduction in engine power, and not that they are struggling with all of their might to move something.
Similar to tug fuel consumption way lower than it should be when tracting something.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: theredone7 on January 30, 2012, 03:41:43 PM
Some of the screens in The Space Race game don't appear after loading.    The window opens but is not visible.    For example Economics doesn't show anything but the system and galaxy map do appear and can be used.    I'm pretty sure this wasn't the case initially.   I am using v5. 60.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on January 30, 2012, 04:30:08 PM
Some of the screens in The Space Race game don't appear after loading.    The window opens but is not visible.    For example Economics doesn't show anything but the system and galaxy map do appear and can be used.    I'm pretty sure this wasn't the case initially.   I am using v5. 60.

One of the menus has an option to reset window positions. I don't recall exactly which at the moment, but that should fix your problem.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: sublight on January 30, 2012, 08:55:04 PM
v5.60
Error in NPRPop Planning 3021.

I aborted a Create Empire from the F9 window operation half way through filling out the new empire form by clicking the red-x close-window button to double check that I had the right planet... and it created an empire anyway. More specifically, it created a Conventional NPR empire. I discovered this one time increment into the game when the Conventional Start Player race who was supposed to own the planet discovered it was rooming with an alien population.

This alien conventional NPR was not happy. It kept generating 14x 'Error in NPRPopPlanning 3021' messages every construction cycle. This went on until I SMed up an army of assault infantry. 2 months and an abandon colony later and the extra population and its error messages were gone.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: theredone7 on January 31, 2012, 05:46:11 PM
v5.  60

While I thought I had finished the design of a ship I blindly missed that it did not have enough life support for its crew.    However at that time I had already tried to retool the shipyard to build it.    It then appeared to instantly retool this.    While I thought it was a bit odd, I then went to build the ship.    After realising I finished off the design to hold enough life support and tried to retool the shipyard but it said it had already been retooled for the ship.    Will the two ships being built be the ones that are faulty?

Either way I decided to cancel the building of the ships, copy the design and rename it.    I then went to retool the shipyard to the new design (the same spec) and an error 6 was reported with an overflow.    It appeared that the shipyard was being retooled but did not have an estimated date for completion and the advancement of time led to the same error 6 being generated.    I changed one component in the design and it allowed me to retool the shipyard (although it will only take 4 days).

EDIT: Now I seem to be getting overflow errors every time I advance time, including when I click on objects in the system map.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: fflaguna on January 31, 2012, 07:57:27 PM
Version 5. 60, 5. 56, and probably previous versions.

Bug: Supply ships create maintenance supplies from thin-air when "resupplying" other ships, and don't subtract the supplies from their own stores.
Desired behavior: When a supply ship "resupplies" another ship, the maintenance supplies given should be subtracted from the supply ship's current MSP stores.
Observed behavior The supplies are magically created and given to the ship being resupplied, and they are not subtracted from the supply ship's own MSP stores.  This means one supply ship could resupply an unlimited number of ships with maintenance supplies forever.
Extra: Unlike resupply operations, refueling operations work as intended.  When using the "refuel" command, fuel is properly accounted for.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: IanD on February 02, 2012, 07:48:38 AM
I have seen this minor bug before but could not associate it with anything. However, in v5.56 I find that if you gain astrogation data from captured survivors occasionally it will link a system wrongly in the F11 Galactic display.

E.g. Avalon links to Delta Aquilae, Beta Aquilae, Gliese 763 and Gliese 804. Then you capture enemy system data, the F11 Galactic display shows a link to Avalon, but the F9 screen shows no link for Avalon to the new system, only from the new system to Avalon. The F11 screen displays the following errors “Error WP link not found in GetWarpPointData” followed by a couple of “Error in DisplayWP” “Error 5 was generated by Aurora, Invalid procedure call or argument. Please report to…..”. The F11 screen in initially distorted but returns to normal once the errors are cleared. 

If you break the link in the F9 screen it does nothing to alter the display in F11.

The bug is irritating but not a show stopper.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Charlie Beeler on February 02, 2012, 08:14:40 AM
Version 5. 60, 5. 56, and probably previous versions.

Bug: Supply ships create maintenance supplies from thin-air when "resupplying" other ships, and don't subtract the supplies from their own stores.
Desired behavior: When a supply ship "resupplies" another ship, the maintenance supplies given should be subtracted from the supply ship's current MSP stores.
Observed behavior The supplies are magically created and given to the ship being resupplied, and they are not subtracted from the supply ship's own MSP stores.  This means one supply ship could resupply an unlimited number of ships with maintenance supplies forever.
Extra: Unlike resupply operations, refueling operations work as intended.  When using the "refuel" command, fuel is properly accounted for.

Under what orders condition is this happening?  Conditional orders that direct a task group to the nearest supply ship at x% remaining or are you using the task group order for the task group with the supply ship(s) to resupply a specific task group?  Or both?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: fflaguna on February 03, 2012, 08:03:50 PM
Quote from: Charlie Beeler link=topic=4487.   msg46056#msg46056 date=1328192080
Under what orders condition is this happening?  Conditional orders that direct a task group to the nearest supply ship at x% remaining or are you using the task group order for the task group with the supply ship(s) to resupply a specific task group?  Or both?

I have not been using conditional orders for resupplying.    My bug report is for specifically ordering a task group to "Resupply from supply ship at _______ location", and the bug happens even if they are in deep space (i. e.  not at a planet with MSP freely available).    I have noticed this across multiple games and versions, and so have other people in the Aurora IRC channel.   
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Shaitan on February 04, 2012, 11:47:34 PM
Hi there, got an error 6 (v5.  60) today (overflow of some sort, sorry, didn't catch the exact text and it doesn't seem to show up when I tick "show errors" on the message log)

I suspect it may be related to the black hole system I had just discovered.    The survey vessel in question has a maximum speed of exactly 2000km/s, Class II black hole, so net maximum speed is 0 km/s.    Ordered the ship to transit back through the jump point it had just passed through (after clearing the the 3 survey orders automatically set).    Clicked to advance 5 days, the error window popped up at this point, also the 0km/s surveyor warped roughly 3.   3 billion Km's from the jump point to right on top of the black hole (hasn't been destroyed yet though, I suspect it will linger until it runs out of maintenance supply and then has an engine fail, reducing its speed below 0).   

edit : Excellent news, the vessel is consuming fuel, the crews suffering will be much shorter than anticipated.  Only something in the order of 25 months to go! :P

Error window has not recurred since that time, though the unlucky surveyor lingers on.   

Conditional orders are set to 40% fuel > refuel colony 4 jumps, 20% supply > refit colony 4 jumps.    Current fuel status is 92%, maintenance supply 207/207.    (Just for the sake of completeness).   

As a side note, there are 3 unidentified wrecks sitting next to the black hole, that don't seem to be moving, will observe and see if they eventually fall in.   
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: fflaguna on February 05, 2012, 05:05:47 AM
Version 5. 60, 5. 56, and probably previous versions.

Bug: "Beam weapon max range" has no effect in-game. The fire control's max range overrides the beam weapon's max range for damage calculations.
Desired behavior: Beam weapon max range should be used to calculate the beam weapon damage fall-off.
Observed behavior Fire control max range is used instead by the game to calculate beam weapon damage fall-off.
Extra: Here is a screenshot exactly showing this


http://i.imgur.com/JnTDP.png (http://i.imgur.com/JnTDP.png) (Image Link, click to zoom in)


(http://i.imgur.com/JnTDP.png)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Shaitan on February 06, 2012, 11:50:15 PM
Quote from: Shaitan link=topic=4487.   msg46177#msg46177 date=1328420854
I suspect it may be related to the black hole system I had just discovered.   

Further on this, the ship in question finally ran out of fuel 2 and a half years later, however, it has now been sitting in the middle of the black hole for 3 hours (game time, keeps stopping every 30 minutes to tell me it's out of fuel), without any apparent ill effects.    Is death by black hole normally this prolonged? It's going to be really embarrassing if the ship named after the captain is launched before he actually dies.    :P

edit
Decided to end their suffering and mine, set task force speed to one. 

This generated an error popup. 
(error 6 : overflow)

Attempting to set the speed to 1 again generated the same error popup. 

Speed set to 1900 with no error. 

Advanced time 1 day : SV King George V has been destroyed by a black hole!

So apparently not having any fuel doesn't prevent a ships engines from counteracting the pull of a black hole, even when technically it has spent the last 2 and a half years inside the black hole, due to the previous warping incident. 

2nd edit
Oh, almost forgot, the 3 unidentified wrecks in the black hole system haven't budged.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on February 07, 2012, 11:43:39 PM
error 11 in turret design:
Trying to make a turret with a reduced size laser causes this:

Damage Output 3x1      Rate of Fire: 5 seconds     Range Modifier: 1
Max Range 30,000 km    Turret Size: 3    SPW: 3    Turret HTK: 1
Power Requirement: 3    Power Recharge per 5 Secs: 0 <<<<
Cost: 7    Crew: 15
Maximum Tracking Speed: 10000km/s
Materials Required: 5.4x Duranium  0.4x Corbomite  1.2x Corundium 

The laser itself is a 10cm Infared laser with a level 2 capacitor and the 25% size reduction/4x recharge.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ExChairman on February 08, 2012, 01:46:10 AM
Error in execute order
Error 6
Overflow
Getting this about 26 times each 30 day cycle.... not sure whats causing it... But if I uses 5 day cycles it works fine  ???
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: North Pole on February 08, 2012, 03:06:55 AM
v 5. 60

If you disassemble part (<1) of ship component it will go into negative.  Scrapping negative amount of components consumes resources.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sarganto on February 08, 2012, 06:20:58 PM
Well I think I have found a bug.

It seems like using a geological team on a body which has a civilian mine on them has no effect. They are just sitting there for years and years and nothing happens.

Already tried it on two different bodies with civilian mines on them and other bodies in between and everything works fine with that team on other bodies.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on February 09, 2012, 01:00:52 AM
Can someone else check and see if ordinance factories will properly load and unload into freighters with just 2 cargo holds? the f12 menu claims that factories/portions thereof are in the holds, but there is no order to unload them, and unload all installations does not unload them, and the planet they are loaded from seems to still have them. 5x cargoholds don't have this problem of course.

"It seems like using a geological team on a body which has a civilian mine on them has no effect. They are just sitting there for years and years and nothing happens."
Did it say no survey in the mineral section? if not then it was already surveyed, and there was no need to resurvey it. Does the ship sit there with SP needed constantly?

Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ExChairman on February 09, 2012, 03:10:33 AM
Strange one happend during a battle, had my ships on auto fire and they launched some 40 missiles at star in the system  ??? Not sure if its a bug or a one time error...
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sarganto on February 09, 2012, 03:58:41 AM
"It seems like using a geological team on a body which has a civilian mine on them has no effect. They are just sitting there for years and years and nothing happens."
Did it say no survey in the mineral section? if not then it was already surveyed, and there was no need to resurvey it. Does the ship sit there with SP needed constantly?
I am talking about geological survey teams, not ships.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: TheDeadlyShoe on February 09, 2012, 04:24:05 AM
most Sol-system civilian mines are on asteroids and comets.   Asteroids take forever to team-survey, presumably to stop them from being used as infinite training grounds and sources of infinite minerals. There are after all hundreds of asteroids in Sol alone so the training/mineral potential is extreme.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sarganto on February 09, 2012, 03:52:08 PM
most Sol-system civilian mines are on asteroids and comets.   Asteroids take forever to team-survey, presumably to stop them from being used as infinite training grounds and sources of infinite minerals. There are after all hundreds of asteroids in Sol alone so the training/mineral potential is extreme.
Nope, right now the team is on a moon with civilian mines and I didn't have a single tick for umh maybe 2 or 3 years?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Thiosk on February 09, 2012, 04:25:37 PM
I no longer survey asteroids because of this.  Its not a bug, per se, but i don't think its working as intended, exactly.

With the recent capping of geo surveyer training at 60% (might be my fault (http://aurora2.pentarch.org/index.php/topic,3633.msg35371.html#msg35371)) I'm not so concerned about the training up of people these days.  Let the chunks survey a bit faster for gods sake.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on February 09, 2012, 09:09:24 PM
Nope, right now the team is on a moon with civilian mines and I didn't have a single tick for umh maybe 2 or 3 years?

It goes by mass, more massive asteroids can be surveyed fairly quickly, and, say, phobos and deimos will take forever.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ExChairman on February 10, 2012, 02:21:56 AM
In Population Menu, the button for refresh All, doesn't refresh colonies, but by transferring the capital to a new planet does update the colony list...
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: North Pole on February 10, 2012, 03:51:49 AM
Quote from: ExChairman link=topic=4487. msg46419#msg46419 date=1328862116
In Population Menu, the button for refresh All, doesn't refresh colonies, but by transferring the capital to a new planet does update the colony list. . .
You can reselect civ name in top-left corner to update population menu
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sarganto on February 10, 2012, 06:52:33 AM
I no longer survey asteroids because of this.  Its not a bug, per se, but i don't think its working as intended, exactly.

With the recent capping of geo surveyer training at 60% (might be my fault (http://aurora2.pentarch.org/index.php/topic,3633.msg35371.html#msg35371)) I'm not so concerned about the training up of people these days.  Let the chunks survey a bit faster for gods sake.
As I said, the problem does not only exist with asteroids. Every other body has been surveyed by the team at least within a year.
But on asteroids and moons with civilian mines, nothing is happening.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Marthnn on February 10, 2012, 08:52:23 AM
As I said, the problem does not only exist with asteroids. Every other body has been surveyed by the team at least within a year.
But on asteroids and moons with civilian mines, nothing is happening.
Check the mass of successfully surveyed bodies, and the mass of attempted surveyed bodies. How do they compare? Does the team you're using have a good rating (150+) with 5 members total?

Moons can be very small, even smaller than asteroids. If they already have civ mines, that is probably not the case, so maybe you're just unlucky. Still, you give us not much info to work with.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Thiosk on February 10, 2012, 11:34:15 AM
Error in UpdateGameEvents
Error 3167 was generated by DAO.Database
Record is deleted


The previous error was something of the nature of "invalid bookmark"

What happened is that I was launching a complex array of missiles at an oncoming enemy-- I targeded my last salvo, and then set fleet speed to maximum to pull away from the enemy.

It started throwing the invalid bookmark error, then record is deleted after I set the whole fleet to cease fire.

Now it appears the missiles aren't moving.

This is version 5.6 in an unmodified game.

Edit:
John's suggestion works flawlessly.  I repacked the database immediately on error occurrence and fixed it.

I had cycled back to an earlier save before beginning that encounter, and even the situation REPLICATED ITSELF.  Which I found interesting.  I have a backup of that file immediately on reccurrence, before repacking.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on February 10, 2012, 12:36:30 PM
I no longer survey asteroids because of this.  Its not a bug, per se, but i don't think its working as intended, exactly.

With the recent capping of geo surveyer training at 60% (might be my fault (http://aurora2.pentarch.org/index.php/topic,3633.msg35371.html#msg35371)) I'm not so concerned about the training up of people these days.  Let the chunks survey a bit faster for gods sake.

When a survey team finishes a cycle (which is really the game checking a random number each 5-day to see if it is lower than their rating), the code carries out a mineral generation check on the body they are surveying. If it finds something better than what is currently available, the team will report it. Asteroids generally have a much lower chance than planets to have any minerals at all so often those checks result in nothing. So it isn't that asteroids take longer for each check, it is that those checks are unlikely to find anything and you only hear about a check that found something.

Mineral generation is based on system body size, with larger bodies having both a higher chance of minerals being present and larger deposits while smaller bodies have better accessibility.

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: sloanjh on February 10, 2012, 08:54:57 PM
Error in UpdateGameEvents
Error 3167 was generated by DAO.Database
Record is deleted


The previous error was something of the nature of "invalid bookmark"

What happened is that I was launching a complex array of missiles at an oncoming enemy-- I targeded my last salvo, and then set fleet speed to maximum to pull away from the enemy.

It started throwing the invalid bookmark error, then record is deleted after I set the whole fleet to cease fire.

Now it appears the missiles aren't moving.

This is version 5.6 in an unmodified game.

You might try compressing the database (I think there's a menu option to do so in Aurora.)  My recollection is that this can fix some invalid bookmark errors - not sure if it will work on the cascading deleted record error, but what have you got to lose?  (Assuming you back up the DB before compressing, of course :) )

John

Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Shemar on February 12, 2012, 07:17:55 AM
When a survey team finishes a cycle (which is really the game checking a random number each 5-day to see if it is lower than their rating), the code carries out a mineral generation check on the body they are surveying. If it finds something better than what is currently available, the team will report it. Asteroids generally have a much lower chance than planets to have any minerals at all so often those checks result in nothing. So it isn't that asteroids take longer for each check, it is that those checks are unlikely to find anything and you only hear about a check that found something.

Mineral generation is based on system body size, with larger bodies having both a higher chance of minerals being present and larger deposits while smaller bodies have better accessibility.

Steve

The problem with that is that a team can be stuck on an asteroid for years and years. Wouldn't it be better if they have a higher chance of finding anything but also a higher chance of completing the survey? That way they could still be finding the same total amounts (on average) but in a little less time.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zed 6 on February 12, 2012, 08:11:54 AM
I would agree with a higher chance of completing the survey. Years and years and years of waiting for a report is a little excessive. If the survey team finds something or not, I just wish they would complete the survey.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: sloanjh on February 12, 2012, 11:02:00 AM
I would agree with a higher chance of completing the survey. Years and years and years of waiting for a report is a little excessive. If the survey team finds something or not, I just wish they would complete the survey.

Thirded.

John
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Thiosk on February 12, 2012, 11:50:31 PM
Had a lot of error 94 and error 6 invalid use of null in GetTotalShips tonight.

What happened was I had ordered the construction of a few new ships.  Notably the TT Legionary Independent Troop Transport 00x ships.

Well thats a stupid long name, so the numbers are actually in a second line of the "name new ship" text box in the manage shipyards screen.  Well, the game didn't like that it had moved to the next line, somehow, so the task was given no name, so I was contructing nameless ships.  This pissed off the game a lot, loading the F2 window, and I also strangely was getting the errors trying to look at the civilian shipping tab-- gettotalwealth had error 94 and 06 errors, and some of the recent deliveries were showing up [UNKNOWN].  The first four, to be precise, a couple had no ships or locations and two had just the unknown tag.  

Deleted the offending ships and renamed them something shorter, no problem.  The trouble in the civ ships wealth tab was precisely the first four rows, corresponding to the four ships I had ordered with funky names.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: viperfan7 on February 15, 2012, 04:29:53 PM
Getting Errors in Orbital Movement.

Error 11 generated
Division by zero ( :o )

Happened just after I discovered a jump point in a system, should I go through and remove that system?

having the same issue, nothing has changed from before it started and after it had, so I have no clue what it could be
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on February 16, 2012, 11:16:05 PM
Selected all jump points have jump gates get into the game and need to build jump gates otherwise ships cant transit.  Once a JG is built it keeps showing as build option for construction ships.

So even though that inital box is ticked all jump gates dont actually have gates that ships can use until my constructor does its thing
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Marthnn on February 18, 2012, 09:34:03 PM
I set up a colony on a planet with ruins and established a xenologist team on it, which did its job of understanding the stuff. Afterward, I sent an engineer brigade and some armed forces. Eventually, robotic guards were awakened, 2 in a row, and my troops lost, all dead. I quit the program (it was a great time for a pause), and when I reopened it, the colony on that planet was gone.

That's probably working as intended. Eventually, I got an event relating to my xenologist team gaining skills (1% each of the 5 members), and that tipped me off. That team was left on the colony, and even if I reestablished it, the team is not there. And of course I have no idea how they got skills gain.

The bug is, when I look at the team members in the Leaders screen, they are still part of the team and their location is at a world I don't know about. I did not even explore that system, although maybe an NPR did. I can't see that system with only SM permission. Yet there my xenologists are. Is there a way to disband a team without using the Population&Production screen?

It looks like, when a colony is lost, the teams stationed on it are sent "somewhere".
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on February 19, 2012, 02:46:33 AM
Interesting, wait for the team members to die off maybe or attempt to land troops and recolonize the planet is another option
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Hawkeye on February 19, 2012, 04:39:00 AM
Obviously, the team members were kidnaped by the robots, ferried to another planet and are forced to work for them there :)


Seriously, the unknown planet is probably the planet they were stationed at, as NPRs name planets on their own, so if your Mars base got overrun by alien robots, they would adress Mars as, perhaps Odlola or something.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on February 19, 2012, 04:44:08 AM
do u remember what system they were in, kidnapping by robots interesting outcome for a research team
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Marthnn on February 19, 2012, 11:04:14 AM
Seriously, the unknown planet is probably the planet they were stationed at, as NPRs name planets on their own, so if your Mars base got overrun by alien robots, they would adress Mars as, perhaps Odlola or something.
That is most certainly it. This planet is "Palanhi-A V" for me, while the team location is "Nyrola-A V", both being the 5th planet orbiting a primary star.

Not to worry, I am in the process to reclaim that world, with more than a brigade of mobile infantry this time. Mystery solved. It might have been fitting to kill the team members upon defeat, or get them to flee, somewhat like commanders of defeated ground forces. Thanks people.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: TheDeadlyShoe on February 19, 2012, 02:07:01 PM
I have a nebula system (Houston) where the orbital distance of two of the second planets moons (HoustonA-II Moon 27 and Moon 28) have an orbital distance of 16.5 and 16.6 mkm respectively, while Houston A-II only has an orbital distance of 16.5mkm from the protostar itself.  Thus sometimes moon 28 is orbiting on the opposite side of the sun from its supposed primary. O_o !
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Thiosk on February 20, 2012, 02:05:29 AM
Thats not a bug.  Thats awesome.  post pics.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on February 20, 2012, 03:45:04 AM
some pics would be nice, hey steve when u wake up again any plans to do some more work on nebula systems
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: TheDeadlyShoe on February 20, 2012, 02:21:09 PM
Oh jeez I knew i should have taken screenshots. xD

Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on February 20, 2012, 03:11:06 PM
Just found a level 5 nebula system in my game restricts ships with armor movement to 500m second

Steve a bug i found

Needs fixing

Earth supplying through civlian-ind status screen all building types mars demanding same cilvian transports moving

Every single building type works is delivered and shows on the facilities screens

EXCEPT TERRAFORMING INSTALLATIONS

The civvies build em haul em drop em off and they dont show at destination after they just vanish i tried it with all other building types fuel refineries, GM facilities, automated mines, infrustructure, mass drivers even and only the terraforming installations do this

Building them myself through my own building screen and having my own freighters deliver them doesnt lead to this issue they show up at destination so theres a bug with the civvies once they drop off Terrraformer facilities that they built themselves.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Marthnn on February 20, 2012, 03:51:58 PM
I set up a colony on a planet with ruins and established a xenologist team on it, which did its job of understanding the stuff. Afterward, I sent an engineer brigade and some armed forces. Eventually, robotic guards were awakened, 2 in a row, and my troops lost, all dead. I quit the program (it was a great time for a pause), and when I reopened it, the colony on that planet was gone.
That is most certainly it. This planet is "Palanhi-A V" for me, while the team location is "Nyrola-A V", both being the 5th planet orbiting a primary star.

Not to worry, I am in the process to reclaim that world, with more than a brigade of mobile infantry this time. Mystery solved. It might have been fitting to kill the team members upon defeat, or get them to flee, somewhat like commanders of defeated ground forces. Thanks people.

A little update. I set another colony on that planet, sent troops to fight and terraforming ships to work. My troops defeated the enemy and the (absent) population on their colony surrendered. Now I've got 2 colonies named "Palanhi-A V", both species "Human", while the new one having my xenologists team and the political status "Conquered". Its planetary governor was also already set, probably from my last presence.

One colony is set to terraform by adding CO2, the other by adding O2. Both gases get terraformed the full amount, effectively doubling the terraforming power of my ships.

It's the first time I mess around with multiple colonies on a single world. Is that normal/known? Because it sure looks like a bug. Maybe I could get 10 colonies and get 10 times the terraforming... yeah, cheating at solitaire, I know.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on February 20, 2012, 05:53:04 PM
its a bit the same as having human 2 on a planet ie modified species, let us know if u get unrest due to minority status my suggestion is setup a new colony move the conqueored population off to their own little rock that may fix issues its another part of the aurora game engine that needs fixing with regards to mulitiple colonies on the same world could be a bug just have to wait for the programmer to come online and let us know
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Marthnn on February 20, 2012, 06:32:47 PM
... let us know if u get unrest due to minority status my suggestion is setup a new colony move the conqueored population off to their own little rock ...
There is no infrastructure or population on either colonies, and it is not yet terraformed to an ideal world. I will simply make sure the "conquered" colony is empty and abandon it. At worst, SM mode is there to fix this kind of things.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on February 20, 2012, 07:49:31 PM
Good point on SM - perhaps theres room for split colonies on planets that steve could expand this game element at some point for the time being SM mode is there.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on February 22, 2012, 12:01:45 AM
Rank 4 officers don't seem to add their crew training bonus for taskforce training.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Thiosk on February 22, 2012, 12:18:01 AM
Rank 4 officers don't seem to add their crew training bonus for taskforce training.

AH YOU FIGURED IT OUT.

Holy crap on a sandwitch i couldn't figure out why I was putting my top training officers on ships and strangly one out of 6 would simply not train.  It took 7 years to train up one ship.

I didn't note the officer rankings, but this must be it.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: TheDeadlyShoe on February 22, 2012, 12:33:46 AM
im pretty sure its that they get all stuck up if they're the same rank/higher as the task force commander.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: sloanjh on February 22, 2012, 08:50:45 AM
im pretty sure its that they get all stuck up if they're the same rank/higher as the task force commander.

What he said.  A staff officer must be of lower rank than the fleet commander.  If not (due to promotions), the staff officer doesn't get booted from his slot, but (IIRC) he stops contributing his skill values to the fleet numbers.

John
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on February 22, 2012, 07:16:58 PM
what about an automatic option to rerate higher ranked lower members to the top in any fleet changes ? might be difficult and time consuming to program though
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on February 23, 2012, 07:52:01 PM
Construction factories seem to produce and consume ship/pdc parts and certain facilities at the wrong rate once the construction value gets high enough. I have noticed this with PDC parts(too few produced), terraforming modules + terraforming OHs(500 parts produced, 10-50 part OHs built, 450 parts left over), and with naval complexes(ordering two only produces one yard). I have 3007 construction factories producing 119807.9 BP per year, and each construction order occupied a single slot rather than multiple slots.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on February 28, 2012, 07:11:15 PM
Not sure if this has been reported, but when building a max tech, max sized, jump capable ship, there are numerous overflow errors.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on February 28, 2012, 09:19:28 PM
Error In exectutive orders

Error 5 was generated by aurora
Invalid procedure call or argument

Please report so here i am not sure what is causing this using 5.6
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Thiosk on February 28, 2012, 09:25:40 PM
Error In exectutive orders

Error 5 was generated by aurora
Invalid procedure call or argument

Please report so here i am not sure what is causing this using 5.6


Error in execute orders?
Error 5 invalid procedure call or argument.

Previous solution:
I have several taskforces under a move to taskforce order, where that taskforce was just destroyed. This error probably has to do with you telling a ship to go somewhere it cannot possibly go.  Clear all orders of  your task groups and clear your civ industry orders if that doesn't work.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on February 28, 2012, 09:32:13 PM
actually with some testing figured it out when i had one task force out of fuel sent one ship fuel ship to absorb it and a jump gate builder behind that to absorb it first ship became a new task group ( the first task group vanished) so when the third ship arrived to absorb the first fleet as well which is non existant the error was generated.

Removing that order before it arrives fixes it.

So having narrowed it down when steve fixes it should be easy enough to generate a cant find the ship message and all orders cease and the ship stops instead of generating the error report
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: IanD on March 01, 2012, 08:04:35 AM
Just noticed in the F2 Research tab that while you research gauss tech in Missiles & Kinetic Weapons, The gauss cannons in turrets appear in Energy Weapons!  ::)  But CIWS appear in Missile & Kinetic Weapons.

(http://F:\Gauss Cannon.GIF)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Hawkeye on March 01, 2012, 09:55:04 AM
I noticed this too, but thought, because the turret tracking speed tech is in the energy weapon area, this is WAD (i.e. the gauss cannon is allready designed, you are now designing the turret that holds them, thus it is in the energy weapon field).
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Thiosk on March 02, 2012, 11:35:00 PM
Error 11 in turret design
division by zero.


No reduced size laser turrets?  sadness.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on March 03, 2012, 01:57:29 AM
"Error 11 in turret design
division by zero.


No reduced size laser turrets?  sadness."

You need a high enough capacitor tech to overcome that.

Also:
Error 6 overflow in display stars. Having too small a zoom value, whether zooming in our out, in a starsystem with a secondary star that is far away causes this problem. Real stars are off.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Vynadan on March 03, 2012, 04:20:03 PM
If a colony has a > 25m population based on habitats and noone living on the body, civilians ignore it. The colony produces trade goods (which strikes me as weird for a solely orbital habitat based population), but is never targeted by freighters or colony transports for colonists.
This was only tested with uninhabitable bodies (asteroids).

Excerpt from IRC:
Quote
Gonozal_VIII: btw i have 6 of my 30mio people habitats in place now
Gonozal_VIII: the civilian colony ships ignore them
Gonozal_VIII: probably because they are at asteroids which are labeled as unsuitable
Gonozal_VIII: they get around 9% growth rate at 25 million with a +30% governor
[insert question about whether they produce trade goods]
Gonozal_VIII: they do
Gonozal_VIII: haven't seen any freighters pick up or deliver goods from there so far

*edit*
Gonozal has also noted a surprising inactivity from his civvies: Of 90 ships, roughly 80 or so sit around on his capital world not moving any trade goods or civilians. There are several inhabited planets in the same system producing numerous goods (regular planets as well as those orbital habitats). Although he didn't pay that much attantion to it, he does recall the civilians moving more trade goods before he placed the habitats on the asteroids.

Changing the capital world to a different planet with contracts to move several installation motivates more civilians to move, but the majority (still 70+) sit around idling. Trade goods are defintly available for import and export with roughly 2.3 billion civilians offworld.

*edit 2*
Further testing revealed that civvies to take population from orbital-only colonies if they're set as source. They do however ignore them for trade goods and population sources. Removing the population and habitats from the colony (and even abandoning the colonies) did not fix the civvie behaviour, so a connection isn't necessarily there, unless it was a permanent bug once caused.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Thiosk on March 03, 2012, 07:37:04 PM
Ive seen this a few times.

I've suspected, but not specifically bughunted, that it had to do with outstanding orders of installations on planets the civs don't want to go to.  For instance, you can put 30 mass drivers on earth, and have it sent anywhere within 4 jumps with no problem.

Try putting those mass drivers on ganymede and see how long they take to get there.  When you put in orders like this, it seems like the civs decide to just sit in orbit of earth saying "I would like to go do the order, but, meh, booze and earth hookers."

I've also noted again that if you put huge civilian industry orders up-- say, 2000+ automines-- and provide 3 destinations, lets say alpha centauri 1 for 1000, sirrius 1 for 500, and barnard's Star 1 for 500-- I had roughly half of the automines never make it to their destination.  I got most of the alpha centauri mines delivered--most-- but none of the sirrius or barnard mines.  Something went wonky, they were picked up from earth, but they vanished.
 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Cocyte on March 05, 2012, 04:39:25 AM
For the last few turns, I have a constant flux of overflow errors :
hxxp: petit-creux.  fr/vrac/aurora/error_6.  png
When I say "constant flux", it means I have 3-4 of those error per increment.       Here is the event log :
hxxp: petit-creux.  fr/vrac/aurora/event_log.  png

Note that :
- I'm on ol' XP SP3.     
- My sensor coverage is reasonable, and unchanged for years.     
- No "repeat smashing" of TG orders - I prefer the cycle order command instead.     
- I have got several modular designs (space trains), but only two TG are at 0 speed right now - the dedicated ship-delivery TG around earth and the bunch of terraformers around Mars, with no pending TG order.   
- It seems correlated with a surge in NPR activity - maybe those dorks are responsible?

So.    .    .       If anyone have an idea.    .    .     

Edit : what the Venus is this "h t t p : / /" to "hxxp:" conversion on URLs?

Edit 2 : Thanks for the explanation Erik.  I guess I just have to endure it for a while.  :)

After a few minutes with a weight on the "enter" key, the game is out of this loop.   The event log seems to confirm that it was a NPR-related screw up :
hxxp: petit-creux.  fr/vrac/aurora/event_log2.  png

I have a backup of the DB (backed up in the middle of the error spam) for analysis if needed. 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on March 05, 2012, 05:38:37 AM

(edit : what the Venus is this "hxxp: " to "hxxp:" conversion on URLs? oO)

It is a spam prevention measure so that spammers which actually get authorized aren't able to post links. The limit goes away after a certain number of posts.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Thiosk on March 05, 2012, 11:34:26 PM
This has been previously reported, but its a me too post.

Shipyards in 5.60 appear to be following a strange set of rules for determining when secondary vessels can be produced.  Two ships, the insidius-- a small beam armed ship with 4000 bp... and the saratoga, a great big beam heavy armed cruiser at 12000 bp, can be built from the same yard.
The difference between them in build points is much greater than 25%, though they do share the same armamants-- the saratoga is basically a great big insidius.

Next example:
The Valdez 3, a 50 megaton fuel tanker, with 18000 bp clocking in at 70,000 tons and including a 70kt military squadjump drive, is tooled for a yard, which as a bonus can produce a 2000 bp gate constructor, and a similar terraformer.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: sloanjh on March 06, 2012, 08:54:22 AM
This has been previously reported, but its a me too post.

Shipyards in 5.60 appear to be following a strange set of rules for determining when secondary vessels can be produced.  Two ships, the insidius-- a small beam armed ship with 4000 bp... and the saratoga, a great big beam heavy armed cruiser at 12000 bp, can be built from the same yard.
The difference between them in build points is much greater than 25%, though they do share the same armamants-- the saratoga is basically a great big insidius.

Next example:
The Valdez 3, a 50 megaton fuel tanker, with 18000 bp clocking in at 70,000 tons and including a 70kt military squadjump drive, is tooled for a yard, which as a bonus can produce a 2000 bp gate constructor, and a similar terraformer.

Just to be clear, it's not the difference in build points that matters; it's the refit cost from the tooled class to the untooled class.  So if the smaller ship has fewer of the same beams and engines (so a refit would just entail ripping a lot of stuff out) this makes perfect sense.

As for the second example, 18000/4 = 4500.  4500>2000.

John
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on March 06, 2012, 03:16:37 PM
the % increase in cost in refit.  Ive kinda stopped playing keep hitting 5.6 bugs in my games will pick it up again once steve pops up and gets em fixed back to dwarf fortress still reading the fiction AARs though good work there guys
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: liq3 on March 07, 2012, 05:57:22 PM
Got an annoying 'bug' with missiles.     It might not really be one, but it's so frustrating I think it is.   

Basically, I'm using some 25000km/s high agi AMMs to try and shoot down.    .    .     missiles.     Enemy ASMs are going 39000km/s.     Every 4th volley or so, my AMMs will miss COMPLETELY and end up futilely chasing the faster ASMs, resulting in a complete lack of interception, my ships getting hit by 16 ASMs and wasting 80~ AMMs.     Very easy to reproduce, since it's happened every fight for me.     

Edit: Also come across another odd bug.    "Boat Bay" and "Hanger Deck" are both missing from research.    I've checked every section, including "All Projects".    I worked around it by gifting it from another race after using "all research".   

Edit 2: The passive sensor range in the system view appears to be broken for DSTS.  It's far too small. 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on March 13, 2012, 05:09:08 PM
Got an annoying 'bug' with missiles.     It might not really be one, but it's so frustrating I think it is.   

Basically, I'm using some 25000km/s high agi AMMs to try and shoot down.    .    .     missiles.     Enemy ASMs are going 39000km/s.     Every 4th volley or so, my AMMs will miss COMPLETELY and end up futilely chasing the faster ASMs, resulting in a complete lack of interception, my ships getting hit by 16 ASMs and wasting 80~ AMMs.     Very easy to reproduce, since it's happened every fight for me.     

Edit: Also come across another odd bug.    "Boat Bay" and "Hanger Deck" are both missing from research.    I've checked every section, including "All Projects".    I worked around it by gifting it from another race after using "all research".   

Edit 2: The passive sensor range in the system view appears to be broken for DSTS.  It's far too small. 

I went back and reproducted this so yeah its another bug in 5.6 that needs fixing whenever steve gets around to it
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Marc420 on March 16, 2012, 05:39:55 AM
"Error 6 was generated by Aurora"
"Overflow"

Happens when trying to zoom in close to view ships.  I'm in a binary system, so there's another star way out there.  I've got one of my Grav explorer's being tailed by some aliens who live in the system at a 10k distance. If I try to zoom in close enough to make the dots separate from each other, I get this error msg.  I think it has to do with the other star way out there.  It has a mean Distance of 7600 AU in System Generation and display. I can zoom in down to what seems to be the closest zoom (scale bar says 3.9 km) in the Sol system.  But trying to zoom in such that the scale bar says less than 1m km in this Binary system causes the above error msg with every redraw of the screen.  I can zoom in closer, but I have to clear the Error 6 msg box every time.  So, its annoying rather than game stopping. 

Thanks!
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Marc420 on March 16, 2012, 05:45:06 AM
PS .. the above is with version 5.60, in a game started in version 5.60.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Bran34 on March 18, 2012, 04:21:47 PM
Error 48 was generated by Aurora
Error in loading DLL

I get past the first step in universe creation and then it decides to shoot this error at me, and no matter how many times I mash OK, it doesn't go away.       

This is running Windows 7 64-bit on version 5.  60

Edit: Eventually, after clicking VERY FAST for about a full minute, I got past the error and it told me world gen was complete.   

Edit 2: All the planets in my solar system, using the actual sol system setting, are unnamed.     They are Sol I-VIII, rather tha Mercury, Venus, Earth, ETC.     All the moons are unnamed as well.   
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: wilddog5 on March 20, 2012, 09:49:27 AM
the ship design screen no longer sees the plasma torpedo launcher a missile type weapon so you can't lock the design, the "ship has missle firecontrol but no launchers" design error message blocks it

edit: changing to a different ship and going back to the ship with the plasma torpedo launcher allows the design to be locked so this is more of a inconvenience type bug

edit 2: think i found the error, the plasma torpedo launcher is set as a missile instead (they show up as a prevously designed missile in the missile design screen)
Title: v5.60 Startup bug
Post by: Darksan on March 20, 2012, 11:46:18 AM
Creating a game, 1000 systems, difficulty 90, 5 billion pop, 3 NPRs, no overhauls needed, jump gates, no political bonus, no inexperienced fleets are the only options changed.

When the NPRs were being generated an error 3201 came up. "You cannot add or change a record because a related record is required in table 'Tech Systems'

What were those star-forsaken NPRs doing?  :o
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on March 20, 2012, 02:56:09 PM
If you click rename on a rank, and click cancel, it still blanks the rank.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Tssha on March 21, 2012, 07:48:47 PM
Officers window, when you use the "Search by Ability or Location" panel, sometimes it throws a 30009 error generated by MSFlexGrid: Invalid Row Value.

I've duplicated the bug.  It only affects the number one officer in that rank (by seniority).  For instance, you have a only one Vice Admiral and every time you select him or her in the Search panel it throws this error.  This also happens when you select the first Rear Admiral (as in, number 1 of that rank).  This happens for the 1st Commodore and 1st Captain as well, but not for the 1st Commander.  It does not happen if you already have the rank selected in the Ranks and Seniority panel (i.e. does not throw an error for the first Captain if you're already looking at Captains on the left hand panel "Seniority of officers within the selected rank").
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Person012345 on March 23, 2012, 04:39:46 PM
Quote
Error 3201 was generated by DAO.  Recordset
You cannot add or change a record because a related record is required in table 'TechSystem'.
Please report to hxxp: aurora2.  pentarch.  org/viewforum.  php?f=11
Getting this generating a game.

Edit: Hold on, might be my fault. >.>

Double edit: My language and everything options are in UK english, but my system locale is japanese. Does that matter? If so, I'll try it in applocale.

Triple edit: That didn't work.

Quadruple edit: Also, does it matter?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: xeryon on March 23, 2012, 10:04:31 PM
My game creation window shows a dozen errors every time I regenerate a universe.  I click through them and seems to be no harm. 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Aldaris on March 25, 2012, 04:37:55 AM
5.60: I'm getting exactly two division by zero errors every five in-game days. Only possible cause I can think of is one of my planets which has been captured by star swarm and is spitting out ships like no tommorrow, At least I think that's what it's doing. I also have a few fleets that have been task force training for almost a year but without any increase in their rating (No they're not on 100%). For added bug report thoroughness, here's the database (http://www.mediafire.com/download.php?f279edcppmlgewr), relevant game is Starborn.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Beersatron on March 25, 2012, 11:20:13 AM
5.60: I'm getting exactly two division by zero errors every five in-game days. Only possible cause I can think of is one of my planets which has been captured by star swarm and is spitting out ships like no tommorrow, At least I think that's what it's doing. I also have a few fleets that have been task force training for almost a year but without any increase in their rating (No they're not on 100%). For added bug report thoroughness, here's the database (http://www.mediafire.com/download.php?f279edcppmlgewr), relevant game is Starborn.

For the task force training, have you got a high officer in the task force command slot and then all the slots within the task force filled?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Aldaris on March 25, 2012, 11:28:34 AM
Probably not, as I'm dealing with bit of an officer shortage at the moment. I had a hunch that would be a problem.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: sublight on March 27, 2012, 11:02:43 PM
5.60

Event Stutter: I have no clue what is causing it, but in one game every time a task force completes orders I receive a dozen or more copies of the "order complete" notification in the event log. That happens for every order completion notice of every task force for all player races. I might be wrong, but every year it feels like there are more redundant notifications.

Tech Prerequisite mismatch: Garrison Battalion and Replacement Battalion technologies appear to no longer be research prerequisites for Engineering Divisions, but the game thinks they still are when it comes to "old tech" sharing. In one conventional start game I saw Side A share Garrison and Replacement Battalion technologies to Side B after researching Engineering Division. This was odd considering that Side A didn't have either Garrison or Replacement Battalion technology themselves.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Aldaris on March 30, 2012, 08:10:08 AM
Selecting a colony in the F2 view or other tabs of the same window no longer updates the data being displayed, meaning I can only interact with my homeworld. I humbly request somebody with a database password looks at this, because this makes my campaign unplayable. Database included here. (http://www.mediafire.com/?v5jzpkre8rvl2uf)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Marthnn on March 30, 2012, 08:55:59 AM
Selecting a colony in the F2 view or other tabs of the same window no longer updates the data being displayed, meaning I can only interact with my homeworld. I humbly request somebody with a database password looks at this, because this makes my campaign unplayable. Database included here. (http://www.mediafire.com/?v5jzpkre8rvl2uf)

When going through time increments, I only keep System Map and Event screens open, others may not be updated properly. You can close and reopen the F2 screen, your new colonies should appear properly.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Aldaris on March 30, 2012, 01:44:07 PM
This isn't after an increment, this is right after starting up the game.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Marthnn on March 30, 2012, 09:10:23 PM
This isn't after an increment, this is right after starting up the game.

Have you tried closing and reopening the F2 screen anyway?

When I start a game, I have a home world and no colony. If you have colonies, then you must have added them with SM in some way. The F2 screen doesn't update systematically, increment or not. In fact, colonies aren't added during increment even during normal gameplay.

I guess you have tried all this already and it is truly a bug, colonies not showing somehow. Anyone wants to check his DB?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on March 30, 2012, 09:14:47 PM
Have you tried closing and reopening the F2 screen anyway?

When I start a game, I have a home world and no colony. If you have colonies, then you must have added them with SM in some way. The F2 screen doesn't update systematically, increment or not. In fact, colonies aren't added during increment even during normal gameplay.

I guess you have tried all this already and it is truly a bug, colonies not showing somehow. Anyone wants to check his DB?

Could always hit the refresh all button at the bottom.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Aldaris on March 31, 2012, 10:10:57 AM
Clarification: The campaign has been running for 55 years. When starting up the game and loading in that campaign and then opening the F2 window, clicking on a colony does not open up the info of that colony. The screen is locked to the homeworld.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on March 31, 2012, 11:14:22 AM
If you click rename on a rank, and click cancel, it still blanks the rank.

Fixed for next version - although fixed the same problem for renaming commanders

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on March 31, 2012, 11:17:27 AM
5.60: I'm getting exactly two division by zero errors every five in-game days. Only possible cause I can think of is one of my planets which has been captured by star swarm and is spitting out ships like no tommorrow, At least I think that's what it's doing. I also have a few fleets that have been task force training for almost a year but without any increase in their rating (No they're not on 100%). For added bug report thoroughness, here's the database (http://www.mediafire.com/download.php?f279edcppmlgewr), relevant game is Starborn.

Could you post the exact error text and any title of the popup box. It will probbaly say something like "Divide by Zero Error in <FunctionName>"

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on March 31, 2012, 11:18:23 AM
My game creation window shows a dozen errors every time I regenerate a universe.  I click through them and seems to be no harm. 

Could you post the text from the error messages?

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on March 31, 2012, 11:29:02 AM
Got an annoying 'bug' with missiles.     It might not really be one, but it's so frustrating I think it is.   

Basically, I'm using some 25000km/s high agi AMMs to try and shoot down.    .    .     missiles.     Enemy ASMs are going 39000km/s.     Every 4th volley or so, my AMMs will miss COMPLETELY and end up futilely chasing the faster ASMs, resulting in a complete lack of interception, my ships getting hit by 16 ASMs and wasting 80~ AMMs.     Very easy to reproduce, since it's happened every fight for me.     

Edit: Also come across another odd bug.    "Boat Bay" and "Hanger Deck" are both missing from research.    I've checked every section, including "All Projects".    I worked around it by gifting it from another race after using "all research".   

Edit 2: The passive sensor range in the system view appears to be broken for DSTS.  It's far too small. 

I'm not sure that it is a bug that AMMs moving at 25k km/s don't always intercept ASM moving at 39k km/s. Partly because a slow missile hitting a fast missile is hard and partly because given the right increments, the fast missile will move past the slow missile without the slow missile being able to catch it.

Hangar deck tech requires you to already have boat bay or it won't be available. Boat Bay requires Trans-Newtonian Technology. If you already have them they wouldn't appear (could they have been assigned by randon starting research) and if you are researching boat bay on one planet is won't appear anywhere else.

Could you tell me the number of DSTS, your tech level for planetary sensors and the sensor signature of the target you are trying to detect.

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on March 31, 2012, 11:31:12 AM
Error 48 was generated by Aurora
Error in loading DLL

I get past the first step in universe creation and then it decides to shoot this error at me, and no matter how many times I mash OK, it doesn't go away.       

This is running Windows 7 64-bit on version 5.  60

Edit: Eventually, after clicking VERY FAST for about a full minute, I got past the error and it told me world gen was complete.   

Edit 2: All the planets in my solar system, using the actual sol system setting, are unnamed.     They are Sol I-VIII, rather tha Mercury, Venus, Earth, ETC.     All the moons are unnamed as well.   

Sounds like a missing step somewhere in installation. I would uninstall and re-install. Read the installation instructions very carefully because this is more complex than modern install programs so it is possible to miss something.

Steve
Title: Re: v5.60 Startup bug
Post by: Steve Walmsley on March 31, 2012, 11:33:21 AM
Creating a game, 1000 systems, difficulty 90, 5 billion pop, 3 NPRs, no overhauls needed, jump gates, no political bonus, no inexperienced fleets are the only options changed.

When the NPRs were being generated an error 3201 came up. "You cannot add or change a record because a related record is required in table 'Tech Systems'

What were those star-forsaken NPRs doing?  :o

I've seen this a few times but I haven't pinned it down yet. I don't think it will cause any problems in the game. What I suspect is happening is that the automated NPR ship design is trying to create a ship component and the NPR doesn't have one of the pre-requisite techs. I thought I had ensured this shouldn't happen but obviously not :)

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on March 31, 2012, 11:34:22 AM
Rank 4 officers don't seem to add their crew training bonus for taskforce training.

They only add their bonus if they are a lower rank than the TF commander - is that the case here?

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on March 31, 2012, 11:36:23 AM
I noticed this too, but thought, because the turret tracking speed tech is in the energy weapon area, this is WAD (i.e. the gauss cannon is allready designed, you are now designing the turret that holds them, thus it is in the energy weapon field).

Yes, that's correct. The turret itself is an "energy weapons" tech.

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on March 31, 2012, 11:40:11 AM
I set up a colony on a planet with ruins and established a xenologist team on it, which did its job of understanding the stuff. Afterward, I sent an engineer brigade and some armed forces. Eventually, robotic guards were awakened, 2 in a row, and my troops lost, all dead. I quit the program (it was a great time for a pause), and when I reopened it, the colony on that planet was gone.

That's probably working as intended. Eventually, I got an event relating to my xenologist team gaining skills (1% each of the 5 members), and that tipped me off. That team was left on the colony, and even if I reestablished it, the team is not there. And of course I have no idea how they got skills gain.

The bug is, when I look at the team members in the Leaders screen, they are still part of the team and their location is at a world I don't know about. I did not even explore that system, although maybe an NPR did. I can't see that system with only SM permission. Yet there my xenologists are. Is there a way to disband a team without using the Population&Production screen?

It looks like, when a colony is lost, the teams stationed on it are sent "somewhere".

My guess is that the colony isn't lost. It just belongs to someone else now due to it being captured by the robotic guards :). You should be able to send more forces to recapture it.  However, the team is probably still on that enemy colony and blithely carrying on its work. These scientists don't pay much attention to anything happening outside their immediate surroundings. You should be able to reassign individual members of the team to do something else, which effectively disbands the team.

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on March 31, 2012, 11:53:00 AM
A little update. I set another colony on that planet, sent troops to fight and terraforming ships to work. My troops defeated the enemy and the (absent) population on their colony surrendered. Now I've got 2 colonies named "Palanhi-A V", both species "Human", while the new one having my xenologists team and the political status "Conquered". Its planetary governor was also already set, probably from my last presence.

One colony is set to terraform by adding CO2, the other by adding O2. Both gases get terraformed the full amount, effectively doubling the terraforming power of my ships.

It's the first time I mess around with multiple colonies on a single world. Is that normal/known? Because it sure looks like a bug. Maybe I could get 10 colonies and get 10 times the terraforming... yeah, cheating at solitaire, I know.

Yes, it is a bug. At the moment, each population looks at all terraformers in orbit. I have changed it for the next version so that populations only look at ships assigned to that population. Assignment to a population can be done manually on the ship window but will happen automatically for all ships in a fleet when you order that fleet to a population.

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on March 31, 2012, 12:17:07 PM
The problem with that is that a team can be stuck on an asteroid for years and years. Wouldn't it be better if they have a higher chance of finding anything but also a higher chance of completing the survey? That way they could still be finding the same total amounts (on average) but in a little less time.

I agree the mechanic could be improved. I am wary about increasing the chance of finding something as I think geo teams may be a little overpowered at the moment. It would be easy enough to end the survey if the check didn't find anything but that would affect planets and moons as well as asteroids and reduce the overall chance. Perhaps one option may be that when a team completes a cycle it looks for a mineral and if it doesn't find it, that is a survey complete result. If it does find something, it continues to cycle around the checking code, looking for more minerals. As soon as the check fails, that is survey complete. This means every body will only every go through one cycle but you may find more than one mineral type at once, or you might not find anything.

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on March 31, 2012, 01:46:45 PM
Oh, almost forgot, the 3 unidentified wrecks in the black hole system haven't budged.

I suspect the wrecks were generated along with the system. I've fixed the system generation code to make sure that doesn't happen in future.

Also I've added some code so that destroyed ships in black hole systems don't leave wrecks (to avoid the whole 'tracking wrecks as they fall to their doom' issue).

Steve

Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on March 31, 2012, 02:03:53 PM
So apparently not having any fuel doesn't prevent a ships engines from counteracting the pull of a black hole, even when technically it has spent the last 2 and a half years inside the black hole, due to the previous warping incident. 

I've added some code to account for running out of fuel in black hole systems.

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on March 31, 2012, 02:25:33 PM
- When giving a medal twice to an officer (He made a feat twice, I felt like giving him another), I get an error 3022 by DAO.  recordset, it says because "it would create a duplicated value in the index".   The medal appears in the officer history as awarded, but no promotion points are added for the second (and third, and ufrther) medals.  

I have fixed this for the next version so you can make multiple awards of the same medal to the same officer. Each one will count separately for promotion points.

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on March 31, 2012, 02:39:56 PM
- When giving a move order to a ship without engine, it spams an error without consequences, and leaves the orther there, instead of a warning about that it cannot move. 

In the next version, you are unable to give orders to a task group with a speed of 1 or less. If you try, you get a popup message stating "You cannot give movement orders to a task group with a maximum speed of 1 or less".

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: sloanjh on March 31, 2012, 10:59:13 PM
In the next version, you are unable to give orders to a task group with a speed of 1 or less. If you try, you get a popup message stating "You cannot give movement orders to a task group with a maximum speed of 1 or less".

So this means my engine-less picket stations will be unable to transit to the far side of a jump point on their own?  That will be a bit of a pain....

John
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on April 01, 2012, 06:47:20 AM
So this means my engine-less picket stations will be unable to transit to the far side of a jump point on their own?  That will be a bit of a pain....

John

Ah true. Just thinking out loud here but do you think it would be better to require at least a minimal engine to be able to transit? Even a fighter engine would be enough.

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: sloanjh on April 01, 2012, 12:42:56 PM
Ah true. Just thinking out loud here but do you think it would be better to require at least a minimal engine to be able to transit? Even a fighter engine would be enough.

Up to you.  I've always thought of it in terms of the station-keeping drive nudges the station through the wormhole (that another ship/jumpgate opened), but one (you :) ) could easily change the technobabble to forbid that and require a "real" engine to transit.

The way I usually work it is to have 1000 ton jump scouts, and they hold open the wormhole for the picket station (carried in a larger tender) to transit.  So this rule change would force me (or not - see below) to only picket the far side of wormholes with engine-less stations when I have a big enough jump ship available to allow the tender to transit.

In reality, if you change the mechanics, what I would probably do is make a house rule that has the old behavior, then kludge it by using SM mode to change the location of the station to the other side of the wormhole.  In a past version, I can remember having to do this because I couldn't get the transits to work - it was a bit of a pain but not horrible.

So now that I've thought it through, I think from a game play point of view this falls into the same category as the "standard transits" - there's not a compelling reason to put the restriction in from a gameplay point of view (the limitiation was originally intended as a warning to keep people from doing things they didn't want to do, right?), and it causes a micro-management pain for people who want the old behavior as a house rule.

How about this:  Change your fix to be a pop-up warning, rather than forbidding it.  After all, engine-less ships have speed 1, not 0, right?  (I now remember a case where I had a picket cut-off in a system by an enemy fleet, and it started running away from the WP at speed 1 in hopes of getting out of sensor range by the time the WP was checked out by the bad guys - this was actually some fun role playing).  If you do want to put the restriction in, then I would make minimum speed 0 rather than 1 (except for the fact that then you'd get a ton of divide-by-zero bug reports due to places you'd missed :) ).

John

Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on April 01, 2012, 01:13:48 PM
Up to you.  I've always thought of it in terms of the station-keeping drive nudges the station through the wormhole (that another ship/jumpgate opened), but one (you :) ) could easily change the technobabble to forbid that and require a "real" engine to transit.

The way I usually work it is to have 1000 ton jump scouts, and they hold open the wormhole for the picket station (carried in a larger tender) to transit.  So this rule change would force me (or not - see below) to only picket the far side of wormholes with engine-less stations when I have a big enough jump ship available to allow the tender to transit.

In reality, if you change the mechanics, what I would probably do is make a house rule that has the old behavior, then kludge it by using SM mode to change the location of the station to the other side of the wormhole.  In a past version, I can remember having to do this because I couldn't get the transits to work - it was a bit of a pain but not horrible.

So now that I've thought it through, I think from a game play point of view this falls into the same category as the "standard transits" - there's not a compelling reason to put the restriction in from a gameplay point of view (the limitiation was originally intended as a warning to keep people from doing things they didn't want to do, right?), and it causes a micro-management pain for people who want the old behavior as a house rule.

How about this:  Change your fix to be a pop-up warning, rather than forbidding it.  After all, engine-less ships have speed 1, not 0, right?  (I now remember a case where I had a picket cut-off in a system by an enemy fleet, and it started running away from the WP at speed 1 in hopes of getting out of sensor range by the time the WP was checked out by the bad guys - this was actually some fun role playing).  If you do want to put the restriction in, then I would make minimum speed 0 rather than 1 (except for the fact that then you'd get a ton of divide-by-zero bug reports due to places you'd missed :) ).


A warning seems like a good compromise - I'll do that instead.

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: MehMuffin on April 01, 2012, 05:48:42 PM
The research option for 'Expand Civilian Economy by 20%' appears to expand beyond the allowed amounts of research points, generating a overflow error. Not really a problem, as this only happens after practically every other tech has been researched, but I thought I'd mention it here if it had any bearing on anything.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Rijjka on April 01, 2012, 06:26:59 PM
Well I tried a search to find this error, but I didn't have much in the way of luck.   

Anyway about once a year of in game time I get the following Error. 

Error in CreateGameLog
Error 429 was generated by Aurora
ActiveX Component can't create object.

This is then followed by

Error in CreateGameLog
Error 424 was generated by Aurora
Object Required. 

At that point I then need to click okay about 60-70 times before I can continue, as it keeps repeating the error.   After that it works fine for another year.   When I say it happens once a year, it's not right on the clock, this year it happened in march.   Usually it triggers closer to January.   But it seems to always be in the first quarter.   
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: miauw62 on April 02, 2012, 11:55:01 AM
This happend twice to me, one time when i clicked refresh all in summar view, now when i clicked in tons on the class design screen. 
ERROR REPORTS MAY NOT BE EXACT. 
Some are threwn at me in dutch, because i (and my computer) am dutch. 
Code: [Select]
Error in cboClass_Click
Error 381 was gneerated by Aurora
Invalid property array index
then
Code: [Select]
Error in PopulateLoadout
Error 3078 was generated by DAO.database
The Microsoft Jet-database-engine cant find the inputtabel or -query and m.MissileID = c.MissileID. Make sure that this exists and that the name is written correctly
then
Code: [Select]
Error in PopulateLoadout
Error 91 was generated by Aurora
Object variable or With block variable not set
a few times
then it repeats or keeps giving me the 91, after i close all windows
it says this:
Code: [Select]
Error in UpdateGameLog
Error 3420 was generated by DAO.Database
Object invalid or not set anymore


Okay, the error in variates sometimes, im sorry. 
It happend when i clicked size in tons in the class design ship. 
is it a database error?
Sometimes it throws 'was generated by aruroa'
sometimes it gives 'was generated by dao.  database'
Also, after the first few repeats it says 'please create a new class before picking the type'
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: TallTroll on April 04, 2012, 05:42:00 PM
A survey ship in Sol with primary default orders "next 3 sys loc" and secondary default "Refuel in this system" completed the Sol grav survey. It got the "orders not possible" message, then "as per secondary orders, has been assigned following orders :" message. I think the orders are actually null though. I had to manually set a refuel, the "next orders" display on the system map shows [] (null contents), and switching next orders display in System Maps view  on / off seems to make no difference, the orders for all ships simply reappear in the next increment.

The actual error dialogue on turn process says "error 94 : invalid use of null" etc etc. Trying to view the task group in the Task Groups screen gives "error 94" again, followed by "error 381 : invalid property array index". The Group / ship has refueled and entered overhaul correctly though
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: TallTroll on April 04, 2012, 05:51:34 PM
OK, it hasn't entered overhaul correctly. The TG management screen lists the ship as in overhaul, with no orders of any kind (I cleared all default and conditional orders, nothing plotted) but the events screen reads "Survey Task Group cannot carry out movement orders as there are ships undergoing maintenance"

Hmm, maybe has entered overhaul then, but the null value is generating spurious "movement" requests. I've also just noticed that the TG still has a speed value displayed, despite being in overhaul. Yeah, I broke something

I can manually set TG speed from the TG Management screen, and it updates the System map. But it shouldn't have a speed...
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on April 08, 2012, 02:15:05 PM
Error 6 overflow, I've got a geo ship tg with 4 ships, capable of traveling at 17467 m/s and hyperdriving on top of that. In hypermode with speeds above 90,000, and time increments above 5 days I'll get several Error 6 overflows on orders, and several cycled order tgs, both colony ships and cargoships, will have their orders corrupted(can't unload X for whatever reason).  The Geo TG is in a fairly large system itself, obviously.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Cocyte on April 08, 2012, 03:14:08 PM
A new one on the same game. . . 

Several error 3001 every time I try to add an order to a task group, culminating with a 3003. . .  an a two-freakin'-gigabyte large DB now. . .

I guess it's time to start anew. . .
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on April 08, 2012, 03:19:16 PM
A new one on the same game. . . 

Several error 3001 every time I try to add an order to a task group, culminating with a 3003. . .  an a two-freakin'-gigabyte large DB now. . .

I guess it's time to start anew. . .


Could always compact the database. There is a menu command for it.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Lav on April 08, 2012, 04:46:43 PM
Quote from: Erik Luken link=topic=4487. msg48461#msg48461 date=1333916356
Could always compact the database.  There is a menu command for it.

Does using that option crash Aurora for anyone else? Doesn't matter if I use it on a clean install or an active one.
"Error 429 was generated by Aurora    ActiveX Component can't create object"
"Error 3420 was generated by DAO. Database   Object in valid or no longer set. "

The last error repeats ad nauseum. 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Cocyte on April 09, 2012, 04:42:51 AM
Quote from: Erik Luken link=topic=4487. msg48461#msg48461 date=1333916356
Could always compact the database.  There is a menu command for it.

Thank you once again, compacting the thing reduced it to a "mere" 100 Mb, and the game seems to work for now :)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: sublight on April 12, 2012, 10:34:28 PM
5.60
Event Stutter: I have no clue what is causing it, but in one game every time a task force completes orders I receive a dozen or more copies of the "order complete" notification in the event log. That happens for every order completion notice of every task force for all player races. I might be wrong, but every year it feels like there are more redundant notifications.

More information on the Event Stutter: it appears to be caused by running through multiple construction cycles with minimal increment autoturns. At the least, using min-incriments=3, 5-day auto-turns will reliably reproduce the problem on my system. Problem disappears if I restart Aurora and play without changing the min-incriment value away from the default 0.

(http://i181.photobucket.com/albums/x184/sublightrun/Aurora%20LetsPlay/StutterError.png)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Bgreman on April 13, 2012, 01:14:48 AM
Here's an interesting little display bug:

On the System Map menu, if you add some waypoints, then choose to hide waypoint locations on the Display tab, then close and reopen the system map, the waypoint list tab will be empty, even though the waypoints still exist.  If you re-enable 'show waypoints' on the Display tab, the waypoint list tab is refilled and stays even if you redisable the option.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on April 13, 2012, 04:11:44 PM
More information on the Event Stutter: it appears to be caused by running through multiple construction cycles with minimal increment autoturns. At the least, using min-incriments=3, 5-day auto-turns will reliably reproduce the problem on my system. Problem disappears if I restart Aurora and play without changing the min-incriment value away from the default 0.

Do you have a fleet with Cycle Moves checked and only one order?

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: sublight on April 15, 2012, 07:12:14 AM
Do you have a fleet with Cycle Moves checked and only one order?

Steve

Nope, no cycled single orders.

The good news is now that I know whats causing the issue I can avoid it. The bad news is now that I know what to look for I've been able to reproduce the issue in a new game on a different saved database. The stutter seems to appear whenever a unit completes orders and less than the minimum number of requested increments have occurred.

Since no one else has reported this I'm starting to think its a symptom of something wrong on my machine like a corrupted log file.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: dgibso29 on April 15, 2012, 10:38:35 AM
I've had the same issue with ridiculous "Orders Completed" spam. I do believe it is when I am using min-increment autoturns as well.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Lav on April 15, 2012, 10:59:53 AM
Quote from: Admiral666 link=topic=4487. msg48838#msg48838 date=1334504315
I've had the same issue with ridiculous "Orders Completed" spam.  I do believe it is when I am using min-increment autoturns as well.

I too see this pop up from time to time.  I haven't been able to figure out what causes it, but I was using autoturns at the stage of my last game when the errors appeared.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: phillycheese254 on April 16, 2012, 05:50:39 AM
Whenever I click on the System Information icon (F9) i get the following error
Code: [Select]
Error in cboControlRace
Error 76 was generated by Aurora
Path not found: 'Planetjpeg\gg1.jpg
About twenty more come up with the same message but with M17 in place of gg1.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Hawkeye on April 16, 2012, 10:21:43 AM
Do you actually _have_ gg1.jpg and M17.jpg in your planetjpeg folder?
If not, look in your install folder (unpack the install files a second time, if you don´t have it around). Remember to unpack the "AuroraUpdate491.zip" too. Look in the new AuroraUpdate491 folder, there should be (among others) a planetjpeg folder which holds the gg1 and m17.jpg. Copy those into your aurora/planetjpeg folder.

Note: If you failed/forgot to upack the auroraUpdate491, just copy all files and folders into your aurora folder.

Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: phillycheese254 on April 16, 2012, 06:02:01 PM
Thanks Hawkeye!
That did the trick.  :)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Hawkeye on April 18, 2012, 11:10:06 AM
Population surrender bug:

This is still present in 5.60


Awakened some Guadrians in ruins.

Combat ensues.

My troops are _not_ attacking, just defending

Robot Guardians iflict 1 point of damage many times, which leads to no ill effects (no killed population, no destroyed buildings) and so does not trigger the bug

Robot Guardians inflict 2 points of damage, resulting in the loss of 0.025m population, some infrastructure and a factory or mine. This triggers the bug. My population surrenders and surrenders right back (yes, I got two surrender and two looting messages)

Population is now subjugated, ground forces are gone.


In older versions, I have only seen this happen once in a game / with a database. Fights with guardians after the first surrender bug never triggered it again.

Is it possible, Aurora doesn´t flag the Robot Guardian race as active, until they capture their first base, therefore, Aurora only detects a single base on a planet, fighting itself and also surrendering to itself?


Because I got sloppy with my backups, I can´t provide a save from before the surrender bug, sorry.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: phillycheese254 on April 18, 2012, 06:49:11 PM
Sorry to bug you guys again, but whenever i get a ship i get the following error. 
Code: [Select]
Error in LoadOrders
Error 94 was generated by Aurora
Invalid use of null
The only ships I have are two freighters in one task group.   Only order is a 30% conditional refuel.  The amount of errors starts at one but it increases by one each time increment.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Owen Quillion on April 22, 2012, 08:37:32 PM
Ran into a problem similar to one I reported a few months ago (http://aurora2.pentarch.org/index.php/topic,3895.msg43006.html#msg43006), which Steve did fix (http://aurora2.pentarch.org/index.php/topic,3895.msg43376.html#msg43376). I think I found a corner-case he didn't account for, and also some completely different aberrant behavior.

Short version is I had five FACs who were assigned to a carrier. They were met by fifteen other FACs, did a quick mission and returned to Earth. I gave orders for the entire TG of 20 FACs to Land on Assigned Mothership, which caused the fifteen unassigned FACs to disappear along with the TG.

I replaced the FACs, made a backup and started playing around to isolate the bug and I can only get the game to work as intended in one scenario.

If the carrier is already carrying its maximum capacity (5 FACs), and any number of FACs attempt to land, the Event Log displays the Unable to Land event.

If the carrier has any empty space at all, and any of the three commands (Land on Assigned Mothership, Land on Specified Mothership (No Assign), or Land on Specified Mothership (+Assign)) are used, any arbitrary number of FACs seem to be able to jam themselves inside (which does nothing other than cause the available hangar space for the carrier in Individual Unit Details to go negative).

And of course, if the task group with the Land On Mothership command has some ships that aren't assigned to the mothership, those ships just disappear altogether.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: tormos on April 24, 2012, 10:55:50 AM
I installed and patched aurora as per instructions, but run into several errors when i attempt to play.   The new game creation works just fine, but when I attempt to add features to a class design i get several errors.   First I get one instance each of error 381 (invalid property array index) and Error 3078 (the microsoft jet database engine cannot find the input table or query "and Component ID=18").   Then i get several instances of error 91 (Object variable or With block variable not set).   After this the program continues to run (maps scrolls, etc) but any attempt to create a class runs into similar errors.   Does anyone know why this might be?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: metalax on April 24, 2012, 12:57:16 PM
I installed and patched aurora as per instructions, but run into several errors when i attempt to play.   The new game creation works just fine, but when I attempt to add features to a class design i get several errors.   First I get one instance each of error 381 (invalid property array index) and Error 3078 (the microsoft jet database engine cannot find the input table or query "and Component ID=18").   Then i get several instances of error 91 (Object variable or With block variable not set).   After this the program continues to run (maps scrolls, etc) but any attempt to create a class runs into similar errors.   Does anyone know why this might be?

You tried adding a component on the design screen on a new game before having hit the New button at the bottom. The game is hiccuping as there was no class to modify, you should just see something like "text 1" in the summary section when there are no existing classes.

Not sure about the getting the same errors when you try to create a class after that, As you are at the start of a game, I'd recommend replacing the database from the latest patch/your backup and recreating a new game as it sounds like something got corrupted.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: tormos on April 24, 2012, 01:33:08 PM
oops. . .  Thanks a lot, rectified my error there
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: davidr on April 25, 2012, 08:54:46 AM
Although only a tiny bug , is there any chance of the Task Force time and distance information being shown identically on the system map ( F3 ) and the Task Force organisation chart ( CTL +F4 ).


eg  I have a Task Force moving at 1592 Km/s . The distance and time on the Systems Map is shown as 1.44b ETA:10:10:43 whilst on the Task Force Organisation Chart the TF is shown as 1.44b ETA:1:01:04
     If I increment time by 1 hour , the information on the system map shows ETA:10:09:43 whilst the Task Force Chart shows ETA:1:00:58.
   
     The information on the System Map is correct , that on the Chart totally inaccurate.

      Can the Eta's be easily corrected so that the info is the same across all charts/maps where it can be observed ?

DavidR
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Gyorn on April 30, 2012, 03:24:01 AM
Hey,
ive run into a bug using the Galactic Map.      Search didnt find anything so i assume its unknown:

Systems on the Galactic Map are placed on top of each other.      For each jump away from Earth they get placed further away, but on the same spot as every other System with the same jump distance.     
<Picture>

The picture contains 10 Systems.     .     .     

Further info: Trans Newtian Start, assigned the RP myself (overshot by like 4k), gave Earth bigger starting ressources, Windows 7 64bit, german with the english number style (.      instead of ,).     

EDIT: Picture not working.    .    .    heres the Link hxxp: i46.    tinypic.    com/29ynj8l.    jpg
Is it WAD that the link gets mauled like that? oO

EDIT2: D'oh. . . im feeling stupid now <. <
Thx @madpraxis for that ;)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: madpraxis on April 30, 2012, 04:28:21 AM
....thats not a bug....you need to move them yourself. Which lets you set up your starmap how you want it. There is a help page on the starmap itself, but as a hint for you because I like you -> shift+click drag to move them where you want them. Then sys pos button where you can get them lined up on a grid and most importantly SAVE THEM so they stay where they are after you close the map....And you are forgiven, for it really does not seem to be anywhere on the forum, even though I'm bloody well sure I've seen someone asking about that...

The other one...I'm not sure...its late....What exactly is your problem? Actually, ask in the help area...Academy that would be...
Wait, scratch that...I see, you where providing more info...after imbibing more alcohol I got it :D And in the future, its usually best to ask in the help area first just in case its you, not the program  ;)


And the corrupt link is working as directed, its set to garble your links until you pass 10 posts as an anti male enhancement procedure.
wootwoot
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Maou Tsaou on May 01, 2012, 05:32:34 PM
I didn't see this reported but admittedly I kinda skimscaned the 15 pages so I might have missed it.

Error 429
ActiveX component can't create object

followed by

Error 3420 (DAO. Database)
Object invalid or no longer set.

over and over and over. . .

v5. 60 on a Window$ 7 64bit pro os
Trying to open the Miss, Compact Database specifically after game creation before any orders.
I can repeat it and require a task shutdown to get out.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Morgoth on May 02, 2012, 08:21:36 AM
Quote from: ponche link=topic=4487. msg45414#msg45414 date=1326558287
In the Class design window, sometimes class summary display just shows something like Wolverine class FAC Tender    39 and nothing else, sometimes depending on the components added to the ship design.   Is it a bug or something?
I have this problem as well.  It doesn't show any ship information.
I also noticed there's no events window/box in the system map anymore.  It was kinda useful so how can i put it back?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: xeryon on May 02, 2012, 12:04:48 PM
You can enable the events displaying on the system map.  It's in one of the display properties tabs on the system map IIRC.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Havear on May 02, 2012, 02:28:31 PM
I'm getting a Division by Zero error in BoardingCombat. It occurred after a marine battalion wiped out a PDC's defending mobile infantry battalion in boarding combat.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Marthnn on May 02, 2012, 10:24:49 PM
Problem with mass drivers and their mineral packets :

I have a system with two colonies equipped with mass drivers and automines. The sender is on a planet with a 13b km orbital distance. The receiver is on the moon of a planet with a 11b km orbital distance. The two colonies are way over 10b km apart right now. Every 5 days, all of the system bodies get their position updated, and a new packet is sent from one colony to another.

I have the habit to use 3-hours time increments. The mineral packets don't move, even after zooming in on them. There's no movement tail whatsoever. Their indicated speed is between 1700 and 2500 km/s.
When I use a 8-hours time increment, the mineral packets move as normal. The movement tail shows and is way longer than the distance between 2 packets.

I see the same behavior in another system with numerous colonies. The receiver is a planet close to the primary. The buggy sender is on the moon of a planet 7b km away, this time equipped with a civilian mining complex. Packets are therefore sent at 1000 km/s. I have two other colonies in that system, on moons of a planet 11b km away. The packets move at over 3000 km/s and are not affected by the bug.


Any idea why this would be? Is it the moon part? The packet speed part? Distance from primary or receiver? Or even system bodies data? My current solution is to either not use mass drivers, or not use 3-hours or less time increments. I'll backup my database in case it might help solving the issue.


Edit : In another system, I'm mining far away comets and sending the minerals with an excess of mass drivers. Packets move at 15,000 km/s or more and aren't affected by the bug. One packet (probably the first) moves at less than 2000 km/s and is affected by the bug, not moving during 3-hours and even 8-hours increments. I stopped all mass drivers and am now using 1-day increments.

Edit 2 : Same bug in Sol system, where far-flung comets are sending immobile packets to Earth even with 1-day increments. Moons are not the problem. I suspect a rounding error somewhere, maybe when ETA is way bigger than the increment used. (The packet moves barely 1E-15 of the way, why move it at all?)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Person012345 on May 06, 2012, 10:01:00 PM
I can't start a new game. When I try to generate sol I get endless
Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'RaceMapDisplay'.
Please report to blah blah

This is a completely fresh install from the 5.54 full install/5.60 patch.

-Edit- Selecting the default race before generating fixed it.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on May 08, 2012, 12:02:42 AM
Alright I think I have narrowed down my earlier reported construction bug with regards to orbital habitats:

I built enough parts for 20 habitats( 10 engines, 1 habitat section each), and then ordered the construction of 20 habitats. Only the materials for the first habitat were deducted from the stockpile, but the rest of the habitats only cost the reduced price to build.

http://imageshack.us/photo/my-images/137/habitat.png/
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Beersatron on May 08, 2012, 12:56:21 AM
Alright I think I have narrowed down my earlier reported construction bug with regards to orbital habitats:

I built enough parts for 20 habitats( 10 engines, 1 habitat section each), and then ordered the construction of 20 habitats. Only the materials for the first habitat were deducted from the stockpile, but the rest of the habitats only cost the reduced price to build.

http://imageshack.us/photo/my-images/137/habitat.png/

Assembling a prefab PDC does this too. I had enough parts for 2 PDCs transported to a colony and ordered both of them assembled. Both where assembled but only one group of parts where used so I could then build a 3rd.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ExChairman on May 08, 2012, 01:30:44 AM
Not sure if its a bug, but I simulated a huge rise of radiation on Earth, 100000 REMs and the population dropped rapidly and the political stability also dropped like a stone, until I hit a population around 30 million, at least that was when I noticed that the stability were increasing.... and by hitting Earth with that much radiation I would presume that my population would die in months, even days but it will take years before Earth is depopulated.... I am now up tp over 5 years and population is under 10000, political stability is at 0.01%...
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Marthnn on May 08, 2012, 07:02:52 AM
Not sure if its a bug, but I simulated a huge rise of radiation on Earth, 100000 REMs and the population dropped rapidly and the political stability also dropped like a stone, until I hit a population around 30 million, at least that was when I noticed that the stability were increasing.... and by hitting Earth with that much radiation I would presume that my population would die in months, even days but it will take years before Earth is depopulated.... I am now up tp over 5 years and population is under 10000, political stability is at 0.01%...

Your Earth is now populated by roving bands of raiders able to resist high levels of radiation, yet mostly sterile. You can suppose that some paranoid people built their homes out of lead, or they had the high-tech means to resist (at least partially) such radiations.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Rendap on May 14, 2012, 03:06:06 PM
Hit a problem on my new comp with Aurora.  Suddenly I get Blue Screen of Death and the comp resets.  When I try starting Aurora again, I get a Error 3167 followed by permanent Error 91's.  Only way to solve this is a re-install - Not even a new game start will solve it.

Anyone seen anything like it and how can I solve the problem?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on May 14, 2012, 04:00:28 PM
Hit a problem on my new comp with Aurora.  Suddenly I get Blue Screen of Death and the comp resets.  When I try starting Aurora again, I get a Error 3167 followed by permanent Error 91's.  Only way to solve this is a re-install - Not even a new game start will solve it.

Anyone seen anything like it and how can I solve the problem?

What are the error dialogs? That would give more info on how to fix.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: jseah on May 15, 2012, 03:44:40 AM
v5.60

All my civilian cargo ships refuse to move and have Destination None. 
Is there anyway to kick them back into life?  (I have tried clear orders and it doesn't work)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Marthnn on May 15, 2012, 11:53:27 AM
v5.60

All my civilian cargo ships refuse to move and have Destination None. 
Is there anyway to kick them back into life?  (I have tried clear orders and it doesn't work)

There was a discussion about a similar problem (http://aurora2.pentarch.org/index.php/topic,4747.0.html) in the Mechanics forum section. Not sure the problem was found, but there's some recent info and tips in there.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: wedgebert on May 15, 2012, 01:00:54 PM
v5.60

All my civilian cargo ships refuse to move and have Destination None. 
Is there anyway to kick them back into life?  (I have tried clear orders and it doesn't work)

For me, the issue was I had a Supply contract with no corresponding Demand. All my frieghters would attempt to fulfill that contract instead of accepting contracts with matching demands. Deleting the supply fixed it and my freighters sprung into action.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on May 15, 2012, 04:26:45 PM
Not sure if this is a bug or merely an oversight.

You cannot SM mass drivers onto a colony.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Marthnn on May 15, 2012, 10:41:29 PM
Not sure if this is a bug or merely an oversight.

You cannot SM mass drivers onto a colony.

I can... It's at the top of the right column, next to Population which is at the top of the left column.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on May 15, 2012, 11:01:15 PM
I can... It's at the top of the right column, next to Population which is at the top of the left column.

Guess I just need to clean the glasses... lol
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Rendap on May 18, 2012, 06:28:12 AM
Quote from: Erik Luken link=topic=4487. msg49799#msg49799 date=1337029228
What are the error dialogs? That would give more info on how to fix.

At first there are no errors and game is progressing as it should.  Then I get the Blue Screen of Death and the Computer Crashes totally with safe mode etc.  start up notification from there.

Next I try to start up Aurora, any time increment yields first:

Error 3167 was generated by DAO. Database
Record Deleted

Next a bunch of:

Error 91 was generated by Aurora
Object Variable or With Block Variable not set.

Next I get a number of:

Error 3420 was generated by DAO. Recordset
The Object is invalid or no longer present

And finally we return to Error 91. 

And no, I can't just go on from the errors.  Only way out of it I've found is to cut the Aurora Process in the Task List.  Copying a backup database back in resolves the problem, but it occurs again after some time.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: sloanjh on May 18, 2012, 08:49:38 AM
And no, I can't just go on from the errors.  Only way out of it I've found is to cut the Aurora Process in the Task List.  Copying a backup database back in resolves the problem, but it occurs again after some time.

And now, for the usual: "Have you tried updating your video card drivers?" 

I think that what's going on is that the crash is occuring while Aurora is accessing the database, so the DB is left in a corrupt state.  The one thing you can try to do to repair this is to compress the DB (there should be a pull-down somewhere in Aurora that does this for you).  If this doesn't work, then there's a good chance that Aurora just got 1/2 way through changing the data and there's no hope of recovery (other than falling back to a backup, which you've done).

As for the crash itself, I haven't heard of a lot of Aurora crashes all the way to the BSoD, which is why I suggested updating drivers.

John
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: TheDeadlyShoe on May 23, 2012, 02:32:30 PM
BSODs are almost always from some hardware fault, or from bad/bugged drivers. They're virtually never from software per se,though software can create the conditions that trigger it.

It might be some problem with your hard drive, or with you display, or god knows what else. 

Mounting errors in Aurora might indicate some problem writing to the database, or a fault with the CPU, or faulty dual-core timing (though I wouldn't think that would affect Aurora.)

I would first start a fresh/new aurora game and see if the problem recurs.  If it does not, then your game got seriously mucked somehow. If it does... Updating every driver you can think of is certainly a good first step.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Rendap on May 24, 2012, 01:47:32 AM
Yeah - I've updated everything I can think of and the problem still occurs.

Up until yesterday I've had 6 BSOD's from Aurora and none from any other program.

And then Internet Explorer of all things caused a new BSOD.

So I'll be running diagnosis over the coming days to find out what goes wrong. . . . .
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on May 25, 2012, 11:02:26 AM
Error 6 Return date overflow:

I shipped all the construction factories off of earth while it had paused construction in the build que, with 0 factories left over the build completion date was messed up, moving everything to the que eliminated this issue. Every time the screen was refreshed in some way this error popped up.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: worsel on May 25, 2012, 06:50:34 PM
I'm using version 5.  6 and out of the blue I started getting:

Error in GetMaxPotentialSensorRange
Error 6 was generated by Aurora
Overflow

As far as I can tell I just got this message randomly during one 30 day increment when nothing else special happened.   I got it during the next increment and the third increment I tried I got it 4ish times.   

I know that Steve said he thought he fixed the problem according to V5.  5 Bugs thread (hxxp: aurora2.  pentarch.  org/index.  php/topic,3895.  msg43373.  html#msg43373); unfortunately it doesn't seem that it took.   

It might have something to do with entering new systems.   I had recently discovered two new systems, when I deleted the ships that gone there after the second 30 day increment I stopped getting the error. 

When I used SM to put ships back into the task groups in the suspect systems I did not manage to recreate the error, so go figure.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on May 26, 2012, 02:23:16 AM
I think 5.7 might fix some of those bugs but its still a way off being done unless he puts it out now and goes to a quick 5.8. 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Raaaak on May 27, 2012, 09:36:57 AM
Nebulas and ship speed:

When having enough armor to move at the ship's rated max speed it seems to instead be treated as armor 2 in nebulas.

Found by creating specialized Grav and Geo exploration ship with lots of armor.  When I went to explore a lvl 13 nebula they got stuck at 384 km/s.  By lowering armor in space master mode speeds increased to 2308 km/s and 2885 km/s
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on May 29, 2012, 02:09:56 AM
Error 6 Return date overflow:

I shipped all the construction factories off of earth while it had paused construction in the build que, with 0 factories left over the build completion date was messed up, moving everything to the que eliminated this issue. Every time the screen was refreshed in some way this error popped up.

another time this occours is i had a freigheer fleet at picket 1km around a jump point waiting on a gate builder to builda  path back to earth.  Once the gate was built they went thro and were doing 1km sec back to earth, that generated a error 6 return date overflow error as well, simply reset the speed to max , cancelledt he picket order and it stopped happening

Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on May 29, 2012, 02:28:07 AM
Refresh all does not refresh the installation list of available installations to build.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on May 30, 2012, 02:42:33 PM
Not sure if this is a bug or a feature.

Had some ships. The class has a name theme set. Have some ships in said class. Call them Able, Baker, Charlie, Delta, and Echo. Delta gets vaped by vile alien bastards. Go to build a new one, the auto-name feature on the shipyard picks Delta instead of Foxtrot.

Is this a bug or WAI?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: TheDeadlyShoe on May 30, 2012, 04:57:56 PM
I believe it's not a bug - the game always picks the first unused name in the list, in order they are listed in the file (//database).

in any case, as far as I can tell the game keeps no memory whatsoever of destroyed ships. So it doesnt even have a way of knowing that there was a Delta that was destroyed. 

ALSO:

You can't rename particle beams from the View Tech screen. It just doesn't work. Don't know why. All other renames i've tried have worked.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Person012345 on May 31, 2012, 08:11:37 AM
Error 11 was generated by aurora
Division by zero

I've had division by 0 errors before, but they were always clearly a result of something I'd done, I believe last time was to do with transferring an alien population. At least then I knew what to avoid clicking on. This time I can't discern any particular cause and I'm getting the error every 5 days, but not, as you might expect, on the construction tick. It happens 1 day before the construction tick.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Person012345 on May 31, 2012, 08:58:56 AM
Wait... it is possible I was wrong about the timing, it may actually be appearing on the construction tick day.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Person012345 on May 31, 2012, 01:49:37 PM
Actually, thinking about it, it was after I conquered a colony, not transferred it, then whenever I opened that population it gave me a divide by 0 error. So I guess in this game an NPR conquered another NPR and is trying to do something causing a divide by 0 error every tick? Conquering and transferring populations has never seemed to quite work right for me.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on May 31, 2012, 01:53:03 PM
Conflicting event reports...

1st Grav Survey cannot load movement orders as there are shipyard tasks, etc.
1st Grav Survey cannot set up all three of its special system survey orders, etc.

If there are shipyard tasks, it should not attempt to set up special orders, similar to normal movement orders being blocked.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 01, 2012, 01:38:36 PM
The destroy alien defenders, lose your troops bug still seems to be around.

Destroyed a robot force, the population of 0 gets looted by barbs, I got two civie ships that surrendered to me, and I lost 4 engineers, 3 INF, 1 HVA and 2 BHQ.

I made a copy of the DB if Steve needs it.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 01, 2012, 02:00:27 PM
When renaming TG in the Naval Organization tab, the ships do not transfer to the new formation.

i.e. Have existing unit TF Bumblers with 6 ships. Rename formation to TF Super Dudes. Org chart shows them under Super Dudes, but drop list at top contains Bumblers still. Using the "Branch Only" button produces an empty TF Super Dudes.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 01, 2012, 02:11:20 PM
Calling this a bug instead of a feature.

Got an archaelogical dig colony. Dug up some infrastructure. Stupid moron civ lines go "Yay! New colony!" and promptly start shipping hapless civilians to the desolate world. The option to set as supply/source/stable is greyed out so I cannot make them stop.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 01, 2012, 03:49:35 PM
The destroy alien defenders, lose your troops bug still seems to be around.

Destroyed a robot force, the population of 0 gets looted by barbs, I got two civie ships that surrendered to me, and I lost 4 engineers, 3 INF, 1 HVA and 2 BHQ.

I made a copy of the DB if Steve needs it.

After having this happen again, I checked the DB. The troops are missing from the table, so there's something funky going on there.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 01, 2012, 05:27:55 PM
Terraforming installations don't seem to consume cargo space.

I gave an order to load a terraforming installation, and post order completion I have 125000/125000 available.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Garfunkel on June 02, 2012, 08:10:43 AM
I didn't see this reported but admittedly I kinda skimscaned the 15 pages so I might have missed it.

Error 429
ActiveX component can't create object

followed by

Error 3420 (DAO. Database)
Object invalid or no longer set.

over and over and over. . .

v5. 60 on a Window$ 7 64bit pro os
Trying to open the Miss, Compact Database specifically after game creation before any orders.
I can repeat it and require a task shutdown to get out.

I just tried to Compact the Database and got exact same errors, running the same version of Aurora and Windows. Had to go through Task Managed to get out of it.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Garfunkel on June 02, 2012, 11:43:59 AM
Another bug with 5.60. Having a conventional, multi-Earth start, I later created an additional race that was later attacked by several other nations who absorbed its industry and population. I used SM-mode to transfer everything out and then deleted that race.

However, 2 hostile thermal contacts were left behind and more annoying, now that first civilian shipping lines are putting freighters out, these get scared by the hostile contacts and immediately escape Earth.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 02, 2012, 11:51:04 AM
I put some size 7 missiles on a class via the ordnance. However, the launchers are only size 3. Autofire manages to fire the size 7 missiles from the size 3 launchers.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 02, 2012, 05:30:49 PM
Oversight or bug?

Cannot create a civilian contract for GFTF
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: swarm_sadist on June 02, 2012, 06:53:04 PM
Not sure if this bug has been found yet but:
If you have a scientist leading a science project AND then create a geology team with that lead scientist, you get a 0-unknown value in the science window and your scientist researches nothing. 

I'm not sure if this is a bug or if there is suppose to be a warning message when creating the geological team. 

VERSION 5.  60

Another bug, this time to do with tractor beams and OHs.  If the OH has multiple ships in it, and only one ship is tractored, the tractored ship joins the tug group.  If another tug is added to the tug group, it can still attempt to tractor the other OH in the original OH group, even if they are millions of km away.

Also, not really a bug but if your tug-OH results in too low of a speed, you will never be able to get the ships to a planet, nor will you be able to release the OH where it is.  It only allows you to release ships at a destination.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Person012345 on June 02, 2012, 10:05:07 PM
Also, not really a bug but if your tug-OH results in too low of a speed, you will never be able to get the ships to a planet, nor will you be able to release the OH where it is.  It only allows you to release ships at a destination.
From the units screen?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: swarm_sadist on June 03, 2012, 12:15:03 AM
Quote from: Person012345 link=topic=4487. msg50417#msg50417 date=1338692707
From the units screen?
No, from the task group screen.  Thanks, did not even think of that.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 03, 2012, 01:30:18 PM
Post battle I had some damaged ships. I also had new designs for said ships. I refit the ships to the new designs. However, the ships still show as damaged with old components on the DC list, and swiss cheese armor. If this is a bug, fix please. If it is a feature, make it so damaged ships under go repair prior to refit, similar to how they get overhauls.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 03, 2012, 04:03:39 PM
The Open button on the Available Colony Analysis screen does not function properly. Tooltip states it opens the System View to the selected system. It only opens the System View.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Beersatron on June 03, 2012, 05:13:19 PM
Oversight or bug?

Cannot create a civilian contract for GFTF

If I recall correctly, GFTF's are not transportable because they are deemed to be large sprawling areas covering many square KM of buildings and such.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 03, 2012, 05:48:13 PM
If I recall correctly, GFTF's are not transportable because they are deemed to be large sprawling areas covering many square KM of buildings and such.

My own cargo ships can pick up the components. So that's not accurate :)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Jacob/Lee on June 05, 2012, 04:48:40 PM
Hmm, that's odd. I turned on the "All Jump Points have Jump Gates" option and Sol has none. I SM the gates on and explore one to find Gliese 33, I SM a jump point survey and they all have jump gates. ???
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ollobrains on June 05, 2012, 05:00:59 PM
Hmm, that's odd. I turned on the "All Jump Points have Jump Gates" option and Sol has none. I SM the gates on and explore one to find Gliese 33, I SM a jump point survey and they all have jump gates. ???

Steve posted acomment in the 5.7 section that bug has been fixed but is present in 5.6 ie gates on at game start but u still need to build the JG.  Anyway when he returns from real life been 2 weeks since his last appearence and puts 5.7 out that should be fixed. 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 05, 2012, 05:06:20 PM
Hmm, that's odd. I turned on the "All Jump Points have Jump Gates" option and Sol has none. I SM the gates on and explore one to find Gliese 33, I SM a jump point survey and they all have jump gates. ???

With SM mode on, open the System View (F9) and go to the jump points tab. You should be able to select the JP and add a new gate to it.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Jacob/Lee on June 05, 2012, 08:04:44 PM
With SM mode on, open the System View (F9) and go to the jump points tab. You should be able to select the JP and add a new gate to it.
I knew how to add one, so it wasn't much of a problem:
I SM the gates on
But I thought it was just an odd behavior and decided to report it.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Juliana on June 07, 2012, 02:09:19 AM
Im not sure if its a bug or intended:

I upgraded the design of an outdated survey ship from a Nuclear Thermal to an Ion Engine and as I wanted to build a ship with the new design I noticed that the old ship adapted the the new design at no costs. 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Garfunkel on June 07, 2012, 02:53:24 AM
You probably had SM on, unlocked the design and changed it? Then everything Works As Designed.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 07, 2012, 03:05:04 AM
Im not sure if its a bug or intended:

I upgraded the design of an outdated survey ship from a Nuclear Thermal to an Ion Engine and as I wanted to build a ship with the new design I noticed that the old ship adapted the the new design at no costs. 

If you unlock and modify an existing design, all ships of that design are upgraded. SM or not. To make a new revision of a ship, click the Copy button. This makes a ship named <Class> - Copy. You can then rename and modify as you wish without automatically updating the existing ships.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Jacob/Lee on June 08, 2012, 02:17:54 PM
Alpha Centauri, the black hole that never was.


Alpha Centauri is eating my ships out of nowhere. My fleet of terraformers working on Alpha Centauri-B IV vanished somewhere down the line, as did my scout ship and my troop transport.

My allies from the Agmar Kingdom have a massive fleet sitting on Alpha Centauri-B V for some reason, I'm not sure why. My soldiers are fighting (and losing) against some robot guardians on IV while excavating the 24 ruins there. Nothing is attacking my ships and no wrecks are left. The task groups are still there and I get no message of their disappearance. Every cycle of combat I get a division by zero error. What the hell is wrong with this system?

Also, the invaders just came knocking. They opened fire on one of my shieldless, PD-less, armor-less freighters with 48 torpedoes that did 0 damage each.

EDIT: They fired a second wave and blew the ship apart with 5 torpedoes. Nevermind...
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 08, 2012, 04:20:27 PM
Alpha Centauri, the black hole that never was.


Alpha Centauri is eating my ships out of nowhere. My fleet of terraformers working on Alpha Centauri-B IV vanished somewhere down the line, as did my scout ship and my troop transport.

My allies from the Agmar Kingdom have a massive fleet sitting on Alpha Centauri-B V for some reason, I'm not sure why. My soldiers are fighting (and losing) against some robot guardians on IV while excavating the 24 ruins there. Nothing is attacking my ships and no wrecks are left. The task groups are still there and I get no message of their disappearance. Every cycle of combat I get a division by zero error. What the hell is wrong with this system?

Also, the invaders just came knocking. They opened fire on one of my shieldless, PD-less, armor-less freighters with 48 torpedoes that did 0 damage each.

EDIT: They fired a second wave and blew the ship apart with 5 torpedoes. Nevermind...


There is a bug that if robot guardians surrender, your colony, troops and ships in orbit vaporize.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Jacob/Lee on June 09, 2012, 03:04:49 AM
Right, so this is more of a technical problem involving a planet "owned" by 2 races at once, myself and my "allies." And yes, I know you shouldn't don't post bugs when you use designer mode but this is me asking for some help, not reporting a bug.

After my allies had their homeworld and all but 5 of their ships eaten by the Invaders I declared war on them to get them to surrender their few assets to me, like a couple mining colonies. This would've gone well except the only place that had anybody or anything on it owned by them wouldn't budge. All it was were 20 mines and some garrison battalions, even after years of bombardment and ground battles they refused to give up. Instead, I fire up designer mode and try to force them to join me, if only so I could abandon their colonies after taking what they had stored in them.

Surprisingly, this worked for the most part. They had an Alpha Centauri ruin claimed (which I also had claimed) as well as 2 others in the Gliese 109 system, their former homeworld and that mining colony, which I also have colonies on. I abandon their half (their race is called Agmar, by the way) of the mining colony without issue, but the homeworld is where it gets me.

First, I have 3 new governors not of my race because I transferred all their things to me. I can't force them to retire but I can replace them. They produce a name related error each time I tried to open the colony summary screen because the Agmar half of the homeworld was run by a non-existant governor. I replace this guy with one of my governors and he gets booted from the spot and the position opens 1 30-day increment later. Strange stuff. It still gives me an error, actually. "Error in GetCommanderName
Error 94 was generated by Aurora
Invalid use of Null"

This is the annoying part, I can't abandon the homeworld. This wouldn't be all too aggravating except my civilians try to load trade goods that aren't being produced by the colony because the entire population died in a nuclear bombardment. When I do try to abandon the Agmar ghost colony, I get an error that opens itself infinitely and can only be resolved by force-closing Aurora through the task manager.
"Error in cmdDelete_Click

Error 3420 was generated by DAO.Recordset
Object invalid or no longer set."


EDIT: Nevermind, frakk all of this. They built a random new colony somewhere with nobody on it so I just gave their half of the colony back and deleted it from their end.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: CheaterEater on June 10, 2012, 03:44:35 PM
Not sure if this is a bug with missile costs or just an intentional trick of missile costs:

A missile with agility actually costs less if you add fuel to it.  I made a size 3 missile with 1 fuel and warhead with 0. 5 agility and engine, it ended up costing 2. 025 BP.  I then bumped the fuel up to 100, and the resulting size 102 missile cost 1. 75 BP.  This leads to the awkward scenario of finishing a batch of size 3 missiles slower than a batch of size 102 missiles (they're also researched faster too), so large fuel tanks makes other parts less expensive.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: TheDeadlyShoe on June 11, 2012, 01:20:10 AM
It's because missile fuel is 'free' (still costs fuel) and you don't actually pay for Agility - just Maneuver Rating. So when you increase the size of the missile the maneuver rating goes down, reducing the cost.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: CheaterEater on June 11, 2012, 10:01:04 AM
It's because missile fuel is 'free' (still costs fuel) and you don't actually pay for Agility - just Maneuver Rating. So when you increase the size of the missile the maneuver rating goes down, reducing the cost.

I thought about that, but the gallicite cost of a missile is related to the agility MSP, not the maneuver rating. Adding a bunch of fuel doesn't reduce that cost. So the mineral cost of agility is tied to the absolute MSP, but the RP/BP cost is tied to maneuver rating which is agility vs. size, which leads to large fuel tanks making it faster and easier to build and design a missile. None of the other components use this method. That may be intentional, but I wasn't sure so I wanted to put it up.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: user-unknown on June 13, 2012, 01:07:26 PM
I don't have the exact text (as I forgot to write it down) but on ending a turn I received several 'error in update game log' messages with text along the lines of 'the database field is too small for the content you are attempting to insert'.  On subsequent turns, and any other event updating the log (e.g scrapping ship components) I now get a number of error messages stating
Code: [Select]
'Error in UpdateMessages'
Error 94 was geenrated by Aurora
Invalid use of Null
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: davidr on June 18, 2012, 03:07:00 AM
V5.56

Just received the following pop-up error

Error in PlanetaryBombardment
Error 3021 was generated by DAOField
No current record.

I am not engaging in any planetary bombardment with my own forces - just a ground assault on 1 planet. with an Assault Battalion.

DavidR
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: user-unknown on June 18, 2012, 01:51:04 PM
V5.56

Just received the following pop-up error

Error in PlanetaryBombardment
Error 3021 was generated by DAOField
No current record.

I am not engaging in any planetary bombardment with my own forces - just a ground assault on 1 planet. with an Assault Battalion.

DavidR

Ah yes, I get this quite a lot too from ground combat.  About one in every four turns I would guess?  Normally happens when my engineers + garisson forces are attacked by robotic guardians from ruins
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Person012345 on June 18, 2012, 03:27:20 PM
Oh, I should note that I had overlooked the title bar in my divide by zero error, it says error in orbital movement
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Rokmonkey on June 18, 2012, 08:40:43 PM
I made a mistake, and gave one of my cargo task groups a repeat order of 200 times.   Now every time I open up that task group I get:

Error in CalculateTotalMoveTime

Error 6 was generated by Aurora
Overflow

I spent a while holding down Esc and Enter to maybe get to the end of it, but no such luck.   It has since made it so that I can't use that task group, and now that the fleet is out of fuel it makes it hard to make 30day leaps.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 18, 2012, 08:52:14 PM
I made a mistake, and gave one of my cargo task groups a repeat order of 200 times.   Now every time I open up that task group I get:

Error in CalculateTotalMoveTime

Error 6 was generated by Aurora
Overflow

I spent a while holding down Esc and Enter to maybe get to the end of it, but no such luck.   It has since made it so that I can't use that task group, and now that the fleet is out of fuel it makes it hard to make 30day leaps.

Remove all of the orders, then SM the fleet some fuel from the Task Group screen.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: scvn2812 on June 19, 2012, 03:24:05 PM
I seem to have had several of my geo survey ships disappear with no apparent cause. They are not equipped with any sort of military sensors so they wouldn't see an attacker coming but on the other hand, there are no new wrecks in the system either nor any log of them being destroyed in the Events report.

A quick run down of events:

My geologist survey force arrives in a system with no known aliens present.

They carry out orders to detach their tankers / jump motherships and then divide into single task forces.

They do this without a problem

However, there are only two planets in system so only two of them head off to conduct surveys. The rest stay on the jump point with the jump tenders.

The rest report that they cannot follow their primary orders.

So one by one I issue orders for them to join the non-survey fleet.

10 days later, I only have one fleet asking for orders.

I check to get ready to issue it orders to move on to the next system and discover, of 7 distinct survey ships, only 2 remain.

No wrecks appear anywhere in the system nor is there any log of any ships being lost or officers assigned to said ships being killed. It is as if they never existed. Except for the fact that the survivors are 004 and 007 respectively.

The listing for the other members of the class are also missing from the Ship roster for the entire empire.

The officers assigned to the missing ships are still alive but now say they are unassigned and their location is "unknown system." Their names have not been highlighted to show that they are unassigned however.

Version # is 5.60
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Rokmonkey on June 19, 2012, 05:33:12 PM
Quote from: Erik Luken link=topic=4487. msg50892#msg50892 date=1340070734
Remove all of the orders, then SM the fleet some fuel from the Task Group screen.

While I have fixed it now,  at the time I couldn't remove the orders, once I opened up the task group page I could only force quit my way out of the game.   I managed to remove all the cargo it was transporting away to Mars, so it ran out of tasks.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: SamS on June 21, 2012, 06:53:45 PM
Playing 5. 60.  I seem to have a keyboard bug.

The game is running smoothly, however sometimes when I input a keyboard command (not every time, but 4 times out of 5), the system window will suddenly pop up and won't let me use any other window.  That is the buttons on other window are not working.  If I close the system window, it just pops up again.

Sometimes I have been able to close the system window and quickly close the other windows I have open until I get back to the main menu bar.  At that time I can proceed normally. 

If I exit the game and restart, it works fine.

 I did a search but have not seen anyone else report this.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 21, 2012, 07:46:35 PM
Playing 5. 60.  I seem to have a keyboard bug.

The game is running smoothly, however sometimes when I input a keyboard command (not every time, but 4 times out of 5), the system window will suddenly pop up and won't let me use any other window.  That is the buttons on other window are not working.  If I close the system window, it just pops up again.

Sometimes I have been able to close the system window and quickly close the other windows I have open until I get back to the main menu bar.  At that time I can proceed normally. 

If I exit the game and restart, it works fine.

 I did a search but have not seen anyone else report this.

Hmmm. Easy stuff first :)

No macros in the keyboard? Or a stuck key? Have you tried another keyboard?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: SamS on June 21, 2012, 08:15:04 PM
I'm using a relatively new (18 months) Logitech Wave keyboard which has performed solidly since I've had it.  I might have another keyboard at home I can try, I will have to dig it out tonight.

No macros, no stuck keys.  The issue comes up with different key strokes - the numpad, letter keys, number keys and arrow keys.  It has happened in multiple areas such as adjusting the number of auto turns on the system map, entering a name of a person in the officer screen, scrolling through systems on the task force screen etc.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: scvn2812 on June 22, 2012, 12:48:36 PM
I believe I've reported this before but it may be worth a reminder:

Ships will randomly take damage from no apparent source that slows their top speed down. These ships do not appear in the "ships requiring repair" tab. The class in question needs a new sensor suite so I should be able to refit my way out of the issue when the time comes.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: andrea69 on June 22, 2012, 01:29:32 PM
I just began using tugs to move OH, and found that the fuel consumption of tugs does not depend on the tractored ship mass. I needed several months to move the OH to Mercury, but fuel consumption was irrelevant.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Person012345 on June 22, 2012, 02:40:14 PM
I believe I've reported this before but it may be worth a reminder:

Ships will randomly take damage from no apparent source that slows their top speed down. These ships do not appear in the "ships requiring repair" tab. The class in question needs a new sensor suite so I should be able to refit my way out of the issue when the time comes.
I just had this the other day. I ended up deleting the ship and SMing in a new one to replace it.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: SamS on June 22, 2012, 09:11:04 PM
Quote from: SamS link=topic=4487. msg51025#msg51025 date=1340327704
I'm using a relatively new (18 months) Logitech Wave keyboard which has performed solidly since I've had it.   I might have another keyboard at home I can try, I will have to dig it out tonight. 

No macros, no stuck keys.   The issue comes up with different key strokes - the numpad, letter keys, number keys and arrow keys.   It has happened in multiple areas such as adjusting the number of auto turns on the system map, entering a name of a person in the officer screen, scrolling through systems on the task force screen etc. 

Well I tried an old keyboard and the game works no problem.  And now I've plugged my usual one back in and the problem is gone.  Everything working fine on keyboard inputs. 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on June 22, 2012, 11:12:23 PM
Well I tried an old keyboard and the game works no problem.  And now I've plugged my usual one back in and the problem is gone.  Everything working fine on keyboard inputs. 

Blame solar activity ;)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ExChairman on June 23, 2012, 12:01:10 AM
I got a strange one, my survey ship is being attacked by three missile ships, they are lobbing 12 missiles a minute at me and when some get thrue, it hits my armour, but my shield stays intact? And now its gone from the event update, its on but doesn´t do anything...  :(
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sebastian on June 24, 2012, 06:12:41 AM
[Edit: I derped and posted this in the thread for ver.  5. 42 bugs, as thats where my search for this error brought me, i *moved* it here when I caught my mistake.  My apologies. ]

I have seen this listed for previous versions but may have missed if it was allegedly fixed. 

I am running version 5.  54 with the 5.  60 patch

I have created and deleted a few worlds as I am trying to learn and prefer to start again from scratch after I screw up quite a bit, I opened aurora, deleted previous game and went to create a game and got this after the Race Generation Complete box came up and I clicked ok to make it go away:

Error 3077 was generated by DAO.  Recordset
Syntax error (missing operator) in expression. 
Please report to hxxp: aurora2.  pentarch.  org/viewforum.  php?f=11


Which is an invalid address BTW :-P

the only changes made was giving asteroids orbital motion, amd setting Main empire theme to United States and commander Theme to United states, this is the first time I switched commander theme. 

had to use task manager to end Aurora process. 

upon reloading aurora game was there (but I deleted it cuz who knows what possible bugs are in it)

I created a new game without setting commander theme to United States and it worked ok, so the error may be in the commander theme?

Hope I help more than hinder. 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: sloanjh on June 25, 2012, 12:04:47 AM
I just began using tugs to move OH, and found that the fuel consumption of tugs does not depend on the tractored ship mass. I needed several months to move the OH to Mercury, but fuel consumption was irrelevant.

Here's a link to the thread: http://aurora2.pentarch.org/index.php/topic,4996.msg51137.html

This sounds an awful lot like a bug I recall reporting a while back, where the tug's max speed isn't being adjusted to take into account the tow when fuel consumption is calculated.  Details in my reply in the original thread.

John
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: nikow on June 25, 2012, 03:44:51 AM
Error 6 Overflow
Some planets was generated too away from center.

Bugs are in Menchester System, it start showing when i sending some fleet to 'B' planets.
Link to my database: hxxp: nikow. q3k. org/Stevefire. mdb

(In my current game i deleted this System. )
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: andrea69 on June 25, 2012, 11:03:55 PM
This sounds an awful lot like a bug I recall reporting a while back, where the tug's max speed isn't being adjusted to take into account the tow when fuel consumption is calculated.  Details in my reply in the original thread.

Read, thanks
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zorbeltuss on June 26, 2012, 03:19:25 AM
CIWS turrets are not affected by turret rotation gear when designing.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Bgreman on June 26, 2012, 03:22:19 PM
A simple bug:  I've got a multi-faction Earth start going in my LP.  Both factions have already performed a preliminary (i.e., with geo sensors) survey of the moon.  If one of those factions then completes a geology team survey, both factions are treated as if they've completed the team survey as far as geological knowledge is concerned.  They both know about the total mineral amount, and they are both listed as having completed a team geological survey.  Only the team that actually completed the survey gets stat increases.  If no further finds are to be made, both teams will report this.

To sum up: Geological team survey results become instantly known to all factions who have a preliminary (scanner) survey completed.  I'd also presume that if another faction came along later and scanned the body with scanners, they'd also receive credit for a team survey for that body, but I haven't experimented with that.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Person012345 on June 26, 2012, 05:41:16 PM
A simple bug:  I've got a multi-faction Earth start going in my LP.  Both factions have already performed a preliminary (i.e., with geo sensors) survey of the moon.  If one of those factions then completes a geology team survey, both factions are treated as if they've completed the team survey as far as geological knowledge is concerned.  They both know about the total mineral amount, and they are both listed as having completed a team geological survey.  Only the team that actually completed the survey gets stat increases.  If no further finds are to be made, both teams will report this.

To sum up: Geological team survey results become instantly known to all factions who have a preliminary (scanner) survey completed.  I'd also presume that if another faction came along later and scanned the body with scanners, they'd also receive credit for a team survey for that body, but I haven't experimented with that.
I'll hazard a guess as to why, but I'm not a programmer so take it with a pinch of salt - the base minerals of a body are generatedwhen the system is generated. So it doesn't matter when anyone comes along to orbitally scan it. But when a geosurvey team finds minerals, they are generated there and then, they are bonus minerals if you like. If all factions didn't get access to the geoteam results, you would end up with different mineral levels on each planet for different factions. It might require a reworking of the mechanics for maybe the first team to generate minerals, and subsequent teams to have a chance of "finding" those minerals, but then what would happen when two teams are surveying at the same time?

Although, IIRC, steve is planning to change those mechanics soon to having the geo-team-found deposits be generated with everything else, so this could probably be fixed at that point. It's certainly odd the way it is though.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: davidr on June 28, 2012, 03:49:45 AM
Error 3197

Using v5.56 I am receiving the following message which seems to relate to just 1 specific ship ( a Missile Frigate ) :-

Error in Updateshipdetails

Error 3197 was generated by DAO.Field

The Microsoft Jet database engine stopped the process because you and another user are attempting to change the same data at the same time.

The ship is part of a Task Group on its way to the Homeworld and then to be overhauled and refitted.

However I can find no reason for the error message being displayed.

DavidR
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Garfunkel on June 28, 2012, 04:29:32 PM
When using the View Technology screen, there is a button for Renaming components. When clicking it, the prompt window is empty. I assume it should have the existing name? This leads to a problem as if you click Cancel, instead of returning to the original name, the component now has a blank name, prompting errors.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Theodidactus on July 02, 2012, 11:00:52 PM
really weird one, only in my home system (sol) and only if I zoom.
Error in save zoom level:

Error 3709
The search key was not found in any record



any idea how to fix this? I really like this game, and I can't figure out where in my massive autosave chain this error crops up
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: aPPle on July 03, 2012, 01:33:13 PM
the economics menu is not visible.   it opens but i cant see it.   no error message.

v5. 6
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Ziusudra on July 03, 2012, 03:40:15 PM
the economics menu is not visible.   it opens but i cant see it.   no error message.

Main Menu -> Miscellaneous -> Reset Window Positions will fix this. I ran into this on Steve's "The Space Race" game; I assume he keeps that window on a second monitor.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: aPPle on July 05, 2012, 04:03:22 PM
created a new system.

Error in cboControlRace

Error 76 was generated by Aurora
Path not found: 'Planetjpg\b9. jpg'
Please report etc.  etc.

v5. 60
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Ziusudra on July 05, 2012, 04:25:39 PM
Path not found: 'Planetjpg\b9. jpg'
Do you have the "Planetjpeg" folder (and 4 other folders) in the Aurora install folder? If not, you missed the step during install of extracting the contents of the AuroraUpdateXXX.zip to the location Aurora was installed to. (XXX is a number, either 491 or 554.)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: aPPle on July 06, 2012, 01:26:07 PM
Error in OrbitalMovement

Error 11 was generated by Aurora
Division by zero

v5. 60

asteroid orbital motion is off if it matters.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: gamemonger56 on July 09, 2012, 07:15:04 PM
im getting this now and sometimes it goes away after hitting enter and sometimes not. If i lleave the game and restart i wont see it for a while or itll show up on the next turn... i shut of the auto assign for commanders but that didnt help.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on July 12, 2012, 03:28:03 PM
I somehow got the expand civilian economy tech to think I'd researched the first 2, when I haven't. I researched the 80,000 level one and my income is only 24 starting at a base of 20.

Update to the above, I can keep giving myself +20% techs. I thought it capped out at around the 320,000 level, but I'm up to 327M cost 20%.

Update 2: rolling back to the backup MDB file(which was apparently fairly old) fixed the issue and brought back the 20,000 level expand civ income line. This tech seems kinda wonky, only 1 level of it is displayed in the all projects list.
Title: "Ghosts on Venus?"
Post by: jedi72it on July 12, 2012, 04:43:56 PM
I need help with a bug, or at least i guess it is, and i must report it here since i cannot post a new topic in the bug section:

i sent some colonists to Venus (by mistake since it's an inhospitable planet used only with automated mines),
i saw that every turn they died because of the climate so i just waited 'till all supposedly died. . . .
well, now at every time tick i see the message "Unrest rising on Venus due to overcrowding. . . . ";

the anomalous thing i noticed is that on the planet Summary page, Population line, i can see 0. 00 pop, but still 100% Agricultural and Environmental. .

any tip would be appreciated, thanks for your attention  :)

Title: Re: "Ghosts on Venus?"
Post by: Steve Walmsley on July 12, 2012, 04:48:40 PM
I need help with a bug, or at least i guess it is, and i must report it here since i cannot post a new topic in the bug section:

i sent some colonists to Venus (by mistake since it's an inhospitable planet used only with automated mines),
i saw that every turn they died because of the climate so i just waited 'till all supposedly died. . . .
well, now at every time tick i see the message "Unrest rising on Venus due to overcrowding. . . . ";

the anomalous thing i noticed is that on the planet Summary page, Population line, i can see 0. 00 pop, but still 100% Agricultural and Environmental. .

any tip would be appreciated, thanks for your attention  :)



Might be a tiny amount of population (less than 0.01). Try sending (or SMing) a small amount of infrastructure to the colony.

Steve
Title: Re: "Ghosts on Venus?"
Post by: Erik L on July 12, 2012, 05:03:29 PM
I need help with a bug, or at least i guess it is, and i must report it here since i cannot post a new topic in the bug section:


Bugs should be reported in the appropriate thread for version, rather than making a bunch of new threads.
Title: Re: "Ghosts on Venus?"
Post by: jedi72it on July 12, 2012, 05:15:42 PM
@Steve: alright, done that and now the unrest is dropping. . . so i guess in the near future i won't have those reports anyway. . .

@Erik: oh sorry for that, i will pay more attention next time, can you please move this post in the right spot?
Title: Re: "Ghosts on Venus?"
Post by: Nathan_ on July 13, 2012, 01:29:05 PM
people frantically build infrastructure if you dump them on an unsupported world, they probably scrapped together enough for a couple of families. That 100% agriculture and environmental isn't ever going away until the planet is terraformed, venus is just the worst hellhole in the solar system, just use SM to remove the them, or put an orbital habitat over the world and sm away the infrastructure, that will give you a colony that won't pester you about growth.
Title: Re: "Ghosts on Venus?"
Post by: Mel Vixen on July 13, 2012, 01:31:43 PM
Well if you have a shipping line it could be that they will dump appropriate ammounts of infrastructure on Venus. If you are short on Infrastructure you could try the reduced colony cost techline in Logistics.
Title: Re: "Ghosts on Venus?"
Post by: Erik L on July 13, 2012, 01:48:38 PM
@Erik: oh sorry for that, i will pay more attention next time, can you please move this post in the right spot?

Done. It's mainly to help Steve keep track of things. He won't need to track down multitudes of threads, and attempt to guess version (if not supplied).
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Theodidactus on July 13, 2012, 02:01:34 PM
really weird one, only in my home system (sol) and only if I zoom.
Error in save zoom level:

Error 3709
The search key was not found in any record



any idea how to fix this? I really like this game, and I can't figure out where in my massive autosave chain this error crops up

does anyone know why this is happening to me? and is it fixable?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: jedi72it on July 13, 2012, 02:02:19 PM
@Steve: i just checked with the SM on, as you said there were 0. 0004 pop

@nathan and heph: i used SM mode to wipe that infinitesimal pop, so now Venus is again a mineral automated site only, and since i have just colonised Mars (year 2097 in my first conventional game), i guess i won't colonize Venus for a looooong time. . .

@Erik Thanks :) and my version is 5. 60
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Bgreman on July 16, 2012, 01:39:37 AM
An interesting one:  Passive thermal detection (at least the sensors on DSTSs) always assumes the maximum thermal signature of a ship and not the one determined by its current speed setting.  To reproduce:

Ensure you have no active sensors on that could interfere with the experiment.
Create a ship design for the enemy race.
Set it at the location of your DSTS.
Set it to move away from the DSTS at a speed lower than its maximum speed, so that its thermal signature is reduced.
Set the range circles on the Sensors tab of the System Map to show the range your DSTS can detect the CURRENT (i.e. reduced-speed) thermal signature of the enemy ship.
Advance time and observe as the contact remains visible well after it has crossed the range threshold for its signature.
Set the range circles on the Sensors tab of the System Map to show the range your DSTS can detect the MAXIMUM (full-speed) thermal signature of the enemy ship.
Advance time and observe as the contact is lost after it has crossed the range threshold for its max signature.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ExChairman on July 18, 2012, 04:19:48 AM
My escorts fire their anti missiles both in offensive and defensive mode, regardless of what I want, cant turn them off....
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Hawkeye on July 18, 2012, 11:13:36 PM
My escorts fire their anti missiles both in offensive and defensive mode, regardless of what I want, cant turn them off....

Just to get the obvious out of the way, autofire _is_ off?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sloshmonger on July 19, 2012, 07:06:56 PM
5.60

When creating a race from the "Start Game" screen and letting the computer auto-assign research points,  the "Expand Civilian Economy XX%" research line dead ends if the AI picks the 10k tech.  No futher techs of this line appear, either in Available or All Tech views.

The line can be restored if you SM Remove the 10k, and it continues to progress after it's restored.

This may be affecting AI as well, leading to possible AI economy crashes. (Which is why I always make sure to rescue them from their oppresive governments and liberate their wallets.)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ExChairman on July 20, 2012, 05:40:33 AM
Yep, fire control was Off, had it on before but when it begun to use my offensive size 1 missiles I tried to turn it of... Seems to be working now...


One more thing, probably got it wrong, but i fired several salvos of missiles at a planet with a lot of hardware circling it, by last salvo was 148 missiles from one ship, those 148 missiles didn't have a target so when they arrived at the battle (slaughter) scene I thought they would attack individually, but no they all attacked the same ship and when that was destroyed they all dove into that nuclear holocaust and I lost 146 missiles to nothing... :-[ Shouldn't they attack different targets, or at least divide them up so they don't do a OVERKILL???  :o
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Beersatron on July 20, 2012, 08:41:28 AM
Yep, fire control was Off, had it on before but when it begun to use my offensive size 1 missiles I tried to turn it of... Seems to be working now...


One more thing, probably got it wrong, but i fired several salvos of missiles at a planet with a lot of hardware circling it, by last salvo was 148 missiles from one ship, those 148 missiles didn't have a target so when they arrived at the battle (slaughter) scene I thought they would attack individually, but no they all attacked the same ship and when that was destroyed they all dove into that nuclear holocaust and I lost 146 missiles to nothing... :-[ Shouldn't they attack different targets, or at least divide them up so they don't do a OVERKILL???  :o

It should work on a salvo basis, so if all 146 missiles were in one salvo then :(
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: ExChairman on July 20, 2012, 10:35:02 AM
Yes, there were some 30 missile defence bases around that planet so I thought that if I sen several small waves of missiles and one large it should take care of it...  Had 8 heavy cruisers with missiles that did the job in the end...

"I hate mobile phones and posting on them"
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: crys on July 23, 2012, 07:50:10 AM
the orbital cheat - aurora 5.60 - sorry i dont know if it was posted before


lets say you want orbital terraforming bases with 100 terraforming modules

first you need to build 100 terraforming modules.

now you can order youre orbitals for cheap for once.
you dont have to pay for the terraforming modules.
order 10 or how many orbitals as you want, you just pay for the stuff not preproduced for each.
you get all the preproduced terraforming modules for free, except thouse 100 you preproduced thouse are lost.
but hey when you build 100 modules and get 900 free, not a bad trade.

please fix this =)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Kirkegaard on July 25, 2012, 08:26:09 AM
Hey, I'm new to this game.  So I might have missed something important somewhere.  But now I have run into a bug that prevent me for playing on.

Win XP (Virtual) game version 5. 6.

"Error in CalculatedTotalTimeMove
Error 6 was generated by aurora
Overflow
Please report etc. . . "

I get it whenever I load my current game and go to Task group and select my cargo task group.

I can not get it to stop.

Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: crys on July 25, 2012, 11:59:44 AM
you somehow gave to many orders for a task group.(over 1500++)
as long as you dont select the effected task group you can play on, i would suggest to absorb the task group into another task group, then the problem is "fixed"/old task group orders erased

maybe you can fix this problem with also with the shadowmasters mode, removing the effected task group?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Kirkegaard on July 25, 2012, 02:11:01 PM
Thank you.  The first part works.

Just found one more error in a new game, I have used all my free research point but I can still do "instant" research.  It seems there is no check if there is enough RP left.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on July 25, 2012, 03:02:34 PM
Thank you.  The first part works.

Just found one more error in a new game, I have used all my free research point but I can still do "instant" research.  It seems there is no check if there is enough RP left.

That's more of a feature than a bug. The RP display is just a guideline, it's not a hard rule.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: crys on July 26, 2012, 10:52:46 AM
i found a bug involving to long ship names.

i had a ship design named "system asteroid miner 110-15-2957 mk2" ok i agree its a long name, but it causes problems.

as soon as i build this ship in a shipyard of mine, it would add another few numbers like " 001" - with this or even without, the name gets to long and the DB does not accept it as ship name.

in the Shipyard Tasks tab thouse ships would have no name displayed in the Unit Name colum, and the game starts spamming error msgs. for each ship of thouse you are building, whenever you do anything in the economics window regarding the world it is build on.


suggestion, let the game check the length of the ship name in Class design, and either do not accept to long names or shorten them somehow.


something else funny.

about research. with the all projects button you can select research subjects which are not listed in the available tab, and use the research queue feature to put them up next, only "queue top" works.

in this case i wanted to queue eccm2, currently researching eccm1, but i selected eccm4 by mistake.
now i have researched eccm4 and missing 2 and 3 - i can still research them.
dont know if this works without basic research(electronic warfare), or if you can research advanced lasers, railguns or fuel tanks this way.
just odd that it works at all
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: aPPle on July 27, 2012, 03:13:05 PM
Error in RefuelFromPop

Error 6 was generated by Aurora
Overflow

v5.60

i have 5 billion fuel sitting. every time i build a ship or fighter it gives me an overload error and they have no fuel. also they cant refuel from the colony. is there a way to remove fuel or some other fix?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Ziusudra on July 27, 2012, 05:05:33 PM
The "SM Mods" button on the F2 screen. "Fuel Reserves" second for the top on the right side.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Cfant on July 30, 2012, 06:26:46 AM
Not sure if it's a bug.   On my desktop (using patch v.  5. 60), if I design a new ship, in the lower part the systems and tonnage is shown.   As soon as I build 2 or more of the same items (e.  g.   cargo), nothing is shown anymore.   Am I doing something wrong, or is it a bug?

Pictures: Bug1: I start to design, all is ok / Bug2: I choose cargo, drive, module.  .  .   whatever - no more specifics are shown. 

With my laptop at home everything is fine, it's just with the desktop (at work :D)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on July 30, 2012, 10:41:20 PM
On capturing an enemy held world, the AI's placed civilian contract demands(for two deep space tracking stations) stayed, and were transfered to my empire. I canceled them before they could be completed, but I assume that they'd have worked as normal.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Trafalgar on July 31, 2012, 05:03:41 AM
This just showed up:

(https://dl.dropbox.com/u/26452959/ErrorInDropOfColonists.jpg)

Error in DropOffColonists
Error 3021 was generated by DAO.  Field
No current record.    
Please report to [url of bugs forum]

.  .  .  not sure why image is not loading.  

Edit: Oh, I see.  Your forum is adding a space after every . , breaking the URL.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Cfant on July 31, 2012, 08:05:14 AM
Deinstalled Aurora and made a new installation (this time 5. 54) - the problem remains.  (I put it in the 5. 60 thread, because I encountered the problem first at 5. 60).
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: darkrider2 on July 31, 2012, 09:34:13 PM
I encountered a weird bug in nebulae.  When a ship has enough armor to allow it to travel at maximum speed in a nebula, it will be displayed as traveling at 0 km/s, but they will still move around normally.

I SM'd a geosurvey ships armor down to 1, and it displayed the speed properly, whenever the ships armor was too low to allow it to travel at its maximum speed, the speed would be displayed properly.  But at maximum it will be displayed as 0 km/s.

I raised its armor back up to 4 and it displayed 0 km/s.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on August 01, 2012, 03:42:37 AM
Not sure if it's a bug.   On my desktop (using patch v.  5. 60), if I design a new ship, in the lower part the systems and tonnage is shown.   As soon as I build 2 or more of the same items (e.  g.   cargo), nothing is shown anymore.   Am I doing something wrong, or is it a bug?

Pictures: Bug1: I start to design, all is ok / Bug2: I choose cargo, drive, module.  .  .   whatever - no more specifics are shown. 

With my laptop at home everything is fine, it's just with the desktop (at work :D)


I think someone else recently reported this and it was due to regional settings on their PC. Are you using US or UK regional settings? If not, could you try switching to them and see if it makes any difference?

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Cfant on August 01, 2012, 06:28:28 AM
Thanks.  I had originally changed the .  and , issue, but seems that was not enough.  Changing all regional components helped.  Thanks a lot!
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: fflaguna on August 04, 2012, 03:44:30 AM
Version 5. 60, 5. 56, and probably previous versions.

Bug: Supply ships create maintenance supplies from thin-air when "resupplying" other ships, and don't subtract the supplies from their own stores.
Desired behavior: When a supply ship "resupplies" another ship, the maintenance supplies given should be subtracted from the supply ship's current MSP stores.
Observed behavior The supplies are magically created and given to the ship being resupplied, and they are not subtracted from the supply ship's own MSP stores.  This means one supply ship could resupply an unlimited number of ships with maintenance supplies forever.
Extra: Unlike resupply operations, refueling operations work as intended.  When using the "refuel" command, fuel is properly accounted for.

Just a couple images illustrating this. There are *no* maintenance supplies at this planet. I progressed the game by 5 seconds after issuing the "Resupply from TG" command:

Before: http://i.imgur.com/C8PXa.png (http://i.imgur.com/C8PXa.png)
After: http://i.imgur.com/b7SK9.png (http://i.imgur.com/b7SK9.png)

As you can see, even the resupply ship itself (the "Firefly Tanker" class at the top) has its MSP completed resupplied out of thin air. This happens even far away from planets in deep space with no other TGs around.

I'm not like a big stickler or grognard, but to me it affects immersion to a great extent. With the new crew morale and tour lengths coming in the new version, this seems like something that would fit right in with this.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Taalen on August 04, 2012, 03:09:47 PM
First of all, quote of the same bug from the 5. 50 bug report thread:

Quote from: TheDeadlyShoe
I had a 3000 km/s grav scout discover a Class III Black Hole.  It had a displayed speed of 0 km/s.  I ordered it to go back through the warp point and did a 5 second increment.  The game gave an overflow error, and the scout immediately teleported to the center of the black hole, and has stayed there since.  Oo

I just had the exact same thing happen to me in 5. 60, except it was  2000km/s ship and a Class II black hole.  Speed displayed at 0km/s, immediately ordered to jump back, small time increment, overflow error and scout appearing at the top of the black hole.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Nathan_ on August 05, 2012, 12:18:18 PM
Error 6 in GetMaxPotentialSensorRange. Only when the increments shrink down to 5 seconds, I assume a spoiler ship is responsible. playing around with the SM designs for craft that I think might be causing this doesn't really seem to do anything.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Thorgarth on August 05, 2012, 01:48:53 PM
Receiving the same Eroor in GetMaxPotentialSensor Range  Error 6 was generated by Aurora  Overflow.
My subpulses very in length.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on August 05, 2012, 07:33:44 PM
(5.   60, fresh install, on WinXP)

My game is in 2039 now, default scenario settings, only a dozen ships (mostly doing nothing), a few civilians carrying stuff to Mars.    I've never left the Sol system, never met any aliens.   30-day turns took a few seconds to calculate.   

Suddenly the game hogged 99% CPU for an hour or more, until I remembered checking the database.   I then watched it slowly grow from 1 to 1.   8 GB, at which point my harddrive was full.   Then Aurora threw lots of errors saying "Harddrive full" in "UpdateGameLog".    I had to kill the process. 

Restarted the game, compacted the DB, then ran another 30-day turn.   It gave me an error (which I unfortunately didn't write down) about being unable to "create design". 

A few turns later, my first mining ship (designed a year ago) was launched:

Code: [Select]
Jersey class Asteroid Miner    17,050 tons     348 Crew     489 BP      TCS 341  TH 100  EM 0
293 km/s     Armour 1-59     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 18    Max Repair 120 MSP
Asteroid Miner: 3 module(s) producing 36 tons per mineral per annum

Nuclear Pulse Engine E1 Commercial (1)    Power 100    Fuel Use 10%    Signature 100    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 52.7 billion km   (2083 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

It seems to work fine, though.  Are there any snotty-faced aliens trying to design something they can't?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Kirkegaard on August 06, 2012, 12:45:43 PM
5. 6 on Win XP (Virtual)
Trying to delete a colony that should be emty:

Error in cmdDelete_Click
Error 3240 was generated by DAO. Recordset
Object invalid or no longer set

I can't get the message to go away, and when closing with alt f4 I get:
Error in UpdateGameLog
Error 3240 was generated by DAO. Recordset
Object invalid or no longer set
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on August 06, 2012, 03:40:49 PM
Barnard's Star System, one sun, two planets, nothing else there, i. e.  no asteroids.  When I click "Asteroids" in the All Bodies tab, I get an error (2 parameters expected).
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Theokrat on August 07, 2012, 08:46:55 AM
Error 6 in GetMaxPotentialSensorRange. Only when the increments shrink down to 5 seconds, I assume a spoiler ship is responsible. playing around with the SM designs for craft that I think might be causing this doesn't really seem to do anything.
Same here. Usually I get two of these one after another. Error occurs independent of increment time.

I started to get these errors some time into the game when they persisted for all increments. At one point I got a couple of 30s interrupts, after which the errors stopped for a couple of month game time.

So I assume its a spoiler or NPR with a rather large sensor. I assume the ship (or tracking station) that was causing it got destroyed in a fight thus ending the errors until another ship of the class got built (or the tracking stations were rebuilt).
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Bender on August 07, 2012, 12:54:21 PM
hey guys.  i'm on win7, just learning this "game" and installed 5. 6, but when I try to open economics I can see it open on my task bar, but aero shows a blank page and clicking on it doesn't do anything.  it works completely fine with 5. 54 though.  as a beginner I can barely wrap my head around the system map screen let alone recognize additions in 5. 6, so I guess this is more of a heads up than anything.  thanks so much for creating this apparent masterpiece.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on August 07, 2012, 01:07:04 PM
hey guys.  i'm on win7, just learning this "game" and installed 5. 6, but when I try to open economics I can see it open on my task bar, but aero shows a blank page and clicking on it doesn't do anything.  it works completely fine with 5. 54 though.  as a beginner I can barely wrap my head around the system map screen let alone recognize additions in 5. 6, so I guess this is more of a heads up than anything.  thanks so much for creating this apparent masterpiece.

Did you go to the menu option to reset window positions? It may currently be off screen.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on August 07, 2012, 05:49:56 PM
5.60: In the Research window, I had the cost of Gamma Shields listed as "121/4000". I then paid 121 points to research them.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Bender on August 07, 2012, 05:55:08 PM
Quote from: Erik Luken link=topic=4487. msg52819#msg52819 date=1344362824
Did you go to the menu option to reset window positions? It may currently be off screen.
I tried that and shorter window size and it still didn't show up.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Person012345 on August 07, 2012, 06:16:50 PM
5.60: In the Research window, I had the cost of Gamma Shields listed as "121/4000". I then paid 121 points to research them.
That's because they were already partially researched, either through disassembling other technology, or because you worked on them earlier and cancelled. That's as intended (unless you're absolutely sure there is no other way you could have acquired tech points for that tech).
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Hawkeye on August 07, 2012, 06:41:41 PM
I tried that and shorter window size and it still didn't show up.

This only works if the windows in question are not actually open, so start up the game anew and hit the "reset windows" button as your first move.

(Steve has some unreal screen real estate and has the window draged all over the place, thats why they show not up on a single screen system)
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Bender on August 07, 2012, 07:34:05 PM
Quote from: Hawkeye link=topic=4487. msg52854#msg52854 date=1344382901
This only works if the windows in question are not actually open, so start up the game anew and hit the "reset windows" button as your first move.

(Steve has some unreal screen real estate and has the window draged all over the place, thats why they show not up on a single screen system)
Aw damn now I feel like a jackass. . .  That solved it! Thanks a lot guys.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on August 08, 2012, 11:41:06 AM
When I scrap a ship, the missiles in its magazines are not unloaded but disappear (or are they scrapped as well?).
Title: Non-applicable Transit error message
Post by: Sloshmonger on August 10, 2012, 03:10:06 PM
v5.6

I have a ship that is deploying sensor buoys in a system.  The first buoy was deployed successfully after entering the system through a gate and moving to a non-gated jump point.

When I attempt to use the Msl Launch function at the next jump point in the same system, I get a "(Launcher) cannot be fired as the ship is currently suffering from the effects of transit." error.

Only one buoy is loaded into one launcher. Changing the loaded launcher from one to another gave same error. Progressing the game 5 days down gave same error.

Only after having the ship leave the system (though gate) and come back did the Msl Launch function work.

Code: [Select]
MilFed SMB-6 class Missile Boat 2000 tons     136 Crew     1907.9 BP      TCS 40  TH 22.5  EM 0
18750 km/s     Armour 4-14     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 6
Annual Failure Rate: 1%    IFR: 0%    Maintenance Capacity 596 MSP
Magazine 324  

D375GC Military Drive (2)    Power 375    Fuel Use 30%    Armour 0    Exp 35%
Fuel Capacity 50,000 Litres    Range 150.0 billion km   (92 days at full power)

ML4/1200 Hardison (6)    Missile Size 4    Rate of Fire 1200
MC16/300 Active Targetting System (2)     Range 300.0m km    Resolution 16
LDB-04-A Peeper Sensor Buoy (19)  Speed: 0 km/s   End: 2160d    Range: 0m km   WH: 0    Size: 4    TH: 0 / 0 / 0

ECM 70

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on August 11, 2012, 07:21:35 PM
I ordered a ship refuel from a different task group in the system. This TG was destroyed before the other ship reached it. But the order was still active. That caused an error which required me to kill the process. Of course I don't remember the exact error message. But it was one those, you know, little error message windows, with just a brief message in it. I'd say it was about three inches wide.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on August 12, 2012, 06:09:21 AM
Aw damn now I feel like a jackass. . .  That solved it! Thanks a lot guys.

No don't feel bad, its my fault. I really should ensure all the windows are in "normal" positions before a new release.

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: apupapinpapupata on August 13, 2012, 12:15:22 PM
Hello, i am encountering an error i can't seem to find anywhere on this forum.

This is the error message i get when i try to enter "system information F9".

Code: [Select]
Error in LaunchSystemWindow
Error 7 was generated by Aurora
Out of memory
Please report to ...

I get this error message in 5. 60 and 5. 54.
Everything else works perfectly but this basically prevents me from playing the game.
Now i don't think my RAM is the problem as i have about 4 gigabytes free all the time.
My OS is Win7 64 bit Ultimate.
Does anyone have a solution for this?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on August 13, 2012, 05:43:25 PM
Orders ETA does not account for black holes slowing down my ships. That can really screw up your fuel supply plans.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: IanD on August 14, 2012, 03:11:39 AM
Not really a bug as such, but I noticed after discovering a hundred or so systems now when my survey vessels enter a new system that is already known to another race I do not get for example "An exploration of a jump point in the NSV 14784 system has revealed the new system of HR 8853" but just that my survey group has completed orders to divide indicating to me that I am perhaps on the right track to locate an alien home world. The grammar's not great in the original statement either!

Regards
Ian
Title: Re: v5.56/v5.60 Official Bugs Thread 35603 Error
Post by: Grigio87 on August 14, 2012, 03:29:28 AM
(http://desmond.imageshack.us/Himg542/scaled.php?server=542&filename=error35603.png&res=landing)

This error appear six time (only on System Map when i visualize Sol System) each turn since i had set: "Purchase Mineral Outout" in Civ Mines, i reset the option in: "Mineral go to Civilian Sector" and i take away all mineral but the error persist, what can i do?

Regards and sorry for my english  :-*
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: IanD on August 16, 2012, 05:57:23 AM
Minor bug. After an NPR is conquered their teams do not show up on the F2 screen but are still available for pickup on the F12 screen, and can be dropped off in a new location, but do no work.

Regards
Ian
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Grigio87 on August 16, 2012, 07:26:47 AM
(http://desmond.imageshack.us/Himg560/scaled.php?server=560&filename=multiadvise.png&res=landing)

Can i do somethings for this?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Havear on August 16, 2012, 08:18:19 AM
As I posted in the Academy thread, it's possible to build PDCs that are empty of any internal componets, and with duranium armor, only cost 1 ton of duranium. When damage eats through the armor and strikes the "internal" components, the game spams errors like

Error in ApplyInternalDamage
3201: No current record

times five. Afterward, the duranium chunk without any duranium anymore remains (although the officer's bed seems to!).
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sloshmonger on August 16, 2012, 09:48:00 AM
(http://desmond.imageshack.us/Himg560/scaled.php?server=560&filename=multiadvise.png&res=landing)

Can i do somethings for this?

I only see this error when I have Min Inc greater than 0.  Is that when this was generated?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Grigio87 on August 16, 2012, 10:40:35 AM
I only see this error when I have Min Inc greater than 0.  Is that when this was generated?

True!

I set Min Inc to 0 and now the "Orders Complete" event not be multiplied.

Easy  8)

Thanks for help.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: roboboy33 on August 17, 2012, 08:36:04 PM
I keep getting an error 6 "ExecuteOrders" whenever I press 30 day time skip.   Using 5. 60
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: TheDOC on August 18, 2012, 11:29:13 AM
Sorry, but not having a 3d for 5.54, i must report here.

When i create a setup with 10 Nations controlled by me, an NPR appears on Earth. How can this happen? And better, how can i solve this?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on August 19, 2012, 02:23:56 PM
Is there a fix for the overflow error in GetMaxPotentialSensorRange yet? Because it's popping up every increment now and that's a bit of a show stopper. Apparently it should have been fixed before, but wasn't.

Unrelated, but still bothering me: I accidentally made the game write huge log files in c:\logs, and apparently I have a supratendency of spoilers in the galaxy, beating each other senseless. Someone said that switching them off in the initial game screen (the "load game" window) would at least prevent new spoilers from being generated, but every time I load the game, the checkboxes are on again.

P.S: maybe the two are not entirely unrelated?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on August 19, 2012, 04:55:31 PM
OK, point #2 is taken care of. I've figured out what the Save button is good for (it could use a new name, though). But does it disable the AI moving the spoilers, or just prevent the generation of new ones?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on August 19, 2012, 08:24:36 PM
OK, point #2 is taken care of. I've figured out what the Save button is good for (it could use a new name, though). But does it disable the AI moving the spoilers, or just prevent the generation of new ones?
If the box is unchecked, prevents new ones.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sloshmonger on August 20, 2012, 09:59:27 AM
Sometimes a ship being constructed doesn't get the full message in the event log.  Instead, it just lists the first part of a ship's name and then truncates the message.


(http://img232.imageshack.us/img232/1249/aurorabugactionlog.png) (http://imageshack.us/photo/my-images/232/aurorabugactionlog.png/)

Ships of that type were using the Jordan name set.  It also happens in other name sets, but those I can't recall offhand and didn't keep track of.

I think it's got to do with the ship name having two spaces in it, but that's just an anecodotal guess.

Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Alcofribas on August 22, 2012, 07:46:03 PM
Loaded my save game today and am prevented from advancing more than 30 days by a cascade of errors:

Error in GetClassSize
Error 3159 was generated by DAO. Field
Not a valid bookmark

Error in CheckSurveyShipAssignments
Error 3159 was generated by DAO. Database
Not a valid bookmark

Error in CheckSurveyShipAssignments
 Error 91 was generated by Aurora
 Object variable or With block variable not set

Error in CheckSurveyShipAssignments
Error 3138 was generated by DAO. Databsse
Syntax error in ORDER BY clause

Error in CheckSurveyShipAssignments
Error 3159 was generated by DAO. Database
Not a valid bookmark

This is v.  5. 60, and I'm using Win 7.  The previous save (from ~3 IG years prior) runs without issue.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on August 23, 2012, 12:52:14 PM
From the 5.50 thread:
Code: [Select]
When I go to the galactic map, I get "Error 76.  Path not found in "flags\".  I do have the flags folder in the correct place, and there are flags in it.
This is still a problem in 5.60. I didn't change any subdirectories. Also, I have a file named "Extra4Flags.zip" in the Flags folder. I unzipped it first into a subdirectory of the same name and then directly into the Flags folder, but to no avail.

I recently found my first ruins, and I switched off spoiler races recently, to save CPU time.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on August 23, 2012, 05:29:11 PM
Overflow (Error 6) in SetupPlanet. Then another in OrbitalMovement. I think I didn't discover anything new this turn, so it must have beena NPR.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on August 24, 2012, 02:41:49 PM
I salvaged two of my own missile magazines. When I try to order the ship to unload them on earth, I get an overflow error and the order just says "Drop off    on Earth". Is there any other way to unload or transfer cargo?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sloshmonger on August 24, 2012, 05:36:44 PM
I salvaged two of my own missile magazines. When I try to order the ship to unload them on earth, I get an overflow error and the order just says "Drop off    on Earth". Is there any other way to unload or transfer cargo?

Unload All Installations -- This will dump all minerals, ship components, and installations that a task group is carrying, which means my salvagers use it often.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sloshmonger on August 24, 2012, 05:44:36 PM
When a ship is being scrapped, three things happen:
This appears to occur even if the scrap command is paused, leading to a situation where you can mothball any ship by tieing up a shipyard slipway.  Since you can scrap no matter what the slipway size is, by using a 1000 ton shipyard with multiple slipways you can keep a huge fleet available maintenance free.

Now, it could be that I'm wrong about this as I've just noticed it anecdotaly and not done any indepth experiments, especially since the failure rate is random.  It probably also affects the crew grade, but I don't recall what causes the grade to increase over time.

Apologies for the double-double post.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Kirkegaard on August 26, 2012, 10:59:17 AM
Not really bugs, but minor suggestions.

1) When ever a TG is merged or destroyed the TG will not always be removed right away the Task group menu, this sometimes spamm a few errors. I think this could easily be avoided.

2) The search function in the galatic map is not working very well, could it be changed so is will not try to do an exact match but will find a part of the string? For instance so you can find a system called balblaba 532 by searching for 532.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: 10ebbor10 on August 27, 2012, 02:17:31 PM
Whenever I create a new game and click save (after entering the name and such), the game gives the following error
Quote
Error 3265 was generated by DAO. Fields
Item not found in this collection
If I click ok and try to open the game, I find that it's completely empty, no races, nothing. . .

Opening the standard Dev campaign is possible, but it gives loads of errors whenever I try to do something.

I have tried:
    -Moving the game files
    -Reinstalling at another location
    -Installing both 5. 56 and 5. 60
    -Redownloading and reinstalling

My computer is running Windows 7.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on August 27, 2012, 05:01:55 PM
Do you have set the decimal separator to "." instead of ","? If not, please see the installation forum for details.

http://aurora2.pentarch.org/index.php/topic,5152.0.html
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Konisforce on August 27, 2012, 07:21:29 PM
I had a bug occur with research / disassembly of components.  I am using v5.60.  I searched the bug threads and found this from v5.10, so I'm copying it here as it seems to be the exact same.

Quote
I get this bug when:
- I have a scientist researching a tech
- I disassemble a salvaged Precursor tech on that planet
- The tech points granted would be enough to complete the tech research

Results are:
- Error dialog:
      Error in AddRaceTech.   
      Error 3201 was generated by DAO.RecordSet.
      You cannot add or change a record because a related record is required in table 'TechSystem'...
- Another dialog:
      Error 3021 was generated by DAO.RecordSet
      No current record...
- An entry in the Event Update (note: 2 spaces between "into" and "completed"
      Research into  completed on Earth
- On the next turn, the scientist is no longer researching the project.
- The project re-appears in the Create New Project list, with the full original amount of research points required to complete the tech.

If a scientist is *not* currently researching the project, the tech does seem to be granted as expected.

Also (not explicitly stated above) my scientist disappeared as she seemed to be stuck 'in' a project.  When I went to leaders and unassigned all type for scientists, she was available again.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: 10ebbor10 on August 28, 2012, 12:02:30 AM
Quote from: Zook link=topic=4487. msg53834#msg53834 date=1346104915
Do you have set the decimal separator to ". " instead of ","? If not, please see the installation forum for details.

hxxp: aurora2. pentarch. org/index. php/topic,5152. 0. html
Yes
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Person012345 on August 28, 2012, 11:20:27 AM
Whenever I create a new game and click save (after entering the name and such), the game gives the following error

If I click ok and try to open the game, I find that it's completely empty, no races, nothing. . .

Opening the standard Dev campaign is possible, but it gives loads of errors whenever I try to do something.

I have tried:
    -Moving the game files
    -Reinstalling at another location
    -Installing both 5. 56 and 5. 60
    -Redownloading and reinstalling

My computer is running Windows 7.
It doesn't sound like you're creating a new game properly, there is no "save" on the game creation screen.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Hawkeye on August 28, 2012, 01:00:04 PM
Whenever I create a new game and click save (after entering the name and such), the game gives the following errorIf I click ok and try to open the game, I find that it's completely empty, no races, nothing. . .

Opening the standard Dev campaign is possible, but it gives loads of errors whenever I try to do something.

I have tried:
    -Moving the game files
    -Reinstalling at another location
    -Installing both 5. 56 and 5. 60
    -Redownloading and reinstalling

My computer is running Windows 7.


You _do_ click on "New" first to actually, you know, create a new game, yes?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: 10ebbor10 on August 29, 2012, 01:44:24 AM
Yes.

-->New
->Enter name and stuff.
-->Save
->Error

I can give screenshots if you want.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Person012345 on August 29, 2012, 08:13:17 AM
Please do, as there should be no save button on the new game screen.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Hawkeye on August 29, 2012, 10:00:42 AM
After you press "New", a new window should appear, where you select the options of your new game and a big "Cancel" and "Create Game" button on the lower right.

If you are still looking at the normal, "Game Details" window (which _does_ have a "save" button), something is seriously wrong.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on August 29, 2012, 10:12:14 AM
Actually, I made the same mistake at first. The window *is* confusing.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: TheDeadlyShoe on August 30, 2012, 04:23:14 AM
Turn off Antivirus.  Run Aurora in administrator. Make sure you arn't installing to program files in any shape or form.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Hazard on August 30, 2012, 04:29:08 PM
Commanders are not automatically assigned to vacant positions despite having ticked the 'Automated Assignments' box.  They are of sufficient rank to hold their position.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Bgreman on August 30, 2012, 05:07:58 PM
Do they have any crew training rating?  Generally, the game will not assign characters to posts if they don't have the appropriate skill (Survey for survey ships, logistics for freighters, crew training for basically everything else).
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Hazard on August 30, 2012, 07:33:43 PM
And it looks like that was the problem.  I have a glut of Navy commanders so it's not a problem there to fill all positions, but my army is a different story, half my rank 2 and up officers are lacking a Ground Forces Training Bonus, and so don't get assigned.  Which is annoying, as that means none of my Division HQs and only half my Brigade HQs have a CO.

My army has been growing rather steadily, while my navy has mostly stuck to the same number of commands.


With that in mind, is it possible to get Task Force officers auto assigned? I have yet to see it happen.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on August 30, 2012, 08:59:29 PM
And it looks like that was the problem.  I have a glut of Navy commanders so it's not a problem there to fill all positions, but my army is a different story, half my rank 2 and up officers are lacking a Ground Forces Training Bonus, and so don't get assigned.  Which is annoying, as that means none of my Division HQs and only half my Brigade HQs have a CO.

My army has been growing rather steadily, while my navy has mostly stuck to the same number of commands.


With that in mind, is it possible to get Task Force officers auto assigned? I have yet to see it happen.

You can manually assign them.

TF commanders do not get auto-assigned, though their staff does.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: forgottenlord on August 31, 2012, 10:49:12 AM
Error 6 in System Map.  Somehow, I'm completely lost in the Sol system with nothing displayed.  Zoomed all the way out to see if I could find anything - nothing.  Tried clicking on an event to see if it would center it - overflow error generated.  Switch from Sol map to a different system (works) and then back - overflow generated.  At this point, I try to zoom out, overflow generated.  Try to zoom in, total game crash due to overflow.

Is my game unrecoverable?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sloshmonger on August 31, 2012, 01:22:18 PM
Error 6 in System Map.  Somehow, I'm completely lost in the Sol system with nothing displayed.  Zoomed all the way out to see if I could find anything - nothing.  Tried clicking on an event to see if it would center it - overflow error generated.  Switch from Sol map to a different system (works) and then back - overflow generated.  At this point, I try to zoom out, overflow generated.  Try to zoom in, total game crash due to overflow.

Is my game unrecoverable?

I had something similar - was able to resolve it by turning off "Show Active Sensor" and "Show Passive Sensor".  Was able to turn them back on after viewing the system (think it was Sol, but not 100%) without the error popping back up.

Give that a try
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: forgottenlord on August 31, 2012, 01:28:01 PM
Didn't have either of those things selected, but I tried turning off every display option.  No luck
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on August 31, 2012, 02:02:35 PM
Didn't have either of those things selected, but I tried turning off every display option.  No luck

Try clicking the Min Zoom button.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: forgottenlord on August 31, 2012, 02:40:51 PM
Try clicking the Min Zoom button.

Perfect

Thanks
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: tryrar on September 10, 2012, 12:31:25 AM
Just got a 3049 error. It seems the entire database somehow got corrupted, so it looks like I need to redownload and install. *grumble* just when I had an awesome alpha centauri too, with a 0 col cost planet and 3 2 or less col cost planets!
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: mevans955 on September 12, 2012, 08:57:48 AM
First post- I am trying to overhaul my ships at a shipyard; The ship is 1700 tons, and I have over the minimum for maintenance capacity/shipyard capacity.  However, every time I try to click repair in the shipyard menu I get an error 6- overflow and whenever I try to begin overhaul from the task group orders menu nothing changes after over seven months.  Is there something that I'ma not getting about the overhaul function, or is this a genuine bug? I am running 5. 54, would this error be fixed by updating?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: telegraph on September 12, 2012, 11:19:20 AM
Havve you changed or unlocked a design in some way? I think I encountered something like this when I unlocked a design by updating armour(button near the lock/unlock) and changing the design.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: mevans955 on September 12, 2012, 12:18:47 PM
No- I did not.  I tried it with two different designs.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Charlie Beeler on September 12, 2012, 12:30:57 PM
Overhaul is not a shipyard task, it is a colony task selected in task group orders.  The colony must have maintenance facilities sufficient to cover the ship size in question.  The facilities can be installations, ship/pdc maintenance modules or a combination of both.  There is also a minerals requirement.  If your using installations then there is also a colonist requirement.  At 1700tons your starting colony/homeworld should have more than enough capacity which leads to possible mineral shortages. 

When posting about error messages, please provide full details of the message.  If possible a screen capture would greatly add in troubleshooting the problem. 

Barring that provide the ship class design and/or an image of the ship in question.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on September 12, 2012, 01:59:06 PM
First post- I am trying to overhaul my ships at a shipyard; The ship is 1700 tons, and I have over the minimum for maintenance capacity/shipyard capacity.  However, every time I try to click repair in the shipyard menu I get an error 6- overflow and whenever I try to begin overhaul from the task group orders menu nothing changes after over seven months.  Is there something that I'ma not getting about the overhaul function, or is this a genuine bug? I am running 5. 54, would this error be fixed by updating?

I have overflow errors when the game tries to calculate industrial production times on a colony with 100% unrest, i.e. no production at all. Apparently, the calculated time was outside the numerical limit. Could it be something similar?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on September 12, 2012, 04:56:12 PM
I have two rather similar civilian designs:

Code: [Select]
Bordeaux class Freighter    39,850 tons     350 Crew     1215 BP      TCS 797  TH 1265  EM 0
3174 km/s     Armour 1-103     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 19    Max Repair 86 MSP
Cargo 25000    Cargo Handling Multiplier 5   

Magneto-plasma Drive E0.65 comm (11)    Power 230    Fuel Use 6.5%    Signature 115    Armour 0    Exp 2%
Fuel Capacity 300,000 Litres    Range 208.4 billion km   (760 days at full power)

Code: [Select]
Ghoul B class Salvager    39,700 tons     528 Crew     1375 BP      TCS 794  TH 1265  EM 0
3186 km/s     Armour 1-103     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 200 MSP
Cargo 15000   
Salvager: 1 module(s) capable of salvaging 500 tons per day

Magneto-plasma Drive E0.65 comm (11)    Power 230    Fuel Use 6.5%    Signature 115    Armour 0    Exp 2%
Fuel Capacity 200,000 Litres    Range 139.5 billion km   (506 days at full power)

The funny thing is that one of my shipyards, tooled for the Ghoul, can build the Bordeaux as well, as per the 20% rule, but the other (tooled for Bordeaux) cannot build the Ghoul. Both shipyards have exactly equal stats. How come?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sloshmonger on September 12, 2012, 07:19:47 PM
I have two rather similar civilian designs:

Code: [Select]
Bordeaux class Freighter    39,850 tons     350 Crew     1215 BP      TCS 797  TH 1265  EM 0
3174 km/s     Armour 1-103     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 19    Max Repair 86 MSP
Cargo 25000    Cargo Handling Multiplier 5   

Magneto-plasma Drive E0.65 comm (11)    Power 230    Fuel Use 6.5%    Signature 115    Armour 0    Exp 2%
Fuel Capacity 300,000 Litres    Range 208.4 billion km   (760 days at full power)

Code: [Select]
Ghoul B class Salvager    39,700 tons     528 Crew     1375 BP      TCS 794  TH 1265  EM 0
3186 km/s     Armour 1-103     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 200 MSP
Cargo 15000   
Salvager: 1 module(s) capable of salvaging 500 tons per day

Magneto-plasma Drive E0.65 comm (11)    Power 230    Fuel Use 6.5%    Signature 115    Armour 0    Exp 2%
Fuel Capacity 200,000 Litres    Range 139.5 billion km   (506 days at full power)

The funny thing is that one of my shipyards, tooled for the Ghoul, can build the Bordeaux as well, as per the 20% rule, but the other (tooled for Bordeaux) cannot build the Ghoul. Both shipyards have exactly equal stats. How come?

The BP numbers don't tell the whole story.  The 20% rule isn't that the BP costs are within 20%, it's that the cost of refitting from one to the other is less than 20% of the total build cost.

Let's look at the (obvious) changes in each design.

From Ghoul to Bordeaux, you must:
Add 2 Cargo holds (10 BP each)
Add 1 Cargo Handling System (10 BP)
Add 2 Fuel Storage (10 BP each)

An addition of 50 BP

Going from Bordeaux to Ghoul:
Add Salvager 500 (200 BP)
Add 1 Crew Quarters (15 BP)

An addition of 215 BP.

Now, since you need to remove the salvager and crew to make the Bordeaux, and the cargo, etc for the ghoul, the total difference in BP is 50+215, or 265 BP.

265  / 1215 = 21.8%
265 / 1375 = 19.2%
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: mevans955 on September 12, 2012, 07:58:49 PM
Quote from: Zook link=topic=4487. msg54572#msg54572 date=1347476346
I have overflow errors when the game tries to calculate industrial production times on a colony with 100% unrest, i. e.  no production at all.  Apparently, the calculated time was outside the numerical limit.  Could it be something similar?

I don't think so; the actual error reads (when I try to repair, not overhaul):
"Error 6 was Generated by Aurora, Overflow"
The heading reads "Error in PopulateShipyardTasks". 

Then there is an error in "GetMineralUsage"

I do now realize that I did not make the distinction between overhauling and repairing (It's my third day playing) but I am still having trouble with overhauling my ships.  I know that it is something like 3 months off the maintenance clock for every month spent overhauling, but when I make the task group overhaul, it does not do so; the maintenance clock continues to go up.  Am I missing something here? I will try to update the game to 5. 60, perhaps that would help. . .

Thanks for the helpful replies though. 

Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Molotof on September 16, 2012, 08:53:13 AM
Quote
Code: [Select]
When I go to the galactic map, I get "Error 76.  Path not found in "flags\".  I do have the flags folder in the correct place, and there are flags in it.
This is still a problem in 5. 60.  I didn't change any subdirectories.  Also, I have a file named "Extra4Flags. zip" in the Flags folder.  I unzipped it first into a subdirectory of the same name and then directly into the Flags folder, but to no avail. 

This problem can be caused by a game created before you have the flag extracted in the game directory, in this case the game is unable to give flag to each race.  The Data Base must be edited to fix that, in the race table.  Ask for help to somebody that have the DB password.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: tanq_tonic on September 17, 2012, 09:43:07 PM
In every game that I start I have a series of ten errors: they are all :

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

I did a clean install with 5.6 laid on top.  Will try the re-install again.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on September 17, 2012, 10:50:09 PM
In every game that I start I have a series of ten errors: they are all :

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

I did a clean install with 5.6 laid on top.  Will try the re-install again.

Are you able to proceed after this?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sloshmonger on September 18, 2012, 09:34:48 AM
In every game that I start I have a series of ten errors: they are all :

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

I did a clean install with 5.6 laid on top.  Will try the re-install again.

Do you delete the existing games when you start every game, so that there are no games available to play?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on September 19, 2012, 05:43:49 PM
If a fighter squadron with weapons firing lands on the carrier, it does not react to the Fleet Cease Fire command. I have to cease fire manually for all.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on September 24, 2012, 08:20:13 AM
Code: [Select]
Rocky Planets: 3   Surveyed: 3
Gas Giants: 3   Surveyed: 3
Moons: 70   Surveyed: 73
Asteroids: 46   Surveyed: 49

I've seen that a few times now. Apparently my geologists charge me twice for some jobs, thinking I'm too busy to notice. Can I have them shot, and where's the button for that?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on September 24, 2012, 08:21:46 AM
P.S.: I've had some division by zero errors in SetupPlanet now and then, but I don't know in which systems. Might be unconnected.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on September 25, 2012, 09:25:29 PM
A weird one: I set up my race parameters to have 20% secondary names reserved for Italian, Spanish, English and German commanders. I haven't checked this window for a long time. Now it's set to 80, -60, 40 and -20 instead of 20,20,20,20 percent.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sinensis on September 25, 2012, 10:03:43 PM
Quote from: Zook link=topic=4487. msg55149#msg55149 date=1348626329
A weird one: I set up my race parameters to have 20% secondary names reserved for Italian, Spanish, English and German commanders.  I haven't checked this window for a long time.  Now it's set to 80, -60, 40 and -20 instead of 20,20,20,20 percent.

Well it always happen to me in my current game, if I compact the database. . .
So after I compact the database I always set it up again. . .
Don't know how this is happen though. .
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sloshmonger on September 29, 2012, 11:06:14 AM
When there are two (or more) Stable Wormholes in a system, only the most recently created one shows as a valid destination for fleets.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on September 29, 2012, 09:08:29 PM
When loading an existing multistage missile design in the design window, the separation range is always shown as 150,000km even when originally set to a different value, both in the text and the input field.

When you look at the tech list window for missiles, enemy missile designs show "Number in service". I certainly didn't build (or capture) any, so I guess that's the number the other guys have.


edit: I was wrong abut that one.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Sloshmonger on October 01, 2012, 02:54:09 PM
Advanced Particle Torpedo Warhead XX is the ruin-findable upgrade to Particle Beam Strength XX tech-line, but name not standardized.

Actually thought it was for plasma torpedos until I looked into designing the tech.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Jikor on October 02, 2012, 08:01:37 AM
Not sure if this is a bug or not but my database seems to be over 1gb in size. Any idea what could be causing this if it is not normal?

Some info:
Game is not extremely long. A trans newtonian start explored maybe 15 systems, two precursor systems and a swarm (I think) System.
Could be the NPR going crazy maybe and building lots of stuff I guess also.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on October 02, 2012, 11:02:19 AM
Definitely not normal. I had this once when the game went into an endless loop. Try compacting the database (under "Miscellaneous") but make a backup first.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Theodidactus on October 03, 2012, 11:46:00 PM
My computer crashed while Aurora was making a 30 day move ahead...it crashed for an unrelated reason that I understand.

but something in the database got interrupted, and now every time i advance time, I get a huge parade of error 91's and error 3167's, the error 91's are, it seems, ships with move orders that now cannot load them

I get the same cascade of errors when I open the task group orders for one of my starfleets. Perhaps the errors are linked to this? is there anyway to deleate the task group without loading it (which crashes aurora with endless error 91's)

My question is: is there anyway to fix this, perhaps some novel solution involving using SM mode to clear move orders of alien ships, or simply waiting for them to find new orders, or something else. I REALLY like this game and did not make a backup at the appropriate time. Someone please tell me what to do
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Charlie Beeler on October 04, 2012, 07:20:05 AM
My computer crashed while Aurora was making a 30 day move ahead...it crashed for an unrelated reason that I understand.

but something in the database got interrupted, and now every time i advance time, I get a huge parade of error 91's and error 3167's, the error 91's are, it seems, ships with move orders that now cannot load them

I get the same cascade of errors when I open the task group orders for one of my starfleets. Perhaps the errors are linked to this? is there anyway to deleate the task group without loading it (which crashes aurora with endless error 91's)

My question is: is there anyway to fix this, perhaps some novel solution involving using SM mode to clear move orders of alien ships, or simply waiting for them to find new orders, or something else. I REALLY like this game and did not make a backup at the appropriate time. Someone please tell me what to do

First comment, this does not belong in in the bugs thread.

Second is that recoverly from this kind of event is not possible with SM.  It is only remotely possible by manual means with full database access. 
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Theodidactus on October 04, 2012, 06:25:52 PM
how do i go about getting full access?
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Zook on October 05, 2012, 12:40:38 AM
You'd need the designer password, which, if I understand correctly, Steve is loath to hand out because if everyone was messing with the database, the number of reported bugs would grow exponentially, while most of these bugs would actually result from players changing things they are not supposed to change.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Charlie Beeler on October 05, 2012, 07:07:08 AM
You'd need the designer password, which, if I understand correctly, Steve is loath to hand out because if everyone was messing with the database, the number of reported bugs would grow exponentially, while most of these bugs would actually result from players changing things they are not supposed to change.
The Designer password is not the same as the database password.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Theodidactus on October 05, 2012, 09:11:54 AM
well, I figured out the "database password" itself, but you're right, that doesn't actually enable you to change anything, I'll see if I can figure out the designer password using my database powerz.


There's an academy thread associated with this now, you guys are right that this is not a bug, so it's not worth spamming up the bugs thread for.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: hubgbf on October 07, 2012, 04:24:58 AM
Hi,

I've been in trouble, being locked in 5 seconds increments for more than hour in game (do not imagine IRL time spend...)
SM mod told that NPR must be fighting somewhere, so I put the system on autoturns and let it run.

It started when one of my fleet pursuing an ennemy precursor fleet pass near a precursor outpost having in orbit 6 size 24 missiles unmoving (mines I guess).

It stopped when I kill these unmoving missiles after having dealed with the ennemy fleet with laser (I was out of ammunition for ASM but not for AMM). My fleet goes near the missiles/mines, between 5.5 and 7.56 Mkm, then I went at 27 mKm from the missiles/mines before coming back to destroy them.

My guess is that these size 24 mines tried to activate as soon as I pass near them, and blocked the program on 5 seconds increment, even when I was way out of their activation range as I was pursuing a fleet going into another precursor outpost to get new ammunitions.

I've got a save after my AMM destroyed the size24 missiles/mines, but not before.

Hope it helps, as Aurora is a great game, and 5-seconds increment a pleasure-killer.
Hubert
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Charlie Beeler on October 07, 2012, 09:27:42 AM
Hi,

I've been in trouble, being locked in 5 seconds increments for more than hour in game (do not imagine IRL time spend...)
SM mod told that NPR must be fighting somewhere, so I put the system on autoturns and let it run.

It started when one of my fleet pursuing an ennemy precursor fleet pass near a precursor outpost having in orbit 6 size 24 missiles unmoving (mines I guess).

It stopped when I kill these unmoving missiles after having dealed with the ennemy fleet with laser (I was out of ammunition for ASM but not for AMM). My fleet goes near the missiles/mines, between 5.5 and 7.56 Mkm, then I went at 27 mKm from the missiles/mines before coming back to destroy them.

My guess is that these size 24 mines tried to activate as soon as I pass near them, and blocked the program on 5 seconds increment, even when I was way out of their activation range as I was pursuing a fleet going into another precursor outpost to get new ammunitions.

I've got a save after my AMM destroyed the size24 missiles/mines, but not before.

Hope it helps, as Aurora is a great game, and 5-seconds increment a pleasure-killer.
Hubert

This is not a bug and should not have been posted in this thread.  It is a well known, and documented, condition in the game. 

Granted the documentation is probably now buried moderately deep in the spoilers topic, but should be findable with a little bit of searching.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: hubgbf on October 07, 2012, 03:54:30 PM
This is not a bug and should not have been posted in this thread.  It is a well known, and documented, condition in the game. 

Granted the documentation is probably now buried moderately deep in the spoilers topic, but should be findable with a little bit of searching.

Hi,

Sorry if it is a well known feature, I searched only the bug forum without finding it, so I posted it.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Steve Walmsley on October 07, 2012, 05:09:39 PM
Hi,

Sorry if it is a well known feature, I searched only the bug forum without finding it, so I posted it.


Well, it's not in the bugs thread because it isn't a bug. The game is designed to run smaller increments when something is happening. However, its seems odd that you have had 5 second increments for an hour. Could you switch on SM mode and look in the events log (Ctrl-F3) to see what is causing the short increments?

Steve
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: CannibalCrow on October 07, 2012, 07:42:47 PM
Ohdear nevermind, I realized my mistake.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: hubgbf on October 08, 2012, 10:21:57 AM
Well, it's not in the bugs thread because it isn't a bug. The game is designed to run smaller increments when something is happening. However, its seems odd that you have had 5 second increments for an hour. Could you switch on SM mode and look in the events log (Ctrl-F3) to see what is causing the short increments?

Steve

I looked in the events log in SM mod when the 5-sec increment started, and I got a message saying something like "NPR must be fighting somewhere". I did not have a save before the return to normal, but I  have one after my AMMs killed the mines and the return to normal time increment. I will look at my save tonight (french time) and see if I can get the exact message.

But I'm 100% sure that 5-sec increment started when I pass near the mines while pursuing an ennemy fleet, and go on for more than 1 in game hour until I come back and kill these mines. As the 5-sec increment stopped the very increment after the mines where killed, I do not think it could be a coincidence with another NPR battle elsewhere.

I fully understand that the increment goes on 5-sec when I started approaching the mines, but it seemed odd to me that it didn't stop when I was far away from them.

Working in computer science myself, I thought it could be a problem of unactivated or forgotten trigger to stop the 5-sec increment when you go out of range of the mines, so I posted it in the bug thread.

'Technical' data:
fleet speed: 8.000 km/s
distance from the mines (outpost #1) to the far point reach (outpost #2) 27.000.000 km
distance from the mines when 5-sec increment started: between 5 and 7.000.000 km, and I did not go near than 4.500.000 km from the mines, I didn't remember which sensor spotted them. I can check if it could be interesting.

Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: IanD on October 08, 2012, 11:51:45 AM
I have a couple of new bugs I haven’t seen before in v5.6. In the 69th year of the game I am now getting multiple (between 14 and >40) of this error following every 5-day increment.
 
Code: [Select]
Error in Check ForRuins
Error 3421 was generated by DAO.field
Data type conversion error
Please report to http://aurora2.pentarch etc.

Since this error message started I now get this error every time I try and create a team, any team;
Code: [Select]
Error in cmdTeam_Click
Error 3421 was generated by DAO.field
Data type conversion error
Please report to http://aurora2.pentarch etc.
This second error seems related to the first error message. I have tried compacting the data base to no effect.
I would appreciate any solutions as the database is the one I use for my current AAR. It does not appear to be just the player race as I have also seen Error in CreateNPRTeam.

Code: [Select]
Error in CreateNPRTeam
Error 3421 was generated by DAO.field
Data type conversion error
Please report to http://aurora2.pentarch etc.

Ian
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: hubgbf on October 08, 2012, 01:14:27 PM
Well, it's not in the bugs thread because it isn't a bug. The game is designed to run smaller increments when something is happening. However, its seems odd that you have had 5 second increments for an hour. Could you switch on SM mode and look in the events log (Ctrl-F3) to see what is causing the short increments?

Steve

The exact message is (exported on txt file) :
28th January 2090 13:41:01,SM Only,System 0,Increment length adjusted due to imminent action. This may involve two NPRs fighting.

The problem start on : 28th January 2090 12:32:31
It ended  on 28th January 2090 14:40:36  with:
28th January 2090 14:40:36   Precursors   Duongtuyenv   Strength 1 Nuclear Detonation x6 detected!

After this evenment, I got 2 minutes increment as demanded for, then more.

Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Erik L on October 08, 2012, 01:42:36 PM
The exact message is (exported on txt file) :
28th January 2090 13:41:01,SM Only,System 0,Increment length adjusted due to imminent action. This may involve two NPRs fighting.

The problem start on : 28th January 2090 12:32:31
It ended  on 28th January 2090 14:40:36  with:
28th January 2090 14:40:36   Precursors   Duongtuyenv   Strength 1 Nuclear Detonation x6 detected!

After this evenment, I got 2 minutes increment as demanded for, then more.



Precursors are fighting someone.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Scandinavian on October 08, 2012, 04:33:33 PM
[Edit: Nevermind: Other people already reported this one (missile base reload spam due to missing ICBM designs)]

A minor bug with the display settings: In the system view, the "Dwarf Planets" tickbox under "Names" does nothing - display of dwarf planet names is toggled by the "Planets" tickbox, along with the proper planets. The dwarf planet orbital path tickbox works as advertised.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: hubgbf on October 10, 2012, 10:57:53 AM
Precursors are fighting someone.

That was my thinking too for the first 200 5-sec increments. For the next 200 5-sec increments, I started to doubt more and more seriously. And the next 200 5-sec increment I became more and more bored to death IRL, so I decided to kill these mines, and immediately the increments became free again.

What is the probability for 2 other NPR fighting from exactly the time I pass near the mines, for near 1 hour, i.e. 720 5-sec increments, and stop the exact moment when I shot the mines?



Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: peskyninja on October 12, 2012, 07:42:25 AM
I've enganged combat with hostile alien ships, launched a missile salvo on them and after one of them was destroyed, the missiles keep searching for another target (the rest of his armada is out of the missiles EM/THRML sensors) and I  believe this is causing a massive spam of overflow errors.

Error in CheckMissileDetectionRange
Error 6 was generated by aurora
Overflow.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Bgreman on January 15, 2013, 12:07:07 PM
My SA LP is still running 5.6, and I've noticed that the intelligence entries for a ship don't get updated when they are refit to a new class.  Individual contacts are not moved to the proper entry on the Tactical Intelligence tab of the Intelligence and Foreign Relations window.

I.e., all the Federation's Moskva corvettes were refit to Moskva 31 corvettes, but were still listed under the Moskva entry.

I tried to rectify this by just deleting the class in the Tactical Intelligence after I had refit the last member, but that just made the label for all the contacts become blank, both ont he System map and in the event window.  The ships were not redetected under the new class.

I managed to fix it by manually fiddling with the DB (had to re-add the ships to the AlienShips table and modify the ShipClass of the entry in the Contacts table for each one.  However that did lose my "last contact" information for all of them, but I can live with this.
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Maharava on March 12, 2013, 06:01:48 AM
I have a strange bug. Every single system, every one of them, apart from Sol is named Luyten 1305-10. They're all unique.
There's ten systems in this game but I did tell it to not use real stars. It's an odd one, fixed by simply renaming them (which doesn't work for me atm due to a missing class file thingy) and it's only real downside is making it nigh-impossible to co-ordinate fleets between systems easily lol
Title: Re: v5.56/v5.60 Official Bugs Thread
Post by: Bgreman on March 15, 2013, 05:40:43 PM
Cross-posting from this thread (http://aurora2.pentarch.org/index.php/topic,5098.0.html).

The display of passive sensor range rings still uses an exponential model:

(http://www.bgreman.com/LP/Aurora/Misc/DSTSBug.png) (http://www.bgreman.com/LP/Aurora/Misc/DSTSBug.png)

Edit: I just ran some more tests that convince me the detection routine itself is working properly (detection range = planetary_sensor_strength * num_DSTS * 1000 * target_thermal_signature).  I took a hostile TG, figured out how far it was from the location of the DSTS, and then adjusted its speed until it disappeared / reappeared on sensors, which happened at the range given by the above formula.  It looks like only the display of the range rings is wrong.  Which is annoying, but less annoying than if the detection routine was bugged.