Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on August 03, 2011, 02:54:21 PM

Title: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 03, 2011, 02:54:21 PM
Please post confirmed bugs for v5.50 in this thread. However, please read the guidelines below on reporting bugs before posting.

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

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on August 03, 2011, 04:03:08 PM
Easily first.

Carry over from v5. 42, also in v5.5

Auto-assigned research causes "Expand Civilian Economy by 20%" to only have initial 20000RP project if computer picks it (unknown if computer doesn't pick it).   This causes the entire research line to forever be lost (minus database manipulation).

Manually picking that 20000RP project and giving Instant does not cause issue.

Steps:
1) Create new game.
2) Give 5000 starting pop and choose tech auto-assign. Don't need to change anything else.
3) Proceed through new game setup
4) ??????
5) Profit is hard to come by

Edit:

Actually, there are potentially more issues with that research project.  After granting creating a new game and granting the 20kRP project, then deleting that game, when I open a new game the first project in that line available is 40kRP.  Granting this, deleting game, and creating new one and it's at 40kRP again.
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 03, 2011, 05:43:25 PM
Created a new game.

Created a freighter with a max speed of 3267 km/s and a colony ship with speed 3266 km/s.
The TG the ships are assigned to have a max speed of 13068 km/s.
Designs below.
Code: [Select]
Ark class Colony Ship    51,663 tons     2823 Crew     7243 BP      TCS 1033.25  TH 13500  EM 0
3266 km/s    JR 3-25(C)     Armour 1-311     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 272 MSP
Colonists 300000    Cargo Handling Multiplier 15   

JC56K Commercial Jump Drive     Max Ship Size 56000 tons    Distance 25k km     Squadron Size 3
Saeder Propulsion ION-C Drive (90)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 5.4 billion km   (19 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Code: [Select]
Mule class Freighter    51,650 tons     2593 Crew     4378 BP      TCS 1033  TH 13500  EM 0
3267 km/s    JR 3-25(C)     Armour 1-311     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 13    Max Repair 272 MSP
Cargo 75000    Cargo Handling Multiplier 15   

JC56K Commercial Jump Drive     Max Ship Size 56000 tons    Distance 25k km     Squadron Size 3
Saeder Propulsion ION-C Drive (90)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 5.4 billion km   (19 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on August 03, 2011, 05:46:28 PM
Possibly connected with above:

Version 5.5

In the Class Design (F5) screen:

The visual weight in the Full Summary View is not correct for some classes. 

It's showing a weight much less than the Exact Class Size (which appears to be correct)

Reproduce:
1) Create new game with no auto-tech or auto-ship
2) Open Class Design screen
3) Create New ship.
4) New ship size will be listed as 63 tons.
Title: Re: Official v5.50 Bugs Thread
Post by: ardem on August 04, 2011, 12:56:47 AM
Incorrect version naming:

Aurora.exe file, in both the properties of the exe and the versioning in the 'About' window and also the 'Opening' window, are set to 5.42 and not 5.5 version.

I say the correct version has been packed but the version numbers not been updated.

Error on creating new game

Error in Setup NPRClasses

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


I had this issue in 5.42 as well, you click 'OK' four times with this message appearing four times, but it eventually makes a new game.
Title: Re: Official v5.50 Bugs Thread
Post by: Vynadan on August 04, 2011, 07:42:27 AM
Two designs with identical components have different weights. The only difference between the two is the classing as commercial or military vessel (here grav and geo survey sensors respectivly).
In the case of the commercial vessel the engines and the jump drive seem to be significiantly lighter, although the speed and 'exact class size' is calculated correctly. The TCS is different, however.
Haven't built these designs yet so I don't know if this is just a visual bug with weight or perhaps connected with the speed issues mentioned by Erik.

Quote from: Commercial
Zambia II class Geosurvey Ship    1,038 tons     111 Crew     503 BP      TCS 20.75  TH 500  EM 0
6024 km/s    JR 1-25(C)     Armour 1-23     Shields 0-0     Sensors 1/1/0/5     Damage Control Rating 1     PPV 0
MSP 76    Max Repair 300 MSP

Sutton Carrier Alliance Commercial Jump Drive 4500     Max Ship Size 4500 tons    Distance 25k km     Squadron Size 1
NQEA Internal Confinement Fusion Drive (2)    Power 250    Fuel Use 4%    Signature 250    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 1084.3 billion km   (2083 days at full power)

Phased Geological Sensors (1)   5 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

Quote from: Military
Turkmenistan II class Gravsurvey Ship    4,150 tons     111 Crew     503 BP      TCS 83  TH 500  EM 0
6024 km/s    JR 1-25(C)     Armour 1-23     Shields 0-0     Sensors 1/1/5/0     Damage Control Rating 1     PPV 0
Maint Life 0.96 Years     MSP 76    AFR 137%    IFR 1.9%    1YR 80    5YR 1194    Max Repair 300 MSP

Sutton Carrier Alliance Commercial Jump Drive 4500     Max Ship Size 4500 tons    Distance 25k km     Squadron Size 1
NQEA Internal Confinement Fusion Drive (2)    Power 250    Fuel Use 4%    Signature 250    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 1084.3 billion km   (2083 days at full power)

Phased Gravitational Sensors (1)   5 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

*edit*
I've tried exchanging the engines (for ion engines) and the military/commerical classification reason to weapons. In both cases the weight was calculated correctly for the military vessel. I don't know the code, but I guess this pins  the reason down to be something with the classification.

*edit2*
Applied speeds during surveys etc. match that of correctly calculated weight, if I look at the ship details (F6) the max speed is however listed as 24096 km/s (Zambia II class).

In F12 the speed seems to be the correct one (6024) unless clicking on the ship in F6:
The Zambia II 001 I checked for its max speed can now fly at 24096 while the Zambia II 002 I haven't yet clicked in F6 can only fly at 6024.
Activating the Zambia II 002 in F6 allowed it to fly 24096 km/s which it now does automatically if I give it any orders.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 04, 2011, 12:21:16 PM
Created a new game.

Created a freighter with a max speed of 3267 km/s and a colony ship with speed 3266 km/s.
The TG the ships are assigned to have a max speed of 13068 km/s.
Designs below.
Code: [Select]
Ark class Colony Ship    51,663 tons     2823 Crew     7243 BP      TCS 1033.25  TH 13500  EM 0
3266 km/s    JR 3-25(C)     Armour 1-311     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 272 MSP
Colonists 300000    Cargo Handling Multiplier 15   

JC56K Commercial Jump Drive     Max Ship Size 56000 tons    Distance 25k km     Squadron Size 3
Saeder Propulsion ION-C Drive (90)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 5.4 billion km   (19 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Code: [Select]
Mule class Freighter    51,650 tons     2593 Crew     4378 BP      TCS 1033  TH 13500  EM 0
3267 km/s    JR 3-25(C)     Armour 1-311     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 13    Max Repair 272 MSP
Cargo 75000    Cargo Handling Multiplier 15   

JC56K Commercial Jump Drive     Max Ship Size 56000 tons    Distance 25k km     Squadron Size 3
Saeder Propulsion ION-C Drive (90)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 5.4 billion km   (19 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Found and fixed. I'll release a v5.51 patch later today

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 04, 2011, 12:22:16 PM
Incorrect version naming:

Aurora.exe file, in both the properties of the exe and the versioning in the 'About' window and also the 'Opening' window, are set to 5.42 and not 5.5 version.

I say the correct version has been packed but the version numbers not been updated.

Yes, that is what has happened. A common error on my part :)

I'll release v5.51 later, which has the correct version numbers

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 04, 2011, 12:56:09 PM
Semi-bug:

Sent my geo survey squad in for overhaul. Rewind ~2.5 years off the clock. Send them out to explore, and they hit "Transit Failure - too soon" (paraphrase).

What is the time for military jump engines to recycle?
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 04, 2011, 01:02:30 PM
Found and fixed. I'll release a v5.51 patch later today

Steve

You mean they are supposed to be going 13000km/s??

*edit*
Nevermind. The 90 engines jumped their size up to 200k tons.

Edit by Steve to add spoiler tags :)
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 04, 2011, 01:57:01 PM
Semi-bug:

Sent my geo survey squad in for overhaul. Rewind ~2.5 years off the clock. Send them out to explore, and they hit "Transit Failure - too soon" (paraphrase).

What is the time for military jump engines to recycle?

Depends on a few factors but it is the same amount of time as it takes for weapons and sensors.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 04, 2011, 03:05:39 PM
Depends on a few factors but it is the same amount of time as it takes for weapons and sensors.

Steve

But it shouldn't be in the months range?
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 04, 2011, 03:40:08 PM
Created a railgun
Code: [Select]
Damage Per Shot (4): 1     Rate of Fire: 5 seconds     Range Modifier: 2
Max Range 20,000 km     Railgun Size: 3 HS    Railgun HTK: 1
Power Requirement: 3    Power Recharge per 5 Secs: 3
Cost: 10    Crew: 30
Materials Required: 2x Duranium  2x Boronide  6x Neutronium

Development Cost for Project: 350RP
However, on the Tech Report window, the max range is listed at 15,000 km.
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 04, 2011, 06:48:50 PM
Interesting situation.

This ship design
Code: [Select]
Enterprise class Frigate    5,000 tons     551 Crew     878 BP      TCS 100  TH 90  EM 240
1800 km/s    JR 4-50     Armour 2-26     Shields 8-300     Sensors 18/18/0/0     Damage Control Rating 4     PPV 15
Maint Life 3.41 Years     MSP 439    AFR 50%    IFR 0.7%    1YR 57    5YR 861    Max Repair 272 MSP

J7500(4-50) Military Jump Drive     Max Ship Size 7500 tons    Distance 50k km     Squadron Size 4
Saeder Propulsion ION Drive (3)    Power 60    Fuel Use 80%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 67.5 billion km   (434 days at full power)
Gamma R300/16 Shields (4)   Total Fuel Cost  64 Litres per day

Particle Beam-2 (3)    Range 60,000km     TS: 4000 km/s     Power 5-3    ROF 10        2 2 2 2 2 2 0 0 0 0
Hauptman Arms M32-4 FC (1)    Max Range: 64,000 km   TS: 4000 km/s     84 69 53 37 22 6 0 0 0 0
Krupp Power Systems C-18 Plant (1)     Total Power Output 18    Armour 0    Exp 5%

Kirlian Systems Mk 1 Search Scanner (1)     GPS 10500     Range 63.0m km    Resolution 100
Kirlian Systems T18 M-Class (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Kirlian Systems EM18 M-Class (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

This design is classed as a Military Vessel for maintenance purposes
regenerated 69120 pts of shields.

Title: Re: Official v5.50 Bugs Thread
Post by: ExChairman on August 05, 2011, 01:56:39 AM
Auto made an empire and was trying to make a MIRV, but my own missiles didnt show up on second stage...
So I checked the computer generated missile and  have all the same they stats, 0 on everything...
When I check the ship design thay all have the right stats for the missile... Warhead, speed, etc.
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 05, 2011, 02:34:17 AM
Refresh All does not refresh the new population list.
Title: Re: Official v5.50 Bugs Thread
Post by: ExChairman on August 05, 2011, 05:26:09 AM
How can I have T-N troops when the computer dont research them....
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 05, 2011, 06:15:10 AM
I am going away for a few days and won't be back until Tuesday. I will work my way through all the v5.51 bugs then and put out a new version.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Cassaralla on August 05, 2011, 07:17:58 AM
Might be a bug, might just be an oversight.  Class Design Window - when you design a new fighter it does not show up as a strikegroup option for any existing carrier classes on the Ordnance/Fighters tab.  Tried using the refresh tech button but no luck.  Had to exit the window and open it again for the new fighter class to show up on that tab.
Title: Re: Official v5.50 Bugs Thread
Post by: ndkid on August 05, 2011, 09:10:56 AM
Conventional Start. Two tech teams running, one was researching Trans-Newtonian. Looking at Research Tab of Economics screen, hit 30 days. Event log says Trans-Newtonian Tech completes. The scientist responsible for it did not reappear in the Scientist list box until I had switched to a different technology type in the dropdown.

EDIT: Also worth noting... when I switched back to the Industry tab, the Installations ListBox did not populate until I reselected "Installations" in the dropdown.

EDIT 2: Having completed later research projects, I feel I can safely say at this stage that, when a scientist finishes a project and does not have another, the scientist listbox needs to be refreshed before they will reappear in it.

EDIT 3: Interestingly, I had a case where the event view told me a scientist not currently assigned a research project had an Administrative Rating bump. I went to look for him in my Scientist Listbox, and did not see him. I haven't made any teams at this point, so I thought, "oh, another example of this bug", so I hit "Refresh All"... and it didn't refresh the listbox. The only way I could get that list to refresh was to click on the Technology Category Dropdown.

EDIT 4: This is not simply related to scientists finishing projects... new scientists that join my scientific establishment also do not appear in the list box until I fiddle with the dropdown.
Title: Re: Official v5.50 Bugs Thread
Post by: ndkid on August 05, 2011, 09:18:37 AM
On the GU Training tab, attempting to click the System (in this case, "Sol") in the Populated Systems Treeview causes a strange screen flicker. It appears it's throwing up a completely different form, then hiding it.
Title: Re: Official v5.50 Bugs Thread
Post by: ndkid on August 05, 2011, 01:46:06 PM
Conventional Start. On the GU Training Tab, even after I research the technology for ground units, they do not appear in the "Start Training New Unit" Listbox. I suspect, but have yet to test, that they will once I close and restart Aurora. "Refresh All" does nothing.
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 05, 2011, 02:03:02 PM
In a fight with a swarm fleet (I think).

My AMM with a design speed of 39,000 km/s are showing on the System Map at 1200 km/s.

Also, once per increment I'm getting Error in FireShipWeapons, Overflow.
Title: Re: Official v5.50 Bugs Thread
Post by: ExChairman on August 05, 2011, 02:08:19 PM
Getting a problem with one off my survey fleets, the only one moving around sofar...
Anyway, fleet is given the order to jump from barnards star to sol move to an unexplored jump point... But when it gets to the jumppoint it cant jump due to that the jumpengine is suffering effects from an earlier jump... Several hours later in fact.

Way around is to delete all plotted moves and give them again...
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 05, 2011, 02:32:31 PM
Getting a problem with one off my survey fleets, the only one moving around sofar...
Anyway, fleet is given the order to jump from barnards star to sol move to an unexplored jump point... But when it gets to the jumppoint it cant jump due to that the jumpengine is suffering effects from an earlier jump... Several hours later in fact.

Way around is to delete all plotted moves and give them again...
I'm getting this too. Seems to be around an 8 hour lag for jump engines to recycle.
Title: Re: Official v5.50 Bugs Thread
Post by: Libelnon on August 05, 2011, 02:46:27 PM
Don't know if this is just me, but in 5.51 I can't build any ground units.
Title: Re: Official v5.50 Bugs Thread
Post by: Cassaralla on August 05, 2011, 02:52:19 PM
Don't know if this is just me, but in 5.51 I can't build any ground units.
You have to research them now before you can build them.
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on August 05, 2011, 03:31:46 PM
Don't know if this is just me, but in 5.51 I can't build any ground units.

If you have them researched, but they don't show up, close the F2 screen and re-open it.  That worked for me.


Edit:

It seems like Geology Teams do not gain experience when mission is completed.

I have a geology team that just found some minerals.  In 5.42, each member would get a stat increase when that happened.  Now, that is not happening.

It may be that the stat increases are now the same as when a grav/geo scanner completes, which i believe is a % chance.

I have not had a chance to try with any other types of teams.
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 05, 2011, 05:12:18 PM
There's something wrong with missile speeds.

The system map displays a speed of 1920km/s. The missile is designed with a speed of 40,000 km/s. Time to target is 17 minutes 50 seconds.

At 1920km/s that is just over 2 mill km. At 30,000 km/s that is 42.8 million km. Actual distance is 14.1 m km, which gives a speed of 13,177km/s.

The missile design
Code: [Select]
Missile Size: 12 MSP  (0.6 HS)     Warhead: 15    Armour: 0     Manoeuvre Rating: 10
Speed: 40000 km/s    Endurance: 25 minutes   Range: 60.0m km
Active Sensor Strength: 1.4   Sensitivity Modifier: 60%
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 840,000 km
Cost Per Missile: 13.15
Chance to Hit: 1k km/s 400%   3k km/s 130%   5k km/s 80%   10k km/s 40%
Materials Required:    3.75x Tritanium   1.4x Uridium   7.75x Gallicite   Fuel x5000
Title: Re: Official v5.50 Bugs Thread
Post by: Jacob/Lee on August 05, 2011, 11:44:08 PM
(http://i.imgur.com/kdkAk.png)

Never gotten that error before, I've only explored 4 systems and there is not a single wormhole in any of them.
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 06, 2011, 02:44:46 AM
(http://i.imgur.com/kdkAk.png)

Never gotten that error before, I've only explored 4 systems and there is not a single wormhole in any of them.

It may not necessarily be caused by you. Could be Invaders, Swarm, Precursors or an NPR.
Title: Re: Official v5.50 Bugs Thread
Post by: Jacob/Lee on August 06, 2011, 03:11:54 AM
Well, duh it isn't caused by me :P

I'm wondering why it happens, I've never gotten it before.
Title: Re: Official v5.50 Bugs Thread
Post by: Ziusudra on August 06, 2011, 05:12:40 AM
Because wormholes and their errors are new.
Title: Re: Official v5.50 Bugs Thread
Post by: voknaar on August 06, 2011, 06:33:20 AM
Interesting situation.

This ship design
Code: [Select]
Enterprise class Frigate    5,000 tons     551 Crew     878 BP      TCS 100  TH 90  EM 240
1800 km/s    JR 4-50     Armour 2-26     Shields 8-300     Sensors 18/18/0/0     Damage Control Rating 4     PPV 15
Maint Life 3.41 Years     MSP 439    AFR 50%    IFR 0.7%    1YR 57    5YR 861    Max Repair 272 MSP

J7500(4-50) Military Jump Drive     Max Ship Size 7500 tons    Distance 50k km     Squadron Size 4
Saeder Propulsion ION Drive (3)    Power 60    Fuel Use 80%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 67.5 billion km   (434 days at full power)
Gamma R300/16 Shields (4)   Total Fuel Cost  64 Litres per day

Particle Beam-2 (3)    Range 60,000km     TS: 4000 km/s     Power 5-3    ROF 10        2 2 2 2 2 2 0 0 0 0
Hauptman Arms M32-4 FC (1)    Max Range: 64,000 km   TS: 4000 km/s     84 69 53 37 22 6 0 0 0 0
Krupp Power Systems C-18 Plant (1)     Total Power Output 18    Armour 0    Exp 5%

Kirlian Systems Mk 1 Search Scanner (1)     GPS 10500     Range 63.0m km    Resolution 100
Kirlian Systems T18 M-Class (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Kirlian Systems EM18 M-Class (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

This design is classed as a Military Vessel for maintenance purposes
regenerated 69120 pts of shields.



You did a 30 day time increment with shields on so it listed the points generated by them in that time period. Since it doesn't look like it went over your shields maximum its just guilty of being perhaps too accurate.
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on August 06, 2011, 04:50:30 PM
I'll second 2 of the above reported oddities.

Geologists doesn't seem to train anymore.
And Jumpengine cooldown seems to be very long (> 6H)

I selected a game with penalties to inexperienced fleets, can there be a causality ?
Title: Re: Official v5.50 Bugs Thread
Post by: schroeam on August 06, 2011, 05:19:56 PM
My civilian owned colony ships are apparently on strike.  They've been sitting in orbit over Earth for over two years even though I've had a colony on Mars with less than two million population and enough infrastructure for ten million.  Is there something new I need to do in 5.5 that I didn't need to do in 5.4.  I remember them working overtime in 5.4, but now they just sit there and have not moved once.

Adam.
Title: Re: Official v5.50 Bugs Thread
Post by: Thiosk on August 06, 2011, 05:27:55 PM
Consider this a "me too" for geologists not gaining skill points.

I am not going to try on a planet.

My civilian owned colony ships are apparently on strike.  They've been sitting in orbit over Earth for over two years even though I've had a colony on Mars with less than two million population and enough infrastructure for ten million.  Is there something new I need to do in 5.5 that I didn't need to do in 5.4.  I remember them working overtime in 5.4, but now they just sit there and have not moved once.

Adam.

I noted that the first shipping line emerged on game start, which is a nice change.  I also have noted that the first freighter is not transporting freight, but a second line has not yet emerged, so I don't know if its a general problem or a specific problem.

EDIT:  The destination of the homeworld is a good catch.  I will update and edit if I note the freighters decide to move.  I'm not sure why they werent.  

Edit Edit:  Yes, the transport can be stalled early game if you have no population source.  Folks is flowing now.  The freighters were'nt moving because they were waiting for jobs as per the changes in civilian transport.
Title: Re: Official v5.50 Bugs Thread
Post by: Elouda on August 06, 2011, 05:47:35 PM
Missile speeds are being set to the Task Groups current speed setting. This is easy to test, just get into a fight and vary your speed settings. Only seems to affect them for movement, to-hit calculations seem to be using the correct speed.

EDIT: This does not seem to affect NPR empires.

UPDATE: Further experimentation shows that this is only a display issue, and the missiles actually move at their correct speeds. Their displayed speed is based on the slowest TF in the system as far as I can see.
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on August 06, 2011, 05:48:16 PM
My civilian owned colony ships are apparently on strike.  They've been sitting in orbit over Earth for over two years even though I've had a colony on Mars with less than two million population and enough infrastructure for ten million.  Is there something new I need to do in 5.5 that I didn't need to do in 5.4.  I remember them working overtime in 5.4, but now they just sit there and have not moved once.

Adam.

On standard start, it appears the homeworld is set to "Destination of Colonists".  Flip that to source, and they go (just found that two minutes ago myself)
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on August 06, 2011, 05:50:24 PM
double poastin:

On the F12 Fleet screen, you can now move ships between fleets not in the same location.
Example: I can move PDCs between Earth and Mars with no errors.

Don't know yet if this applies on fleets in separate systems.
Title: Re: Official v5.50 Bugs Thread
Post by: Father Tim on August 06, 2011, 06:24:11 PM
On the F12 Fleet screen, you can now move ships between fleets not in the same location.
Example: I can move PDCs between Earth and Mars with no errors.

Don't know yet if this applies on fleets in separate systems.

One always could, with SM mode on.  Or are you saying you can do it now without SM mode?
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on August 06, 2011, 06:47:46 PM
One always could, with SM mode on.  Or are you saying you can do it now without SM mode?
This is why one shouldn't double post.

Yeah, turned SM off and 'bug' gone.

My bad.
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on August 06, 2011, 06:50:37 PM
New poster but have lurked for a while!  Not really the first thing I planned to post but thought I would help out with a few things I have noticed in 5.   51 :)

1.    Jump drives seem to have an extremely long delay after jumping before they can be used again - when my survey ships are jumping across multiple system in a route, eg.    to refuel at Earth, I get a jump drive delay warning seemingly for every jump they make.     Once one has occured, trying to make another 30 day turn gets interrupted after 6 hours with the same message, but then seems to be ok.   

2.    The list of available scientists does not refresh if the research panel is open when a new one is given to you.     Refresh All does not seem to show it either - you have to close the window and open it agin for them to be displayed.   

3.    I am occasionally getting a graphics issue where the right hand third of the screen in the system map is just not displayed.     It is as if there is just a blue rectangle the same shade as the background on top of the map image which cuts off orbit paths, text, etc.     This only seems to happen if you minimise the application and then reopen it, but once it has happened there seems to be no way of getting rid of it apart from closing the entire application and reopening.     Closing/refreshing the system map, changing systems etc.    doesn't help.     (interestingly, while this is happening nebula systems appear to be unaffected and display properly).     I am guessing the workaround for this is 'don't minimise the game' ;)

4.    I appear to have just come across a system where two NPRs are blowing pieces off each other.     While this is happening, almost every 5 sec turn I am getting the following error (sometimes multiple times per turn):
Code: [Select]
Error in ApplyShapedDamage

Error 3265 was generated by DAO.Fields
Item not found in this collection
Please report to http://aurora2.pentarch.org/viewforum.php?f=11
I think this may be being caused by a beam weapon?  I have seen a number of missile explosions in the system during the combat, but whenever this error is displayed, there don't seem to be any except occasional power system secondary explosions.   
Unfortunately this means I cannot stick it on auto turn and let it run through their combat, as it stops whenever an error is displayed.   
EDIT: I think one of the races involved was the swarm as I just sent a scout over to investigate and one of them has the 336/100 sensor that I think the mother normally has?

5.    As the post three above this has mentioned, Earth now seems to be set as destination for colonists by default.     Current game hasn't got very far yet in so not sure if this is the case for all colonies >25mill inhabitants.   
Title: Re: Official v5.50 Bugs Thread
Post by: schroeam on August 06, 2011, 09:19:49 PM
On standard start, it appears the homeworld is set to "Destination of Colonists".  Flip that to source, and they go (just found that two minutes ago myself)
Sweet.  Thanks.

Adam.
Title: Re: Official v5.50 Bugs Thread
Post by: ExChairman on August 07, 2011, 02:34:01 AM
You can reset the jump problem by deleting all orders and then enter them again, atleast to the next jumppoint is reached... :-\
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on August 07, 2011, 03:30:45 AM
a new one :

IN the Leaders screen I often get some errors when clicking on a leader in the "search by ability or location" list.
Title : Error in grdSorted_SelChange
message : error 30009, invalid row value
Title: 5.51 BUGS
Post by: waresky on August 07, 2011, 04:47:43 AM
Error 3201 was generated by DAO.Recordset
Impossible "aggiungere" o modify record.Into the table "TechSystem" need an related record (srry was translated on italian)

10 or more bug report windows opened..
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on August 07, 2011, 05:59:07 AM
Quote from: ExChairman link=topic=3895. msg37924#msg37924 date=1312702441
You can reset the jump problem by deleting all orders and then enter them again, atleast to the next jumppoint is reached. . .  :-\

Yes, that would be slightly annoying to do every time though.   

Actual example from my game now: transporting infrastructure from Earth to system next door with a fleet set to repeat - getting a jump delay timer on every single jump, meaning that the timer is lasting for the trip from jump point to colony, entire unloading/loading sequnce and then trip back to jump point. . .   Is it possible that the jump delay isn't getting accounted for until the ship has arrived at the next jump point?  i. e.  say there is a 60 sec (for example) jump timer, the clock isn't starting on the timer until the ship has tried to jump again?
Title: Re: Official v5.50 Bugs Thread
Post by: waresky on August 07, 2011, 09:39:12 AM
"Error in ApplyShapedDamage"

ERROR 3265 was generated by DAO.Fields
"Elemento non trovato in questo insieme" (on italian)
Title: Re: Official v5.50 Bugs Thread
Post by: sloanjh on August 07, 2011, 09:59:36 AM
You can reset the jump problem by deleting all orders and then enter them again, atleast to the next jumppoint is reached... :-\

Potential Bug #2 here (I haven't tried it 'cuz I'm waiting for 5.5x to stabilize):  please ensure that "deleting all orders sets the jump-delay clock to zero when it shouldn't" doesn't happen....

John
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on August 07, 2011, 10:07:02 AM
New one:

Code: [Select]
Error in CreateDesign

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 etc.

I got about 10 of these at the end of a turn (when I hadn't touched either the class or system design screen in the previous round).    I did finish researching Shield Recharge 2 in the previous next turn but that's probably irrelevant. 
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on August 07, 2011, 12:19:19 PM
2.    The list of available scientists does not refresh if the research panel is open when a new one is given to you.     Refresh All does not seem to show it either - you have to close the window and open it agin for them to be displayed.   

3.    I am occasionally getting a graphics issue where the right hand third of the screen in the system map is just not displayed.     It is as if there is just a blue rectangle the same shade as the background on top of the map image which cuts off orbit paths, text, etc.     This only seems to happen if you minimise the application and then reopen it, but once it has happened there seems to be no way of getting rid of it apart from closing the entire application and reopening.     Closing/refreshing the system map, changing systems etc.    doesn't help.     (interestingly, while this is happening nebula systems appear to be unaffected and display properly).     I am guessing the workaround for this is 'don't minimise the game' ;)

4.    I appear to have just come across a system where two NPRs are blowing pieces off each other.     While this is happening, almost every 5 sec turn I am getting the following error (sometimes multiple times per turn):
Code: [Select]
Error in ApplyShapedDamage

Error 3265 was generated by DAO.Fields
Item not found in this collection
Please report to http://aurora2.pentarch.org/viewforum.php?f=11
I think this may be being caused by a beam weapon?  I have seen a number of missile explosions in the system during the combat, but whenever this error is displayed, there don't seem to be any except occasional power system secondary explosions.   
Unfortunately this means I cannot stick it on auto turn and let it run through their combat, as it stops whenever an error is displayed.   
EDIT: I think one of the races involved was the swarm as I just sent a scout over to investigate and one of them has the 336/100 sensor that I think the mother normally has?

2. The only thing I've seen that required a close/re-open of the F2 window was the 'researched-ground-units-not-showing-in-GU-training' bug.  Everything else, I can do within the window. 
Research labs not showing as free because I used a day increment on the F3 screen? Double click on the colony, or change colony twice and they reappear. (oddly enough, increment from F2 screen didn't have htis issue.)  Doing this also fixes the production not reflecting actual, shipyards not updating when they change, etc.
Scientists not showing up after completing research? Go to another research subject and back again.

3. Reported elsewhere, but seems to occur when resolution changes (happens a lot when i undock my laptop)

4. Same issue I got when i started my first 5.5 game.  That's been deleted now, because it never stopped for me after closing about 150 of those error boxes.
Title: Re: Official v5.50 Bugs Thread
Post by: jseah on August 07, 2011, 01:33:13 PM
Apply Shaped Damage:
I recall a post in previous versions about a really big crater hitting a really small craft.  Perhaps that is it?

What could be happening is Invaders fighting the Swarm.  Short range plasma torps vs Swarm gunboats could do this I think. 
Title: Re: Official v5.50 Bugs Thread
Post by: Caesar on August 07, 2011, 05:35:38 PM
For some reason all my ships have the same ABR, regardless of their class size.

The ABR is modified by the racial shipbuilding technology, but besides that I can not change it.

I am playing a game with an unmodified database, most recent version. I am running without starting NPR's and with two player races. One on Earth like default, the other on a system I created using SM mode.


It is really annoying to have to wait for colony ships for over eight years.



Edit: I started the game (for both races) at a conventional start. I wanted to start without shipyards, but it gave me one anyways. I deleted the starting shipyards using the SM SY mod option. It might be related to the problem.
Title: Re: Official v5.50 Bugs Thread
Post by: Gilferedir on August 08, 2011, 12:12:10 AM
If you have them researched, but they don't show up, close the F2 screen and re-open it.  That worked for me.


Edit:

It seems like Geology Teams do not gain experience when mission is completed.

I have a geology team that just found some minerals.  In 5.42, each member would get a stat increase when that happened.  Now, that is not happening.

It may be that the stat increases are now the same as when a grav/geo scanner completes, which i believe is a % chance.

I have not had a chance to try with any other types of teams.


I'm having the same problem with the geology teams.
Title: Re: Official v5.50 Bugs Thread
Post by: Jacob/Lee on August 08, 2011, 12:27:54 AM
Aye, me too.

For some reason members of my diplomacy team are randomly gaining experience even while doing nothing, so experience isn't broken all across the board.
Title: Re: Official v5.50 Bugs Thread
Post by: waresky on August 08, 2011, 02:47:48 AM
am fear 5.50 and 5.51 r full of bugs.

Other version for me,r most stable.
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on August 08, 2011, 05:35:40 AM
Quote from: Jacob/Lee link=topic=3895. msg37957#msg37957 date=1312781274
Aye, me too.

For some reason members of my diplomacy team are randomly gaining experience even while doing nothing, so experience isn't broken all across the board.

I thought this was normal for Diplomacy teams?  I'm sure this was happening in my previous games too.
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on August 08, 2011, 05:43:15 AM
Before doing alien autopsy: no error when opening Intelligence/Diplomacy screen
After Autopsy:

Error in cboSpecies_Click

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

This error pops up 8 times.

Also related to this window: For Reduced Height, new species specs are not within the window space.  This doesn't affect the bug (shows up in both full and reduced size)
Title: Re: Official v5.50 Bugs Thread
Post by: waresky on August 08, 2011, 07:51:30 AM
Am reinstall 4.9x..

5.51 ver had too many bugs.

un-playable.

srry.
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on August 08, 2011, 03:51:05 PM
it seems some installation don't get built : i had scheduled 2 commercial shipyards, it's now at 0.92 left, so there should be one ready.

However, even though I closed the Economics window to force it to update, it's still nowhere to be found

edit : the second shipyard doesn't appear either , no error whatsoever, and the construction is reported complete
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on August 08, 2011, 04:36:21 PM
Quote from: Caesar link=topic=3895. msg37947#msg37947 date=1312756538
For some reason all my ships have the same ABR, regardless of their class size.

The ABR is modified by the racial shipbuilding technology, but besides that I can not change it.

I am playing a game with an unmodified database, most recent version.  I am running without starting NPR's and with two player races.  One on Earth like default, the other on a system I created using SM mode.

It is really annoying to have to wait for colony ships for over eight years.

Edit: I started the game (for both races) at a conventional start.  I wanted to start without shipyards, but it gave me one anyways.  I deleted the starting shipyards using the SM SY mod option.  It might be related to the problem.

I *think* I may be having the same issue from a Trans Newtonian start - currently have a size 55k x 3 shipyard and it's taken a stupidly long time on the build orders for 45k colony ships, i. e.  somewhere around 6 years .  ABR on job rows is listed as 373, but at top of page rate for 5000 ton ship is listed as 746. 2 (560 base rate x 1. 3325 sector/planetary governor bonus)

I haven't played that much before but I'm sure when I have built them in previous games they didn't take quite that long to build?
Title: Re: Official v5.50 Bugs Thread
Post by: Cassaralla on August 08, 2011, 05:10:07 PM
Build times on F5 screen and F2 screen are not agreeing.  I have a 24kton battleship that F5 says takes 6.4 years to build but actually only takes 14 months on the F2 screen.
Title: Re: Official v5.50 Bugs Thread
Post by: Caesar on August 08, 2011, 06:20:46 PM
I *think* I may be having the same issue from a Trans Newtonian start - currently have a size 55k x 3 shipyard and it's taken a stupidly long time on the build orders for 45k colony ships, i. e.  somewhere around 6 years .  ABR on job rows is listed as 373, but at top of page rate for 5000 ton ship is listed as 746. 2 (560 base rate x 1. 3325 sector/planetary governor bonus)

I haven't played that much before but I'm sure when I have built them in previous games they didn't take quite that long to build?


Build times on F5 screen and F2 screen are not agreeing.  I have a 24kton battleship that F5 says takes 6.4 years to build but actually only takes 14 months on the F2 screen.


I think we all have the same problem here.
The build times on the shipyards and the F5 screen are not the same for me either. This way it takes extremely long to get (larger) spaceships.
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 08, 2011, 07:08:47 PM
You aren't having mineral shortages, are you?
Title: Re: Official v5.50 Bugs Thread
Post by: ExChairman on August 08, 2011, 11:17:21 PM
Having the same problem with building time, I used industry to prebuild 90% of the troop transport, it would take around 3 years to build those 30000 tons...
Title: Re: Official v5.50 Bugs Thread
Post by: Cassaralla on August 09, 2011, 05:32:19 AM
You aren't having mineral shortages, are you?

No mineral shortages for me.  I should point out that my ships are building much faster than the Class Design screen says they should, not the slow build that others are mentioning.  No pre manufactured parts either, so it isn't that.
Title: Re: Official v5.50 Bugs Thread
Post by: waresky on August 09, 2011, 06:15:07 AM
Hope Steve r at work for those damend bugs..

Srry Steve if u read this..: this version r infested..:D

Dnt wrry am play at more stable 4.9xx
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on August 09, 2011, 07:47:10 AM
Quote from: Erik Luken link=topic=3895. msg37981#msg37981 date=1312848527
You aren't having mineral shortages, are you?

No, plenty of minerals and labour available.
Title: Re: Official v5.50 Bugs Thread
Post by: sloanjh on August 09, 2011, 08:41:27 AM
Build times on F5 screen and F2 screen are not agreeing.  I have a 24kton battleship that F5 says takes 6.4 years to build but actually only takes 14 months on the F2 screen.

Just to double-check: did you pre-build any components (e.g. engines) using your industry?  If so, then both the F5 and the SY screens will over-estimate the build time (they don't take the stored components into account).  The only way to find out how long it's really going to take when stored components are present is to launch the build (but don't cancel it after launching, 'cuz otherwise the components will be lost).  If you've got 75% of the cost pre-built, then the actualy build time should be only 25% of the "as advertized" time.

John
Title: Re: Official v5.50 Bugs Thread
Post by: Cassaralla on August 09, 2011, 09:22:53 AM
Just to double-check: did you pre-build any components (e.g. engines) using your industry?  If so, then both the F5 and the SY screens will over-estimate the build time (they don't take the stored components into account).  The only way to find out how long it's really going to take when stored components are present is to launch the build (but don't cancel it after launching, 'cuz otherwise the components will be lost).  If you've got 75% of the cost pre-built, then the actualy build time should be only 25% of the "as advertized" time.

John

Nopes. Had no pre built parts made at all. Construction yards have pretty much been on automated mines and mass drivers since the start.

I'm currently expanding my main yard up to 60ktons to see if the 19 year build time F5 tells me on my dreadnaught is accurate or not.

/EDIT - Ok this speed build only seems to be true for my military ships.  For my civilian ships it is the opposite.  My troop transport has an F5 time of 0.63 years.  Real F2 time is 20 months.

/EDIT 2 oops forgot that my planetary governor has a +20% mod to shipbuilding but that still isn't enough to cut 6.4 years to 14 months.
Title: Re: Official v5.50 Bugs Thread
Post by: ExChairman on August 09, 2011, 02:41:05 PM
This ship has a building time in F5 of 3.98 Years... But when I start  to build in in 18 March
 2026, the ready time is 4th Oct. 2035....

Iwo Jima class Troop Transport    30,400 tons     443 Crew     2809.6 BP      TCS 608  TH 5000  EM 0
8223 km/s     Armour 10-86     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 0
MSP 58    Max Repair 125 MSP
Troop Capacity: 5 Battalions    Cargo Handling Multiplier 50   

Solid Core Anti-matter Drive E0.4 (10)    Power 500    Fuel Use 4%    Signature 500    Armour 0    Exp 1%
Fuel Capacity 300,000 Litres    Range 444.0 billion km   (625 days at full power)

CIWS-320 (5x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Commercial Vessel for maintenance purposes
------------------------------------------------------------------------------------------------------

This ship has a building time in F5 of 3.18 Years... But when I start  to build in in 18 March
 2026, the ready time is 11th Mars. 2040....


Normandie class Troop Transport    72,150 tons     596 Crew     4106.4 BP      TCS 1443  TH 5000  EM 0
3465 km/s     Armour 10-154     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 0
MSP 36    Max Repair 125 MSP
Troop Capacity: 21 Battalions    Cargo Handling Multiplier 50   

Solid Core Anti-matter Drive E0.4 (10)    Power 500    Fuel Use 4%    Signature 500    Armour 0    Exp 1%
Fuel Capacity 150,000 Litres    Range 93.6 billion km   (312 days at full power)

CIWS-320 (5x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Commercial Vessel for maintenance purposes

There is enough minerals and the commander gives +5% to shipbuilding....
Title: Re: Official v5.50 Bugs Thread
Post by: ndkid on August 09, 2011, 02:53:25 PM
In 5.51, Researching Tokamak Fusion Reactors opened up Magnetic Confinement Fusion Reactor, even though I had not researched Magneto-plama Drive.
Title: Re: Official v5.50 Bugs Thread
Post by: Brian Neumann on August 09, 2011, 03:07:45 PM
In 5.51, Researching Tokamak Fusion Reactors opened up Magnetic Confinement Fusion Reactor, even though I had not researched Magneto-plama Drive.
This is standard.  The only requirement on researching a power plant is the previous level power plant.  The requirment for the engine research is the current power plant tech, and the previous engine tech.

Brian
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on August 09, 2011, 05:08:39 PM
Another interesting new one: having a missile duel between my fleet (with about 120 anti missile launchers) and 2 15.5k ton possibly Precursor? NPR ships in orbit of a planet.  They seem to be sending out a stupid number of size 1 AMM missiles against my fleet, but I am getting the following error a large number of time each turn:

Code: [Select]
Error in AutomatedAntiMissileFire

Error 5 was generated by Aurora
Invalid procedure call or argument
Please report to etc. etc.

I think there may also be a bug with the interrupt code - after launching my first wave of missiles, I tried doing a 20 minute turn while waiting for my ASM missiles to travel the ~ 25million k to the target.  However, the turn took an extremely long time and when it ended the armour of a few of my ships had gone from full strength to utterly shredded and they had taken heavy damage - event log showed a  large number of WH1 missiles had struck my fleet without being intercepted at all?  I'd already fought a fairly large battle against some other ships in the system and the antimissiles and gauss PD turrets definitely work.  I'm now going through on 30 second turns and the launchers / turrets are firing, so it seems to be an issue with the potential interception events not being detected and interrupting the long turns properly?  I vaguely remember seeing someone else report a similar issue but can't find it now....
Title: Re: Official v5.50 Bugs Thread
Post by: Caesar on August 09, 2011, 05:38:48 PM
You aren't having mineral shortages, are you?

I can barely use my minerals.
Title: Re: Official v5.50 Bugs Thread
Post by: ndkid on August 10, 2011, 10:51:11 AM
As a "me-too", as I'm sure it's been mentioned already: the new tree view on the economics screen does not seem to auto-update. So, if I drop stuff on a planet, it won't show up in the economics screen until I've closed it and reopened it. Even "refresh all" doesn't seem to affect it.
Title: Re: 5.51 BUGS
Post by: ndkid on August 10, 2011, 11:32:14 AM
Error 3201 was generated by DAO.Recordset
Impossible "aggiungere" o modify record.Into the table "TechSystem" need an related record (srry was translated on italian)

10 or more bug report windows opened..

Ah, an oldie but goodie. I can confirm that the NPRs are still trying to use non-existent tech systems in the newest version. :-)
Title: Re: Official v5.50 Bugs Thread
Post by: Jacob/Lee on August 10, 2011, 12:55:55 PM
To add to the "no geo-team experience" thing, my geo team has picked through Earth, Venus, Mercury and a random asteroid, uncovering/increasing accessibility about 10 times. Not an ounce of experience was ever gained.
Title: Re: Official v5.50 Bugs Thread
Post by: Havear on August 10, 2011, 01:30:20 PM
I'm using patch . 51, getting some weird results with active sensor resolutions.  Not sure if it's a bug, but I thought I should post it.

I've got two sensors, one calibrated for 5 HS and another calibrated for 20 HS resolution.

My resolution 20 sensor can detect a 1000 ton target at 17,530,000 km, and a 250 ton target at 1,095,625 km.
My resolution *5* sensor, however, can detect a 1000 ton target at 140,160,000 km(!) and a 250 ton target at 8,760,000 km.
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on August 10, 2011, 02:30:53 PM
I'm using patch . 51, getting some weird results with active sensor resolutions.  Not sure if it's a bug, but I thought I should post it.

I've got two sensors, one calibrated for 5 HS and another calibrated for 20 HS resolution.

My resolution 20 sensor can detect a 1000 ton target at 17,530,000 km, and a 250 ton target at 1,095,625 km.
My resolution *5* sensor, however, can detect a 1000 ton target at 140,160,000 km(!) and a 250 ton target at 8,760,000 km.

Have you actually detected things at that range with them?  I get similar things shown when designing, but my understanding is that what actually happens is that you detect anything of the specified resolution and above at the same range (i.e. you would only see targets at 8.7m km even if they were 1000 tons or 10000 tons, etc.)
Title: Re: Official v5.50 Bugs Thread
Post by: Vynadan on August 10, 2011, 04:17:02 PM
Sending a ship through LPs makes it jump to the primary star of the system instead of the desired LP on repeating orders.

I observed this for a freighter TG I had set up orders to load something, do an intra-system jump, unload and jump back; then I used 'repeat 29' times in the TG screen to queue up repeating orders. The first time they executed their flight route they jumped correctly, once they got to execute the repeated orders however they entered the LP and appeared in the middle of the system. This now happened for all of the 29 repeated LP jump orders.

The TG contains two sister ships without any conditional orders; the system consists of 4 stars with a LP at each of them.
Title: Re: Official v5.50 Bugs Thread
Post by: Father Tim on August 10, 2011, 04:45:30 PM
The system primary is located at coordinates [0,0], so obviously the code which tells Aurora where the LaGrange point leads to is not getting updated properly.
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on August 10, 2011, 11:58:49 PM
I've just had the bug described here http://aurora2.pentarch.org/index.php/topic,1930.msg33359.html#msg33359.

there was an error box "error in createShip" (sorry i did not note the exact message, and it doesn't seem to appear in the events window, even with show errors option), and when my colony ship construction completed the message in the events window is

Code: [Select]
30th October 2036 09:31:51,Sol,Ark Royal 001 (Ark Royal class) built on Earth and assigned to Unknown Fleet
And it's nowhere to be found (doesn't appear in the individual ship list)
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 03:31:15 AM
Refresh All does not refresh the new population list.

Fixed for v5.52

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 03:34:02 AM
Conventional Start. Two tech teams running, one was researching Trans-Newtonian. Looking at Research Tab of Economics screen, hit 30 days. Event log says Trans-Newtonian Tech completes. The scientist responsible for it did not reappear in the Scientist list box until I had switched to a different technology type in the dropdown.

EDIT 2: Having completed later research projects, I feel I can safely say at this stage that, when a scientist finishes a project and does not have another, the scientist listbox needs to be refreshed before they will reappear in it.

EDIT 3: Interestingly, I had a case where the event view told me a scientist not currently assigned a research project had an Administrative Rating bump. I went to look for him in my Scientist Listbox, and did not see him. I haven't made any teams at this point, so I thought, "oh, another example of this bug", so I hit "Refresh All"... and it didn't refresh the listbox. The only way I could get that list to refresh was to click on the Technology Category Dropdown.

EDIT 4: This is not simply related to scientists finishing projects... new scientists that join my scientific establishment also do not appear in the list box until I fiddle with the dropdown.

The scientist list is for the Empire as a whole, rather than a specific population, so at the moment it doesn't refresh when the population is refreshed. I've changed that for v5.52 so that scientists get checked every time you change population and when you press Refresh All. As any open population is refreshed at the end of an increment, this should fix the issues above.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 03:37:13 AM
On the GU Training tab, attempting to click the System (in this case, "Sol") in the Populated Systems Treeview causes a strange screen flicker. It appears it's throwing up a completely different form, then hiding it.

It is launching the System View (F9) window. I can't figure out why the F2 window is moving to the front after the F9 window is launched though. I am working on it :)

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 03:37:48 AM
In a fight with a swarm fleet (I think).

My AMM with a design speed of 39,000 km/s are showing on the System Map at 1200 km/s.


Fixed the missile speed display error for v5.52

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 03:41:09 AM
Getting a problem with one off my survey fleets, the only one moving around sofar...
Anyway, fleet is given the order to jump from barnards star to sol move to an unexplored jump point... But when it gets to the jumppoint it cant jump due to that the jumpengine is suffering effects from an earlier jump... Several hours later in fact.

To avoid using another parameter, I use the existing Fire Delay parameter to determine if a jump engine is recovered. However, fire delay is only reduced at the end of an increment and not during the increment in which a ship jumped. Which means that if you use long increments, the time before the jump engine recovers could be hours or days.

For v5.52 I changed jump engines to use sensor delay, which is reduced every sub-pulse.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 03:48:31 AM
Geologists doesn't seem to train anymore.

Fixed for v5.52

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 03:49:34 AM
On standard start, it appears the homeworld is set to "Destination of Colonists".  Flip that to source, and they go (just found that two minutes ago myself)

Fixed for v5.52.

New populations with greater than 25 million pop will be set to Source.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 03:51:42 AM
3.    I am occasionally getting a graphics issue where the right hand third of the screen in the system map is just not displayed.     It is as if there is just a blue rectangle the same shade as the background on top of the map image which cuts off orbit paths, text, etc.     This only seems to happen if you minimise the application and then reopen it, but once it has happened there seems to be no way of getting rid of it apart from closing the entire application and reopening.     Closing/refreshing the system map, changing systems etc.    doesn't help.     (interestingly, while this is happening nebula systems appear to be unaffected and display properly).     I am guessing the workaround for this is 'don't minimise the game' ;)

I usually find this happens if you switch to another application that has a smaller resolution. I haven't figured out how to fix it yet though. In fact, I am not sure if I can fix it. It may be a 'feature' of VB

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 03:53:54 AM
a new one :

IN the Leaders screen I often get some errors when clicking on a leader in the "search by ability or location" list.
Title : Error in grdSorted_SelChange
message : error 30009, invalid row value

Anyone else seeing this one? I can't reproduce it

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Black Rabbit on August 11, 2011, 04:24:54 AM
(Hi, new here.       I have been slapped down for improper bug report once, and would normally keep to the advice to post suspected bugs in the academy forum, but I am seeing the error asked about and can reproduce it pretty much every game, so.     .     .       apologies if I'm out of line here.     )

Yeah, I've been seeing that in all three games I've played since I started playing last version (5.     42).       It seems to be consistent with the reports of this error in past versions of it tending to be being tied to clicking/selecting on the names of fleet staff commander officers in the Search by Ability or Location list, but not always (see below).       Right now in my current game, I get this error if I select the name of either of my Fleet Headquarters commanders (I have two fleets set up at the moment), no matter what skill is sorted by.     

But it also occurs when I click on a certain member of a geology team, but only if I select him *after* selecting the name of the officer above him, who is a member of another survey team.     (It doesn't happen for any of the other 14 geology team members. )

I do *not* get this error if I click on the name of the officer in the normal list to the left.      I've noticed it also fails to update the top section when it has the error, but it does highlight the name of the officer in the officer selection list to the left.      I then get it to update by clicking on the name there.   

I can up my database if that would help.     

Again, apologies if I'm still just functioning as a noob here offering useless help.     
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 04:25:35 AM
4.    I appear to have just come across a system where two NPRs are blowing pieces off each other.     While this is happening, almost every 5 sec turn I am getting the following error (sometimes multiple times per turn):
Code: [Select]
Error in ApplyShapedDamage

Error 3265 was generated by DAO.Fields
Item not found in this collection
Please report to http://aurora2.pentarch.org/viewforum.php?f=11
I think this may be being caused by a beam weapon?  I have seen a number of missile explosions in the system during the combat, but whenever this error is displayed, there don't seem to be any except occasional power system secondary explosions.   
Unfortunately this means I cannot stick it on auto turn and let it run through their combat, as it stops whenever an error is displayed.   
EDIT: I think one of the races involved was the swarm as I just sent a scout over to investigate and one of them has the 336/100 sensor that I think the mother normally has?

I think I have fixed this for v5.52. The potential cause of the error was related to the Swarm

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 04:31:57 AM
(Hi, new here.      I have been slapped down for improper bug report once, and would normally keep to the advice to post suspected bugs in the academy forum, but I am seeing the error asked about and can reproduce it pretty much every game, so.    .    .      apologies if I'm out of line here.    )

Yeah, I've been seeing that in all three games I've played since I started playing last version (5.    42).      It seems to be consistent with the reports of this error in past versions of it tending to be being tied to clicking/selecting on the names of fleet staff commander officers in the Search by Ability or Location list, but not always (see below).      Right now in my current game, I get this error if I select the name of either of my Fleet Headquarters commanders (I have two fleets set up at the moment), no matter what skill is sorted by.   

But it also occurs when I click on a member of a geology team, but only if I select him *after* selecting the name of the officer above him, who is a member of another survey team.   

I do *not* get this error if I click on the name of the officer in the normal list to the left.     I've noticed it also fails to update the top section when it has the error, but it does highlight the name of the officer in the officer selection list to the left.     I then get it to update by clicking on the name there.   

I can up my database if that would help.   

Again, apologies if I'm still just functioning as a noob here offering useless help.   

Thanks, this is all useful information, Trying to track down a bug is all about finding the exact circumstances when it happens. So this only happens at the moment for three specific officers (the two fleet HQ commanders and the affected member of the survey team), or are those just three examples and it affects qute a lot of officers?

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Black Rabbit on August 11, 2011, 04:33:58 AM
Yep, three specific ones -- sorry, was a bit vague there.     Only one specific geology team member seems to trigger it, and then it does *not* occur if I go *up* the list from the name of the officer beneath him on the list.     The other 14 geology team members do not seem to trigger it.    I haven't noticed it occur for other staff officers or normally-assigned or unassigned officers.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 04:42:35 AM
Before doing alien autopsy: no error when opening Intelligence/Diplomacy screen
After Autopsy:

Error in cboSpecies_Click

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

This error pops up 8 times.

Fixed for v5.52

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 04:48:57 AM
Yep, three specific ones -- sorry, was a bit vague there.     Only one specific geology team member seems to trigger it, and then it does *not* occur if I go *up* the list from the name of the officer beneath him on the list.     The other 14 geology team members do not seem to trigger it.    I haven't noticed it occur for other staff officers or normally-assigned or unassigned officers.

Have you noticed if they are in any particular location in this list, such as at the top or bottom, or does it make no difference? Also, do you get the error no matter which bonus you are searching on?

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Black Rabbit on August 11, 2011, 04:58:29 AM
It doesn't seem to matter where on the list they are or what skill I select for (I've been running through them all seeing if I can find any other instances).          The fleet HQ command officers, I've seen it happen with them on top of the list, on the bottom, or inbetween.       

With the errant geology officer, on all the select-by lists on which he shows up, he shows up somewhere in the middle.    [EDIT: I've since found it doesn't matter which officer he comes after -- the error follows him (Oleg).   ]

UPDATE: Alright, I think I've got the pattern figured out.   With the default Fleet Headquarters commander, the error occurs no matter how I select him.   With the second Civil Fleet Headquarters commander and that one geology team member, it occurs when either selecting the officer with the mouse *or* using the keyboard to move down from the preceding officer in the select-by list.   If, on the other hand, I have selected the officer that *follows* the errant officer on the list, and then use the up arrow key to select the errant one, no error is produced (except, as said, with the main Fleet HQ commander).
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 05:05:40 AM
Build times on F5 screen and F2 screen are not agreeing.  I have a 24kton battleship that F5 says takes 6.4 years to build but actually only takes 14 months on the F2 screen.

Fixed for v5.52

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 05:21:13 AM
It doesn't seem to matter where on the list they are or what skill I select for (I've been running through them all seeing if I can find any other instances).         The fleet HQ command officers, I've seen it happen with them on top of the list, on the bottom, or inbetween.       

With the errant geology officer, on all the select-by lists on which he shows up, he shows up somewhere in the middle.   [EDIT: I've since found it doesn't matter which officer he comes after -- the error follows him (Oleg).  ]

UPDATE: When sorting by Fleet Movement Initiative Rating, I find that one of the fleet staff commanders behaves in a similar way to that geology team member.      But this time, if I use the arrow key to go down to her name from the officer above, there is no error.       It's when I go up from the name below hers that the error appears.     If any other officer is selected, and I then use the mouse and click on her name, it produces the error.   

I'm pretty sure that on other lists, it has happened when I select her name no matter what.      I'm going to check again.   

Do you have Assign to any Location unchecked? Do you get the same error if it is checked?

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Black Rabbit on August 11, 2011, 05:26:52 AM
Quote from: Steve Walmsley link=topic=3895. msg38091#msg38091 date=1313058073
Do you have Assign to any Location unchecked? Do you get the same error if it is checked?

Steve

I had it checked.   I tried with it unchecked, but no change in behavior.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 05:27:38 AM
Nopes. Had no pre built parts made at all. Construction yards have pretty much been on automated mines and mass drivers since the start.

I'm currently expanding my main yard up to 60ktons to see if the 19 year build time F5 tells me on my dreadnaught is accurate or not.

/EDIT - Ok this speed build only seems to be true for my military ships.  For my civilian ships it is the opposite.  My troop transport has an F5 time of 0.63 years.  Real F2 time is 20 months.

/EDIT 2 oops forgot that my planetary governor has a +20% mod to shipbuilding but that still isn't enough to cut 6.4 years to 14 months.

The problem was due to the class window using a class size of 0 to calculate building time while the F2 window was using the actual class size. Its fixed for v5.52

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 05:28:56 AM
I had it checked.   I tried with it unchecked, but no change in behavior.

Aarg! :)

Well I fixed another bug with the same error at least :)

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 05:31:02 AM

I think there may also be a bug with the interrupt code - after launching my first wave of missiles, I tried doing a 20 minute turn while waiting for my ASM missiles to travel the ~ 25million k to the target.  However, the turn took an extremely long time and when it ended the armour of a few of my ships had gone from full strength to utterly shredded and they had taken heavy damage - event log showed a  large number of WH1 missiles had struck my fleet without being intercepted at all?  I'd already fought a fairly large battle against some other ships in the system and the antimissiles and gauss PD turrets definitely work.  I'm now going through on 30 second turns and the launchers / turrets are firing, so it seems to be an issue with the potential interception events not being detected and interrupting the long turns properly?  I vaguely remember seeing someone else report a similar issue but can't find it now....

Just to make sure, did you have a non-zero value in the Min Inc box?

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 05:32:43 AM
Sending a ship through LPs makes it jump to the primary star of the system instead of the desired LP on repeating orders.

I observed this for a freighter TG I had set up orders to load something, do an intra-system jump, unload and jump back; then I used 'repeat 29' times in the TG screen to queue up repeating orders. The first time they executed their flight route they jumped correctly, once they got to execute the repeated orders however they entered the LP and appeared in the middle of the system. This now happened for all of the 29 repeated LP jump orders.

The TG contains two sister ships without any conditional orders; the system consists of 4 stars with a LP at each of them.

I thought I had fixed this particular bug for v5.50. Please can you confirm you are definitely using the latest version?

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on August 11, 2011, 05:44:41 AM
Just to make sure, did you have a non-zero value in the Min Inc box?

Steve

Ummm... I did yes :s

Sorry, I thought that only affected the number of repetitions when using the auto repeat option!
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 05:50:41 AM
Ummm... I did yes :s

Sorry, I thought that only affected the number of repetitions when using the auto repeat option!

It is supposed to, so you might have spotted a different bug. So you had a number in the Min Inc box but you didn't have automated turns checked?

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 05:55:50 AM
The v5.52 patch is now available. After this point, please can you confirm you are using v5.52 when you post a bug

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on August 11, 2011, 06:02:10 AM
Anyone else seeing this one? I can't reproduce it

Steve

I'll have to test the new version, but all this bug fixing looks like an amazing work from your part Steve, Thanks !

Regarding the officer issue, i've seen it happen in different games and will track more info to help you.
anyway it's by no way a showstopper
Title: Re: Official v5.50 Bugs Thread
Post by: Black Rabbit on August 11, 2011, 06:08:36 AM
Indeed!  Awesome.   Really glad I stumbled onto this!

I'm getting the same problem reported here (hxxp: aurora2. pentarch. org/index. php/topic,3331. msg31930. html#msg31930) in the 5. 40 bug reports thread:

Quote
"Error in Form load
Error 76 was generated by Aurora
Path not found"

This occurs once.

Then continual errors as follows:-

"Error in UpdateGameLog
Error 91 was generated by Aurora
Object variable or with block variable not set"

All I did was copy the new 5. 52 executable into my game directory with my same database.   Putting 5. 51 back in, it resumes working as before.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 06:17:02 AM
Indeed!  Awesome.   Really glad I stumbled onto this!

I'm getting the same problem reported here (hxxp: aurora2. pentarch. org/index. php/topic,3331. msg31930. html#msg31930) in the 5. 40 bug reports thread:

All I did was copy the new 5. 52 executable into my game directory with my same database.   Putting 5. 51 back in, it resumes working as before.

Yes, slight cockup on my part. Please try downloading it again

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Black Rabbit on August 11, 2011, 06:22:49 AM
Like a charm!  :D
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on August 11, 2011, 06:59:58 AM
It is supposed to, so you might have spotted a different bug. So you had a number in the Min Inc box but you didn't have automated turns checked?

Steve

Yes, I had 20 in the min Inc box, but automated turns was off.  I had also had a similar issue earlier where a laser armed NPR ship got to firing range (in eight hour increment), but wasn't sure if there was actually anything which should have interrupted that one.  I'd already detected it at long range and was waiting for it to get into missile range but it was slightly faster than expected :)

Great work on getting 5.52 out so quick!  Looking forward to trying it this evening!
Title: Re: Official v5.50 Bugs Thread
Post by: ZimRathbone on August 11, 2011, 07:36:57 AM
I've just had the bug described here http://aurora2.pentarch.org/index.php/topic,1930.msg33359.html#msg33359.

there was an error box "error in createShip" (sorry i did not note the exact message, and it doesn't seem to appear in the events window, even with show errors option), and when my colony ship construction completed the message in the events window is

Code: [Select]
30th October 2036 09:31:51,Sol,Ark Royal 001 (Ark Royal class) built on Earth and assigned to Unknown Fleet
And it's nowhere to be found (doesn't appear in the individual ship list)

This happens when the Fleet that your ships were being built to is removed for some reason (guess who just deleted my ShipCreche fleet by accident for the 2nd time this campaign!).  The net result is that the ship record doesnt get created

If you look at the Shipyard Tasks screen you will probably see that most of the tasks now show as "No Assginment " in the assigned fleet column.  You will get the error in create ship message every time one of these ships is completed.   

The only solution (without playing with Access or Steve rewiting the code to create a new fleet where the original one is not there) is to use the Fast OB creation every time one of these ships completes (you can get details of the ship from the event log as you showed above) to recreate the unit record.  Oh and make sure you create a new default fleet for any new construction from now on...
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on August 11, 2011, 07:41:40 AM
Zim : yes that's what i did.

Actually the way my fleet was deleted was as follows : i was building engineless mining stations, and my tug tractored them directly from the default fleet.
Thing is, doing this actually "absorb" the tractor target into the Tug fleet, resulting in an empty source fleet ... which then goes poof.
Title: Re: Official v5.50 Bugs Thread
Post by: ZimRathbone on August 11, 2011, 07:49:21 AM
I did pretty much exactly the same thing! :-[
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on August 11, 2011, 07:59:04 AM
Zim : yes that's what i did.

Actually the way my fleet was deleted was as follows : i was building engineless mining stations, and my tug tractored them directly from the default fleet.
Thing is, doing this actually "absorb" the tractor target into the Tug fleet, resulting in an empty source fleet ... which then goes poof.

For the next version, I have added some code to check that a task group in which the last ship is tractored is not the target of a shipyard task. If it is, the fleet is not deleted.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Vynadan on August 11, 2011, 08:54:22 AM
I thought I had fixed this particular bug for v5.50. Please can you confirm you are definitely using the latest version?

Steve

Definetly using 5.51. I backed up the database with the TG in question executing its route in case you want to look at it?

*edit*
Woops, updating to 5.52 and checking~

*edit2*
Updated to 5.52 and the TG still jumps to the primary star instead of the LP. Deleted all orders of said TG and queue them up again, bug still occuring.
Title: Re: Official v5.50 Bugs Thread
Post by: Herode on August 11, 2011, 09:25:13 AM
It is launching the System View (F9) window. I can't figure out why the F2 window is moving to the front after the F9 window is launched though. I am working on it :)

Steve
Same bug applies in the F3 screen. NB : I'm answering here to take advantage of the quote but I still play in 5.42 so accept my apologizes if my "bug report" is already obsolete.

So : F3 screen, click on the Military tab on the left panel : the fleets wanadering in the current system are displayed as a tree view. Expand the node, click a Fleet node : the F12 window set with the fleet flashes on the screen front then is repelled to the bottom. Same behaviour whith the Ship window when you click on a Ship node.
Title: Re: Official v5.50 Bugs Thread
Post by: Shemar on August 11, 2011, 09:31:52 AM
Regarding the officer's screen bug.  .  . 

Disclaimer: I have not used the 5.  5 version but I have seen it in my current version as well.   Also I do not have the game in front of me so I have to be descriptive rather than accurate.   Apologies if I waste your time with things you already know. 

To me it appears that when you select an officer from the search by attribute screen (on the right) and the game attempts to auto-select their current rank and position in the relevant lists, the entry it is trying to select is missing from said lists.   Since that never happens when the officer is selected from the rank list (on the left), I am guessing that either the ranks list (top left) or positions list (middle) is not updating properly before the game attempts to make the proper selection. 

Again apologies if I am just stating the obvious. 
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on August 11, 2011, 02:17:38 PM
For some reason all my ships have the same ABR, regardless of their class size.

The ABR is modified by the racial shipbuilding technology, but besides that I can not change it.

I am playing a game with an unmodified database, most recent version. I am running without starting NPR's and with two player races. One on Earth like default, the other on a system I created using SM mode.


It is really annoying to have to wait for colony ships for over eight years.

Edit: I started the game (for both races) at a conventional start. I wanted to start without shipyards, but it gave me one anyways. I deleted the starting shipyards using the SM SY mod option. It might be related to the problem.

I'm still having the same problem in 5.52 - my 'normal' colony ships (45k tons, ~1800BP for colony ships) are  building at a very slow rate and are predicted to take about 8 years to complete.  Checking against my old 5.42 game where I had pretty much the same design and tech level, it should be taking nearer 2?

EDIT: Yes,  ship design screen shows 2.3 years predicted.
Title: Re: Official v5.50 Bugs Thread
Post by: Jacob/Lee on August 11, 2011, 08:07:23 PM
(http://i.imgur.com/84IG0.png)

The game is spitting out one of these errors every time increment right now, I have no warships so it is coming from an NPR. There's a battle somewhere, time increments have lowered to 10 seconds.

Newest patch. 5.52.
Title: Re: Official v5.50 Bugs Thread
Post by: Caesar on August 11, 2011, 09:11:50 PM
I'm still having the same problem in 5.52 - my 'normal' colony ships (45k tons, ~1800BP for colony ships) are  building at a very slow rate and are predicted to take about 8 years to complete.  Checking against my old 5.42 game where I had pretty much the same design and tech level, it should be taking nearer 2?

EDIT: Yes,  ship design screen shows 2.3 years predicted.

I am also still having the same problem.
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on August 12, 2011, 03:36:14 AM
Code: [Select]
IN the Leaders screen I often get some errors when clicking on a leader in the "search by ability or location" list.
Title : Error in grdSorted_SelChange
message : error 30009, invalid row value

Regarding the above , it seems to be doing it when i click (always in the right ability-filtering most panel) on the first officer of a given rank.
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on August 12, 2011, 03:43:24 AM
NOt sure if it's a bug, but I've started using Asteroid miners and Terraforming stations, and their commanders don't seem to improve their abilities (as Surveying or Jump gate construction ships do) through practicing.

Is that expected ?
Title: Re: Official v5.50 Bugs Thread
Post by: Black Rabbit on August 12, 2011, 04:42:50 AM
Re: Extended shipbuilding times

I'm noticing the longer ship build times too, so I decided to test it by creating two new games, one in 5.42 and one in 5.52.  In both games, I started conventional with all other settings default, including the date (1 Jan 2025), and gave myself:

Shipbuilding tech 560
Propulsion up to Ion Pulse drive and 0.8 efficiency
Cryogenic Transport
High Density Duranium Armor
Cargo Handling System
 (along with prerequisite techs for these)

I then designed a simple colony ship with 10 cryogenic transports, 20 commercial IP engines, 3 crew quarters, 3 cargo handling systems, and the rest default, weighing in at 51,650 tons.

I created a 65000-ton commercial shipyard with 5 slipways, and set it to build 5 of them.

Version 5.42 completion date: 22 Sep 2026
Version 5.52 completion date: 6 Mar 2031


If there's some dispositive difference in my two basic setups of which I'm not aware that could occur with the default Terran Federation setup, my apologies.  But it definitely struck me in my ongoing conventional-start game that my first simple troop transports (for engineer brigades) are taking 4 years instead of 1.5 or 2.

Hope that helps, and apologies if it's duplicative or otherwise unhelpful.

(Edited: small correction.)
Title: Re: Official v5.50 Bugs Thread
Post by: Vynadan on August 12, 2011, 08:02:59 AM
Having an asteroid miner join a TG on an asteroid doesn't add his orbital mining modules to the count in the F2 window, nor do the mining rates go up although it's in orbit. One needs to remove the entire TG from the asteroid and let them fly back into orbit for the modules to be accounted for.
Having a terraformer join a fleet in orbit of a planet instantly adds its modules to the count, so I think it's an oversight with orbital mining modules?

I can also second that building commercial ships takes years longer than in previous versions, F2 and F5 counts don't macht. Building military vessels seems to work just fine.
*edit*
Researching the shipbuilding rate tech increased the ABR for all shipyards. The civilian (3 shipyards of 100k tons each) went from ~450 to 666 ABR on researching shipbuilding rate 1300 BP, so I guess the tech works just fine. A 12k ton military shipyard shows an ABR of 2265 and a commercial 100k ton of 666 - considering the sizes I guess the commercial ABR should be way higher?
Perhaps this occurance goes hand in hand with the exact class size / speed calculation bug in the initial 5.5 version as it only affects commercial ships again?
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on August 12, 2011, 08:08:45 AM
Been getting a "error in GetMaxPotentialSensorRange" , Overflow for a few turns (once per time advancing).
I had got several "error in ObserveJumpPoint" before that
Title: Re: Official v5.50 Bugs Thread
Post by: Whivy on August 12, 2011, 12:23:14 PM
Hi, using 5,52  

Got an annoying bug with my troop transport:
Code: [Select]
Oregon mk2 class Troop Transport    12,200 tons     201 Crew     402.4 BP      TCS 244  TH 750  EM 0
3073 km/s     Armour 1-47     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 21    Max Repair 40 MSP
Troop Capacity: 2 Battalions    Cargo Handling Multiplier 15    

TGBT-25V Ion Engine (5)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 184.4 billion km   (694 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Do i lack something? for a reason, it doesn't want to pick up troops.       Whenever i click on the troops name in the load troop in transport bay order, nothing happen.       I think it's a bug since i saw other design for transport which are quite the same (i may be wrong though).     
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on August 12, 2011, 12:58:43 PM
some troops (brigades) take 5 space in cargo, were you trying to load these ?
Title: Re: Official v5.50 Bugs Thread
Post by: Whivy on August 12, 2011, 01:01:55 PM
I was trying to load pretty much anything, i tried on every troops we got from start (it's just to show some protection on Mars) but my double-click just seem not to respond  :-\
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on August 12, 2011, 01:18:10 PM
Does it work if you select the troop then click 'Add Move'?
Title: Re: Official v5.50 Bugs Thread
Post by: Hawkeye on August 12, 2011, 01:52:14 PM
Yes, double clicking on troops (or teams or ship components (anything that uses the second window for selecting a specific item) for that matter) doesn´t work. You have to select the troop and click "Add Move"
Title: Re: Official v5.50 Bugs Thread
Post by: Whivy on August 12, 2011, 01:55:21 PM
And i thought i tried everything. . .  thanks you then, it works =)
Title: Re: Official v5.50 Bugs Thread
Post by: Whivy on August 12, 2011, 02:20:52 PM
damn, now i got a real bug.

Instead of seing the sol system, i only see empty space, if i try to zoom, move or just click on the system name i got Error in CentreOnLocation overflow.  If i really try to move despite this message, i got a run time error 6 overflow, then crash.
Title: Re: Official v5.50 Bugs Thread
Post by: Beersatron on August 12, 2011, 03:10:49 PM
Try the zoom/reset icon on the top left of the system view screen - it should reset you to the center-star at a zoomed level that works.
Title: Re: Official v5.50 Bugs Thread
Post by: Whivy on August 12, 2011, 04:15:08 PM
Indeed, it works, thx.

But still, this is a bug =p
Title: Re: Official v5.50 Bugs Thread
Post by: Jacob/Lee on August 12, 2011, 11:07:11 PM
(http://i.imgur.com/84IG0.png)

The game is spitting out one of these errors every time increment right now, I have no warships so it is coming from an NPR. There's a battle somewhere, time increments have lowered to 10 seconds.

Newest patch. 5.52.
I'm getting this every. Single. Time a battle rolls around right now, anyone else?
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on August 13, 2011, 12:45:19 AM
On Intelligence and Races screen:

1) Autopsy results are being cut off on Reduced Height

2) The Autopsy Status is not updating properly.  If an Empire 1 has had an autopsy performed, then Empire 2 is selected and has not had an autopsy performed, the "Autopsy Performed" does not disappear. 
Title: Re: Official v5.50 Bugs Thread
Post by: deoved on August 13, 2011, 12:57:58 PM
Commercial Shipyards building points generation halved in 5. 50/52.    But only Commercial ones, Military Shipyards build ships with same speed as before.    It is BUG or WAD?
Title: Re: Official v5.50 Bugs Thread
Post by: ndkid on August 15, 2011, 02:35:28 PM
I'm getting repeated Error in CheckForRuins in my current 5.52 game. Error 3421: Data Type Conversion error. There is a planet that I believe will contain ruins, but I am not currently in a system with one, so my guess is that the defenders of said planet are managing to cause the problem themselves, or possibly with other outside help.

EDIT: I think I now have a little more data on this bug. I am in combat with a squad of missle-throwing ships (a few 12000-ish tons, a few 6000-ish tons) that have run out of missiles, allowing my laser-only ships to close to range. For each shot that hits and does damage, I'm getting one of these CheckForRuins errors. This is in addition to often getting them when my time increments are shortened due to NPRs fighting each other.
Title: Re: Official v5.50 Bugs Thread
Post by: laz on August 16, 2011, 09:47:20 AM
Commercial Shipyards building points generation halved in 5. 50/52.    But only Commercial ones, Military Shipyards build ships with same speed as before.    It is BUG or WAD?

I'm having the same problem as well both in 5.50 and 5.52
Title: Re: Official v5.50 Bugs Thread
Post by: Tssha on August 16, 2011, 01:38:52 PM
I've got about 9 civilian colony ships landing 50 000 colonists each on a colony that can only support 0. 31m more colonists.    That's about 2-3 more transports than necessary.    Mars could happily take the other three.    Since civilian transports assessing colony capacity is reported to be a new feature, I must conclude that there's a bug in there somewhere. 

That's 7 from one line (Duffek Services) and 5 from the other (Argyle Colony Corporation). 

But I can confirm they don't transport to colonies already over their Infrastructure limits.    At least that hasn't changed. 


EDIT:  I don't know how they managed it, but they filled the planet up to 1. 95m when it only had enough capacity for 1. 66m.   Growth rate is -10. 24%.   Unrest. . . rising.  :(
Title: Re: Official v5.50 Bugs Thread
Post by: Klapaucius87 on August 16, 2011, 01:42:01 PM
When i change the colonisation status of a planet it change back to dafult when i close the screen. 
It happen even if i change it, select another planet and get back to the first.
Title: Re: Official v5.50 Bugs Thread
Post by: o_O on August 17, 2011, 06:24:08 AM
Quote from: laz link=topic=3895. msg38377#msg38377 date=1313506040
I'm having the same problem as well both in 5. 50 and 5. 52

My commercial yards are producing everything at a rate of 200, regardless of its size.   It does still seem to be improved by tech and leader bonuses.

Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 17, 2011, 06:26:11 AM
Quote from: Jacob/Lee link=topic=3895. msg38228#msg38228 date=1313208431
I'm getting this every.  Single.  Time a battle rolls around right now, anyone else?

Exactly same error message on 5. 52 on my game a few things should be noted, when clicking on mars.   Population 0. 11m, ive got civvy transports bringing in about 50 infursturture per turn.

Had a terrerforming building in the industrial tab and have 2 civvy transporters brining in civilian terrorforming installations  ( which im intersted in they dont seem to go into the terraforming count, or come off the industrial production) not sure it actually does anything to have youre civlian industry making terraforming installations and then having them moved
Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 17, 2011, 06:27:08 AM
Quote from: ollobrains link=topic=3895. msg38424#msg38424 date=1313580371
Exactly same error message on 5.  52 on my game a few things should be noted, when clicking on mars.    Population 0.  11m, ive got civvy transports bringing in about 50 infursturture per turn. 

Had a terrerforming building in the industrial tab and have 2 civvy transporters brining in civilian terrorforming installations  ( which im intersted in they dont seem to go into the terraforming count, or come off the industrial production) not sure it actually does anything to have youre civlian industry making terraforming installations and then having them moved

could it be affected by resource supplies and or transport capacity of civlian haulers ?
Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 17, 2011, 06:32:48 AM
soemthing else ive noticed in 5. 52 ive constructed an asteroid miner moved it out to an asteroid have engines, cargo containers etc.   Has been geo surveyed. . . . .  no option in the orders or fallback orders menu to actually mine the asteroid wondering if this is a bug or a failed/yet to be implemented part of the game
Title: Re: Official v5.50 Bugs Thread
Post by: Brian Neumann on August 17, 2011, 08:59:57 AM
soemthing else ive noticed in 5. 52 ive constructed an asteroid miner moved it out to an asteroid have engines, cargo containers etc.   Has been geo surveyed. . . . .  no option in the orders or fallback orders menu to actually mine the asteroid wondering if this is a bug or a failed/yet to be implemented part of the game
You do not need to do anything for it to start mining.  Just like the terraformer modules if the ship has moved to the colony and is in orbit any modules will be counted in the colonies industry.  Take a look at the mining tab and you will see the asteroid miners contribution there.

Brian
Title: Re: Official v5.50 Bugs Thread
Post by: Tssha on August 17, 2011, 02:40:16 PM
Quote from: ollobrains link=topic=3895. msg38428#msg38428 date=1313580768
soemthing else ive noticed in 5.  52 ive constructed an asteroid miner moved it out to an asteroid have engines, cargo containers etc.    Has been geo surveyed.  .  .  .  .   no option in the orders or fallback orders menu to actually mine the asteroid wondering if this is a bug or a failed/yet to be implemented part of the game
All you need to start asteroid mining is mining modules and a colony on the asteroid.   After all, the minerals have to go somewhere.

Cargo bays on asteroid miners aren't the default destination for minerals mined by an asteroid miner.   They go right to the surface, which is why you need a colony, because that's where the mining operation is calculated by the game and where the outputs are subsequently stored.   You can load them into the asteroid miner by ordering it to pick up minerals, but I usually prefer to land a mass driver and ship them back that way.   That way, my hungry industry gets the minerals right away.   Of course, transports can work too.   Any of these methods will do.
Title: Re: Official v5.50 Bugs Thread
Post by: Klapaucius87 on August 17, 2011, 03:52:52 PM
Quote from: Tssha link=topic=3895. msg38448#msg38448 date=1313610016
All you need to start asteroid mining is mining modules and a colony on the asteroid.    After all, the minerals have to go somewhere. 

Cargo bays on asteroid miners aren't the default destination for minerals mined by an asteroid miner.    They go right to the surface, which is why you need a colony, because that's where the mining operation is calculated by the game and where the outputs are subsequently stored.    You can load them into the asteroid miner by ordering it to pick up minerals, but I usually prefer to land a mass driver and ship them back that way.    That way, my hungry industry gets the minerals right away.    Of course, transports can work too.    Any of these methods will do. 

In the old version u had to have the colony there before the arrival of the mining ships, else they don't start mine.  If that happen simple move the ships away and back again and they should start .
Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 17, 2011, 05:07:16 PM
Ok thanks for clearing that up game has a bit of a learning curve to it.   Maybe at some point some tooltips or better UI or explanation for new players could be incorparated into the game world
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 17, 2011, 05:23:10 PM
Ok thanks for clearing that up game has a bit of a learning curve to it.   Maybe at some point some tooltips or better UI or explanation for new players could be incorparated into the game world

The learning curve on this game is a brick wall ;)

That's why we all ask questions here and get answers.
Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 17, 2011, 08:07:34 PM
Populate shipyard tasks error ( little bit above the error message im guessing the error spot in the databas)
error 94 generated by aurora
Invalid use of null please report to forum yadda yadda

5.    52 version

What i was doing is clicking on mars which has a colony but no population - one orbital platform doing terraforming also a gas solium harvester is with the fleet this is opening mars from the industry tab this also does it with earth

Not sure if this helps ill try and put population on the planet and see if that clears it

Quick edit does it on every turn after ( opening up industry) ill try to mvoe terra former off planet to see if it continues ( 30 days and 1 day as well as 1 hour) - moving the terraformer off mars removes the error but only for some turns.     Not sure i can be any more specific than that or if it is a known bug i gues a fix for 5.   53

Second thoughts it seems id built a ship that contained jump hole scanners and then cyro transporters on the same ship is this a known issue ( ship vanished after building finished and error messages stopped)
Title: Re: Official v5.50 Bugs Thread
Post by: Echo35 on August 17, 2011, 08:57:23 PM
Error 6:

Overflow

Every time I try to modify orders for my Jump Exploration Fleet in the Task Groups window.  This fleet has one jump ship and 3 cruisers in it, in case that matters.  Quitting and restarting the game does nothing.
Title: Re: Official v5.50 Bugs Thread
Post by: Tjolme on August 18, 2011, 04:28:53 AM
I'm getting an error in a class II black hole system, whenever I zoom in far enough for the moons to start appearing.    It throws up the error message, clicking okay then draws one moon onto the system map and the error message pops up again for the next moon.    Have to repeat this quite a lot as there are over 200 moons in the system.    It doesn't affect the planets or asteroids, and if it's relevant the it's a binary system with two 'stars' Class II Black Hole A and B.    Some of the moons in system don't appear to have orbital paths around their planet, these appear to be the ones throwing up the errors.

The error message is:

Error in DisplaySystemBodies

Error 5 was generated by Aurora
Invalid procedure call or arguement
Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 18, 2011, 06:21:30 AM
Not sure if this is a bug or not.

Colony on mars  - 2 million i have terra forming active.   Order cilivan production from earth to produce one terrraforming uni, mars was demanding one.   Civilian lines did the delivery but it has vanished into thin air not showing as an active terraforming module after that.

My terra forming ship is off doing its thing on the venus colony so im trying to setup a mars based terraforming planetside system by ordering from cilivian ( mass drivers, financial sectors all turn from cilivan earth to mars and show up but not the terraforming one) anyway something to look at
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on August 18, 2011, 07:08:20 AM
terraforming installations are moved in parts are they are too big for common cargos (i think it takes at least 100K space ?) look at the summary for mars if you don't have fractional in the number of terraforming installations
Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 18, 2011, 02:40:20 PM
checked that the convoys moved at lest 3 terraforming installations now but what im saying is they get delivered but they dont actually show up on the industry screen after that they get delivered and then poof vanish.
Title: Re: Official v5.50 Bugs Thread
Post by: waresky on August 19, 2011, 01:07:30 AM
Error 6:

Overflow

Every time I try to modify orders for my Jump Exploration Fleet in the Task Groups window.  This fleet has one jump ship and 3 cruisers in it, in case that matters.  Quitting and restarting the game does nothing.

Check "SPEED",sometimes if your speed are low or 1,error be coming.

Otherwise u need DELETE every single ship.
Title: Re: Official v5.50 Bugs Thread
Post by: waresky on August 19, 2011, 06:16:02 AM
ive got an strange (first time) bug : "Starswarm production" bug..

Same as "overflow" never gonna when click 1000000time..must reboot PC,entirely.
Title: Re: Official v5.50 Bugs Thread
Post by: Father Tim on August 19, 2011, 08:49:52 AM
When i change the colonisation status of a planet it change back to dafult when i close the screen. 
It happen even if i change it, select another planet and get back to the first.

Small populations (under 10 million) cannot be a source of colonists, though you should be able to set any size population to neither source nor destination.
Title: Re: Official v5.50 Bugs Thread
Post by: Klapaucius87 on August 19, 2011, 02:14:49 PM
Small populations (under 10 million) cannot be a source of colonists, though you should be able to set any size population to neither source nor destination.

Can't change any planet: not earth with 1400m ppl, not mars with 240m, not venus with 1,5 m.
Whenever i change it it simple switch back to default once i change screen.
Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 19, 2011, 04:29:16 PM
Can't change any planet: not earth with 1400m ppl, not mars with 240m, not venus with 1,5 m.
Whenever i change it it simple switch back to default once i change screen.

i wonder if they guy that programs this guy is still working on a follow up patch for these 5.52 issues
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 19, 2011, 06:06:48 PM
i wonder if they guy that programs this guy is still working on a follow up patch for these 5.52 issues

Without a doubt, Steve is working on fixing bugs. A patch may not be released today or tomorrow, but there will be one that fixes the bugs.
Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 20, 2011, 03:27:35 AM
oh nah thats fine wasnt sure who was who around here figuring it out well back to hunting for bugs
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on August 20, 2011, 06:38:05 AM
a new one i have not seen before

"Error in CycleOrders : Error 3421 was generated by DAO.Field".
Next message is in French, probably translation is "datatype conversion error".

I have been trying to advance the date for a while, but Aurora was going  full CPU for more than 10 minutes, so i killed and restarted it.
ANd then retrying with shorter time increment (going down from 30 days up to 1H), and I ended up with this error popping up.

Unfortunately, the dialog keeps popping up, (probably 100 more times already)
Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 20, 2011, 07:27:51 AM
how far are u into the game as far as game date ?
Title: Re: Official v5.50 Bugs Thread
Post by: deoved on August 20, 2011, 09:37:13 AM
Quote from: ollobrains link=topic=3895. msg38602#msg38602 date=1313843271
how far are u into the game as far as game date ?

I am in 2132. (from 2025 conv.  start)

P. S.
But it is a bug thread, as i remember.
Title: Re: Official v5.50 Bugs Thread
Post by: Jacob/Lee on August 20, 2011, 06:03:51 PM
There is a bug regarding the Swarm and the Precursors.

It's either the Swarm themselves, the Precursors ramming/shooting at the Swarm or the Swarm attacking the Precursors. The error I posted earlier was what the game spat out when this happened.

I will say, I needed to use the dev mode to see the events from the Precursor's point of view and the Swarm's point of view. Also to vaporize the Swarm ships so I could see the results, lo and behold the errors stopped coming up. Beyond that, I did not tamper with the game in any way.

Also, I didn't know there were 4 Swarm classes.
Title: Re: Official v5.50 Bugs Thread
Post by: Father Tim on August 21, 2011, 02:03:37 AM
There is a bug regarding the Swarm and the Precursors.

It's either the Swarm themselves, the Precursors ramming/shooting at the Swarm or the Swarm attacking the Precursors. The error I posted earlier was what the game spat out when this happened.

I will say, I needed to use the dev mode to see the events from the Precursor's point of view and the Swarm's point of view. Also to vaporize the Swarm ships so I could see the results, lo and behold the errors stopped coming up. Beyond that, I did not tamper with the game in any way.

Also, I didn't know there were 4 Swarm classes.

It's not the existence of the Swarm (and Precursors, and Invaders) that we're trying to hide with [ spoiler ] tags; they're right there in the game options screen after all.  It is the details of their ships/weapons/tactics.  So the parts of that post that we ask you to spoiler tag is the fact that Precursors will ram and the last sentence (which you did, so good on you).
Title: Re: Official v5.50 Bugs Thread
Post by: Jacob/Lee on August 21, 2011, 10:11:34 AM
It's not the existence of the Swarm (and Precursors, and Invaders) that we're trying to hide with [ spoiler ] tags; they're right there in the game options screen after all.  It is the details of their ships/weapons/tactics.  So the parts of that post that we ask you to spoiler tag is the fact that Precursors will ram and the last sentence (which you did, so good on you).
Duly noted. Nonetheless, it's still an annoying bug.

Anyway, a bro at Bay 12 said that the bug is likely caused by ramming attacks.
Quote
I think it was due to the FAC having less armor rows than the damage template need due the the large amount of damage ramming does.

Those precursors probably are frieghters.
I can't prove or disprove anything, but the ship was ramming a Matriarch, a massive (200,000 tons) Swarm ship IIRC and it couldn't kill it because the shields were regenerating too fast.
Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 21, 2011, 02:44:21 PM
Error In ship production
Error 6 was generated by aurora
Overflow

Please report to yoda programmer of aurora


2nd bug report
Error in exectue orders
Error 94 generated by aurora
Invalid use of Null
Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 21, 2011, 06:31:43 PM
Error in checkspecialorders

Error 3021 was generated by DAO.Field
Title: Re: Official v5.50 Bugs Thread
Post by: Karlito on August 21, 2011, 10:51:57 PM
I believe I've found a minor bug in the colony cost formula.   I found a moon of Sirius B I with the following atmospheric composition. 

Ammonia (F) 82%
Nitrogen 17.  6%
Neon 0.  36%
Total Pressure is .  1
Gravity is .  73
Temperature is -42.  8

Using the default human race. 

Anyway, the problem is that although the moon has an unbreathable atmosphere (which is indicated on the system view), the colony cost is 1.  90, which is equal to the temperature cost, when it should be 2.  0 on account of the unbreathable atmosphere; there isn't any oxygen.   If the ammonia was gaseous, the colony cost would also be set to 2 because of the toxicity.   I'm guessing the program is disregarding the toxic gas since it's frozen (as it should), but then doesn't do a follow up check for oxygen content, so it just becomes the temperature cost. 

I've got a database to send if you need it. 

Title: Re: Official v5.50 Bugs Thread
Post by: waresky on August 22, 2011, 01:22:48 AM
Hope our Steve fix those dastardly bugs.

5.50 to 5.52 are full of "reboot pc" bugs..:(
Title: Re: 5.51 BUGS
Post by: Ashery on August 22, 2011, 05:51:27 AM
Ah, an oldie but goodie. I can confirm that the NPRs are still trying to use non-existent tech systems in the newest version. :-)

Still on 5.51 and I just got this as well. Actually, I initially didn't get an error at all and had to kill the process (After waiting a couple hours) while passing time in single day intervals. I only got the error after I loaded the game back up and inched along at a smaller interval to see if I could pinpoint what caused the initial crash.

The error popped up around a dozen times before I was able to get back to the game. Looks like it occurred during a build cycle, which isn't surprising considering what seems to cause the error.

I didn't catch if the error was addressed after searching for "3201" on each page, so I apologize if it was already taken care of.

Edit: What the hell...I just went to check the message history to see exactly how many times the error occurred and I'm looking at the message history for an entirely different game. It should be noted that the messages that display at the bottom of the system map are correct, but the ones under "Events" are not.
Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 22, 2011, 06:47:02 AM
yup got the same 3021 error messages msyelf
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on August 22, 2011, 10:51:32 AM
yup got the same 3021 error messages msyelf

Just a question: Do you delete the "Space Race" game on installing a new version?
I get that error sometimes when i do, and never (so far) when i don't.
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on August 22, 2011, 01:57:01 PM
I believe I've found a minor bug in the colony cost formula.   I found a moon of Sirius B I with the following atmospheric composition. 

Ammonia (F) 82%
Nitrogen 17.  6%
Neon 0.  36%
Total Pressure is .  1
Gravity is .  73
Temperature is -42.  8

Using the default human race. 

Anyway, the problem is that although the moon has an unbreathable atmosphere (which is indicated on the system view), the colony cost is 1.90, which is equal to the temperature cost, when it should be 2.0 on account of the unbreathable atmosphere; there isn't any oxygen.   If the ammonia was gaseous, the colony cost would also be set to 2 because of the toxicity.   I'm guessing the program is disregarding the toxic gas since it's frozen (as it should), but then doesn't do a follow up check for oxygen content, so it just becomes the temperature cost. 

I've got a database to send if you need it. 

Possibly dumb question - have you researched the reduced colonisation cost 5% tech?
Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 22, 2011, 02:41:02 PM
research the technology that reduces colony costs that should fix it
Title: Re: 5.51 BUGS
Post by: Ashery on August 22, 2011, 04:48:28 PM
Edit: What the hell...I just went to check the message history to see exactly how many times the error occurred and I'm looking at the message history for an entirely different game. It should be noted that the messages that display at the bottom of the system map are correct, but the ones under "Events" are not.

Not sure how the hell it happened, but Aurora somehow loaded my other game sometime after the errors were processed and my system map got updated. Refreshing my galaxy map gave me an error (Forgot to take the number) and showed a lone Sol system instead of the 20-30 systems I had explored up to that point. I didn't know for sure what was going on at the moment of the refresh, but when I looked at the main Aurora window, it displayed "Playground," the name of my SM testing campaign.
Title: Re: Official v5.50 Bugs Thread
Post by: Karlito on August 22, 2011, 09:37:21 PM
Quote from: user-unknown link=topic=3895. msg38725#msg38725 date=1314039421
Possibly dumb question - have you researched the reduced colonisation cost 5% tech?

D'oh! I have indeed.  Totally forgot about that.
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 23, 2011, 06:24:29 PM
This is a bizarre workaround/fix for the UpdateGameLog continual errors.

I applied the 5.50 patch. Renamed Aurora.exe to Aurora550.exe.
Applied the 5.51 patch. Renamed Aurora.exe to Aurora551.exe.
Applied the 5.52 patch. Renamed Aurora.exe to Aurora552.exe.

All three launch the game.
Title: Re: Official v5.50 Bugs Thread
Post by: Ashery on August 26, 2011, 12:25:19 AM
My commercial yards are producing everything at a rate of 200, regardless of its size.   It does still seem to be improved by tech and leader bonuses.

Man, this bit is beginning to bug the hell out of me.

A simple tug is going to take nearly seven damn years to finish at my current rate (525). Can't wait to see how long my asteroid miners take to finish...

Ah well, at least it makes the decision to not expand beyond a capacity of 68000 tons easy.

Funny thing is, though, that the only way to get an ABR of half your modified racial is for the class size to be 0.
Title: Re: Official v5.50 Bugs Thread
Post by: deoved on August 26, 2011, 05:45:27 AM
Man, this bit is beginning to bug the hell out of me.

A simple tug is going to take nearly seven damn years to finish at my current rate (525). Can't wait to see how long my asteroid miners take to finish...

Ah well, at least it makes the decision to not expand beyond a capacity of 68000 tons easy.

Funny thing is, though, that the only way to get an ABR of half your modified racial is for the class size to be 0.

Also building rate did not adjust to ship tonnage. 5000 tonn mediana do not work for commercial shipyards... >:(
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on August 26, 2011, 09:59:35 AM
it's possible to mitigate this quite a bit by building the ship components with your factories before, especially the engines
Title: Re: Official v5.50 Bugs Thread
Post by: deoved on August 28, 2011, 06:00:41 AM
it's possible to mitigate this quite a bit by building the ship components with your factories before, especially the engines

I do not tried that before. How can i assemble ship then?
Title: Re: Official v5.50 Bugs Thread
Post by: Brian Neumann on August 28, 2011, 07:56:32 AM
To use your factories to speed ship building up you need to do a couple of things.  One is that the parts that you want to use on your ships need to be at the same colony as the ship will be built at.  To actually build the parts you need to switch your industry to building ship components.  This is on the pulldown in the industry tab top left.  Once you select the component to build it is just like any other industry project.  I usually will build the engines large sensors, fire control and large weapon systems like tripple or quad weapon turrets.  When you start a ship building project the computer will see how many components are available and add them to the ship.  It will then calculate the cost remaining and build points remaining and that is what you will need to wait on finishing.  This does mean that if you have 1/2 the cost of the ship in components ready then the build time will be 1/2 as long.

Brian
Title: Re: Official v5.50 Bugs Thread
Post by: Halconnen on August 28, 2011, 04:27:57 PM
Hello, hello. 

Completely new player here.   I'm using German Windows 7 Ultimate x64, and as such did the decimal fix and also added the MSSTDFMT.  DLL to get the game to work, but I still have one issue. 

In the F4 menu, if I change Leader Type, select any rank with leaders in it, or select a Leader directly by clicking on him/her, I get the following error:

"Error in grdCommanders_Selchange
Error 3061 was generated by DAO.  Database
Too few parameters.   Expected 1. 
Please report to hxxp: aurora2.  pentarch.  org/viewforum.  php=11"

When I OK that message, I then get an endless amount of one of two error messages, either:
"Error in grdCommanders_Selchange
Error 91 was generated by Aurora
Objektvariable oder With-Blockvariable nicht festgelegt (German, roughly translates to "Object variable or With-Block variable not defined"
Please report to hxxp: aurora2.  pentarch.  org/viewforum.  php=11"

or
"Error in grdCommanders_Selchange
Error 3420 was generated by DAO.  Recordset
Object invalid or no longer set
Please report to hxxp: aurora2.  pentarch.  org/viewforum.  php=11"

I am not sure why I sometimes get the second and sometimes the third error message after closing the first.   I can reliably reproduce this on the example game included with the download, as well as own games I start.   In one case, I seem to have damaged my game to the point I get those error popups right after reselecting the game, rendering the save broken.   In either case, the endless errors force me to forcefully close the game. 

Makes me sad, I don't want to play this game without using my leaders.   D:

EDIT: This also pops up when opening the "Ships" window.  D:
Title: Re: Official v5.50 Bugs Thread
Post by: waresky on August 29, 2011, 05:33:20 AM
Willkommen mensch:)

Welcome guys..

it's funny show how many ppl coming into Steve's Hellgate ..:D
Title: Re: Official v5.50 Bugs Thread
Post by: deoved on August 29, 2011, 06:15:48 AM
To use your factories to speed ship building up you need to do a couple of things.  One is that the parts that you want to use on your ships need to be at the same colony as the ship will be built at.  To actually build the parts you need to switch your industry to building ship components.  This is on the pulldown in the industry tab top left.  Once you select the component to build it is just like any other industry project.  I usually will build the engines large sensors, fire control and large weapon systems like tripple or quad weapon turrets.  When you start a ship building project the computer will see how many components are available and add them to the ship.  It will then calculate the cost remaining and build points remaining and that is what you will need to wait on finishing.  This does mean that if you have 1/2 the cost of the ship in components ready then the build time will be 1/2 as long.

Brian

Thanks Brian, it will help. But what about refitting, it will work there?
Title: Re: Official v5.50 Bugs Thread
Post by: ollobrains on August 29, 2011, 06:16:13 AM
Hello, hello. 

Completely new player here.   I'm using German Windows 7 Ultimate x64, and as such did the decimal fix and also added the MSSTDFMT.  DLL to get the game to work, but I still have one issue. 

In the F4 menu, if I change Leader Type, select any rank with leaders in it, or select a Leader directly by clicking on him/her, I get the following error:

"Error in grdCommanders_Selchange
Error 3061 was generated by DAO.  Database
Too few parameters.   Expected 1. 
Please report to hxxp: aurora2.  pentarch.  org/viewforum.  php=11"

When I OK that message, I then get an endless amount of one of two error messages, either:
"Error in grdCommanders_Selchange
Error 91 was generated by Aurora
Objektvariable oder With-Blockvariable nicht festgelegt (German, roughly translates to "Object variable or With-Block variable not defined"
Please report to hxxp: aurora2.  pentarch.  org/viewforum.  php=11"

or
"Error in grdCommanders_Selchange
Error 3420 was generated by DAO.  Recordset
Object invalid or no longer set
Please report to hxxp: aurora2.  pentarch.  org/viewforum.  php=11"

I am not sure why I sometimes get the second and sometimes the third error message after closing the first.   I can reliably reproduce this on the example game included with the download, as well as own games I start.   In one case, I seem to have damaged my game to the point I get those error popups right after reselecting the game, rendering the save broken.   In either case, the endless errors force me to forcefully close the game. 

Makes me sad, I don't want to play this game without using my leaders.   D:

EDIT: This also pops up when opening the "Ships" window.  D:

still playing have come across these bugs as well dont want to overpost might upset the grammar ####s around here.  But whenever they are fixed will look forward to 5.53 or whatever comes next
Title: Re: Official v5.50 Bugs Thread
Post by: Tssha on August 29, 2011, 01:23:31 PM
Error in IndustrialProjects

Error 11 was generated by Aurora
Division by zero

I believe it's caused by a lack of fuel for my Research Lab project, which was reported that turn (and once before on a previous production cycle with the same error).   Guess I'm running out of gas.   Fuel reserves are zero.   I also finished a ship that turn and it wasn't fuelled fully.   That might've contributed (by yanking all the fuel out of my reserves).

Project did complete though.   I've got a new Research Lab.
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on August 29, 2011, 01:55:00 PM
Error in IndustrialProjects

Error 11 was generated by Aurora
Division by zero

I believe it's caused by a lack of fuel for my Research Lab project, which was reported that turn (and once before on a previous production cycle with the same error).   Guess I'm running out of gas.   Fuel reserves are zero.   I also finished a ship that turn and it wasn't fuelled fully.   That might've contributed (by yanking all the fuel out of my reserves).

Project did complete though.   I've got a new Research Lab.

Research labs do not consume fuel. All they need are population.

Check your minerals. See if you have enough for everything.
Title: Re: Official v5.50 Bugs Thread
Post by: Tssha on August 30, 2011, 12:34:36 PM
There's no mineral shortages, I can assure you.    I've been letting my Duranium accumulate and I've got plenty of Mercassium.    Wealth and work force is not a problem.    The message says "Fuel Shortage in Production of Research Lab on Earth" and I've gotten it not just once, but twice. 

I'm fairly certain this only happens when I complete a ship.    When ships refuel on orders and empty the reserve that way, I don't get the message. 

I can upload a copy of the log in txt format.    In fact, I've already done so on my own web space, but I can't share the url.    My young account and post count most likely.    I am willing to provide it through any means available. 

EDIT: It just happened again.   Another ship completed and it reported "Fuel Shortage in Production of Fuel Refinery on Earth".   I've got enough Duranium, though I'm running out so I'm not producing as many refineries as I'd like.   I haven't hit a shortage yet though.   Still 217 in the stockpile and plenty pouring in via mass driver.
Title: Re: Official v5.50 Bugs Thread
Post by: Feujak on August 30, 2011, 02:40:16 PM
Is there an option to disable error report ?


Quote from: ndkid link=topic=3895.  msg38321#msg38321 date=1313436928
I'm getting repeated Error in CheckForRuins in my current 5.  52 game.   Error 3421: Data Type Conversion error.   There is a planet that I believe will contain ruins, but I am not currently in a system with one, so my guess is that the defenders of said planet are managing to cause the problem themselves, or possibly with other outside help. 

EDIT: I think I now have a little more data on this bug.   I am in combat with a squad of missle-throwing ships (a few 12000-ish tons, a few 6000-ish tons) that have run out of missiles, allowing my laser-only ships to close to range.   For each shot that hits and does damage, I'm getting one of these CheckForRuins errors.   This is in addition to often getting them when my time increments are shortened due to NPRs fighting each other. 
Title: Re: Official v5.50 Bugs Thread
Post by: Zed 6 on August 30, 2011, 03:26:18 PM
Someone correct me if I'm wrong but when a ship is built, it leaves the shipyard fully fueled 100%. The actual text of the message might be wrong "Fuel Shortage in Production of Research Lab on Earth" might have been meant to be "Fuel Shortage in Production of Ship on Earth"  I would check your fuel supply on Earth ( not the sorium amount, actual fuel) and the amount on the just completed ship or ships. Just an idea.
Title: Re: Official v5.50 Bugs Thread
Post by: Tssha on August 30, 2011, 07:45:01 PM
Quote from: Zed 6 link=topic=3895.  msg39136#msg39136 date=1314735978
Someone correct me if I'm wrong but when a ship is built, it leaves the shipyard fully fueled 100%.   The actual text of the message might be wrong "Fuel Shortage in Production of Research Lab on Earth" might have been meant to be "Fuel Shortage in Production of Ship on Earth"  I would check your fuel supply on Earth ( not the sorium amount, actual fuel) and the amount on the just completed ship or ships.   Just an idea.

No, I already know I don't have enough fuel to fill up my ships.    That's why I'm building fuel refineries.    What I'm saying is the divide by zero error is popping up on ship completion and I'm getting an odd report in the events log that says I've run short of fuel in the production of an installation.    Fuel which it certainly doesn't need.    At least it isn't holding up production, just giving me weird errors. 

I'm not building any missiles.    My ships don't fuel up fully, but that is to be expected.    I don't have a problem with this, juggling a fuel shortage is just another strategic decision.    I'm just reporting the bug as the error message asked me to. 
Title: Re: Official v5.50 Bugs Thread
Post by: Paul on August 31, 2011, 01:56:04 PM
Few bugs with tractoring ships:

You can link ships like a train using the tractor target ship command, and it doesn't even take the third ship into account for speed - so a ship pulling a ship pulling a ship only takes into account the first two ships for mass. The way it works is you tractor one ship, then give an order to tractor another - and it apparently sees the newly tractored ship as a second free tractor beam even though it's linked to the first.

Ships being tractored are removed from the task group when suffering a maintenance failure, even when it doesn't damage anything. This could be because the station I was tractoring didn't have any engines. They are still linked by tractor, so using the absorb task group command from the tug will put it back in.

Speaking of the removal thing, could the behavior of removing ships from task groups when suffering damage be made optional based on the group? If a fighter ship gets disabled removing it from the fighter group is good, the rest of the group can still keep fighting and I can pick up the disabled fighter after the battle. But if my military flagship takes an engine hit I don't want the rest of the task group just flying off and leaving it.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on September 01, 2011, 05:30:06 AM
I am going away for a few days. When I get back next week I will go through the bugs thread and sort out a new version.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: davidr on September 01, 2011, 09:43:49 AM
Steve,

Many thanks for your continued interest in removing bugs for our enjoyment.

 Aurora has proved to be the reason I am spending far too much time at a computer rather than being out in the fresh air taking photographs whilst the weather in the UK allows.

DavidR
Title: Re: Official v5.50 Bugs Thread
Post by: Waffles on September 01, 2011, 09:46:33 AM
Get an error while trying to create a ship class. Dunno what casues this, but it happens every time. Then i get an endless cycle of the last error. Here's a picture of the error. (http://i.imgur.com/D2JWF.png) Which also shows that the description window for ship parts is completely shot aswell.

I'll try to install it to someplace else than Program Files to see if that fixes it.

EDIT: tried installing it to My Documents. Same problem.
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on September 01, 2011, 12:40:07 PM
Get an error while trying to create a ship class. Dunno what casues this, but it happens every time. Then i get an endless cycle of the last error. Here's a picture of the error. (http://i.imgur.com/D2JWF.png) Which also shows that the description window for ship parts is completely shot aswell.

I'll try to install it to someplace else than Program Files to see if that fixes it.

EDIT: tried installing it to My Documents. Same problem.

Are you trying to add a component, or a new ship? If a new ship, try Alt-N as well as clicking.
Title: Re: Official v5.50 Bugs Thread
Post by: Herode on September 01, 2011, 01:17:43 PM
@Waffles : considering the error messages, I guess you should describe step by step what you are doing / where you are clicking when this error arises. And also, what are your locale settings. Bugs are often context-sensitive (that's why they are hive minded, btw  :) )
Title: Re: Official v5.50 Bugs Thread
Post by: Waffles on September 02, 2011, 08:24:39 AM
Okay, step by step guide for how I fudged the game.

1. Click create new class button or whatever it was called to design a new ship
2.Try to add components
3. select any component
4. The description window says Text1 and nothing else
5. Try to add any amount of said component
6. Get errors previously mentioned

And i'll have to check my locale settings, actually. Quite unsure as to what they currently are.

Actually, I tried to quickly change my location setting to US incase that would help but no dice. And I checked the decimal separator and it's a . and not a ,



EDIT: Wait just a gosh darned minute. Apparently Alt N fixed it. Who knew? (Sloshmonger obviously)
Title: Re: Official v5.50 Bugs Thread
Post by: Thiosk on September 02, 2011, 02:23:55 PM
Capturing a spawned robotic colony will hand control of a large number of precursor vessels.  I could imagine that this is essentially finding a subspace control module that granted ship control, but somehow I doubt its working as intended.  Most of these ships are being obliterated, but at least this one honking anti-missile missile base they gave me won't be defending the offensive missile base it co-orbits with.
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on September 02, 2011, 02:32:14 PM
Here's one for you.

Created a new game. Not using real star systems. Not a Sol/Human start.

Select the SM Race, go to F9.

Issue 1. I can see all the races in the Environmental Tolerance except mine.

Issue 2. All the systems generated are Proxima Centauri. I now (currently) have 4 Proxima Centauri systems, with different system ids.

Addendum... Playing the game, and the first JP explored leads to... Proxima Centauri ???
Title: Re: Official v5.50 Bugs Thread
Post by: deoved on September 02, 2011, 04:16:47 PM
Capturing a spawned robotic colony will hand control of a large number of precursor vessels.  I could imagine that this is essentially finding a subspace control module that granted ship control, but somehow I doubt its working as intended.  Most of these ships are being obliterated, but at least this one honking anti-missile missile base they gave me won't be defending the offensive missile base it co-orbits with.

Seconded. I have this too by only capturing robotic listening post. But... solved it by transfering those ships back to Precursors
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on September 02, 2011, 04:42:49 PM
Okay, step by step guide for how I fudged the game.

1. Click create new class button or whatever it was called to design a new ship
2.Try to add components
3. select any component
4. The description window says Text1 and nothing else
5. Try to add any amount of said component
6. Get errors previously mentioned

And i'll have to check my locale settings, actually. Quite unsure as to what they currently are.

Actually, I tried to quickly change my location setting to US incase that would help but no dice. And I checked the decimal separator and it's a . and not a ,



EDIT: Wait just a gosh darned minute. Apparently Alt N fixed it. Who knew? (Sloshmonger obviously)


From the screenshots, it appeared that you were adding a component to a non-existant ship.

It still might be a bug that pressing the New button doesn't actually create a new class.
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on September 02, 2011, 05:51:29 PM
Capturing a spawned robotic colony will hand control of a large number of precursor vessels.  I could imagine that this is essentially finding a subspace control module that granted ship control, but somehow I doubt its working as intended.  Most of these ships are being obliterated, but at least this one honking anti-missile missile base they gave me won't be defending the offensive missile base it co-orbits with.

I think I had the same thing - landed troops and engaged in combat with a precursor ground unit thing.  When the colony was captured, I was now the proud owner of two Troop Transport type ships each with 7 marine companies loaded into drop pods.  Not complaining though as the scientists back at Earth found their subsystems extremely interesting...
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on September 03, 2011, 02:53:04 AM
Capturing a spawned robotic colony will hand control of a large number of precursor vessels.  I could imagine that this is essentially finding a subspace control module that granted ship control, but somehow I doubt its working as intended.  Most of these ships are being obliterated, but at least this one honking anti-missile missile base they gave me won't be defending the offensive missile base it co-orbits with.

see http://aurora2.pentarch.org/index.php/topic,4040.0.html

In my case, i recaptured a colony that I lost to them
Title: Re: Official v5.50 Bugs Thread
Post by: Waffles on September 03, 2011, 05:20:36 AM
I get an error simply by advancing the time by any increment. It doesn't always happen, but somehow I think this is a bad thign to happen regardless.

Error in GetCommanderName
Error 94 was generated by Aurora
Invalid us of Null


No idea what causes this, though I use Elemental as my main Empire Theme and Alien #1, I think, as my commander theme
Title: Re: Official v5.50 Bugs Thread
Post by: Dutchling on September 03, 2011, 05:33:20 AM
At the ship design screen, when you check the commercial only box you won't see the Maint Storage Bay. But if you add it (when the box is unchecked) it won't make your ship a military design,

EDIT: another bug:
I ordered one of my ship to enter an unexplored JP. I first got a error (division by zero) and than I discovered TWO systems at once. The first one (Temple Cloud) was normal, and my ship was in there. The other one (Temple Dinsley) didn't had a ship or an JP in it had 4 stars. B and C were orbiting A. And D was at the SAME spot as A.
Also: on the galactic map they are on the same spot and when I move one, the other one also moves.

wuuuut?
Title: Re: Official v5.50 Bugs Thread
Post by: MattyD on September 03, 2011, 07:13:07 AM
Available Colony Analysis Screen

Population totals for human are given for genetically modified populations.

On 'Conversion' I have 0.34m Humans and 2.4m Icemen, the Human figure is retained when I change the species on the environmental dropdown.
Title: Re: Official v5.50 Bugs Thread
Post by: Waffles on September 03, 2011, 09:52:43 AM
Every now and then all the advance time buttons spazz out. The 5 Days button starts working as a 5 Sec button and the 30 Days button only does 30 Sec. I tried to click the 5 Seconds button incase they switched order out of nowhere but such was not the case. I tried to close the game, wait a bit and then restart it but no dice.
Title: Re: Official v5.50 Bugs Thread
Post by: deoved on September 03, 2011, 09:54:28 AM
Every now and then all the advance time buttons spazz out. The 5 Days button starts working as a 5 Sec button and the 30 Days button only does 30 Sec. I tried to click the 5 Seconds button incase they switched order out of nowhere but such was not the case. I tried to close the game, wait a bit and then restart it but no dice.

Maybe it is NPR interruptions?
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on September 03, 2011, 10:54:26 AM
Every now and then all the advance time buttons spazz out. The 5 Days button starts working as a 5 Sec button and the 30 Days button only does 30 Sec. I tried to click the 5 Seconds button incase they switched order out of nowhere but such was not the case. I tried to close the game, wait a bit and then restart it but no dice.

Check the event log under SM mode.
Title: Re: Official v5.50 Bugs Thread
Post by: orfeusz on September 04, 2011, 02:41:17 PM
Hi. I found this error infinitely looping:

Error in SwarmColonyProduction

Error 3265 was generated by DAO.Fields
<something in Polish>

If i close Aurora i get this also infinitely looping:


Error in UpdateGameLog

Error 3420 was generated by DAO.Database
<something in Polish>

If i terminate process i am able to start game again, time is set some hours + and i can play normally till i click long turn - like 5 days. Then again :/

I don't have save file for some 2 days so shame :(
Title: Re: Official v5.50 Bugs Thread
Post by: Thiosk on September 04, 2011, 03:15:05 PM
Uh oh, sounds to me like the swarm have a problem, and the problem is hitting at that particular cycle.   Since its swarm production, its not your fault.

Is this a case where it might be prudent to delete the offendending race?  Perhaps a pro will be able to open your database and fix it for you...
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on September 04, 2011, 03:24:09 PM
Hi. I found this error infinitely looping:

Error in SwarmColonyProduction

Error 3265 was generated by DAO.Fields
<something in Polish>

If i close Aurora i get this also infinitely looping:


Error in UpdateGameLog

Error 3420 was generated by DAO.Database
<something in Polish>

If i terminate process i am able to start game again, time is set some hours + and i can play normally till i click long turn - like 5 days. Then again :/

I don't have save file for some 2 days so shame :(

I think I have found the problem but it will require a DB fix :(. I may get away with some form of DB update option as it is fairly minor. I'll see what else is required for the next version before I decide one way or the other.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on September 04, 2011, 03:26:55 PM
Uh oh, sounds to me like the swarm have a problem, and the problem is hitting at that particular cycle.   Since its swarm production, its not your fault.

Is this a case where it might be prudent to delete the offendending race?  Perhaps a pro will be able to open your database and fix it for you...

Absolutely don't delete one of the special NPRs or you will destroy your game. This is one of the main reasons I don't publish the database and designer mode passwords :)

In fact, someone on another forum has offered to give out the designer mode password to anyone who wants it so I will have to change that for the next edition and I will have to be a lot more careful about giving it out in future :(

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on September 04, 2011, 03:30:59 PM
At the ship design screen, when you check the commercial only box you won't see the Maint Storage Bay. But if you add it (when the box is unchecked) it won't make your ship a military design,

It should be a military design. Fixed for the next version.

Quote
EDIT: another bug:
I ordered one of my ships to enter an unexplored JP. I first got a error (division by zero) and than I discovered TWO systems at once. The first one (Temple Cloud) was normal, and my ship was in there. The other one (Temple Dinsley) didn't had a ship or an JP in it had 4 stars. B and C were orbiting A. And D was at the SAME spot as A.
Also: on the galactic map they are on the same spot and when I move one, the other one also moves.

wuuuut?

That sounds extremely weird. Given the number of jumps points explored by players over the years it must be an extremely rare problem for it to have not appeared previously. Have you modified the database in any way or changed anything in designer mode?

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: orfeusz on September 04, 2011, 04:09:12 PM
I think I have found the problem but it will require a DB fix :(. I may get away with some form of DB update option as it is fairly minor. I'll see what else is required for the next version before I decide one way or the other.

Steve


So ummm... Can i play from my last (3.5 years back) save and don't have this error again? Or it will return sooner or later and i should start again/wait for new database? Any way to tell?

It's my first game (why i didn't found Aurora years ago?!) and its like 25 years of in game time  :)
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on September 04, 2011, 05:41:51 PM

So ummm... Can i play from my last (3.5 years back) save and don't have this error again? Or it will return sooner or later and i should start again/wait for new database? Any way to tell?

It's my first game (why i didn't found Aurora years ago?!) and its like 25 years of in game time  :)


Option #1. If you have Access and can open the Stevefire.mdb file I can explain how to fix the bug. Open the PlanetaryInstallation table. On the line where the value in the first column is 9 and the value in the second column is 'Infrastructure', change the value of the third column from 'None' to 'Infrastructure'

Option #2. If you do revert to your previous save, it is probable but not certain that the error will reappear. Without including spoilers all I can say is that a certain sequence of events must have taken place for this error to occur. In general terms it is unlikely but if the conditions within your game allowed it to happen once, it is likely it will happen again at some point. If you do try this, keep a copy of the current DB.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Lost Wookie on September 04, 2011, 06:05:32 PM
Quote from: Waffles link=topic=3895. msg39321#msg39321 date=1315045236
I get an error simply by advancing the time by any increment.  It doesn't always happen, but somehow I think this is a bad thign to happen regardless.

Error in GetCommanderName
Error 94 was generated by Aurora
Invalid us of Null


No idea what causes this, though I use Elemental as my main Empire Theme and Alien #1, I think, as my commander theme

I am also experiencing this error in my third go at learning Aurora.  Using Terran Empire theme & Roman commander theme.  Prior two games were different themes & this never came up.  Error message comes up anywhere from zero to 10+ times when advancing time by any increment, though usually just once.  Been happening since the first turn, currently 2035 and still happening.

Side note, as this is my first post: Steve, you've created an incredible, impressive game.  Your attentiveness to this forum is equally impressive.  Thank you, on both counts. 
Title: Re: Official v5.50 Bugs Thread
Post by: orfeusz on September 05, 2011, 02:28:05 AM
Option #1. If you have Access and can open the Stevefire.mdb file I can explain how to fix the bug. Open the PlanetaryInstallation table. On the line where the value in the first column is 9 and the value in the second column is 'Infrastructure', change the value of the third column from 'None' to 'Infrastructure'

I would love to, but i don't have a password. If You could send me it in PM i promise to use it only to fix swarm  :) I really understand that it need to be keep secret because of troubles it can generate to You.



Title: Re: Official v5.50 Bugs Thread
Post by: Thiosk on September 05, 2011, 02:49:25 PM
Abandoned installations fail to generate alien artifacts under some circumstances.

The setup:

-Engineer brigades are landed on a planet, under the colony name of one race.  They begin recovering installations.
-Colonists of a different species are landed.  Engineer brigades and items are transferred to the new colony.

Engineer brigades continue to place discovered installations in the old colony despite being attached to the new colony.

The new colony does not generate alien artifiacts trade goods.  I don't know if the old colony is generating them, as it has zero population.
Title: Re: Official v5.50 Bugs Thread
Post by: cah7777 on September 06, 2011, 05:25:29 PM
I am having difficulty installing the v5. 50 patch.   After installing v4. 91 I extract the v5. 50 patch and overwrite the required files.    However, when I try to run aurora. exe I get an "Error in form load.   Error 3265 was generated by DAO. Fields.   Item not found in this collection. "  After hitting enter I get an endless string of "Error in UpdateGameLog.   Error 3201 was generated by DAO. recordset.   You cannot add or change a record because a related record is required in table 'Game. '  Eventually I just have to shut down the computer to get Aurora to close.

Am I missing something simple?
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on September 06, 2011, 05:49:03 PM
I am having difficulty installing the v5. 50 patch.   After installing v4. 91 I extract the v5. 50 patch and overwrite the required files.    However, when I try to run aurora. exe I get an "Error in form load.   Error 3265 was generated by DAO. Fields.   Item not found in this collection. "  After hitting enter I get an endless string of "Error in UpdateGameLog.   Error 3201 was generated by DAO. recordset.   You cannot add or change a record because a related record is required in table 'Game. '  Eventually I just have to shut down the computer to get Aurora to close.

Am I missing something simple?

I had to rename the Aurora.exe files as I updated them. Basically don't overwrite, delete the old.
Title: Re: Official v5.50 Bugs Thread
Post by: cah7777 on September 06, 2011, 07:14:27 PM
Quote from: Erik Luken link=topic=3895. msg39491#msg39491 date=1315349343
I had to rename the Aurora. exe files as I updated them.  Basically don't overwrite, delete the old. 

I manually deleted the old files then extracted the v5. 50 patch into the aurora directory and am still having the same issue.
Title: Re: Official v5.50 Bugs Thread
Post by: liq3 on September 06, 2011, 09:03:01 PM
The range number under maintenance in the F6 window is wrong.  It's using the old 24 hour fuel tick formula, instead of the 10 hour one. 
Title: Re: Official v5.50 Bugs Thread
Post by: Beersatron on September 07, 2011, 12:30:59 AM
I manually deleted the old files then extracted the v5. 50 patch into the aurora directory and am still having the same issue.

Did you install Aurora into the program files folder in a windows vista or 7 system?

There is an issue with overwriting files in certain folders - you literally can not do it, even though you say yes ...

If you have the time, try installing Aurora into another partition or into your documents folder - for some reason that seems to work.
Title: Re: Official v5.50 Bugs Thread
Post by: Thibaut on September 07, 2011, 08:49:49 AM
Abandoned installations fail to generate alien artifacts under some circumstances.

The setup:

-Engineer brigades are landed on a planet, under the colony name of one race.  They begin recovering installations.
-Colonists of a different species are landed.  Engineer brigades and items are transferred to the new colony.

Engineer brigades continue to place discovered installations in the old colony despite being attached to the new colony.

The new colony does not generate alien artifiacts trade goods.  I don't know if the old colony is generating them, as it has zero population.


I believe I'm witnessign this too : i intentionally did not restore all the installations on a planet (left 10), and in the wealth window, that colony is not showed producing any artifacts.
This colony had been invaded by robots at some point, not sure if this is of significance
Title: Re: Official v5.50 Bugs Thread
Post by: DatAlien on September 07, 2011, 12:00:54 PM
I don't know its really a bug but my civ. freighter fly all the time between earth and mars and transport nothing
Title: Re: Official v5.50 Bugs Thread
Post by: orfeusz on September 07, 2011, 12:33:43 PM
Option #1. If you have Access and can open the Stevefire.mdb file I can explain how to fix the bug. Open the PlanetaryInstallation table. On the line where the value in the first column is 9 and the value in the second column is 'Infrastructure', change the value of the third column from 'None' to 'Infrastructure'

I would love to, but i don't have a password. If You could send me it in PM i promise to use it only to fix swarm  :) I really understand that it need to be keep secret because of troubles it can generate to You.

Upssss... AGAIN  :'(

Plying from previous save and i get this again.

Any chance for a database password/patch? I didn't play for two days because i was afraid it will happen again and it did  :'(
Title: Re: Official v5.50 Bugs Thread
Post by: ardem on September 07, 2011, 10:07:16 PM
Google accesspv.exe  ::)

You never got it from me ok  :-X
Title: Re: Official v5.50 Bugs Thread
Post by: Paul on September 08, 2011, 11:39:55 AM
Heres a glitch with the behavior of removing damaged ships from task groups.

Situation:
A carrier full of ships takes an engine hit.

Result:
Error 91
Object variable or With block variable not set

The carrier (which was by itself in a TG) made a new TG and brought the docked ships with it, leaving the old TG empty. Another hit, another new TG leaving an empty one behind. By the time the carrier was finished taking damage I had 12 empty task groups.
Title: Re: Official v5.50 Bugs Thread
Post by: Marc420 on September 08, 2011, 03:05:19 PM
Code: [Select]
Error 9 was generated by Aurora
Subscript out of range

Mostly happens once (well, a pair of exceptions) every time I press the 5 day time advance button.   Did put it on AutoTurn to get past something somewhere else far, far away in the galaxy that was causing interrupts, and that did cause several of these exceptions on that day.   Generally get two of these back to back everytime I press the 5-day button.

Sorry, can't tell you much more than that.   If possible, I'd like to know what's causing this.  Mainly just trying to figure out if its something important going wrong with my (very early, just put a mine on the moon) empire, or whether I can just ignore this as its no big deal and effects some AI player far, far, away.   ;)

Hope this isn't a duplicate report.  I did try searching on Error 9, but didn't find anything in this thread.   Save of the db available if you need it.   I just installed on a new hard-drive, so this should be an up-to-date 5. 52.   
Title: Re: Official v5.50 Bugs Thread
Post by: Paul on September 08, 2011, 07:53:52 PM
Another one related to PDCs.

If you dock a damaged ship in a PDC you get this:

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

I tried adding both maintenance storage and damage controls, it didn't change anything.

Oh, just to clarify - you dock the ship, then wait. It tries to repair the ship and throws that error.
Title: Re: Official v5.50 Bugs Thread
Post by: Thiosk on September 09, 2011, 05:07:02 PM
v 5.52

I'm fairly certain that alien artifacts trade goods are entirely broken.  In a previous post, http://aurora2.pentarch.org/index.php/topic,3895.msg39417.html#msg39417, I noted that under a certain circumstance the colony was not producing goods.  A second colony is also not producing these goods, and I used SM mode to generate a new ruin, rediscover it, and the colony STILL does not produce alien artifacts.

HOWEVER
there is anomalous behavior:
The shortfall and Import requirement tabs have different numbers, and the import requirement is in parentheteticals on the producing planet.  It seems like some minimal amount of demand is being met throughout the empire, but I still show zero production and my ships are not moving artifacts.
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on September 10, 2011, 01:29:02 AM
It appears that black holes do not pull ships in when a task force is out of fuel, so long as that task force's "speed" is kept above the threshold.  Instead, it the task force just sits still.

Setting the speed to 1 changes the task force's fate to doom, as beftting a task force dumb enough to not manage it's own fuel.... like it's my job to do that.
Title: Re: Official v5.50 Bugs Thread
Post by: Thiosk on September 10, 2011, 04:44:33 PM
Fleet speed change on Task Force training

A minor issue.  If a military station is attached to a commercial tug, and set to task force training, the TG will set its speed to 1 km/s.
Title: Re: Official v5.50 Bugs Thread
Post by: Lost Wookie on September 10, 2011, 04:55:24 PM
Error just experienced in v5. 5. 2:

Error in GetSystemThemeName
Error 3075 was generated by DAO. Database
Syntax error (missing operator) in query expression 'Name = 'Kol'tsovo' and RaceID = 1081'

Came up on advancing time (30 day increment).  Hit 'OK' and got this next:

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

This error came up twice and then time advanced normally.  Created a database backup if desired.  Next turn advanced normally so it seems I can continue playing this campaign. 
Title: Re: Official v5.50 Bugs Thread
Post by: viperfan7 on September 12, 2011, 09:44:17 PM
I think the most major bug is the CheckForRuins bug, I think it happens when ever there is any combat within a system that has a ruin, and its making it nearly imposible to play
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on September 12, 2011, 09:51:05 PM
Error just experienced in v5. 5. 2:

Error in GetSystemThemeName
Error 3075 was generated by DAO. Database
Syntax error (missing operator) in query expression 'Name = 'Kol'tsovo' and RaceID = 1081'

Came up on advancing time (30 day increment).  Hit 'OK' and got this next:

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

This error came up twice and then time advanced normally.  Created a database backup if desired.  Next turn advanced normally so it seems I can continue playing this campaign. 

That's the quote in the name. If you have the DB password, you can take it out or replace it with the reverse quote (`)
Title: Re: Official v5.50 Bugs Thread
Post by: backstab on September 13, 2011, 12:36:36 AM
I don't know if this is a bug or what but if you start out Pre-TN, you can not build any Low Tech Infantry / Armour Divisions
Title: Re: Official v5.50 Bugs Thread
Post by: Lucifer on September 13, 2011, 10:21:29 AM
That is my very first campaign, a pre-TN one.
I still have to research the technology to build land troops. 
It seems to be designed this way now.
Regards.
Title: Re: Official v5.50 Bugs Thread
Post by: Thiosk on September 13, 2011, 12:39:18 PM
While it is easy to use civilian orders to move 250 mines to an asteroid, it is not so easy to get the civilians to pick up said mines.  There may be an issue with civ orders logic when the civilian craft are not en route to or in orbit of the "pick up" target.


>Edit in response to questions below:

The supply is set to be an automated asteroid mine, no population, and the destination is an automated planet mine in the same system, no population.  Its sol, and ships are flying right by the asteroid.  I eventually moved them by hand.  I've noticed this behavior many times.
Title: Re: Official v5.50 Bugs Thread
Post by: Beersatron on September 13, 2011, 01:22:15 PM
While it is easy to use civilian orders to move 250 mines to an asteroid, it is not so easy to get the civilians to pick up said mines.  There may be an issue with civ orders logic when the civilian craft are not en route to or in orbit of the "pick up" target.

Have you got the correct conditions for the Civies to want to fulfill the contract?

- The pickup and dropoff points need to be withing 4 jumps of each other.
- All the JPs need gates on both ends.
- If there are shorter trade runs nearby then the Civies seem to go for them, until the destination's population increases it seems.
- There has been no combat in a system that the Civies will need to move through.
Title: Re: Official v5.50 Bugs Thread
Post by: HaliRyan on September 13, 2011, 01:47:30 PM
Edit - Made a mistake, no bug  :-[
Title: Re: Official v5.50 Bugs Thread
Post by: Lost Wookie on September 13, 2011, 07:27:41 PM
Quote from: Erik Luken link=topic=3895. msg39718#msg39718 date=1315882265
That's the quote in the name.  If you have the DB password, you can take it out or replace it with the reverse quote (`)

Thanks Eric.  Good to know it's a minor issue.
Title: Re: Official v5.50 Bugs Thread
Post by: Lost Wookie on September 13, 2011, 08:08:16 PM
So, in my current 5. 5. 2 campaign, I've been recovering installations from a ruin.  My engineers just discovered several Stellarator Fusion Reactor Technology ship components, one level ahead of my current reactor technology.  I dispatched one of my freighter fleets to pick up these components and also instructed them to load a Jump Gate Construction Module (120), a 20cm C4 laser and 2 automated mines.  I knew I didn't have capacity for this cargo but didn't know how much space the components would occupy and so I deliberately ordered an overload to fill the freighters.  The buggy part: when I got the "Intrafreight: Sol 003 failed to load .  .  .  " in my events log and brought up the task group to see how much I had loaded, the fleet was carrying 35x Stellarator Fusion Reactor Technology PB-1 and 0. 5x Jump Gate Construction Module 120.  The fleet consisted of 5 freighters with 5 cargo holds each and I had -21250 cargo space available out of 125,000 available cargo space. 

Seems to me I shouldn't be carrying more cargo than I can hold.  Seems to Aurora as well, as when I select the fleet and choose the "Unload Ship Component" option in the Task Group window I get this error:

Error in cmdAdd
Error 381 was generated by Aurora
Invalid property array index

Clicked OK and assigned the unload cargo order anyway.  Told my fleet to drop off the jump gate components on the planet with the ruins and advanced time by 1 day.  My event log reports "Intrafreight Sol 003 failed to drop off components on .  .  .  Please reschedule orders .  .  . ".  It seeems I can't unload the fleet due to its negative available cargo space status. 

Questions: Is there any way to unload this fleet? Is there a SM option to delete cargo from the fleet? Other methods to recover from this error without losing the fleet/reactor technology?
Title: Re: Official v5.50 Bugs Thread
Post by: Hawkeye on September 13, 2011, 10:55:12 PM
Try the "unload all installations" command.
This used to work with partial loads in prior versions
Title: Re: Official v5.50 Bugs Thread
Post by: ExChairman on September 14, 2011, 01:00:06 AM
Hmmm got a strange one....

Transferd thrue a alien gate in Sol to Wolf 1061, only a star no planets so I jumped back again to Sol, task force were ordered to Earth to refuel, about seven days later a huge ships transfer into Sol via the same Gate, it shows up as red... Getting closer to it and I find outs it about 200000 tons big but I cant shoot at it, never shows up in combat assignments... A day later a new ship appears, 1000 km/s... (Maybee a Star Swarm Queen)

Cant attack it.... Moves to MARS!?! and are now sitting above Mars doing nothing....... Anyone knows if its a bug or something els.... Checking the Diplomacy they were neutrals.... Not anymore trying to kill them before they do any significant damage to me.

By SMing it its Star Swarms
Title: Re: Official v5.50 Bugs Thread
Post by: deoved on September 15, 2011, 08:39:17 AM
Hmmm got a strange one....

Transferd thrue a alien gate in Sol to Wolf 1061, only a star no planets so I jumped back again to Sol, task force were ordered to Earth to refuel, about seven days later a huge ships transfer into Sol via the same Gate, it shows up as red... Getting closer to it and I find outs it about 200000 tons big but I cant shoot at it, never shows up in combat assignments... A day later a new ship appears, 1000 km/s... (Maybee a Star Swarm Queen)

Cant attack it.... Moves to MARS!?! and are now sitting above Mars doing nothing....... Anyone knows if its a bug or something els.... Checking the Diplomacy they were neutrals.... Not anymore trying to kill them before they do any significant damage to me.

By SMing it its Star Swarms

Oh, man, they began deconstruction of the Solar System!
Title: Re: Official v5.50 Bugs Thread
Post by: Thiosk on September 16, 2011, 01:53:26 AM
Active sensor range is still displayed even if the component is destroyed

Destroyed, uncrewed, or otherwise incapacitated... you still see it displayed on the map, but ships don't show up for daddy.
Title: Re: Official v5.50 Bugs Thread
Post by: wedgebert on September 17, 2011, 01:10:33 PM
Few minor bugs, tried searching the forums and didn't see them listed already.

Title: Re: Official v5.50 Bugs Thread
Post by: Lost Wookie on September 17, 2011, 05:37:31 PM
Quote from: Hawkeye link=topic=3895. msg39771#msg39771 date=1315972512
Try the "unload all installations" command.
This used to work with partial loads in prior versions

Still works, unloaded my negative capacity fleet.  Thanks.
Title: Re: Official v5.50 Bugs Thread
Post by: Charlie Beeler on September 18, 2011, 09:43:17 AM
It looks like there may be an issue with the starting ground forces code. 

I modified the Tech System table in the database per the discussion in the suggestions thread for the StartingSystem flag for Repalcement, Garrison, and MobileInfantry from No to Yes.  Started a new game and my player race has the starting ground units I would normally expect in pre v5.5x versions of Aurora.

I don't know if anyone has experienced this with unmodified databases.  If I hadn't been specificly check for the effects of my DB change I'm not sure I'd have noticed. 
Title: Re: Official v5.50 Bugs Thread
Post by: Father Tim on September 19, 2011, 11:11:00 PM
I believe I have run down the elusive 'Engineering Brigades don't function as Construction Factories unless there is at least one actual CF on the colony' bug:  the 1 CF-equivalent of the Eng Bgd is being multiplied by the 0 people employed as Factory workers (when 50,000 are expected) resulting in a total output of 0.
Title: Re: Official v5.50 Bugs Thread
Post by: Havear on September 20, 2011, 07:36:46 AM
I'm getting a popup in .  52, "Error in MissileGeoSurvey", throwing a 3201 by DAO.  Recordset. 

It seems to be related to a drone I fired at a planet which dropped a geo survey buoy. 

EDIT: Seems related to the fact that the buoy doesn't seem to orbit with the planet, so it sometimes just floats in space without the planet below it.
Title: Re: Official v5.50 Bugs Thread
Post by: Hawkeye on September 20, 2011, 10:02:31 AM
I'm getting a popup in .  52, "Error in MissileGeoSurvey", throwing a 3201 by DAO.  Recordset. 

It seems to be related to a drone I fired at a planet which dropped a geo survey buoy. 

EDIT: Seems related to the fact that the buoy doesn't seem to orbit with the planet, so it sometimes just floats in space without the planet below it.

To avoid this, click on the planetary body in the system view, you want to sent your buoy to. Then open the waypoint menue and hit the "Last" button. This will put the waypoint in orbit of the planet, so it will allways stay on top of the planet. If you just place the waypoint with the "Add" command, the planet will wander away from the waypoint on its path around its star.
Title: Re: Official v5.50 Bugs Thread
Post by: Havear on September 20, 2011, 10:13:43 AM
At the time the buoy arrived and deployed, the planet was still under the waypoint.  In any event, still, it's a bug that it doesn't know what to do with this.
Title: Re: Official v5.50 Bugs Thread
Post by: davidr on September 21, 2011, 10:55:11 AM
Using v5.52.

Do not know if this is a bug or WAD but I had a 4000 kps survey vessel encounter a class IV Black Hole.
Thus the vessel could not escape from the Black Hole and eventually used up its fuel and was pulled to the centre of the system. However then the time increments became 5 second pulses with messages stating that the survey vessel had run out of fuel and could not complete its orders. To overcome this impasse I destroyed the vessel myself and am now left with a wreck symbol at the Black Hole.

It has been mentioned by Steve that when a vessel is pulled into the Black Hole it is immediately destroyed and disappears without leaving a wreck  but this did not seem to happen with me.

DavidR
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on September 21, 2011, 11:18:19 AM
Using v5.52.

Do not know if this is a bug or WAD but I had a 4000 kps survey vessel encounter a class IV Black Hole.
Thus the vessel could not escape from the Black Hole and eventually used up its fuel and was pulled to the centre of the system. However then the time increments became 5 second pulses with messages stating that the survey vessel had run out of fuel and could not complete its orders. To overcome this impasse I destroyed the vessel myself and am now left with a wreck symbol at the Black Hole.

It has been mentioned by Steve that when a vessel is pulled into the Black Hole it is immediately destroyed and disappears without leaving a wreck  but this did not seem to happen with me.

DavidR

The black hole didn't destroy the vessel, you did. So there is a wreck. I don't recall if wrecks move or not, but if they do the wreck should get consumed by the black hole at some point.
Title: Re: Official v5.50 Bugs Thread
Post by: USS America on September 21, 2011, 11:44:39 AM
Quote from: Klapaucius87 link=topic=3895. msg38575#msg38575 date=1313781289
Can't change any planet: not earth with 1400m ppl, not mars with 240m, not venus with 1,5 m.
Whenever i change it it simple switch back to default once i change screen.

I'm also seeing this on 5. 52.   I'm trying to change my small colony on Mars to "Stable" so the civilians will ship colonists to Alpha Centauri, but it always resets to "Destination. " 

Also, when a new system is discovered I can't get it to display on the F9 screen without closing it and reopening it.
Title: Re: Official v5.50 Bugs Thread
Post by: Thiosk on September 21, 2011, 12:29:18 PM
A colony is automatically a destination until it has 25 million blokes on it-- working as intended.
Title: Re: Official v5.50 Bugs Thread
Post by: USS America on September 21, 2011, 01:13:15 PM
I was just going to post that I've been able to set Earth to what ever I want and figured there must be a minimum pop level for the colonies.   I did hope it was significantly less than 25m.    :o   ;D

Thanks for the feedback!
Title: Re: Official v5.50 Bugs Thread
Post by: davidr on September 21, 2011, 01:18:41 PM
Erik,

What I was trying to advise was that the Black Hole did not destroy the vessel when its fuel expired. To overcome the problem of 5 second impulses I intentionally destroyed the ship myself to return to my normal 5 day turns. I acknowledge that this caused a wreck in the system and I probably should have tried to remove the ship rather than destroying it.

DavidR
Title: Re: Official v5.50 Bugs Thread
Post by: Beersatron on September 21, 2011, 01:36:46 PM
Erik,

What I was trying to advise was that the Black Hole did not destroy the vessel when its fuel expired. To overcome the problem of 5 second impulses I intentionally destroyed the ship myself to return to my normal 5 day turns. I acknowledge that this caused a wreck in the system and I probably should have tried to remove the ship rather than destroying it.

DavidR

Wonder what would have happened if you set the ship's sped to 1000 and let them fall to their doom!

I imagine Steve only checks for the set speed when it comes to applying the pull from the black hole and doesn't factor in the fuel status since when you run out of fuel you set speed is still 4000.
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on September 21, 2011, 01:50:34 PM
Wonder what would have happened if you set the ship's sped to 1000 and let them fall to their doom!

I imagine Steve only checks for the set speed when it comes to applying the pull from the black hole and doesn't factor in the fuel status since when you run out of fuel you set speed is still 4000.

I encountered the same thing - fuel outage, black hole not killing the poor SOB.  Manually changed fleet speed to 1kps, got my gory ending.

The 5 second interrupts are probably a consequence of conditional orders. You probably could have removed all of them on the task group, and then tried to progress.

Now you just can hope that a NPR that likes wrecks comes and visits.
Title: Re: Official v5.50 Bugs Thread
Post by: HaliRyan on September 21, 2011, 03:42:20 PM
When my parasites land on my carrier and refuel/re-arm, the ammo comes out of the carrier's magazines as expected, but the fuel doesn't. They still get re-fueled to 100%, but it seems to be created magically out of thin air?
Title: Re: Official v5.50 Bugs Thread
Post by: theonlystd on September 21, 2011, 09:07:52 PM
Got the super slow building in 5.52 =(

Years for 500bp freighters and such

Any fixes for this outside of the factorys pre constructing and such or should roll back to 5.42?
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on September 22, 2011, 01:01:57 PM
Got the super slow building in 5.52 =(

Years for 500bp freighters and such

Any fixes for this outside of the factorys pre constructing and such or should roll back to 5.42?

Yeah, this is by far the most annoying bug - I would be happy with a 5.53 that only fixed this issue tbh.
Title: Re: Official v5.50 Bugs Thread
Post by: Ashery on September 23, 2011, 12:13:50 PM
Just got the surrender bug in 5.52 when clearing out some ruin guardians that I had previous fled from. Copying over the last two cycles of the log for the sake of being complete:

Code: [Select]
12th December 2034 23:13:26,Sol,County 061 (County) built on Earth and assigned to New Fighters - Earth
12th December 2034 23:13:26,Sol,Zachary Khan has joined your naval officer corps.  Initiative 197  Political Reliability 10%  Operations 10%:  Promotion Score 224
12th December 2034 23:13:26,Unknown,The Morale of 51st Assault Infantry Battalion has increased to 101
12th December 2034 23:13:26,61 Cygni,Ground Attack on 61 Cygni-A IV vs Gliese 526 Aliens #1075. Total Attack Strength: 61.7311 Combat Ratio: 17.1785  Chance of Attacker unit loss: 0.6%
12th December 2034 23:13:26,Unknown,Through training or experience, Lieutenant Commander Alfie Poole has increased his Fleet Movement Initiative Rating to 225
12th December 2034 23:13:26,Unknown,As a result of experience gained in the performance of his duties, Major-General Jordan Field has increased his Ground Combat Bonus to 18%
12th December 2034 23:13:26,Unknown,As a result of experience gained in the performance of his duties, Brigadier Benjamin Williams has increased his Ground Combat Bonus to 26%
12th December 2034 23:13:26,61 Cygni,Enemy ground unit destroyed. ID: Assault Battalion #7276 (Gliese 526 Aliens #1075)
13th December 2034 08:43:26,Luyten 726-8,New Jump Point found in the Luyten 726-8 System
15th December 2034 04:13:26,Lalande 21185,Tug II has completed orders
16th December 2034 07:43:26,Gliese 33,An exploration of a jump point in the Luyten 726-8 system has revealed the new system of Gliese 33
17th December 2034 02:48:26,Gliese 682,New Jump Point found in the Gliese 682 System
18th December 2034 02:48:26,Sol,Unrest is rising on Titan due to overcrowding. Unrest increased by 0.0001%
18th December 2034 02:48:26,Flora,As a result of the population surrender, the missile-armed corvette FAC FAC #40705 001 has surrendered due to its empty magazines
18th December 2034 02:48:26,Halstead,As a result of the population surrender, the troop transport CA Combat Transport 004 has surrendered
18th December 2034 02:48:26,Paskvic,As a result of the population surrender, the troop transport CA Combat Transport 001 has surrendered
18th December 2034 02:48:26,Wearydunlop,As a result of the population surrender, the troop transport CA Combat Transport 002 has surrendered
18th December 2034 02:48:26,61 Cygni,As a result of the population surrender, the troop transport CA Combat Transport 005 has surrendered
18th December 2034 02:48:26,Gliese 625,As a result of the population surrender, the troop transport CA Combat Transport 013 has surrendered
18th December 2034 02:48:26,Wilhelmina,As a result of the population surrender, the troop transport CA Combat Transport 020 has surrendered
18th December 2034 02:48:26,Sol,Research into Research Rate 600 RP has commenced on Earth
18th December 2034 02:48:26,Gliese 563.2,As a result of the population surrender, the troop transport CA Combat Transport 007 has surrendered
18th December 2034 02:48:26,Groombridge 1830,As a result of the population surrender, the troop transport CA Combat Transport 010 has surrendered
18th December 2034 02:48:26,Struve 2398,As a result of the population surrender, the troop transport CA Combat Transport 016 has surrendered
18th December 2034 02:48:26,Gliese 667,As a result of the population surrender, the troop transport CA Combat Transport 019 has surrendered
18th December 2034 02:48:26,70 Ophiuchi,As a result of the population surrender, the troop transport CA Combat Transport 014 has surrendered
18th December 2034 02:48:26,Unknown,Colonel George Macdonald has been assigned to 111th Heavy Assault Battalion (Ground Combat Bonus 10%)
18th December 2034 02:48:26,Unknown,Colonel Charles Goodwin has been assigned to 67th Heavy Assault Battalion (Ground Combat Bonus 10%)
18th December 2034 02:48:26,Unknown,Colonel Isobel Douglas has been assigned to 68th Heavy Assault Battalion (Ground Combat Bonus 10%)
18th December 2034 02:48:26,Unknown,Colonel William Baker has been assigned to 72nd Heavy Assault Battalion (Ground Combat Bonus 10%)
18th December 2034 02:48:26,Unknown,Colonel Alexander Fitzgerald has been assigned to 70th Heavy Assault Battalion (Ground Combat Bonus 10%)
18th December 2034 02:48:26,Unknown,Colonel James Willis has been assigned to 114th Heavy Assault Battalion (Ground Combat Bonus 10%)
18th December 2034 02:48:26,Unknown,Colonel Billy Holloway has been assigned to 71st Heavy Assault Battalion (Ground Combat Bonus 10%)
18th December 2034 02:48:26,Unknown,Colonel Rachel Holt has been assigned to 109th Heavy Assault Battalion (Ground Combat Bonus 10%)
18th December 2034 02:48:26,Unknown,Colonel Victoria Walker has been assigned to 5th Heavy Assault Battalion (Ground Combat Bonus 5%)
18th December 2034 02:48:26,Unknown,Colonel Ben Hammond has been assigned to 112th Heavy Assault Battalion (Ground Combat Bonus 15%)
18th December 2034 02:48:26,Unknown,Colonel Rhys West has been assigned to 4th Heavy Assault Battalion (Ground Combat Bonus 5%)
18th December 2034 02:48:26,Arcturus,As a result of the population surrender, the troop transport CA Combat Transport 022 has surrendered
18th December 2034 02:48:26,36 Ursae Majoris,As a result of the population surrender, the troop transport CA Combat Transport 023 has surrendered
18th December 2034 02:48:26,61 Cygni,General ground attack on 61 Cygni-A IV. No defending units are present and no garrisoned enemy PDCs remain in operation. The Gliese 526 Aliens #1075 population on 61 Cygni-A IV has surrendered to our victorious ground forces
18th December 2034 02:48:26,Unknown,Through training or experience, Civilian Administrator Joel Bray has increased his Factory Production Bonus to 10%
18th December 2034 02:48:26,Unknown,Through training or experience, Lieutenant Commander Gemma Sutton has increased his Training Bonus to 75
18th December 2034 02:48:26,Unknown,Colonel Oscar Lamb has been assigned to 69th Heavy Assault Battalion (Ground Combat Bonus 15%)
18th December 2034 02:48:26,Unknown,Colonel John Nash has been assigned to 113th Heavy Assault Battalion (Ground Combat Bonus 15%)
18th December 2034 02:48:26,Sol,1 inactive Research Labs on Earth
18th December 2034 02:48:26,Sol,A team on Earth led by Brandon Young has completed research into Expand Civilian Economy by 20%
18th December 2034 02:48:26,Unknown,Colonel Aidan Kelly has been assigned to 110th Heavy Assault Battalion (Ground Combat Bonus 10%)
18th December 2034 02:48:26,Unknown,Colonel Henry Reeves has been assigned to 43rd Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel John Long has been assigned to 44th Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel Archie John has been assigned to 85th Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel Callum Swift has been assigned to 86th Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel Georgia Byrne has been assigned to 87th Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel Luke Johnston has been assigned to 88th Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel Archie John has been assigned to 89th Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel Evie Parsons has been assigned to 90th Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel Max Fry has been assigned to 45th Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel Josh Begum has been assigned to 6th Heavy Assault Battalion (Ground Combat Bonus 5%)
18th December 2034 02:48:26,Unknown,Colonel Joseph Allen has been assigned to 7th Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel Eve Smart has been assigned to 47th Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel Anthony Newman has been assigned to 12th Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel Thomas Walters has been assigned to 11th Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel Lily Holland has been assigned to 10th Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel Alfie Davis has been assigned to 9th Marine Battalion (Ground Combat Bonus 0%)
18th December 2034 02:48:26,Unknown,Colonel Ben Miah has been assigned to 8th Marine Battalion (Ground Combat Bonus 5%)
18th December 2034 02:48:26,Unknown,Colonel Alice Steele has been assigned to 48th Marine Battalion (Ground Combat Bonus 5%)
18th December 2034 02:48:26,Unknown,Colonel Elliot Wall has been assigned to 1st Heavy Assault Battalion (Ground Combat Bonus 5%)
18th December 2034 02:48:26,Unknown,Colonel Harvey Coles has been assigned to 2nd Heavy Assault Battalion (Ground Combat Bonus 5%)
18th December 2034 02:48:26,Unknown,Colonel Isabella Patel has been assigned to 3rd Heavy Assault Battalion (Ground Combat Bonus 5%)
18th December 2034 02:48:26,Unknown,Colonel Zoe Richardson has been assigned to 46th Marine Battalion (Ground Combat Bonus 0%)
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on September 23, 2011, 01:31:12 PM
Yeah, this is by far the most annoying bug - I would be happy with a 5.53 that only fixed this issue tbh.

That's exactly what I am planning to do :)

It will be out later tonight

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on September 23, 2011, 01:35:57 PM
That's exactly what I am planning to do :)

It will be out later tonight

Steve

:D
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on September 23, 2011, 01:37:52 PM
Just got the surrender bug in 5.52 when clearing out some ruin guardians that I had previous fled from. Copying over the last two cycles of the log for the sake of being complete:

Finally found this one. Fixed for v5.53

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on September 23, 2011, 01:43:38 PM
When my parasites land on my carrier and refuel/re-arm, the ammo comes out of the carrier's magazines as expected, but the fuel doesn't. They still get re-fueled to 100%, but it seems to be created magically out of thin air?

Fixed for v5.53

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on September 23, 2011, 01:54:08 PM
v5.53 patch is now available

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Ashery on September 23, 2011, 01:55:45 PM
Finally found this one. Fixed for v5.53

Steve

v5.53 patch is now available

Steve

:love:
Title: Re: Official v5.50 Bugs Thread
Post by: Dutchling on September 23, 2011, 02:16:08 PM
:love:
so much :3

Also, it seems to impossible to form quote pyramids here.
Title: Re: Official v5.50 Bugs Thread
Post by: ndkid on September 23, 2011, 02:17:51 PM
v5.53 patch is now available

Steve

Drat, the CheckForRuins bug is still there. Oh well, back on the shelf until 5.54, Aurora.
Title: Re: Official v5.50 Bugs Thread
Post by: wedgebert on September 23, 2011, 06:39:18 PM
Another small bug, so far it's only happened with EM Detection Sensors, but occasionally I'm unable to rename a piece of technology I've designed and researched.   I have a copy of the database with this happening if required.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on September 24, 2011, 05:06:53 AM
I'm getting repeated Error in CheckForRuins in my current 5.52 game. Error 3421: Data Type Conversion error. There is a planet that I believe will contain ruins, but I am not currently in a system with one, so my guess is that the defenders of said planet are managing to cause the problem themselves, or possibly with other outside help.

EDIT: I think I now have a little more data on this bug. I am in combat with a squad of missle-throwing ships (a few 12000-ish tons, a few 6000-ish tons) that have run out of missiles, allowing my laser-only ships to close to range. For each shot that hits and does damage, I'm getting one of these CheckForRuins errors. This is in addition to often getting them when my time increments are shortened due to NPRs fighting each other.

This appears to be a database issue. If you have Access you need to change the data type of the GameTimeDamaged field in the AlienShip table from Long to Currency. Please Let me know if that works.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: ndkid on September 24, 2011, 08:15:03 AM
This appears to be a database issue. If you have Access you need to change the data type of the GameTimeDamaged field in the AlienShip table from Long to Currency. Please Let me know if that works.

Steve

That does appear to have taken care of the problem. Thanks! Did I do something weird to be the only person who seems to be seeing it?
Title: Re: Official v5.50 Bugs Thread
Post by: theonlystd on September 24, 2011, 08:24:57 AM
Hmm we sure 5.53 fixed commercial ship building?

Cause i totally upgraded back from 5.42.

And my 643Bp ship is going to take 2.4years ..
Title: Re: Official v5.50 Bugs Thread
Post by: USS America on September 24, 2011, 08:29:27 AM
I just tested it quickly and a 406 BP freighter will take 5. 5 months.   Much faster than before!
Title: Re: Official v5.50 Bugs Thread
Post by: Ashery on September 24, 2011, 09:01:13 AM
Hmm we sure 5.53 fixed commercial ship building?

Cause i totally upgraded back from 5.42.

And my 643Bp ship is going to take 2.4years ..

It's definitely fixed. The displayed effective ABR used to be 492 for all of my commercial ships and now it's at 1509 for my cargo vessels and 2097 for my asteroid miners.

Pity that I had just gone through with a massive expansion of my commercial shipyards as a crude workaround. I'll be outproducing all five of my civilian freighter companies now, heh.
Title: Re: Official v5.50 Bugs Thread
Post by: Jacob/Lee on September 24, 2011, 09:11:39 AM
(http://i.imgur.com/S7KzJ.png)
I have no idea how to explain this, I just go forward a month and I get a fatal infinite loop of this error.

5.53
Title: Re: Official v5.50 Bugs Thread
Post by: theonlystd on September 24, 2011, 09:51:18 AM
It's definitely fixed. The displayed effective ABR used to be 492 for all of my commercial ships and now it's at 1509 for my cargo vessels and 2097 for my asteroid miners.

Pity that I had just gone through with a massive expansion of my commercial shipyards as a crude workaround. I'll be outproducing all five of my civilian freighter companies now, heh.
kk thanks
Title: Re: Official v5.50 Bugs Thread
Post by: sublight on September 24, 2011, 10:19:10 PM
Probably something messed up on my end: I get the following two errors a half dozen times each whenever opening the glactic map view.
Error 53: File not found 'Flag\'
Error 76: Path not found 'shipEnterpriseA. gif'

Also sporadically get Error 52.  I think viewing the galactic map increases the probability of seeing the error, but while it's repeating I'm not sure what's triggering it.
Error 52: Bad file name or number


Also,
Commander Teleportation Teams.
If a team is short an commander (because a team member got resigned or died for example) then any qualified officer can be assigned to the vacant spot, regardless of location.  I just assigned 2 commanders fill vacancies in teams stationed on different planets around different stars, and when the window refreshed the officers in question had teleported themselves to the team locations.  I further noted that if a team's namesake gets resigned the team appears to keep the old name.


Still running 5. 52 for the moment.
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on September 24, 2011, 10:26:21 PM
Probably something messed up on my end: I get the following two errors a half dozen times each whenever opening the glactic map view.
Error 53: File not found 'Flag\'
Error 76: Path not found 'shipEnterpriseA. gif'

Did you install the flag directory and ships from the 4.9x zip?

Quote
Also sporadically get Error 52.  I think viewing the galactic map increases the probability of seeing the error, but while it's repeating I'm not sure what's triggering it.
Error 52: Bad file name or number


Also,
Commander Teleportation Teams.
If a team is short an commander (because a team member got resigned or died for example) then any qualified officer can be assigned to the vacant spot, regardless of location.  I just assigned 2 commanders fill vacancies in teams stationed on different planets around different stars, and when the window refreshed the officers in question had teleported themselves to the team locations.  I further noted that if a team's namesake gets resigned the team appears to keep the old name.


Still running 5. 52 for the moment.

That's WAI on the commanders.
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on September 25, 2011, 04:22:56 AM
Finally found this one. Fixed for v5.53

Steve

I have some bad news for you!

Code: [Select]
4th August 2058 20:19:51,Lalande 21185,As a result of the population surrender, the troop transport CA Combat Transport 008 has surrendered
4th August 2058 20:19:51,Gliese 176,General ground attack on Gliese 176-A I. No defending units are present and no garrisoned enemy PDCs remain in operation. The Barnards Star Aliens #1112 population on Gliese 176-A I has surrendered to our victorious ground forces
4th August 2058 20:19:51,Thielemann,As a result of the population surrender, the troop transport CA Combat Transport 015 has surrendered
4th August 2058 20:19:51,Upupa,As a result of the population surrender, the troop transport CA Combat Transport 012 has surrendered
4th August 2058 20:19:51,Gliese 1061,As a result of the population surrender, the troop transport CA Combat Transport 011 has surrendered
4th August 2058 20:19:51,61 Cygni,Minerals Discovered on 61 Cygni-A IV: Duranium 182,214,000 (0.1)  Corbomite 9,641,025 (0.1)  Mercassium 4,284,900 (0.1)  Corundium 16,200,630 (0.8)  Gallicite 27,984,100 (0.1)  
4th August 2058 20:19:51,Lalande 21185,As a result of the population surrender, the troop transport CA Combat Transport 009 has surrendered
4th August 2058 20:19:51,Sol,Construction of Commercial Shipyard Complex completed on Earth
4th August 2058 20:19:51,Lalande 21185,As a result of the population surrender, the troop transport CA Combat Transport 007 has surrendered
4th August 2058 20:19:51,Naudts,As a result of the population surrender, the troop transport CA Combat Transport 010 has surrendered
4th August 2058 20:19:51,Fichte,As a result of the population surrender, the troop transport CA Combat Transport 002 has surrendered
4th August 2058 20:19:51,Bobone,As a result of the population surrender, the troop transport CA Combat Transport 001 has surrendered
4th August 2058 20:19:51,Lavoisier,As a result of the population surrender, the troop transport CA Combat Transport 004 has surrendered
4th August 2058 20:19:51,Sol,Isabelle Bowen has joined your scientific establishment.  Research (Defensive Systems) 10%:  Promotion Score 0
4th August 2058 20:19:51,Prieurblanc,As a result of the population surrender, the troop transport CA Combat Transport 013 has surrendered

Intriguingly, most of these are in systems I haven't discovered yet (all the ones with french names)!

EDIT: Heh, most of them are now starting to suffer severe maintenance failures due to having 20+ year maintenance clocks and several were also destroyed by their own fleets/PDCs...
Title: Re: Official v5.50 Bugs Thread
Post by: Sirnik on September 25, 2011, 06:52:48 AM
An engineering team found some 20 Sorium Harvesters in ruins.   I sent a freighter TG there to pick them up.   It went fine until the next-to-last batch of 5.   I had to re-issue the order for the TG to unload it, because
Code: [Select]
14th September 2079 07:12:16,Sol,Cargo Task Group failed to Drop off Sorium Harvester on Earth. Please reschedule the orders for this fleetThe TG DEFINITELY had the Harvesters in its holds.   When given the order a second time, they unloaded without a glitch. 

The last batch proved.  .  .   strange.   When they were loaded and the TG departed (in fact, I noticed it when I were issuing orders to pick up some engines found in the same ruins) there were 0xSorium Harvester left.   Out of curiosity, I disassembled one.   Got a "No new tech" MSGBox and .  .  .   I now had -1 (!) SH on the planet.   I scrapped it and.  .  . 
Code: [Select]
6th November 2079 01:15:01,Groombridge 34,-0.7x Sorium Harvester scrapped. Salvage from scrap: Wealth: -12.6.  Duranium: -9.5 tons.  Boronide: -3.2 tons.  Unfortunately I didn't think to look at mineral stockpiles and/or wealth before the scrap. 

UPD: Well, i looked at the Minerals screen and it really had -8 (after a couple of months - there is a deposit and a Automine) Duranium.  It'd be logical to assume that the rest also got deduced. 
Title: Re: Official v5.50 Bugs Thread
Post by: orfeusz on September 25, 2011, 08:37:35 AM
(http://i.imgur.com/S7KzJ.png)
I have no idea how to explain this, I just go forward a month and I get a fatal infinite loop of this error.

5.53


Steve give me solution to fix this bug 7-10 days ago. I think in this topic.


EDIT: here: http://aurora2.pentarch.org/index.php/topic,3895.msg39386.html#msg39386

Option #1 works for me
Title: Re: Official v5.50 Bugs Thread
Post by: Jacob/Lee on September 25, 2011, 10:10:17 AM

Steve give me solution to fix this bug 7-10 days ago. I think in this topic.


EDIT: here: http://aurora2.pentarch.org/index.php/topic,3895.msg39386.html#msg39386

Option #1 works for me
I have no clue how to do that. ::)
Title: Re: Official v5.50 Bugs Thread
Post by: orfeusz on September 25, 2011, 12:51:59 PM
I have no clue how to do that. ::)

You mean that You don't have a Microsoft Access (part of Office package like Word and Excel)? or You don't know something else? I have very low bandwidth upload so it may be a bad idea for me to fix it for You.
Title: Re: Official v5.50 Bugs Thread
Post by: Jacob/Lee on September 25, 2011, 12:57:54 PM
You mean that You don't have a Microsoft Access (part of Office package like Word and Excel)? or You don't know something else? I have very low bandwidth upload so it may be a bad idea for me to fix it for You.
Both. I'm not entirely sure what I'm supposed to do and I don't have the Office package.
Title: Re: Official v5.50 Bugs Thread
Post by: Herode on September 25, 2011, 01:10:37 PM
- I set a cargo TG to load Mass Drivers on Earth - where 2 MD were available - and unload them on Titania.
- Got the 'oops' event, let the TG make its first travel to Titania.
- When the TG was on its journey back to Earth, opened the orders panel (F12), deleted all orders, set a new order : Refuel from colony (Earth), click +5 days
- Event log :
Quote
20th March 2032 06:00:01,Sol,FT Gloire #A has completed orders
& TG refuelled to 100%.
- Click +5 days
- Event log :
Quote
20th March 2032 06:00:01,Sol,FT Gloire #A has completed orders
20th March 2032 08:00:01,Sol,FT Gloire #A has completed orders

- Click +5 days
- Event log :
Quote
20th March 2032 06:00:01,Sol,FT Gloire #A has completed orders
20th March 2032 08:00:01,Sol,FT Gloire #A has completed orders
20th March 2032 10:00:01,Sol,FT Gloire #A has completed orders
- etc.  :D
Title: Re: Official v5.50 Bugs Thread
Post by: Dutchling on September 25, 2011, 01:17:44 PM
The order is probably set to repeat.
Title: Re: Official v5.50 Bugs Thread
Post by: Herode on September 25, 2011, 01:21:11 PM
Hmmmm....  :-[ Yes ! It was.

Me stupid ashhole. Thanks !  ;)
Title: Re: Official v5.50 Bugs Thread
Post by: Dutchling on September 25, 2011, 01:54:40 PM
I have that problem all the time too  ::)
Title: Re: Official v5.50 Bugs Thread
Post by: orfeusz on September 25, 2011, 04:29:02 PM
Both. I'm not entirely sure what I'm supposed to do and I don't have the Office package.

OK. Put Stevefire.mdb (it's in game folder) in RAR archive and send it to my email. I will send You forum PM with my e-mail address.
Title: Re: Official v5.50 Bugs Thread
Post by: ardem on September 27, 2011, 08:57:16 AM
I am not sure if this a bug or a feature but it ridiculas, and needs to be fixed.

I had a planet with a Division of troops on it for a long time, and only just moved in a colony. On occasion if the colony is attack by robot guardians and suffer losses. The colony surrenders. Even though the Division was hardly affected plus the ships in orbit surrender.

Now I been attack by an NPR even though I am winning the battle they managed to salvo the colony and guess what it surrendered and the Ships in orbit surrender.  Yes most the colony would of been wiped out as far as people but the division of troops stationed there probably not. The ships in orbit considering I still got a fleet in the system probably not. Its a bit silly. It needs to be looked into.
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on September 28, 2011, 01:29:37 PM
Have found a new possible bug regarding detection of ruins - it appears that placing a colony on a world where there are ruins will show up the 'Abandoned Installations -??' details even when I haven't surveyed the planet and formally detected them yet.

Assuming these are the evil precursor infested ruins I have heard so much about - detected a precursor PDC or two on the planet so marked it as a colony so I'd remember where it was...
Title: Re: Official v5.50 Bugs Thread
Post by: Gwyn ap Nud on September 29, 2011, 06:28:49 PM
I'm doing a Conventional run, and I'm only a few years into the game, only now whenever I advance the time, I get 5-13 Error 94: Error in LoadOrders, Invalid use of Null
and then a handful of Error 3021: Error in CheckSpecialOrders, No Current Record. 
Going to the Fleet screen alternates Error 94s and Error 381: Error in PopulateMoves, Invalid Property Array Index, for a whole while. 

None of these errors are fatal, and I'm pretty certain they're because I set something wrong, but I'm not sure what it is I did wrong. . .
Title: Re: Official v5.50 Bugs Thread
Post by: ardem on September 29, 2011, 09:12:43 PM
I would go through each fleet and remove all orders as well as any default or conditional order. Sometimes these things can fix the issue.
Title: Re: Official v5.50 Bugs Thread
Post by: ExChairman on September 30, 2011, 06:37:39 AM
Not sure what have happend.

Started up my game to day and on Alpha Centauri A-V my citizen's are in a bad mood clamouring for protection :o , Why I got a division of combat troops on the rock, possible even two of them, as well as some engineers, almost everything is gone...

After checking my log I found that I distrubed some robotic defenders, when I killed one of them all the enemy? population surrendered... ???

The worst part is that this happend 6 months ago.... A bug or what...

29th December 2035 04:43:16,Alpha Centauri,Ground Defence on Alpha Centauri-A V. Total Defence Strength: 503.6633 Combat Ratio: 0.0657  Chance of unit loss: 0.7%
29th December 2035 04:43:16,Alpha Centauri,Casulties inflicted on enemy ground unit. Estimated losses: 6%. ID: Assault Battalion #10202 (Unknown Race)
29th December 2035 04:43:16,Alpha Centauri,Casulties inflicted on enemy ground unit. Estimated losses: 92%. ID: Assault Battalion #10203 (Unknown Race)
29th December 2035 04:43:16,Alpha Centauri,Casulties inflicted on enemy ground unit. Estimated losses: 80%. ID: Assault Battalion #10204 (Unknown Race)
29th December 2035 04:43:16,Alpha Centauri,Maintenance Facility: 2   (6 remaining)
29th December 2035 04:43:16,Alpha Centauri,Enemy ground unit destroyed. ID: Assault Battalion #10206 (Unknown Race)
29th December 2035 04:43:16,Alpha Centauri,As a result of the population surrender, the Jackson Resolution 002 has surrendered as it was in orbit of the planet
29th December 2035 04:43:16,Alpha Centauri,As a result of the population surrender, the Bennett Resolution 004 has surrendered as it was in orbit of the planet
29th December 2035 04:43:16,Alpha Centauri,Due to the loss of Alpha Centauri-A V, 12659.5684  has been looted by the conquering barbarians
29th December 2035 04:43:16,Alpha Centauri,Casulties inflicted on enemy ground unit. Estimated losses: 29%. ID: Assault Battalion #10205 (Unknown Race)
Title: Re: Official v5.50 Bugs Thread
Post by: Hawkeye on September 30, 2011, 08:32:28 AM
Those people don´t want to be protected by grunts, they want to be protected by big honking space-guns.

Build a couple PDCs or station a system defense squadron there, and they will be happy again.

Re. the surrenderin. Yep, bug.

I thought Steve had squashed that one in the latest version, but apparently not.
Title: Re: Official v5.50 Bugs Thread
Post by: ndkid on September 30, 2011, 09:36:51 AM
I've never seen one like this before, so I thought I'd log it.

Error in GetSystemThemeName

Error 3075 was generated by DAO.Database
Syntax error (missing operator) in query expression 'Name = 'Queen's' and RaceID = 1076'

Looks like the quote in "Queen's" needs to be escaped.
Title: Re: Official v5.50 Bugs Thread
Post by: Beersatron on September 30, 2011, 10:33:22 AM
I've never seen one like this before, so I thought I'd log it.

Error in GetSystemThemeName

Error 3075 was generated by DAO.Database
Syntax error (missing operator) in query expression 'Name = 'Queen's' and RaceID = 1076'

Looks like the quote in "Queen's" needs to be escaped.

I don't think he can escape them, Steve normally just ends up removing the single-quote from the database entry.
Title: Re: Official v5.50 Bugs Thread
Post by: ExChairman on September 30, 2011, 10:41:30 AM
Quote
Build a couple PDCs or station a system defense squadron there, and they will be happy again.
I had 1 Large PDC and it disapaerd also... :'(  Oh well got 2 more to put together ;)
Title: Re: Official v5.50 Bugs Thread
Post by: Jacob/Lee on October 01, 2011, 10:48:20 AM
v5.53, I can choose "Star Swarm" as a ship class. There appears to be several class names that are absolute gibberish, too.
(http://i.imgur.com/OPnVk.png)
There's a few more than that, that's just the example.
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on October 01, 2011, 11:19:56 AM
v5.53, I can choose "Star Swarm" as a ship class. There appears to be several class names that are absolute gibberish, too.
(http://i.imgur.com/OPnVk.png)
There's a few more than that, that's just the example.

Some of those are from Steve's games where he had Russian ship designs/names. Any class name created never gets removed.
Title: Re: Official v5.50 Bugs Thread
Post by: Lucifer on October 02, 2011, 02:00:53 AM
[5. 53]
Starting a new Conventional Empire game, parametering 0 shipyard (I've also changed other paramaters, like 0 research point.  .  .  )
[img=hxxp: img15.  imageshack.  us/img15/2458/aurora0000.  th.  png]

-> I nevertheless got 1 military shipyard. 

I tryed with only 5 systems (instead of 1000) and I got 0 shipyard in this case. 

Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on October 02, 2011, 03:09:39 PM
In the interests of science, I decided to see what happened if I shipped a load of ground units to an NPR homeworld and then told them to attack.  It turns out that their fleet will quite happily pound their own homeworld flat with orbital bombardment to get rid of me.  I'm guessing this should probably not happen :)
Title: Re: Official v5.50 Bugs Thread
Post by: beale947 on October 02, 2011, 05:29:32 PM
Ok I have come across quite a debilitating error.  Fighting the precursors, and I can only assume they fired missiles at me:

Error in CheckMissileDetectionRange

Error6 was generated by Aurora
Overflow.

I can only bypass this by pressing ok for every missile, every increment, and via SM mode I found there are hundreds of missiles in transit.
Title: Re: Official v5.50 Bugs Thread
Post by: orfeusz on October 05, 2011, 05:27:06 AM
Single error (but if i remember correctly, some 40-50 turns ago i had 20 of those but i was in a hurry, so i didn't report. They appeared but didn't break my game):


Error in CreateDesign
Error 3201 was generated by DAO.Recordset

(http://img199.imageshack.us/img199/3752/errorhn.png)



This is how my Event Updates Window looks like:

(http://img690.imageshack.us/img690/1461/error2y.png)
Title: Re: Official v5.50 Bugs Thread
Post by: Herode on October 05, 2011, 01:43:47 PM
[5.53] Playing with 5 days increment + auto-turns checked. More often than not, after the game has paused due to some events, the auto-turns are interrupted by 'no event' :
 
- I click the '5 days' button
- The game runs and stops
- In the Events Update window : new line showing a 5 days increment (ok) but no event (ko).
- repeat 1 or several times
- then eventually get a real interrupting event.

NB : in the HumanEventLog.txt file, the lines without interrupting event do not appear.


Title: Re: Official v5.50 Bugs Thread
Post by: Beersatron on October 05, 2011, 01:52:22 PM
[5.53] Playing with 5 days increment + auto-turns checked. More often than not, after the game has paused due to some events, the auto-turns are interrupted by 'no event' :
 
- I click the '5 days' button
- The game runs and stops
- In the Events Update window : new line showing a 5 days increment (ok) but no event (ko).
- repeat 1 or several times
- then eventually get a real interrupting event.

NB : in the HumanEventLog.txt file, the lines without interrupting event do not appear.




Turn on SM mode and then check the event log. I shouldn't be stopping the flow but I wonder if something that Steve has added to the NPRs is doing so.
Title: Re: Official v5.50 Bugs Thread
Post by: scvn2812 on October 05, 2011, 01:56:18 PM
Bug one:

When pressing a time increment button (doesn't seem to matter which) the game will declare that it is not responding, minimize and when I bring the window back up, time usually but not always progresses in the increment chosen.  My system is Windows 7 Home Premium 64 bit and I am playing on the reduced window height option.

Bug two:

I have observed this twice now.  Task forces become "stuck. " Their speed notations say that they are moving at max speed but they never make any progress towards their destination.  Their ETA never, ever updates and they do not physically move.  They have full supplies, full fuel and no ships within the TF have engine damage.  The first time I resolved this bug was by moving the ships out of that TF and afterward they worked fine.  I did, however, make the mistake of not deleting the offending TF once it had been emptied of ships and accidentally built a ship that auto-assigned to it.  I issued it an order to join my jump point garrison task force and it happily did so.  Now the garrison is stuck like the original TF.  Deleting orders and reissuing movement orders does not work at all, only moving the ships to a new TF.

Bug three:

The Task Force screen becomes unresponsive when you attempt to delete a Task Force that "has shipyard tasks associated with it. " After being told I could not delete the task force, the "task in progress" cursor swirl began and I could not click on anything in that window although I was able to close it by using the X and the rest of the game seems to be working fine and there are no problems when I open the screen again.

I am running version 5. 53
Title: Re: Official v5.50 Bugs Thread
Post by: Herode on October 05, 2011, 02:10:50 PM
Turn on SM mode and then check the event log. I shouldn't be stopping the flow but I wonder if something that Steve has added to the NPRs is doing so.
+1  ;)

A whole bunch of events appeared. The ones that are related to the 'no-event' interruption are :
Quote
26th August 2045 03:01:01,Anembo,Anembo,20 inactive Research Labs on Anembo Prime

Maybe anembo's scientists launched a strike  ;D
Title: Re: Official v5.50 Bugs Thread
Post by: HaliRyan on October 05, 2011, 07:54:57 PM
I get the following error message about 100 times every tick. Is there any way I can fix it without the DB password?

"Error in SwarmColonyProduction

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

Title: Re: Official v5.50 Bugs Thread
Post by: orfeusz on October 06, 2011, 09:42:23 AM
I get the following error message about 100 times every tick. Is there any way I can fix it without the DB password?


No.


Put Your database into Rar archive and upload it to the net. Give me link.
Title: Re: Official v5.50 Bugs Thread
Post by: cah7777 on October 06, 2011, 06:43:42 PM
Quote from: orfeusz link=topic=3895. msg40818#msg40818 date=1317912143
No.


Put Your database into Rar archive and upload it to the net.  Give me link.

Is it a difficult fix if you do have the DB password?  I am getting the same error.
Title: Re: Official v5.50 Bugs Thread
Post by: orfeusz on October 07, 2011, 01:18:59 AM
Is it a difficult fix if you do have the DB password?  I am getting the same error.

No, its simple. If You create RAR archive (to have less size) and upload to the net i can fix it. Send me PM with link.



If so many people have this error it may be good idea to include fix in the next patch.
Title: Re: Official v5.50 Bugs Thread
Post by: HKZ8 on October 07, 2011, 12:55:56 PM
553

"Can't open the database", DAO 3029
Upon "Game creation" the game crashes.
Title: Re: Official v5.50 Bugs Thread
Post by: Beersatron on October 07, 2011, 01:16:46 PM
553

"Can't open the database", DAO 3029
Upon "Game creation" the game crashes.

This could be due to installing in a protected folder, like program files on the C drive in Win7. You could try a few things like granting the aurora.exe higher rights or setting the relevant folders to read/write.

But, what I find most helpful is to install aurora on either a partitioned drive or somewhere outside program files. 
Title: Re: Official v5.50 Bugs Thread
Post by: deoved on October 07, 2011, 05:16:23 PM
Some of those are from Steve's games where he had Russian ship designs/names. Any class name created never gets removed.

Actualy Steve was pretty weird with Russian orthography.  >:(
Title: Re: Official v5.50 Bugs Thread
Post by: scvn2812 on October 07, 2011, 11:36:57 PM
I am attempting to learn how combat works by cruelly and mercilessly throwing wave after wave of my own men at what I presume to be Precursors in accordance with best practices I found in Zapp Branigan's Big Book of War.    I decided to see what would happen if I pressed the "launch missiles" button on the ship panel of my latest guinea pig, I mean valiant and intrepid band of warrior - explorers, and was informed that all the tubes could not be used due to the ship suffering from the effects of transit.    Said ship transited into the system well over three days ago.    I thought I had read somewhere that ships were only supposed to be vulnerable for 30 seconds or so, not days.    If I am mistaken in this then file this under the category of "things to tell the newbies before they serve their ships to merciless aliens on a silver platter with a side of ketchup.   " I've also placed a suggestion in the suggestion thread about a field in the ship and task force status screens declaring whether or not the ship is under the effects of transit and thus at the mercy of merciless alien butchers should any be found.   

Edit:

Ten days later and missiles still cannot be launched via the Launch Missiles button.   However, a ship was cheerfully willing to fire a volley of missiles at the jump point from the task force orders screen but after reloading, it was still claiming to be under the effects of transit when I again tried to fire missiles using the Launch Missiles button. 

Edit 2: Forgot to mention that I am running 5. 53
Title: Re: Official v5.50 Bugs Thread
Post by: Herode on October 08, 2011, 12:40:40 PM
I have a similar (?) bug (?) in 5.53 :

- order a TF with 1 jump ship and a survey vessel to 'standard' transit some jump point (unexplored, btw).
- the TF completes its orders on August 1st, 2048.
- split the TF : the jump ship is set to 'survey nearest survey location' (its a gravsurvey scout), the other ship is set to 'survey newt 5 system bodies' (its a geosurvey ship).
- click the 30 days (auto-turns off) button
- the game goes to September 1st, 2048 and... both ships are still waiting at the JP.  :o

The next move will be OK however so the ships are not stuck : they acknowledge their order. Only, they are waiting a full time increment before beginning to apply it. And a 1 month delay seems far too long to be a honest delay  :P
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on October 08, 2011, 02:24:58 PM
Hilarious espionage bug: my espionage team has stolen geological survey data from one of 'my valued allies' for a new system.  Intrigued, I go to the galaxy map to investigate this new data - the system is entirely empty and has no system bodies ;)
Title: Re: Official v5.50 Bugs Thread
Post by: Hawkeye on October 08, 2011, 04:01:59 PM
I have a similar (?) bug (?) in 5.53 :

- order a TF with 1 jump ship and a survey vessel to 'standard' transit some jump point (unexplored, btw).
- the TF completes its orders on August 1st, 2048.
- split the TF : the jump ship is set to 'survey nearest survey location' (its a gravsurvey scout), the other ship is set to 'survey newt 5 system bodies' (its a geosurvey ship).
- click the 30 days (auto-turns off) button
- the game goes to September 1st, 2048 and... both ships are still waiting at the JP.  :o

The next move will be OK however so the ships are not stuck : they acknowledge their order. Only, they are waiting a full time increment before beginning to apply it. And a 1 month delay seems far too long to be a honest delay  :P

Annoying, especially when using large increments, but no bug. The ships just need one increment (5 seconds is enough) to select their survey target(s).
Title: Re: Official v5.50 Bugs Thread
Post by: scvn2812 on October 09, 2011, 01:11:34 AM
Quote from: Hawkeye link=topic=3895. msg40944#msg40944 date=1318107719
Annoying, especially when using large increments, but no bug.  The ships just need one increment (5 seconds is enough) to select their survey target(s).

For the sake of clarity, I should add that my "stuck" ships do not react at all to changes of orders regardless of how many increments they go through until they are reassigned to a new TF.  Ships with orders to move staying put for numerous lengthy increments was actually how I discovered it.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on October 09, 2011, 07:23:35 AM
I have created a small program to fix the SwarmColonyProduction bug in saved games without having to release a new database update. It is located at:

http://aurora2.pentarch.org/index.php/topic,4188.0.html

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Lost Wookie on October 09, 2011, 12:26:44 PM
If I order a task group to transit a jump point and then immediately begin task force training on the other side, the task group will not begin flying around the system and consuming fuel as normal when training.   However, the task force training increases normally and will reach 100%.   If I order a task force to move to a jump point and begin task force training (without a JP transit) the task force moves off on a random heading and begins training as normal.   Thus I can train any size TG without fuel consumption, and it doesn't seem to be intended training behavior for TG's stationed at JP's.   This is a campaign started in 5.  5.  2 & upgraded to 5.  5.  3

Edit: My TF command is located in Sol.  The behaviour above occurs when jumping from Sol to a neighbouring system.  If I jump into Sol from a neighbouring system and order training, the fleet begins flying around and training as normal. 
Title: Re: Official v5.50 Bugs Thread
Post by: scvn2812 on October 10, 2011, 11:41:51 AM
When I select a ship in a task force and hit "detach" the ship at the very top of the list of ships in the task force is detached into its own TF rather than the ship I selected.

Ships that are under orders to refuel at 30% and 40% seem to be waiting too long to refuel. I will observe this more carefully, I may be underestimating how much fuel they need to get back to the tankers / Sol.

Task forces are not gaining TF experience while training. I have at least one officer in the formation and some formations have spent up to a couple months in exercises with not a fraction of a percent in TF experience gained.

5.53
Title: Re: Official v5.50 Bugs Thread
Post by: freakadella on October 10, 2011, 12:51:24 PM
In the Leaders window, when I change the Leader Type dropdown menu to anything else, I get the Error 3061 even though I have changed my regional settings and after clicking on "OK", I get the Error 3420.
Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on October 10, 2011, 05:31:50 PM
Another thread reminded me - a few weeks/months ago, it was reported that you can manually launch homing missiles/mines etc. during the jump delay and still have them seek out their targets.  IIRC, this was mentioned as being fixed in this version, but it is still working (I tried with normal missiles with seeker heads, not sure about mines)
Title: Re: Official v5.50 Bugs Thread
Post by: LoSboccacc on October 12, 2011, 04:52:56 PM
I saw a post somewhere about this but cannot find it anymore. final fire point defence is currently not shooting anymore missiles fired point blank.

is this intentional? currently it both advantage the player and the enemy: you can't defend anymore from faster missile corvettes (well besides shooting them down), and it makes box launcher fighters exceptionally overkill.

also, another instance of slow moving targets influences freighter ciws effectiveness a lot, also makes beam weapons a bit redundant; so, is it there an official view about this?
Title: Re: Official v5.50 Bugs Thread
Post by: orfeusz on October 13, 2011, 06:54:57 AM
v 5.52

I'm fairly certain that alien artifacts trade goods are entirely broken.  In a previous post, http://aurora2.pentarch.org/index.php/topic,3895.msg39417.html#msg39417, I noted that under a certain circumstance the colony was not producing goods.  A second colony is also not producing these goods, and I used SM mode to generate a new ruin, rediscover it, and the colony STILL does not produce alien artifacts.

HOWEVER
there is anomalous behavior:
The shortfall and Import requirement tabs have different numbers, and the import requirement is in parentheteticals on the producing planet.  It seems like some minimal amount of demand is being met throughout the empire, but I still show zero production and my ships are not moving artifacts.

I have this same problem with game started with 5.52 and updated to 5.53

Title: Re: Official v5.50 Bugs Thread
Post by: Charlie Beeler on October 13, 2011, 07:27:10 AM
I saw a post somewhere about this but cannot find it anymore. final fire point defence is currently not shooting anymore missiles fired point blank.

is this intentional? currently it both advantage the player and the enemy: you can't defend anymore from faster missile corvettes (well besides shooting them down), and it makes box launcher fighters exceptionally overkill.

also, another instance of slow moving targets influences freighter ciws effectiveness a lot, also makes beam weapons a bit redundant; so, is it there an official view about this?

If you talking about missiles that impact the 5sec cycle following their launch using the search would have revelled that this is a known condition based on the sequence of play.  The only point in the turn sequence for sensor detection is one of the last during movement and is well after movement intercepts (ie missiles hitting their target).  Since missile launch occurs during the weapons firing phase there is a 5 second window where missiles are invulnerable to point defense by the simple condition that they have not been detected yet.

Fighters, and any other ships for that matter, must be able to get to point blank range to take advantage of this.  Not an easy thing at all considering how active sensors function these days.  A few versions back it was actually the preferred method, by me at least, of attacking warships with fighters.   But when active sensors optimized for missile defense can see fighters at exponentially greater range (not really, it just seams that way) this is no longer the case.  It's also why combat beam fighters are a waste of resources...in my opinion. 
Title: Re: Official v5.50 Bugs Thread
Post by: Anarade Relle on October 13, 2011, 01:08:44 PM
I ran a search for the error and I got a few hits but they were all in the 5.42 thread. This happens after I attempt to process some turns. I switched to the space race game and the error came up again.

"
Error in UpdateGameLog
Error 3049 was generated by DAO.Recordset
Cannot open database"/ It may not be a database that your application recognizes, or the file may be corrupt.
"

Game version 5.53.
Title: Re: Official v5.50 Bugs Thread
Post by: LizardSF on October 13, 2011, 02:42:25 PM
I posted this in the wrong thread, earlier:

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.  If there's a way to correct this without restarting the game, I'd like to know.  This makes it hard to use the g-map, since this bug seems to prevent the game from saving my changes to the layout.
Title: Re: Official v5.50 Bugs Thread
Post by: Charlie Beeler on October 13, 2011, 03:17:54 PM
I posted this in the wrong thread, earlier:

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.  If there's a way to correct this without restarting the game, I'd like to know.  This makes it hard to use the g-map, since this bug seems to prevent the game from saving my changes to the layout.


The error message should tell you the id of the flag gif that is not being found in the directory. 
Title: Re: Official v5.50 Bugs Thread
Post by: LizardSF on October 13, 2011, 03:33:05 PM
Quote from: Charlie Beeler link=topic=3895. msg41196#msg41196 date=1318537074
The error message should tell you the id of the flag gif that is not being found in the directory.  

It just says "Path not found: Flags\".
Title: Re: Official v5.50 Bugs Thread
Post by: Hazard on October 13, 2011, 08:42:44 PM
My colonies keep resetting their source/destination/stable colonist settings.  This gets rather annoying when your colonies are nearly overcrowded anyway and the shipping lines just keep dumping more loads of colonists.
Title: Re: Official v5.50 Bugs Thread
Post by: Dutchling on October 14, 2011, 07:45:40 AM
Colonies are automatically set to destination if they have less than 10mil pop for some reason IIRC.
Title: Re: Official v5.50 Bugs Thread
Post by: Ashery on October 14, 2011, 04:06:03 PM
Colonies are automatically set to destination if they have less than 10mil pop for some reason IIRC.

25mil, but the 10mil threshold is still important as that's when colonists start demanding protection.
Title: Re: Official v5.50 Bugs Thread
Post by: Hazard on October 14, 2011, 04:59:23 PM
Seriously? That needs some adjustment.  Maybe a field in the Racial window where you can set when a colony is considered 'full' by percentage of maximum colonists allowed because of infrastructure requriements.
Title: Re: Official v5.50 Bugs Thread
Post by: Paul on October 14, 2011, 07:00:24 PM
I just got a divide by zero error in industry production (I forget the exact name of it, but it was the part where it runs the production on planets - I thought I took a screen capture of the error before I clicked OK via the print screen key, but it didn't make it to my clipboard for some reason).

The accompanying message in my message log is rather... strange.

"Fuel Shortage in Production of Construction Factory at Earth"

At the same time I had finished producing a large ship, which stripped the fuel supplies from the planet. Not quite sure why it would be checking for fuel in production of a construction factory though. No other construction using fuel is going on (not producing missiles or anything).

I recently used designer mode to fix a slow down in my game due to an NPR with a few hundred (literally, whoa) cargo ships sitting on his homeworld attempting to trade, but all I did was delete most of them by deleting the task groups ship and all. I wouldn't think that would have had any effect on production so im reporting it.

I made a backup of the save just in case you need it, but since the error already happened im not sure if it would help much.



Also, something strange I noticed while looking at the NPR: It was researching technologies more than once. It had a researcher with a drive technology in the queue that another researcher had already completed, and was currently researching fuel efficiency twice at the same time on the same world. I guess the NPR research AI must have a glitch in it.  Come to think of it this is another thing I changed, but I wouldn't think this would cause a problem with production either. All I did was remove the duplicate techs from the queue and research in progress, leaving the freed labs idle (they automatically assigned them to something else in the next 5 day increment).

This may be the cause of an oddity I noticed when removing the cargo ships too - they had multiple ship classes with the exact same design, and multiple duplicate engine designs. I can only assume when they researched the same drive tech twice it registered it as an advance and redesigned the ships using the new engine even though it was actually the same as the old engine.

They were also using very poor choices for researchers, using 0% and 5% bonus guys from sensors and logistics when they had a propulsion expert with 30% bonus and 30 labs researching lasers (and a laser expert with 25% bonus sitting idle, heh). I'm not sure if they actually check for bonuses though so this may be WAD.
Title: Re: Official v5.50 Bugs Thread
Post by: Goron on October 15, 2011, 08:22:35 PM
I get these errors every time I advance time more than 5 days (construction cycle).  It started with maybe a dozen of them but has grown over time.

Error in ApplyMaintenanceFailure
Error 6 was generated by Aurora
Overflow
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Recordset
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 6 was generated by Aurora
Overflow
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Recordset
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 6 was generated by Aurora
Overflow
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Recordset
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 6 was generated by Aurora
Overflow
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Recordset
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
--
Error in ApplyMaintenanceFailure
Error 3021 was generated by DAO. Field
No current record.
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11


I am all patched up to and including the swarm colony fix.
Everything seems to still work fine, it is just annoying having to click [ok] 25 times every increment.


Also, I have an issue with towing. . .  not too sure if it is a bug, though. . .  here it is anyways!
I am trying to tug an orbital habitat to another system, I can get it hooked up to the tug easily enough, and I can get it moving, but if I increment time through a construction cycle it gives me the following event:
Ship Slowed | Sol | As Eden 001 has slowed to 1 km/s due to damage, it has been detached from TG Atlas 001.
I've checked the habitat (Eden 001) and it has no damage or any other apparent reason to detach. . .  Both the tug and the OH still show as linked, despite the fact the tug can continue on its way and put millions of kilometers between it and the OH.  For now I have been manually re-absorbing the habitat into the tug's task group and that fixes the problem. . .  but it is a pain to do every time I increment time.
Title: Re: Official v5.50 Bugs Thread
Post by: JimBadger on October 17, 2011, 08:29:30 AM
H, I'm a newb! Amazing game, Steve, thanks so much for giving it to us!)

I've googled for this error, but the only mention of it on the forum (or in all of Google apparently) is in one post elsewhere on this forum,where the guy said it's not a repeatable bug.     

So: I was only a year or so into my first proper game, when all of a sudden, any click on any of the time increment buttons would cause a box like the following to pop up TWICE per increment:

Error in MoveToClosestItem

Error 9 was generated by Aurora
Subscript out of range


Suddenly, some months later (in-game months, that is), the problem has increased.    Now, regardless of the time increment used, every single time I advance time, I get the above box six times.   

Unfortunately I may have to re-start, because, at the moment NPR events are limiting me to 5-second increments, and I can't auto-turn through them because I have to get rid of 6 error boxes, quite literally every five seconds.      Lol :)

I have sub-pulses set to auto, and have enver even fiddled with them.     


Edit: I know what a subscript out of range is, and I can guess at what MoveToClosestItem is doing.    .    .    so, it's basically something, somewhere trying to move to something that doesn't exist.     What can be done about it?
Title: Re: Official v5.50 Bugs Thread
Post by: JimBadger on October 18, 2011, 04:56:10 AM
Would it be best to start a thread for my bug, above?
Title: Re: Official v5.50 Bugs Thread
Post by: Din182 on October 18, 2011, 07:24:59 AM
Would it be best to start a thread for my bug, above?
No. Steve always checks this thread, but not the other threads in this section, I think.
Title: Re: Official v5.50 Bugs Thread
Post by: Charlie Beeler on October 18, 2011, 07:26:12 AM
Would it be best to start a thread for my bug, above?
No.

Mostly likely culprit is a set of task group default orders.  With any luck it's one of your TG's and not an AI NPR.  Check all of your TG's and clear your default orders and try a new cycle.  

If that does not clear the issue you'll need to find someone with the Developer password or database password that is willing to look at this for you.  Or find out if Steve is willing to provide the passwords to you.

Your only other option is a new game.
Title: Re: Official v5.50 Bugs Thread
Post by: JimBadger on October 18, 2011, 07:37:04 AM
Cheers.   

My few ships are all doing exactly what I expect them to be doing, so I'd be surprised if they're generating my error.   

I suppose starting again right now wouldn't be too painful.    I'm only ten years in, but, darn it, I like my start.   

Who are these gods amongst us who have Developer passwords? :)

Edit: I will indeed try clearing all of my ships' orders, though.   It's just the fact that there were two errors, then, later four more, and that they've then persisted that makes me think that some "things" have been generated in unexplored space, and they've got themselves in a muddle. 

Edit: Cleared all orders and default orders for all of my task groups.  I still get 6 instances of that error every single increment.
Title: Re: Official v5.50 Bugs Thread
Post by: scvn2812 on October 18, 2011, 11:23:40 AM
This is a "me too" for commercial shipbuilding rate problems. As of 5.53, as I noticed others mentioning for 5.50+ when I finally found the right phrase to put into the search window to pull up the relevant posts, the ship design window and the shipyard quartermaster are in rather brutal disagreement over how long it should take to build a commercial design. The commercial shipyards are building at a rate of 200ish points per year compared to the military yards which are doing 600+
Title: Re: Official v5.50 Bugs Thread
Post by: orfeusz on October 18, 2011, 02:07:46 PM
Again this error, eleven times:


(http://img195.imageshack.us/img195/7411/errld.png)



ver. 5.52=>5.53





Title: Re: Official v5.50 Bugs Thread
Post by: user-unknown on October 18, 2011, 04:28:34 PM
This is a "me too" for commercial shipbuilding rate problems. As of 5.53, as I noticed others mentioning for 5.50+ when I finally found the right phrase to put into the search window to pull up the relevant posts, the ship design window and the shipyard quartermaster are in rather brutal disagreement over how long it should take to build a commercial design. The commercial shipyards are building at a rate of 200ish points per year compared to the military yards which are doing 600+

Are you sure you are using 5.53?  This was a problem in 5.50-2 but it was the main issue fixed in 5.53.

Also, I get the create Tech System error above also, albeit very infrequently - I guess I've had it about four times in a game which has lasted 50 years.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on October 20, 2011, 12:33:36 PM
Are you sure you are using 5.53?  This was a problem in 5.50-2 but it was the main issue fixed in 5.53.

Also, I get the create Tech System error above also, albeit very infrequently - I guess I've had it about four times in a game which has lasted 50 years.

The best way to check is to open the Game window and see what version is shown in the top right.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on October 20, 2011, 12:37:28 PM
I just got a divide by zero error in industry production (I forget the exact name of it, but it was the part where it runs the production on planets - I thought I took a screen capture of the error before I clicked OK via the print screen key, but it didn't make it to my clipboard for some reason).

The accompanying message in my message log is rather... strange.

"Fuel Shortage in Production of Construction Factory at Earth"

At the same time I had finished producing a large ship, which stripped the fuel supplies from the planet. Not quite sure why it would be checking for fuel in production of a construction factory though. No other construction using fuel is going on (not producing missiles or anything).

Not seen this one before :)

My best guess is that somehow the fuel stockpile on the planet went below zero. I have added a check to the production code so that it not only checks if the fuel required is greater than the available stockpile but also if the fuel required is greater than zero.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on October 20, 2011, 12:38:38 PM
It just says "Path not found: Flags\".

It may be a race that doesn't have a flag set at all for some reason. Does your own race have a flag shown in the Race window (F2)?

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on October 20, 2011, 12:40:53 PM
Seriously? That needs some adjustment.  Maybe a field in the Racial window where you can set when a colony is considered 'full' by percentage of maximum colonists allowed because of infrastructure requriements.

Shipping Lines won't ship to colonies that are full. However, the civ ships might set off when the colony isn't full and it is full when they arrive. Being slightly over the limit though isn't that big an issue and no more colonists will be sent after that point.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: LizardSF on October 20, 2011, 01:27:12 PM
It may be a race that doesn't have a flag set at all for some reason. Does your own race have a flag shown in the Race window (F2)?

Steve

I believe that incident occurred during the Second Terran Republic, a distant and ancient time from these glorious days of the Seventh Terran Republic, but, yes, my race had a flag. I have not seen that bug re-occur in other games.

Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on October 20, 2011, 02:17:12 PM
Actualy Steve was pretty weird with Russian orthography.  >:(

Yes, my Russian is terrible and I don't know cyrillic so I had to use whatever romanization I could find. However, apparently I am going to learn Russian at work soon so that should help. Also started learning Mandarin last week with a private tutor, so Ni Hao to the Mandarin speakers on the forum (and it turns out this forum won't accept Chinese characters :)). I wonder if learning Mandarin will allow some subconcious sympathy for future Chinese Empires in Aurora :). They can't do any worse than in the past :)

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: sowelu on October 20, 2011, 10:37:09 PM
I got a popup window:  "No ranks found.      Please set up ranks before creating commanders"

It repeats about half the time on 5-day intervals.      It started happening after I used the star swarm fix, and the swarm seems to have invaded an NPR planet with ground forces.      I have a database that reproduces the bug.      I'm running version 5.   5.   3, two and a half years in.   

My own commanders are set up just fine so I'm assuming it's the NPRs' fault.     I don't see any explicit callouts to this error in the logs or in my event updates (including with 'show errors' checked).   

EDIT:  A few months after that started, I saw a single instance of:
Error in GroundCombat 
Error 3021 was generated by DAO.  Field
No current record. 
(doesn't seem connected to the ranks issue I guess)

EDIT:  The commanders error stopped after about a year.
Title: Re: Official v5.50 Bugs Thread
Post by: Sloshmonger on October 21, 2011, 12:07:17 PM
Getting this error multiple (about 40/50) times per production cycle - but i think i know why

(http://img5.imageshack.us/img5/7149/auroraerror5gettowedshi.png) (http://imageshack.us/photo/my-images/5/auroraerror5gettowedshi.png/)

Uploaded with ImageShack.us (http://imageshack.us)

I just started a new scenario that involved moving everything out of Sol.  Included in a huge (200+ ship) fleet were 8 tugs with shipyards attached.  First system I jumped into had hostiles.  Making a run for the habitable planet, the tugs were slowing down the rest of the fleet.

The fleet was in the middle of space, not at a body that I could use.  So I highlighted the tugs in the Fleets window, and split TG.  The tugs created a new TG, but they did not remember that they had shipyards tractored. (possible error 1)  I re-tractored through the Individual Unit Details screen.

I proceeded to cleanse the system, all the while the tugs were towing to a planet.

Once they reached that planet, the executed the release tractored shipyards command.

At this point, the above imaged error started. (possible error 2) The planet that the order was executed at has no shipyards listed. 
Title: Re: Official v5.50 Bugs Thread
Post by: Baldri on October 21, 2011, 02:14:53 PM
Quote from: ndkid link=topic=3895. msg38321#msg38321 date=1313436928
I'm getting repeated Error in CheckForRuins in my current 5. 52 game.  Error 3421: Data Type Conversion error.  There is a planet that I believe will contain ruins, but I am not currently in a system with one, so my guess is that the defenders of said planet are managing to cause the problem themselves, or possibly with other outside help.

Quote from: Steve Walmsley link=topic=3895. msg40191#msg40191 date=1316858813
This appears to be a database issue.  If you have Access you need to change the data type of the GameTimeDamaged field in the AlienShip table from Long to Currency.  Please Let me know if that works.

Steve

Same issue here whenever fighting occurs.  Since i do not have the access-pw for the database i wonder if there is a hotfix to come
Title: Re: Official v5.50 Bugs Thread
Post by: sublight on October 21, 2011, 05:23:46 PM
Running 5.  52 on XP:

Error in Orbital Motion,
Error 11, Division by Zero
(This occurs every 5-day increment in one of my games.   Not sure where or why.  )
-----------------------------
Error 76, Path not found 'Flags\'
(Occurs in all games every time the galactic map is viewed.   Oddly, the 'Flags' directory currently installed right next to the Medals directory where I understand it's supposed to be.  .  .  )
-----------------------------
Error 52. 
No clue what it is, but looking at the log files shows the following message almost always accompanies it:
"SM only, System0, Error in Create Game Log"
-----------------------------
I can't get the F9 system window to display.  Hitting F9 generates:
"Error in Launch System Window
Error 713: Class not registered.  You need the following 'MSSTDFMT. DLL'"
-----------------------------
The arrow keys may be used to scroll through lists. 
Attempting to scroll off the top or bottom of a sublist causes Bad Things to happen, typically a stack of a half dozen assorted 3-digit error messages followed by a game crash/unexpected exit. 
------------------------------
When restarting my system after having played Aurora I'll occasionally get a system crash about 60 seconds after the desktop comes up.   In the following bluescreen diagnostics there are list of invalid/corrupted Aurora related files.   After the system makes the recommended deletions/path truncations/etc everything runs fine: at least until the blue screen repeats itself a few days later. 

I'm going to try an uninstall/reinstall, but if that doesn't work I'll try to remember to write down the exact message. 


EDIT:
A Reinstall/overwrite seems to have fixed the Error 76 Flags issues.  The F9 Error 713 remains.
Title: Re: Official v5.50 Bugs Thread
Post by: orfeusz on October 22, 2011, 07:40:00 AM

When restarting my system after having played Aurora I'll occasionally get a system crash about 60 seconds after the desktop comes up.   In the following bluescreen diagnostics there are list of invalid/corrupted Aurora related files.   After the system makes the recommended deletions/path truncations/etc everything runs fine: at least until the blue screen repeats itself a few days later. 



It may be something with Your HDD. Make backup fast!

Some years ago i had similar case with my PC. Few weeks after that it completely break. They send it to Taiwan or Korea  ;D And back to Europe. It take months  :-\



Title: Re: Official v5.50 Bugs Thread
Post by: scvn2812 on October 23, 2011, 12:57:48 AM
Are you sure you are using 5.53?  This was a problem in 5.50-2 but it was the main issue fixed in 5.53.

Also, I get the create Tech System error above also, albeit very infrequently - I guess I've had it about four times in a game which has lasted 50 years.

That was in fact my error. I downloaded the full version after 5.53 but though it said 5.53 was included, somehow I ended up running 5.52. I am on 5.53 now and my commercial ships are building at a much brisker pace than before. I will snag 5.54 at the next bit of free time that comes my way.
Title: Re: Official v5.50 Bugs Thread
Post by: metalax on October 23, 2011, 08:05:05 AM
I'm getting an error when I promote a ground forces officer to an unoccupied rank, and the same error whenever I demote an officer regardless of number of officers in either rank.

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

In addition when the error occurs, there is no record made of the promotion/demotion in the officers history.
Title: Re: Official v5.50 Bugs Thread
Post by: ExChairman on October 23, 2011, 03:15:21 PM
Getting this twice every 5 second turn... Error 6 Overflow "Error in GetMaxPotentialSensorRange"
Title: Re: Official v5.50 Bugs Thread
Post by: Din182 on October 23, 2011, 03:25:29 PM
Sensor contacts sometime "disappear" for no reason. I will be watching an enemy approach my fleet, then suddenly, I won't be able to see thm, and then they will reappear the next turn.
Title: Re: Official v5.50 Bugs Thread
Post by: chrislocke2000 on October 23, 2011, 04:42:26 PM
Just noticed that if you are in the ship design window and you accidently change the assignment of a ship to a PDC it will reset the design and strip out all of the non PDC items even when the design has been locked and ships produced. All produced ships will then have the stats of the PDC version - ie no engines or anything!

Was wondering why my survey ships were refusing to move anywhere.....
Title: Re: Official v5.50 Bugs Thread
Post by: ZimRathbone on October 24, 2011, 08:28:01 AM
Sensor contacts sometime "disappear" for no reason. I will be watching an enemy approach my fleet, then suddenly, I won't be able to see thm, and then they will reappear the next turn.

Ive seen this a number of times - usually when you try and use the double-click to zoom into a contact or fleet.  You can bring the contacts back fairly easily without advancing time by reselecting the system name on the drop down, which forces a redraw of the screen
Title: Re: Official v5.50 Bugs Thread
Post by: sublight on October 24, 2011, 09:08:38 AM
Whenever I'm using the 'search by abilities' window I occasionally get the following error:
"Error in SrdSorted_SelChange
Error 30009 generated by MSFlexGrid Invalid Row Value"

The error appears to occur whenever the search shows officers of different ranks and I select the first listed name of the highest included rank.


Also, I'm getting this odd message when attempting an MSL? launch from my PDC.
"ICBM Silo #1 Cannot be fired as the ship is suffering from effects of transit"

Its my 2nd conventional start and I was trying to do an asteroid survey by PDC launched drone-delivered buoys. . .
Title: Re: Official v5.50 Bugs Thread
Post by: LizardSF on October 24, 2011, 09:45:58 AM
I've been experiencing an interesting one... I'm not sure if it's a bug, or if I'm misunderstanding contracts, but I keep getting "((Shipname)) cannot complete orders to load infrastructure on Earth" type errors... but ((Shipname)) is a civilian commercial ship and I can't give it orders. I suspect it may be that the computer-run shipping company saw infrastructure on Earth and gave its ships orders to load it, but when it got there, I'd already done something with it.

Also: I am starting to see more and more that Aurora seems to lock up when I click "30 days", forcing me to use Task Manager to shut it down and restart. One time this happened, I was able to trace it to a foolishly-designed order cycle, but most times, I can't find a cause and have to just hope it clears up on its own.
Title: Re: Official v5.50 Bugs Thread
Post by: Goron on October 25, 2011, 09:25:37 AM
Quote from: LizardSF link=topic=3895. msg41894#msg41894 date=1319467558
I've been experiencing an interesting one. . .  I'm not sure if it's a bug, or if I'm misunderstanding contracts, but I keep getting "((Shipname)) cannot complete orders to load infrastructure on Earth" type errors. . .  but ((Shipname)) is a civilian commercial ship and I can't give it orders.  I suspect it may be that the computer-run shipping company saw infrastructure on Earth and gave its ships orders to load it, but when it got there, I'd already done something with it.
I had that problem as well.
I made a civ contract to supply 100 infrastructure on Earth and a contract to demand on another colony, but then I started moving some infrastructure with government ships as well.  Earth ran out of infrastructure but still had the supply contract active, I suspect the civ ship gave itself a pickup order before I grabbed the last infrastructure available, so by the time the civ ship got there there was none left and it got confused.
I actually had to purpose build a couple more infrastructure on earth, which the civ ship promptly grabbed and ran off with, solving the problem.
Title: Re: Official v5.50 Bugs Thread
Post by: LizardSF on October 25, 2011, 09:40:18 AM
I had that problem as well.
I made a civ contract to supply 100 infrastructure on Earth and a contract to demand on another colony, but then I started moving some infrastructure with government ships as well.  Earth ran out of infrastructure but still had the supply contract active, I suspect the civ ship gave itself a pickup order before I grabbed the last infrastructure available, so by the time the civ ship got there there was none left and it got confused.
I actually had to purpose build a couple more infrastructure on earth, which the civ ship promptly grabbed and ran off with, solving the problem.

I assumed, perhaps wrongly, that if you gave a "supply" order, the civilians built the items themselves, presumably from their own sources.

Do civilians "supply" items without draining your mineral resources? IOW, if you have no Mercassium, and you put in a "supply" order for research labs, which will the civilians somehow build them without the needed resource?
Title: Re: Official v5.50 Bugs Thread
Post by: Goron on October 25, 2011, 09:55:42 AM
Supply orders (and a matching demand order) only affect civilian shipping, not production, AFAIK.
Civilians will produce trade goods, once of which is infrastructure, but that has no connection to your supply/demand contracts.
So if you want an automated mine moved from earth to Titan you can use contracts, but that mine needs to already exist on earth for it to work. . .  no civ will build it for you.

. . . or so I understand.
Title: Re: Official v5.50 Bugs Thread
Post by: LizardSF on October 25, 2011, 03:45:56 PM
I'm getting a weird error. I've got two ships; one has a jump drive capable of 60K tons; the other has no jump. Both are commercial ships. When I attempt a squadron transit, I get the "ship too big" error, despite the fact the non-jump ship is <60K tons. Is this a bug or am I missing something?

Here's the ship designs:
Carnegie - B class Colony Ship    52650 tons     459 Crew     1795.4 BP      TCS 1053  TH 750  EM 0
712 km/s    JR 2-25     Armour 1-125     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 21 MSP
Colonists 100000   

"Longhaul" JC60K Commercial Jump Drive     Max Ship Size 60000 tons    Distance 25k km     Squadron Size 2
Commercial Ion Engine E0.9 (5)    Power 150    Fuel Use 9%    Armour 0    Exp 1%
Fuel Capacity 150,000 Litres    Range 57.0 billion km   (925 days at full power)


This ship is classed as a commercial vessel for maintenance purposes

Transporteer class Freighter    58100 tons     242 Crew     543.8 BP      TCS 1162  TH 750  EM 0
645 km/s     Armour 1-133     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 6 MSP
Cargo 50000   Cargo Handling Multiplier 15   

Commercial Ion Engine E0.9 (5)    Power 150    Fuel Use 9%    Armour 0    Exp 1%
Fuel Capacity 200,000 Litres    Range 68.8 billion km   (1234 days at full power)


This ship is classed as a commercial vessel for maintenance purposes
Title: Re: Official v5.50 Bugs Thread
Post by: Charlie Beeler on October 25, 2011, 03:54:19 PM
I'm getting a weird error. I've got two ships; one has a jump drive capable of 60K tons; the other has no jump. Both are commercial ships. When I attempt a squadron transit, I get the "ship too big" error, despite the fact the non-jump ship is <60K tons. Is this a bug or am I missing something?

Here's the ship designs:
Carnegie - B class Colony Ship    52650 tons     459 Crew     1795.4 BP      TCS 1053  TH 750  EM 0
712 km/s    JR 2-25     Armour 1-125     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 21 MSP
Colonists 100000   

"Longhaul" JC60K Commercial Jump Drive     Max Ship Size 60000 tons    Distance 25k km     Squadron Size 2
Commercial Ion Engine E0.9 (5)    Power 150    Fuel Use 9%    Armour 0    Exp 1%
Fuel Capacity 150,000 Litres    Range 57.0 billion km   (925 days at full power)


This ship is classed as a commercial vessel for maintenance purposes

Transporteer class Freighter    58100 tons     242 Crew     543.8 BP      TCS 1162  TH 750  EM 0
645 km/s     Armour 1-133     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 6 MSP
Cargo 50000   Cargo Handling Multiplier 15   

Commercial Ion Engine E0.9 (5)    Power 150    Fuel Use 9%    Armour 0    Exp 1%
Fuel Capacity 200,000 Litres    Range 68.8 billion km   (1234 days at full power)


This ship is classed as a commercial vessel for maintenance purposes
This is not a bug, it is working as intended.  A simple review of the Aurorawiki would have told you what was wrong.

These are common mistakes that seem to be reported by new players every few weeks: 


Title: Re: Official v5.50 Bugs Thread
Post by: LizardSF on October 25, 2011, 04:30:13 PM
This is not a bug, it is working as intended. 
The size of the jumpship is maximum limit to ship size that can jump with it not the limit of the drive.



That seems to be the problem, then... the "passenger" is slightly larger than the "carrier". Well, foo.
Title: Re: Official v5.50 Bugs Thread
Post by: Din182 on October 26, 2011, 07:47:35 PM
-snip-
  • Commercial jumpdrives only support commercial ships and the same restriction is on military jumpdrives.

I believe military jump drives can transport civilian ships.
Title: Re: Official v5.50 Bugs Thread
Post by: JimBadger on October 27, 2011, 03:20:40 PM
I've just got:

Error in GetSystemThemeName

Error 3075 was generated by DAO.Database
Syntax error (missing operator) in query expression 'Name = 'Mikhel'son' and RaceID = 1109'.

Searching for other instances of this error on the forum implies I need to get the single quote removed from the database entry.  Can anyone help, please?
Title: Re: Official v5.50 Bugs Thread
Post by: Garfunkel on October 28, 2011, 12:55:45 PM
Error in ExecuteOrders

Error 5 was generated by aurora
Invalid procedure call or argument


And no matter how many times I click "ok", it won't go away. Have to reboot my PC after which I tried again with same result.
Title: Re: Official v5.50 Bugs Thread
Post by: Charlie Beeler on October 28, 2011, 01:08:07 PM
Error in ExecuteOrders

Error 5 was generated by aurora
Invalid procedure call or argument


And no matter how many times I click "ok", it won't go away. Have to reboot my PC after which I tried again with same result.

This is usually from a task group(s) having a set of orders with a parameter that no longer exists.  (ie follow ship x, move to xxx, etc).  If your in luck it is one of your TG's and not an NPR.  Go through everyone of your TG's are review all orders.  Of the heavy handed way is to go through all your TG's and remove all orders, default and conditional orders as well.  A TG set to escort a TG that has been eliminated in combat can do this as well.
Title: Re: Official v5.50 Bugs Thread
Post by: Garfunkel on October 28, 2011, 01:22:29 PM
I reviewed all my TGs and the only suspicious one had a simple "join" command but no TG to join. I removed that and the conditional order of joining up with sub-fleet and the problem went away. Thanks Charlie!
Title: Re: Official v5.50 Bugs Thread
Post by: Commodore_Areyar on October 30, 2011, 07:00:36 AM
Sorry if this bug has been mentioned before, I'm in a hurry and have no time to read this whole thread right now.

This link leads to a bug fix that describes my current bug very closely:
http://aurora2.pentarch.org/index.php/topic,3345.0.html (http://aurora2.pentarch.org/index.php/topic,3345.0.html)

Ver. 5.54 using the single install pack.

Negative research labs:
When canceling a research project to replace the researcher for one with better bonus, my free labs suddenly turned into a negative value equal to the number of labs in use.
Canceling the other research set the number of available labs to zero labs.    
According to the SM I still have 7 labs in the planetary summary screen and I can change this to more, but the number of available labs in the research screen still remains zero.

Restarting the program and/or running a few intervals to recalculate does not fix this gamebreaker.
I had canceled projects before in this game without negative consequences, so I am not sure if it is reproducable at all.
...Had some overflow hangups in taskforce orders before, which could be fixed by indirectly removing ships from them and deleting the TG from the fleet screen.
...Also some odd popup errors earlier that could be ignored with some personnel.
Unfortunately I did not note down these.
I do have the opportunity to write down the error code of the error in compact database I get now: Error 429 activeX can't create obj, followed by infinite Error in GameUpdateLog #3420 generated by DAO.DB object invalid or no longer set.
Title: Re: Official v5.50 Bugs Thread
Post by: IanD on October 31, 2011, 07:00:12 AM
Quote
Sowelu Posted
I got a popup window:  "No ranks found.      Please set up ranks before creating commanders"

It repeats about half the time on 5-day intervals.      It started happening after I used the star swarm fix, and the swarm seems to have invaded an NPR planet with ground forces.      I have a database that reproduces the bug.      I'm running version 5.   5.   3, two and a half years in.   

My own commanders are set up just fine so I'm assuming it's the NPRs' fault.     I don't see any explicit callouts to this error in the logs or in my event updates (including with 'show errors' checked).   

EDIT:  A few months after that started, I saw a single instance of:
Error in GroundCombat 
Error 3021 was generated by DAO.  Field
No current record. 

Me Too! I am using 5.54, twenty months in.

I get the same fault every 5 days. I am fairly sure it started after the first:
Error in GroundCombat 
Error 3021 was generated by DAO.  Field
No current record.

I have seen the second error once or twice since. I have no idea if its Star Swarm related or not.
Title: Re: Official v5.50 Bugs Thread
Post by: oleg on October 31, 2011, 03:17:09 PM
I got an error in SetupPirates followed by several create NPRForces when entering a new system. Databas copy available when needed.
Title: Re: Official v5.50 Bugs Thread
Post by: Atlantia on October 31, 2011, 10:57:25 PM
This specific error is mentioned a few posts earlier:

Quote
I'm getting repeated Error in CheckForRuins in my current 5. 52 game.  Error 3421: Data Type Conversion error.

And Steve proposes this fix:

Quote
This appears to be a database issue.  If you have Access you need to change the data type of the GameTimeDamaged field in the AlienShip table from Long to Currency.  Please Let me know if that works.

Steve

I've come across the same problem in my 5.54. I hardly think this is the proper channel for this, but how do I get into the database itself? I'm prompted for a password. This error is annoying me quite.
Title: Re: Official v5.50 Bugs Thread
Post by: Din182 on November 01, 2011, 07:32:18 AM
-snip-
I've come across the same problem in my 5.54. I hardly think this is the proper channel for this, but how do I get into the database itself? I'm prompted for a password. This error is annoying me quite.

You need to know the password, which Steve doesn't want people to know so they can't mess up the game files and cause bugs that they then report to Steve that something is wrong with their game.
Title: Re: Official v5.50 Bugs Thread
Post by: Atlantia on November 01, 2011, 09:27:12 AM
You need to know the password, which Steve doesn't want people to know so they can't mess up the game files and cause bugs that they then report to Steve that something is wrong with their game.

So I'm outta luck, eh?
Title: Re: Official v5.50 Bugs Thread
Post by: Din182 on November 01, 2011, 09:30:46 AM
So I'm outta luck, eh?

Yep, you need to get someone who knows the password to fix the problem for you. And high-five for being Canadian.
Title: Re: Official v5.50 Bugs Thread
Post by: Faber81 on November 02, 2011, 09:47:05 AM
Ok, first time posting here, I've tried to manage on my own (re-installed the game, downloaded the "missing" file etc.  etc. ) but it seems I can't do it.   
Version 5. 54 running on Windows Vista SP2
I can't get the F9 system window to display.     Hitting F9 generates:
"Error in Launch System Window
Error 713: Class not registered.   You need the following 'MSSTDFMT.    DLL'"

I can still play but it kinda annoys me not to see an entire section of the game.   .   .   
How can i fix this?
Thanks
Title: Re: Official v5.50 Bugs Thread
Post by: Charlie Beeler on November 02, 2011, 10:04:51 AM
Ok, first time posting here, I've tried to manage on my own (re-installed the game, downloaded the "missing" file etc.  etc. ) but it seems I can't do it.   
Version 5. 54 running on Windows Vista SP2
I can't get the F9 system window to display.     Hitting F9 generates:
"Error in Launch System Window
Error 713: Class not registered.   You need the following 'MSSTDFMT.    DLL'"

I can still play but it kinda annoys me not to see an entire section of the game.   .   .   
How can i fix this?
Thanks

This is not a bug, it's an installation issue.  Please search using MSSTDFMT.DLL as your keyword and you'll find several extensive posts that address this issue.
Title: Re: Official v5.50 Bugs Thread
Post by: Faber81 on November 02, 2011, 10:33:01 AM
I see, thanks for the advice, searching in the forum I found the solution even if it's down in the search results.   ;)
Title: Re: Official v5.50 Bugs Thread
Post by: Person012345 on November 02, 2011, 01:11:39 PM
My game is refusing to run faster than in 5 or 10 second increments. I saw a similar thread at the bottom of the page, but that didn't seem helpful because I haven't met any other races.

Although I've only been clicking 1 day increments, the events log says the following:
8th May 2037 19:32:21 Last time increment 86400 seconds (1:00:00:00)
8th May 3037 19:32:31 Last time increment 10 seconds (0:00:00:10)
8th May 3037 19:32:36 Last time increment 5 seconds (0:00:00:05)
8th May 3037 19:32:41 Last time increment 5 seconds (0:00:00:05)
8th May 3037 19:32:41 Increment Placeholder
8th May 3037 19:32:46 Last time increment 5 seconds (0:00:00:05)
8th May 3037 19:32:51 Last time increment 5 seconds (0:00:00:05)
8th May 3037 19:32:56 Last time increment 5 seconds (0:00:00:05)
8th May 3037 19:32:61 Last time increment 5 seconds (0:00:00:05)
8th May 3037 19:32:71 Last time increment 10 seconds (0:00:00:10)

This followed a freeze which I needed to quit the game from.
Title: Re: Official v5.50 Bugs Thread
Post by: Person012345 on November 02, 2011, 01:17:29 PM
Ok, it had been doing it a while, but as is always the way almost immediately after I posted this it fixed itself. Does anyone know what causes it? Am I missing something?
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on November 02, 2011, 01:25:39 PM
My game is refusing to run faster than in 5 or 10 second increments. I saw a similar thread at the bottom of the page, but that didn't seem helpful because I haven't met any other races.

Although I've only been clicking 1 day increments, the events log says the following:
8th May 2037 19:32:21 Last time increment 86400 seconds (1:00:00:00)
8th May 3037 19:32:31 Last time increment 10 seconds (0:00:00:10)
8th May 3037 19:32:36 Last time increment 5 seconds (0:00:00:05)
8th May 3037 19:32:41 Last time increment 5 seconds (0:00:00:05)
8th May 3037 19:32:41 Increment Placeholder
8th May 3037 19:32:46 Last time increment 5 seconds (0:00:00:05)
8th May 3037 19:32:51 Last time increment 5 seconds (0:00:00:05)
8th May 3037 19:32:56 Last time increment 5 seconds (0:00:00:05)
8th May 3037 19:32:61 Last time increment 5 seconds (0:00:00:05)
8th May 3037 19:32:71 Last time increment 10 seconds (0:00:00:10)

This followed a freeze which I needed to quit the game from.

The usual cause is one NPR fighting another, or Precursor/Swarm/Invader activity.
Title: Re: Official v5.50 Bugs Thread
Post by: Yonder on November 02, 2011, 02:10:44 PM
The usual cause is one NPR fighting another, or Precursor/Swarm/Invader activity.

To expand on that, in combat or near combat situations the game goes down to smaller time increments regardless of your wishes, so that missile movements and interceptions, other weapon firing, etc, can happen more accurately.

Luckily battles in Aurora are generally fairly short, so this will usually only occur for 5-10 in game minutes at a time, although there are some situations where the opposing fleets are configured in such a way that entails longer battles. In those situations you can click the check box just to the upper right of all of the time increment options in the System Map window, I can't remember exactly what it says, something about auto repeat. In this mode it will continue to process steps--either your requested interval or the forced smaller interval--until an event occurs which affects your Empire.

In this mode these occurrences will still slow your game down a bit, but it will be a lot more manageable.
Title: Re: Official v5.50 Bugs Thread
Post by: Five on November 02, 2011, 02:12:36 PM
i have had to quit to recent games cause of that...not the slowing down of the increments as i know they are NPR action related but becuase of the freeze that happened during them. Each time i let it run for several hours hoping it was just a long processing time to no avail. On my third game in 2 weeks and hopefully this one doesn't freeze.

-Five
Title: Re: Official v5.50 Bugs Thread
Post by: Beersatron on November 02, 2011, 03:14:28 PM
i have had to quit to recent games cause of that...not the slowing down of the increments as i know they are NPR action related but becuase of the freeze that happened during them. Each time i let it run for several hours hoping it was just a long processing time to no avail. On my third game in 2 weeks and hopefully this one doesn't freeze.

-Five

That could be a yo-yo which Steve had put in catches for, but if he has expanded the NPRs/Specials in anyway some new kind of yo-yo may have crept in.

Might be worth uploaded a save and linking it here for Steve to see if he gets the time.
Title: Re: Official v5.50 Bugs Thread
Post by: Yonder on November 06, 2011, 08:59:06 AM
Unfortunately I had it freeze up on me and had to kill the program. A few time steps later now and I am getting
Error in Cycle Orders
Error 3421 was generated by DAO.Field
Data type conversion error.

I seem to be getting an infinite amount of them and it's locking me out of everything.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 06, 2011, 09:11:10 AM
I've just got:

Error in GetSystemThemeName

Error 3075 was generated by DAO.Database
Syntax error (missing operator) in query expression 'Name = 'Mikhel'son' and RaceID = 1109'.

Searching for other instances of this error on the forum implies I need to get the single quote removed from the database entry.  Can anyone help, please?

The apostrophe is the problem, although I can't see that name in the list of system theme names.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Goron on November 07, 2011, 01:36:19 PM
Bug and workaround:
I construct a fighter on earth and it gets added to a newly created TG titled something like 'New Fighters'.
I continue building fighters until my construct order is complete, numbering ten fighters in the TG.
I order the TG to land and assign on a PDC with hanger space.
The game-created TG is apparently absorbed/joined into my player made 'Earth Fighter Base' TG, which contains the PCD with hanger in question.
Then, when I issue a new construction order for a new batch of fighters, as soon as one is completed I get an error that the fighter is assigned to an unknown TG and the fighter effectively vanishes, never to be seen again.
Nasty little bug, since it can cost you precious BP/time/minerals and without knowing how to fix can effectively shut down fighter production on a planet.
I came here and searched it, only to find several related threads but no actual solutions. So I found the (simple) solution myself:
In the construction screen you just need to select/assign a TG from the 'assign new fighters to TG' drop down (I don't recall the exact wording).
Figured I'd share since several people seem to have hit this bug but no solutions have been posted (that I've seen, at least).


(and to rally for the bug to be fixed in the first place)
Title: Re: Official v5.50 Bugs Thread
Post by: Charlie Beeler on November 07, 2011, 01:53:46 PM
Bug and workaround:
I construct a fighter on earth and it gets added to a newly created TG titled something like 'New Fighters'.
I continue building fighters until my construct order is complete, numbering ten fighters in the TG.
I order the TG to land and assign on a PDC with hanger space.
The game-created TG is apparently absorbed/joined into my player made 'Earth Fighter Base' TG, which contains the PCD with hanger in question.
Then, when I issue a new construction order for a new batch of fighters, as soon as one is completed I get an error that the fighter is assigned to an unknown TG and the fighter effectively vanishes, never to be seen again.
Nasty little bug, since it can cost you precious BP/time/minerals and without knowing how to fix can effectively shut down fighter production on a planet.
I came here and searched it, only to find several related threads but no actual solutions. So I found the (simple) solution myself:
In the construction screen you just need to select/assign a TG from the 'assign new fighters to TG' drop down (I don't recall the exact wording).
Figured I'd share since several people seem to have hit this bug but no solutions have been posted (that I've seen, at least).


(and to rally for the bug to be fixed in the first place)

This is not a bug.  Working as expected.  The descriptive post has either been lost or goes back to the mailing list.  Basicly you need to create a dedicated TG to assign recieve ship production.  Most veteran players have seperate TG's for shipyards and fighter factories.  Use one if the many means of transfering ships while leaving the construction TG in place. 
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 07, 2011, 01:59:41 PM
This is not a bug.  Working as expected.  The descriptive post has either been lost or goes back to the mailing list.  Basicly you need to create a dedicated TG to assign recieve ship production.  Most veteran players have seperate TG's for shipyards and fighter factories.  Use one if the many means of transfering ships while leaving the construction TG in place. 

Also, you can designate which TG should receive new fighters using the New Fighters dropdown on the Industry tab of the F2 window

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Goron on November 07, 2011, 02:10:47 PM
This is not a bug.  Working as expected.  The descriptive post has either been lost or goes back to the mailing list.  Basicly you need to create a dedicated TG to assign recieve ship production.  Most veteran players have seperate TG's for shipyards and fighter factories.  Use one if the many means of transfering ships while leaving the construction TG in place.  

So, it is seriously WAD to allow the player to spend BP and minerals and time building a fighter, then have that fighter irreversibly be lost AFTER the BP, time, and minerals are expended?
Hmmm...
Why is it that the first fighter built automagically creates a new TG to house them then? That must be broken, if the design is to not put fighters into a new game-created task group.
So I should amend my bug post to say:
When you first create a fighter the game creates a new TG to house that fighter when it should actually instead just destroy the fighter since I never actually created that TG. Same goes for new warships, the 'Shipyard TG' should not be automatically created.


EDIT:
And Orbital Habitats, and PDCs too...
Actually, the OHs must seriously be bugged then too, since I have always seen the game automatically create a new OH TG when I build one and then absorb or join it into a different TG...

EDIT2: (hopes the sarcasm is apparent)
Title: Re: Official v5.50 Bugs Thread
Post by: Charlie Beeler on November 07, 2011, 02:42:58 PM
So, it is seriously WAD to allow the player to spend BP and minerals and time building a fighter, then have that fighter irreversibly be lost AFTER the BP, time, and minerals are expended?
Hmmm...
Why is it that the first fighter built automagically creates a new TG to house them then? That must be broken, if the design is to not put fighters into a new game-created task group.
So I should amend my bug post to say:
When you first create a fighter the game creates a new TG to house that fighter when it should actually instead just destroy the fighter since I never actually created that TG. Same goes for new warships, the 'Shipyard TG' should not be automatically created.


EDIT:
And Orbital Habitats, and PDCs too...
Actually, the OHs must seriously be bugged then too, since I have always seen the game automatically create a new OH TG when I build one and then absorb or join it into a different TG...

EDIT2: (hopes the sarcasm is apparent)
[SARCASM]
The player should not expect to be spoon fed by the program.
[/SARCASM]

Having the program auto-create anything has been a long standing exception, not rule.  And it is definitely not Murphy proofed.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 07, 2011, 02:53:35 PM
So, it is seriously WAD to allow the player to spend BP and minerals and time building a fighter, then have that fighter irreversibly be lost AFTER the BP, time, and minerals are expended?
Hmmm...
Why is it that the first fighter built automagically creates a new TG to house them then? That must be broken, if the design is to not put fighters into a new game-created task group.
So I should amend my bug post to say:
When you first create a fighter the game creates a new TG to house that fighter when it should actually instead just destroy the fighter since I never actually created that TG. Same goes for new warships, the 'Shipyard TG' should not be automatically created.

The program will create a new task group if one has never been created. If you delete that task group and don't mention it to anyone, it will cause a problem :)

I really should add a check at the point when a fighter is built to make sure the destination TG that has been set for fighters still exists. In the meantime, just SM a new fighter to replace the one that vanished into the ether.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Goron on November 07, 2011, 02:58:53 PM
My point still stands. If the design is to NOT autocreate a TG when a new item is created then orbital habitats, PDCs, warships, and (first) fighters are all bugged. Because as it stands now the game does automatically create them in certain circumstances (such as first build).
If that is not the design, then the bug is reversed and follow-up fighters should be put into a new auto-made TG just like OHs are.
You cannot seriously be arguing that it is WAD to work both ways just depending on the vessel and whether it is the first or a followup build. It should be one or the other, whether holding the players hand or not.

As for auto-creating being an exception and not a rule, I am curious what version your are playing, for the life of me I cannot seem to find a single other situation like this to lend any credence to your point.


EDIT: Ah, and now I see Steve's post. Thanks for backing me up Steve, sounds like you respect logic better than Charlie Beeler ;)
Title: Re: Official v5.50 Bugs Thread
Post by: Goron on November 07, 2011, 03:00:23 PM
I can provide the exact steps to replicate my problem when I get home, Steve.
It involved making the fighter TG absorb +assign into a PDC using a contextual order, so it wasn't just deleting the TG or renaming it.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 07, 2011, 03:06:57 PM
My point still stands. If the design is to NOT autocreate a TG when a new item is created then orbital habitats, PDCs, warships, and (first) fighters are all bugged. Because as it stands now the game does automatically create them in certain circumstances (such as first build).
If that is not the design, then the bug is reversed and follow-up fighters should be put into a new auto-made TG just like OHs are.
You cannot seriously be arguing that it is WAD to work both ways just depending on the vessel and whether it is the first or a followup build. It should be one or the other, whether holding the players hand or not.

As for auto-creating being an exception and not a rule, I am curious what version your are playing, for the life of me I cannot seem to find a single other situation like this to lend any credence to your point.

Well, newly built ships would be one :)

Quote
EDIT: Ah, and now I see Steve's post. Thanks for backing me up Steve, sounds like you respect logic better than Charlie Beeler ;)

I think Charlie was responding to the sarcasm in your post. That type of thing generally doesn't go down well on these forums :)

With respect to Charlie, he is correct that this is working as intended. In 99% of cases this isn't a problem, as a lot of people play the game and this issue comes up very rarely. That's why I haven't bothered adding a check in the past. However, I agree that to cover the 1% I should add an additional check to make sure the TG that has been assigned by the player (or for the 1st time only by the program) hasn't been subsequently deleted without the player specifying a new destination TG.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 07, 2011, 03:26:25 PM
I have added a check for newly created fighters to ensure that if the specified "New Fighters" TG does not exist, a new "New Fighters" TG is created for that planet

I have also added a similar check for newly built ships, so that if the task group that was specified when they were laid down no longer exists, a new TG comprising just that ship will be created. The TG will have the same name as the new ship.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: IanD on November 08, 2011, 10:19:24 AM
On the completion of a successful ground assault on an alien population the colony of the attacker and the conquered population no longer merge in v5.54.
Title: Re: Official v5.50 Bugs Thread
Post by: toxiciron on November 08, 2011, 05:16:50 PM
Opening several windows results in an error:

Error 713 was generated by Aurora
Class not registered.
You need the following file to be installed on your machine.  MSSTDFMT. DLL

I thought I installed it correctly, but the options during installation were very confusing and I'm not sure what I did.
ex - (You have version 2.  Installing version 1.  Keep the new file?) Which one's new, the one that would be newly installed or the version that is newer?
Title: Re: Official v5.50 Bugs Thread
Post by: blue emu on November 08, 2011, 08:38:28 PM
The "surrender bug" still exists in v5.53... defeat of an enemy colony causes random surrenders in star systems so far away that I don't even know which direction they lie in.

I haven't tried v5.54 yet.
Title: Re: Official v5.50 Bugs Thread
Post by: Erik L on November 08, 2011, 09:27:35 PM
Opening several windows results in an error:

Error 713 was generated by Aurora
Class not registered.
You need the following file to be installed on your machine.  MSSTDFMT. DLL

I thought I installed it correctly, but the options during installation were very confusing and I'm not sure what I did.
ex - (You have version 2.  Installing version 1.  Keep the new file?) Which one's new, the one that would be newly installed or the version that is newer?

http://aurora2.pentarch.org/index.php/topic,2031.0.html Second post.
Title: Re: Official v5.50 Bugs Thread
Post by: toxiciron on November 09, 2011, 05:29:06 PM
Quote from: Erik Luken link=topic=3895. msg42862#msg42862 date=1320809255
hxxp: aurora2. pentarch. org/index. php/topic,2031. 0. html Second post.

I've reviewed the installation and I did do it correctly, so that isn't a problem, but I visited the link and the fix links are broken.
Title: Re: Official v5.50 Bugs Thread
Post by: Beersatron on November 09, 2011, 08:01:16 PM
I've reviewed the installation and I did do it correctly, so that isn't a problem, but I visited the link and the fix links are broken.

http://aurora2.pentarch.org/index.php/topic,1715.msg21036.html#msg21036
Title: Re: Official v5.50 Bugs Thread
Post by: Owen Quillion on November 11, 2011, 05:25:00 AM
Quote from: Steve Walmsley link=topic=3895. msg42771#msg42771 date=1320701185
I have added a check for newly created fighters to ensure that if the specified "New Fighters" TG does not exist, a new "New Fighters" TG is created for that planet

I have also added a similar check for newly built ships, so that if the task group that was specified when they were laid down no longer exists, a new TG comprising just that ship will be created.  The TG will have the same name as the new ship.

Steve

This exchange reminds me of a similar issue I first ran into in 5. 52 or 5. 53, and just reproduced in 5. 54.  It took me a bit to realize exactly what was happening, but it's obscure enough I realize why I'd completely forgotten about it until just now. 

I'm not too great at mental math (and was unaware that there's a box in the Task Group screen that tells you total tonnage of that TG), and as my doctrine relies on mixed FAC-sized forces, I was making heavy use of the 'Land on Mothership' commands for groups of FACs.  As it turns out, if you use this with a task group whose tonnage exceeds that of the bays, the event log throws an error that reads "Unable to Land - [ship name] cannot dock as the assigned or specified mothership does not have sufficient hangar space. " for each ship that can't fit and then "Loading Problem - [Task Group Name] failed to land on [Carrier Name].  Any additional orders will be on hold until the problem is resolved". 

The problem here is [Task Group Name] has already been deleted, and the named ships blink out of existence - disappearing from the Individual Unit List and everything.  Not only do you lose the ship, but valuable crew grade and task force training.

On a lighter note, it's worth noting that if the bays are already full, the game just doesn't care - you wind up with completely different space-warping properties.  While trying to replicate the issue, I managed to stuff two FAC wings and a full loadout of dropships (total tonnage being three times the mothership's hangar capacity). 

---

There's a second, unrelated bug I've run into - Error in GetMaxPotentialSensorRange, Error 6 Overflow.  Searching only got one hit for it, which was an unreplied to report of it in this topic. 

To give it some context (spoilered as it involves some specifics of the swarm;

A geological survey vessel noticed a wreck disappearing in a system that, when probed, hadn't appeared to have any activity in it.  Indeed, it seemed the Swarm had set up operations on a moon on the other side of the system, or at least had created an 800 ton wreck there in addition to the one that had disappeared (which I only knew about because of the event log).  The survey vessel fled the system with no issues.  A month later, my combat fleet jumps in and I immediately got the above error, which repeated every turn. 

I haven't fought the Swarm much, so I don't know if this is unusual, but the typical 800 ton meson-spitting gunboats were given a different designation than the group I'd fought before in another system.  I don't know if this is normal or not; however, the Tactical Intel window completely lacked information on my previous group, though it had data for workers and the queen.  After mopping up the gunboats, I encountered what I assume to be the source of the error; a queen (also a different designation, if it matters) from whom I never detected any EM emissions (which was odd as the previously encountered queen had a sensor I detected from over a billion kilometers away and whose shields I'm almost positive I detected well before closing to missile range).

The error quit after the queen was destroyed by a massive salvo, so I assume she was the source of the issue.
Title: Re: Official v5.50 Bugs Thread
Post by: Goron on November 11, 2011, 04:13:24 PM
If you create a ship with 100 ordnance capacity, fill it, then refit that ship to a design with less capacity, such as 50, it will retain the ordnance on board and go over 100% ammo.
I did not test what happens if you attempt to actually USE any of that ammo.
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on November 11, 2011, 07:09:54 PM
If you shut down fuel refineries, their sorium consumption still shows up in the predicted usage panel/ produces a red highlight.



Title: Re: Official v5.50 Bugs Thread
Post by: metalax on November 12, 2011, 12:52:36 AM
If you shut down fuel refineries, their sorium consumption still shows up in the predicted usage panel/ produces a red highlight.

Further to this, on the industry tab, if fuel production is shut down the annual fuel production displayed(not actual production) stays at it's normal value instead of saying 0 or shut down. While this may not neccessarily be a bug as it is showing the capacity of the current refineries, it is confusing on whether fuel is being produced or not when looking through large numbers of colonies.
Title: Re: Official v5.50 Bugs Thread
Post by: AnthonyT on November 12, 2011, 01:40:51 AM
"Cycle moves" is a frequent cause of freezing the game for me. 

I know to be careful with it, but I often forget when a ship has "cycle moves" ticked.   If I clear orders and assign it something like "move to earth" without toggling that.  .  .   I'll be reminded very quickly as my computer fans rev up and the game doesn't come back. 

I'm sure this must have been reported, but couldn't find it.   Sorry if it's a dupe. 

A suggested interface behavior: when clicking "delete all" in task group orders, clear "cycle moves" too.   In general, it would be nice to catch or be robust against all sources of tight, infinite update-loops.  .  .   but I imagine that's no easy task! However, this little interface change would prevent "cycle moves" from being a scary option for me.   Mind you, I'm not sure if I ever had a corrupted database from this one.  .  .   every time I'm certain a freeze was due to this I've been able to reload the database fine and clear the darn flag! :)

Thanks!

Edit (sorry): this is version 5. 54!
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on November 12, 2011, 04:12:05 AM
That's curious. In my game it just spams the "X taskgroup has completed orders" report if i have a single order on cycle.
Title: Damage Control issues
Post by: ZimRathbone on November 12, 2011, 06:50:33 AM
I was reminded of this by a post in the Academy:

If you use DC to repair a ship it will take a few days to completely repair most combat damage - if the same ship is repaired using shipyard facilities then it takes a number of weeks to fix up a similar level of damage.  Now I know that the DC repairs cost more in terms of Maintenance supplies, but I dont think this covers the magnitude of the savings in time, esp since the Maint Supplies only cost 0.125 x Duranium, 0.0625 Uridium & 0.0625 Gallicite each,  and the SY repairs use the minerals required to build the damaged component. There appears to be no point in using SY repairs for anything other than Armour.

This brought up a bug:  if you repair all internal damage using DC, the ship then does not appear in the Ships Requiring Repair screen, even tho it still has outstanding armour damage (which cannot be repaired by DC)  I suspect that this is because armour is not a "damaged component" and damage there is recorded in a seperate table that provides that nice armour status screen.   The query behind the Damaged Ships report needs to ammended to include this table.
Title: Re: Official v5.50 Bugs Thread
Post by: rymwoo on November 12, 2011, 11:45:19 AM
I'm not sure what exactly happened or even how reproducible the situation is but I am on version 5. 53 and after a bunch of 5second auto-turns due to what I assumed what NPR interaction, I can no longer see anything on the system maps window, instead getting an error 6 overflow popup.   I should clarify that everything in the window is there.  .  .   and if I press OK I can even see the recent events text typed in yellow at the bottom of my window, as well as the scale displayed, but the actual planetary orbits, and bodies are all missing - I just have a big blue screen instead.   I suspect the overflow has to do with the orbital bodies in some system? Changing systems seems to work fine on the display - I just have no visualization of data for the Sol system at all. 




Edit: I just patched to v 5. 54 and the issue still persists.
Title: Re: Official v5.50 Bugs Thread
Post by: Thiosk on November 12, 2011, 05:05:13 PM
I'm not sure what exactly happened or even how reproducible the situation is but I am on version 5. 53 and after a bunch of 5second auto-turns due to what I assumed what NPR interaction, I can no longer see anything on the system maps window, instead getting an error 6 overflow popup.   I should clarify that everything in the window is there.  .  .   and if I press OK I can even see the recent events text typed in yellow at the bottom of my window, as well as the scale displayed, but the actual planetary orbits, and bodies are all missing - I just have a big blue screen instead.   I suspect the overflow has to do with the orbital bodies in some system? Changing systems seems to work fine on the display - I just have no visualization of data for the Sol system at all. 


I'm going to guess that you're borked.  I had a bunch of similar errors when the galaxy map tried to populate, i'm pretty sure I borked some of the systems there when I was trying to establish new warp points for a newly generated system.  Each time I clicked the error, something would draw on the screen-- links, text, systems, but if I did ANYTHING, the errors would start all over.

Have you been backing up your database (saving) frequently?  You may be able to cycle back a bit to before the error occured.
Title: Re: Official v5.50 Bugs Thread
Post by: Goron on November 12, 2011, 11:55:34 PM
Small spelling (well, not spelling but capitalization typo):
(http://www.tarphoid.com/images/THis.jpg)

EDIT: Ooops, I also realize I had the cursor off int he screenie, it is the tooltip for the [Clear Orders] button.
Title: Re: Official v5.50 Bugs Thread
Post by: yochh on November 13, 2011, 05:40:42 AM
I think my civilian shipping line are broken, anytime Aurora seems to try to make it work I get the following error "Error in ModifyCivilianContract" and "Error 3061 was generated by DAO. Database too few parameters. Expected 1. "

I'm pretty new to Aurora, but to date I've always had this error, and shipping lines never worked for me.  I often check the civilian window but they never have any ship and thus any activity, even though i've got several colonies and ships designs for their needs.

I run on Windows 7, installed Aurora as instructed (kept the existing file when prompted) and I did change the regional setting to US.

Anyone has any idea how to fix this ? I'm so desperated to play this game, love it so much  :'(
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on November 13, 2011, 05:44:10 AM
make sure you are run the game in Administrator mode + that youve installed the latest patch.

Also I had to install the timer program in order to get the DLLs working properly, discussed in one of the windows 7 threads.
Title: Re: Official v5.50 Bugs Thread
Post by: yochh on November 13, 2011, 10:57:29 AM
Quote from: TheDeadlyShoe link=topic=3895.   msg43154#msg43154 date=1321184650
make sure you are run the game in Administrator mode + that youve installed the latest patch.   

Also I had to install the timer program in order to get the DLLs working properly, discussed in one of the windows 7 threads.   

I always run it as admin, and also I didn't intall it in the program file.    I ran the dll fixer but it didn't change anything, what's the timer program you're talking about ?

Edit: I also tried to turn off Windows UAC and to reset full control to all users for aurora.  exe but still not working, then tried to re-install the game and .  .  .   still not working.   Also, I checked my files and my game is up to date.   I added screenshots of the errors I get. 

FINAL EDIT: It seems I solved my problem, this was coming from my regional settings, I had in deed changed the comma thing, and besides the shipping lines the game ran great like that, but now i changed my regional setting completly to English US and everything works fine.  So, changing the comma isn't enough, my bad.
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on November 13, 2011, 07:11:56 PM
Oh well, that's annoying. At least its fixed.

****

You can send a shipyard-TG into task force training and have it wander off planet then you cant get it back there >_<

If I order the lead ship in a survey flotilla set to auto-survey to jump to sol, refuel/resupply, then go back out to a new area, then Copy the orders to the subordinate fleets... they generally don't refuel/resupply for some reason. The order shows in their list. I don't get it. Can anyone confirm?
Title: Re: Official v5.50 Bugs Thread
Post by: Hawkeye on November 15, 2011, 01:19:21 AM
Just a reminder that PDC refit still doesn´t work
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on November 15, 2011, 02:01:00 AM
I recovered a engine from a TL1 alien civilization that produces a Divide By Zero error when I put it on a design.


Conventional Engine E0 (1)    Power 1    Fuel Use 0%    Signature 0    Armour 0    Exp 0%    Hyper Capable
Fuel Capacity 50,000 Litres    Range 0.0 billion km   (0 hours at full power)

Evidently it is a hyper capable fire extinguisher that you use from the airlock.

Title: Re: Official v5.50 Bugs Thread
Post by: blue emu on November 15, 2011, 03:27:05 PM
Aurora v5.53 - Jump Gate Constructors can no longer build Jump Gates once the ship's captain's Factory Production bonus reaches +100%. Replacing him with a lower-skilled officer allows the Jump Gate Construction to proceed normally.
Title: Re: Official v5.50 Bugs Thread
Post by: LizardSF on November 17, 2011, 12:42:03 PM
This bug should be easy to replicate:
a)Make some asteroid miners, put them in a TG, and move them to an asteroid. Call the TG "Mining 1" or whatever.
b)Make some more, move them to a different asteroid. Call this "Mining 2".
c)You should see each asteroid reporting the correct number of orbital mining units.
d)Give Mining 2 order to "Join" Mining 1.
e)When it's done, you'll see Mining 1 has all the ships in it from Mining 2 and Mining 1, as you'd expect. However, the "Orbital Mining Modules" on the Mining tab for that asteroid will not have changed (at least, it didn't for me).
f)Give Mining 1 orders to move to anywhere, preferably somewhere far. Advance the clock a few days.
g)Cancel those orders, have the group move back to its original asteroid.
h)The mining tab will now show the correct number of mining units.

It seems as if the program checks a task group's total mining units only when it first arrives at the asteroid; it doesn't check if the task group's composition changes. (While I didn't test it, this could lead to an exploit; move 10 mining ships to an asteroid, wait a few days, then detach all but one; lather, rinse, repeat. If I'm correct about what's happening, you'll get the full mining benefit of a lot more ships than are actually orbiting.)
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on November 17, 2011, 10:13:11 PM
workaround for that one is to give the ships you want to join at the roid an order to move to the roid, then join the other mining group. no muss no fuss.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 18, 2011, 09:32:57 AM
Aurora v5.53 - Jump Gate Constructors can no longer build Jump Gates once the ship's captain's Factory Production bonus reaches +100%. Replacing him with a lower-skilled officer allows the Jump Gate Construction to proceed normally.

Fixed for v5.55

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 18, 2011, 09:34:48 AM
Small spelling (well, not spelling but capitalization typo):
(http://www.tarphoid.com/images/THis.jpg)

EDIT: Ooops, I also realize I had the cursor off int he screenie, it is the tooltip for the [Clear Orders] button.

Fixed for v5.55

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 18, 2011, 09:41:57 AM
There's a second, unrelated bug I've run into - Error in GetMaxPotentialSensorRange, Error 6 Overflow.  Searching only got one hit for it, which was an unreplied to report of it in this topic. 

I didn't manage to reproduce it but I think I have fixed it. One of the variables in this function may have overflowed for very large numbers. I have changed to a variable type with a greater max value. Thanks for the additional detail on the Swarm - that helped.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 18, 2011, 10:13:34 AM
This exchange reminds me of a similar issue I first ran into in 5. 52 or 5. 53, and just reproduced in 5. 54.  It took me a bit to realize exactly what was happening, but it's obscure enough I realize why I'd completely forgotten about it until just now. 

I'm not too great at mental math (and was unaware that there's a box in the Task Group screen that tells you total tonnage of that TG), and as my doctrine relies on mixed FAC-sized forces, I was making heavy use of the 'Land on Mothership' commands for groups of FACs.  As it turns out, if you use this with a task group whose tonnage exceeds that of the bays, the event log throws an error that reads "Unable to Land - [ship name] cannot dock as the assigned or specified mothership does not have sufficient hangar space. " for each ship that can't fit and then "Loading Problem - [Task Group Name] failed to land on [Carrier Name].  Any additional orders will be on hold until the problem is resolved". 

The problem here is [Task Group Name] has already been deleted, and the named ships blink out of existence - disappearing from the Individual Unit List and everything.  Not only do you lose the ship, but valuable crew grade and task force training.


Found it. The problem occurred because the fleet with the FACs was being flagged for deletion due to a successful landing of the first FAC but not being unflagged due to other FACs in the same TG being unable to land. Fixed for v5.55

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Marc420 on November 18, 2011, 10:24:35 AM
I think there's a bug in the "launch missile at" command for a tg.  The endurance clock of the buoys is incorrect in some instances.

I was just learning how to use this command.  So, for awhile I'd been flying to jp's and manually firing a sensor buoy.  Then as I started to learn how this command works (after firing a couple of salvos of short range combat missles into space :), I've been starting to use this command to have my ships go to each jp and drop one of my sensor buoys there.

The bug occurs when a ship goes to a jp where this "launch missiles at" command had been used to place a buoy, and where the buoy is still active.  The situation was one where I saw my buoys were running down.  My one ship in the system had three left, so I told it to go ahead and drop buoys on three of the jp's then head back to Sol to reload.

Thus I had a ship with buoys loaded fly to a jp that still had a buoy with about 25 days left on it active.  The ship then executed a 'launch missiles at" command to the jp.  

The bug is that instead of a new buoy appearing with a new 6.7 month endurance clock starting to run, I instead got a label on the screen telling me that I now had 2x of the buoys there, but with only the 25 day endurance clock of the expiring buoy.  And, sure enough, some 25 days later, both of the buoys expired and now I have no buoys at the jp.

The buoys are of the same design.
The ship laying the buoy is of the same class I'm sure.  It does not appear to be the exact same ship.  But I wouldn't be totally sure of that.  I've got three of this class flying around.  This did happen on two consecutive jp's, and on the second jp that's still active for a few more days, it says it was ship #003 that laid the 2x buoys that are now there, while its ship #001 that I see now flying back towards Sol for a re-up on the buoys.

The jp's where I'd previously manually fired the buoys are working fine.  When a ship arrives there and deploys a new buoy with the 'launch missiles at' command, I get two separate buoys with two separate endurance clocks.  Thus, the expiring clock runs down and I'm left with the new buoy I laid just like I wanted.  It seems to be only the case where I use the 'launch missiles at' command at a jp where I already had a still active buoy from a previous 'launch missiles at' command where I get the mistake of having the new buoy just added to the soon expiring group of existing buoys.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 18, 2011, 10:48:30 AM
On a lighter note, it's worth noting that if the bays are already full, the game just doesn't care - you wind up with completely different space-warping properties.  While trying to replicate the issue, I managed to stuff two FAC wings and a full loadout of dropships (total tonnage being three times the mothership's hangar capacity). 

This turned out to be a fairly significant bug :)

The function that checks for the existing parasites on a mothership was checking the landing task group instead of the mothership task group for those parasites. Which means that this function always returned zero, regardless of the parasites on the carrier. However, as each FAC/fighter in a TG lands it is picked up in the capacity check for the next  FAC/fighter in the same TG (because although the correct fleet was being updated in the database, it hadn't been updated in the in-memory collection class being used to check capacity). So any task group landing on an empty carrier would be treated correctly but any task group landing on a carrier that had parasites already on board, would not be aware of those parasites, resulting in the bug you spotted.

During the investigation I also found that some fighter sizes were being rounded up, so in certain circumstances you couldn't fit the strikegroup on a carrier that you should be able to fit. 

All fixed for v5.55

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 18, 2011, 10:54:15 AM
The bug occurs when a ship goes to a jp where this "launch missiles at" command had been used to place a buoy, and where the buoy is still active.  The situation was one where I saw my buoys were running down.  My one ship in the system had three left, so I told it to go ahead and drop buoys on three of the jp's then head back to Sol to reload.

When this happened, was it exactly the same ship that launched both the old buoy and the new buoy? If yes, then I think this is fixed. The code assumes that two missiles fired in the same location, by the same fire control on the same ship are part of the same salvo. In the case of launching a missile by use of an order, the fire control ID is zero. This function didn't compare the launch times of the two missiles though which would have led to the bug you described.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 18, 2011, 11:33:40 AM
A suggested interface behavior: when clicking "delete all" in task group orders, clear "cycle moves" too.   In general, it would be nice to catch or be robust against all sources of tight, infinite update-loops.  .  .   but I imagine that's no easy task! However, this little interface change would prevent "cycle moves" from being a scary option for me.   Mind you, I'm not sure if I ever had a corrupted database from this one.  .  .   every time I'm certain a freeze was due to this I've been able to reload the database fine and clear the darn flag! :)

I've done as you suggested. Delete All now clears the cycle moves checkbox. Also, if you remove the last order using the Remove button, the cycle moves checkbox is also cleared.

Finally, I have added a check to the code that moves an order to the end of the list during movement if the cycle moves flag is set. If a fleet with cycle moves set has only a single order, an event is generated as a warning to the player and the cycle moves flag is automatically switched off.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Marc420 on November 18, 2011, 11:49:33 AM
When this happened, was it exactly the same ship that launched both the old buoy and the new buoy? If yes, then I think this is fixed. The code assumes that two missiles fired in the same location, by the same fire control on the same ship are part of the same salvo. In the case of launching a missile by use of an order, the fire control ID is zero. This function didn't compare the launch times of the two missiles though which would have led to the bug you described.

Steve

Correction to my original post.  It was the same ship that laid the original buoys and the next round of buoys six months later. 

Sorry for the incorrect info in the original post.  I've got two ships doing this right now, and one is in clear space where I can read it easily, and the other is in the midst of a bunch of labels and traffic near Earth.  So, I got confused and I thought it was the ship I could see easily at first, but when I checked the current orders of each ship in this class, I can now see that its the exact same ship that launched the original buoys and the second round of buoys.  #003 of the class laid the original salvo according to the buoy label, and its #003 that's almost made it back to Earth to reload more buoys before returning to that system to lay more.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 18, 2011, 11:50:11 AM
If you shut down fuel refineries, their sorium consumption still shows up in the predicted usage panel/ produces a red highlight.

Is that the case whether or not you have fuel production switched on?

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 18, 2011, 11:51:34 AM
Correction to my original post.  It was the same ship that laid the original buoys and the next round of buoys six months later. 

Sorry for the incorrect info in the original post.  I've got two ships doing this right now, and one is in clear space where I can read it easily, and the other is in the midst of a bunch of labels and traffic near Earth.  So, I got confused and I thought it was the ship I could see easily at first, but when I checked the current orders of each ship in this class, I can now see that its the exact same ship that launched the original buoys and the second round of buoys.  #003 of the class laid the original salvo according to the buoy label, and its #003 that's almost made it back to Earth to reload more buoys before returning to that system to lay more.

Thanks for letting me know. This bug is fixed for the next update.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Marc420 on November 18, 2011, 11:55:37 AM
BTW ... thank you very much for the quick reply to this.  Because of that, I can easily adjust by having my ships swap regions and lay over top the other ships buoys. So, there's an easy work around now that I know what's going on.  Thanks!
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 18, 2011, 12:05:09 PM
New v5.55 patch is available with the recent bug fixes

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on November 18, 2011, 04:47:52 PM
Quote
Is that the case whether or not you have fuel production switched on?

with 232 active fuel refiniries, fully staffed, plus some shipyard work i had 3427 sorium consumption under 'projected usage'. After advancing time 5 days i had +27 stockpile listed.

if i deactivate them in the civ/ind status tab and press refresh all . they disappear from employment, the industry tab still says 6.7 million /year production, and the mining tab still says 3427 consumption. advance time five days, recent sp says +74, consumption says 3426, industry tab still says 6.7 million. 

advance time thirty days, recent sp says +441, consumption says 3417, industry tab says 6.7 million, and total fuel stocks have gone up. 
Title: Re: Official v5.50 Bugs Thread
Post by: Vanigo on November 18, 2011, 11:43:25 PM
Got a weird one. Recovering ruins, I got this error:
Error in Engines
Error 3201 was generated by DAO.Field
No current record

And I recovered 31 "Nuclear Thermal Engine E0"s. They don't show up on my class design screen, and, of course, an E0 engine is crazy talk. It's a TL2 ruin, if that makes a difference.

Edit: Oh, this was in 5.54
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 19, 2011, 09:10:56 AM
with 232 active fuel refiniries, fully staffed, plus some shipyard work i had 3427 sorium consumption under 'projected usage'. After advancing time 5 days i had +27 stockpile listed.

if i deactivate them in the civ/ind status tab and press refresh all . they disappear from employment, the industry tab still says 6.7 million /year production, and the mining tab still says 3427 consumption. advance time five days, recent sp says +74, consumption says 3426, industry tab still says 6.7 million. 

advance time thirty days, recent sp says +441, consumption says 3417, industry tab says 6.7 million, and total fuel stocks have gone up. 

I don't think I phrased the question very well :)

There is a Stop button in the Fuel Production section at the bottom of the Industry tab of the F2 windows. What happens if you press that Stop button? Does it remove the projected fuel production from the Mining tab? If so, then this is working as intended.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Theeht on November 19, 2011, 10:48:57 AM
My current game has a few.
1) I have a shipyard (commercial, 11000 tons), plenty of resources, and plenty of labor, and it is ordered to retool.   It says it is retooling,  but date keeps changing by however much I increment the time, and the % completed remains at zero.   It is not paused.
Nevermind, it was paused, the name was too long to display it.

2) My planet also says that every 5 day increment, it has loses 5  Duranium under the SP +/- column.   Looking at the stockpiled number, it increases by 12 each 5 days.   The -5 changes depending on what I am building, but does not reflect the actual income.   I think it is not counting the input from mass drivers, because the Mass Driver +/- column is showing zero on all minerals on all colonies, including those firing mass drivers to earth, and I can see the packets on the System View.
Title: Re: Official v5.50 Bugs Thread
Post by: metalax on November 19, 2011, 12:02:08 PM
I don't think I phrased the question very well :)

There is a Stop button in the Fuel Production section at the bottom of the Industry tab of the F2 windows. What happens if you press that Stop button? Does it remove the projected fuel production from the Mining tab? If so, then this is working as intended.

Steve

Just tested this by SMing an empty colony with a stockpile of 10000 sorium, 0 fuel reserve, 100 fuel refineries and enough pop to work them.

In the normal situation the mining tab shows an expected usage of 1000 and the annual production on the industry tab shows 2,000,000. Advancing time 5 days gives a production of 27,800 liters as expected.

If the stop button on the industry tab is pushed(and refresh all pushed), the expected usage drops to 0 however the annual production figure remains at 2,000,000. Advancing time 5 days gives 0 fuel production.

Hitting start again resumes production as expected. Hitting shut down of fuel refineries on the civilian/ind status tab leaves an expected usage of 1000 on the mining tab and annual production of 2,000,000 on the industry tab. Advancing time 5 days gives 0 fuel production and no sorium usage.

The main bugs seems to be the displayed sorium usage not getting removed when the fuel refineries are shut down from the civilian/ind stastus tab and projected fuel doesn't seem to get zeroed regardless of the means used to shut off fuel production.

This was tested on 5.54.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 19, 2011, 02:09:01 PM
Just tested this by SMing an empty colony with a stockpile of 10000 sorium, 0 fuel reserve, 100 fuel refineries and enough pop to work them.

In the normal situation the mining tab shows an expected usage of 1000 and the annual production on the industry tab shows 2,000,000. Advancing time 5 days gives a production of 27,800 liters as expected.

If the stop button on the industry tab is pushed(and refresh all pushed), the expected usage drops to 0 however the annual production figure remains at 2,000,000. Advancing time 5 days gives 0 fuel production.

Hitting start again resumes production as expected. Hitting shut down of fuel refineries on the civilian/ind status tab leaves an expected usage of 1000 on the mining tab and annual production of 2,000,000 on the industry tab. Advancing time 5 days gives 0 fuel production and no sorium usage.

The main bugs seems to be the displayed sorium usage not getting removed when the fuel refineries are shut down from the civilian/ind stastus tab and projected fuel doesn't seem to get zeroed regardless of the means used to shut off fuel production.

This was tested on 5.54.


The fact that projected fuel production is shown when shut off on the Civ/Ind tab but not stopped on the industry tab is working as intended. This is to allow you to look at what the projected use of Sorium would be if you reactivated fuel refineries Civ/Ind tab. Otherwise there is no way to check this without waiting six months. If you want to remove the projected sorium use from the mining tab, just press the Stop button.

The fact the projected sorium use doesn't update immediately when pressing Start/Stop (without also pressing Refresh All) is a bug and I have fixed that for the next version.

The display of annual fuel production whether fuel is on or off was intended, although now you have mentioned it I think it does make more sense for that to show zero if production is turned off.  I've changed it so that is now the case.

Steve

Title: Re: Official v5.50 Bugs Thread
Post by: Vynadan on November 20, 2011, 05:20:07 AM
Minor bug:

I (accidently) checked the option to create newly generated NPRs as player factions and not NPRs on startup. Two supposedly conventional alien races later, I notice this mistake and manually uncheck the option so that I may have NPRs from that point on.
I go into SM and give these two empty player factions some conventional industry according to their populace and prepare invasions for these 'conventional' aliens. A short battle later I'm the proud owner of an aquatic-pictured race living on a desert homeworld with conventional industry.
The problem is: I don't have any industrial option to convert this CI to TN industry. Changing the amount of CI present didn't give me that option, so I manually freighted all the CI to my own homeworld and converted it there (where after unloading a conversion project appeared) and lifted it back. Simply lifting it off the alien homeworld and putting it back in place without moving it across half the galaxy didn't work, though. The planet was apparently completly blocked from any CI conversion projects!?

Nothing game breaking, but annoying.
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on November 20, 2011, 09:13:37 AM
 :-[

I hadn't even noticed that button was there, tbh... heh.  I was controlling it from the civ/ind screen totally. 

The behavior does seem to conform to design as per the recent posts. 

@Vynadan:

I added CI to two planets via SM mode.  It appears that the Convert CI options does not appear until you reselect "Installations" in the construction options list. Conversely, the Convert CI options remain when you select settlements without CI until you reselect Installations.

EDIT -

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

EDIT -

I was playing around with beam fighter designs when i noticed that my size 0.1 reactor had 3 times the neutronium cost of my size 0.5 reactor.  It looks like there's a price/mineral inconsistency.
If I add the series 14 Gas-Cooled (0.1 size), it adds 0.25x Duranium 0.75x boronide 3x Neutronium and 1x build points to the design. The cost reported for the series 14 is 1.  If I add the Series 52 Gas-Cooled (0.5 size), it adds 1.75x Duranium 5.25x Boronide 0.97x Neutronium and 7x build points to the design. The cost reported for the series 52 is 7.  The neutronium isnt being taken to account in cost and is inconsistent across sizes.  If I go into Design Tech the listed Neutronium use for all size of Gas-Cooled reactors is 16.2x and is similarly irrelevant to the cost.
Title: Re: Official v5.50 Bugs Thread
Post by: Commodore_Areyar on November 20, 2011, 03:55:46 PM
V5.5.4

Had my main scientist vanish after finishing trans-newtonian tech. Quite annoying.

In R&D tab only the empty, unused labs and the three mediocre labtechs remain.
In the officers tab / scientists she is also not mentioned, not even as a team-member.
Event log does not mention her death or desertion, just the research breakthrough.

Title: Re: Official v5.50 Bugs Thread
Post by: Vynadan on November 20, 2011, 04:57:37 PM
@Vynadan:

I added CI to two planets via SM mode.  It appears that the Convert CI options does not appear until you reselect "Installations" in the construction options list. Conversely, the Convert CI options remain when you select settlements without CI until you reselect Installations.

Works. D'oh!
Title: Re: Official v5.50 Bugs Thread
Post by: trespoe on November 20, 2011, 06:47:05 PM
Quote from: Commodore_Areyar link=topic=3895. msg43519#msg43519 date=1321826146
V5. 5. 4

Had my main scientist vanish after finishing trans-newtonian tech.  Quite annoying.

In R&D tab only the empty, unused labs and the three mediocre labtechs remain. 
In the officers tab / scientists she is also not mentioned, not even as a team-member.
Event log does not mention her death or desertion, just the research breakthrough.


I had the exact same problem happen twice in my game before I discovered what was going on.  I had some salvage ships gain some tech on existing research projects, and when entering Sol system they "downloaded" their tech points and I gained enough for the tech.  When that happens, the scientist working on the project vanish and the tech still appeared in my tree list of stuff to be researched still.  I had to "give" myself the tech, but lost my scientist.

Now I watch what my salvage ships bring back and go over what my scientists are working on before anything is downloaded or disassembled.  I will cancel the research if it looks to be a close call so I can keep my scientist.
Title: Re: Official v5.50 Bugs Thread
Post by: sloanjh on November 21, 2011, 08:32:18 AM
I had the exact same problem happen twice in my game before I discovered what was going on.  I had some salvage ships gain some tech on existing research projects, and when entering Sol system they "downloaded" their tech points and I gained enough for the tech.  When that happens, the scientist working on the project vanish and the tech still appeared in my tree list of stuff to be researched still.  I had to "give" myself the tech, but lost my scientist.

This is a lot better than it used to be - in the old days the whole planet would disappear! Now it's just the researcher that gets sucked into an inter-dimensional vortex :)  Steve fixed that issue, but it looks like he didn't quite get it all....

STEVE:  Looks like the old "downloading research points makes things go *poof*" bug is still around in a weakened form.

John
Title: Re: Official v5.50 Bugs Thread
Post by: sublight on November 21, 2011, 11:13:25 AM
Version: 5.54

Problems:
Guided Missile Passive detection range incorrectly drawn with the "show passive detection range" option on system view. If I had to guess I'd say the range is being drawn as if the missiles had a minimal of a strength-1 passive sensor.

Guided Missiles appear to ignore planetary Thermal/EM signatures when looking for new targets.

The Situation:
To overcome a stiff Anti-Missile shield multiple waves of drones were launched at a way point just outside of the observed AMM range, and just inside the 'reported' passive detection range for the 800 EM active scanner on one the offending PDCs. Waypoint gets deleted, Drones look for new target... and the drones keep looking, but not moving. Further investigation then showed the true passive detection power to be less than 1/3rd that drawn: but I was still expecting them to at least head toward the bright shiny hostile planetary 4000TM/20000EM signature.

The drones have 1.1 MP each of active, thermal, and EM sensors (it was a proof of concept). They work perfectly when launched at waypoints that puts target planets within their active on board sensor range.
Title: Re: Official v5.50 Bugs Thread
Post by: Zed 6 on November 21, 2011, 07:40:17 PM
I had the exact same problem happen twice in my game before I discovered what was going on.  I had some salvage ships gain some tech on existing research projects, and when entering Sol system they "downloaded" their tech points and I gained enough for the tech.  When that happens, the scientist working on the project vanish and the tech still appeared in my tree list of stuff to be researched still.  I had to "give" myself the tech, but lost my scientist.

Now I watch what my salvage ships bring back and go over what my scientists are working on before anything is downloaded or disassembled.  I will cancel the research if it looks to be a close call so I can keep my scientist.

For the time being until it's fixed, you could roleplay it, Think Dr Okun in Independence Day. The price for getting that new technology is the loss of one of your best scientists.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on November 23, 2011, 10:49:17 AM
Quote
Guided Missiles appear to ignore planetary Thermal/EM signatures when looking for new targets.

This is working as intended. You probably don't want your missiles attacking the nearest population if they can't find a ship, especially if the nearest population happens to be yours :)

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: LizardSF on November 23, 2011, 12:37:58 PM
This is working as intended. You probably don't want your missiles attacking the nearest population if they can't find a ship, especially if the nearest population happens to be yours :)

Steve

No planetary IFF signals?

Actually, I think it would be interesting if you could hack enemy IFF transponders. On second thought, that's what ECM research is for. I don't do enough ECM. (I think one of my favorite scenes in the Honor Harrington novels was when a PRH officer said something like: "Hey, the Manties phony ship signal technology is getting really good. It's almost impossible to tell these readings from real dreadnoughts. But they shouldn't have had so many of them, no one's going to be fooled by a fleet that size...")
Title: Re: Official v5.50 Bugs Thread
Post by: Theeht on November 23, 2011, 03:42:40 PM
Version 5.54
I found four JG 150 construction modules in a ruins.  The freighter I had on hand fit only .1 of them, but I loaded it on and sent it to my capital for disassembly.  A full one disappeared from the stocks on the planet.  When it arrived at my capital and unloaded the component, it showed up in my Stockpiles screen as 0x Jump Gate Construction Module - 150.  When I disassembled it, I got -1x Jump Gate Construction Module - 150.  Doing so again got -2x Jump Gate Construction Module - 150, etc...

Also, when I scrapped them, I lost wealth and minerals.
Title: Re: Official v5.50 Bugs Thread
Post by: Marc420 on November 24, 2011, 12:55:29 PM
Version 5.55

Does "maximum amount to load" on Task Group orders work properly with fractions of construction factories?

Here's what I was trying to do.  Its early in my game, and I've got a tg of 3x 5kt cargo ships.  I decided to move a construction factory to another world, so I gave it orders to fully load itself with construction factories, fly to the world and unload and fly back.  Then I wanted the tg to load the last 0.4 of construction factory to complete the set, and then fill up the remaining bit with infrastructure.

What happens instead when I try this is that I get a tg with 0.6 Construction factories loaded and an error event telling me that the tg couldn't execute the order to load the infrastructure.

Right now, I've got a whole set of ship's crews and space longshoremen (longspacemen?) all mad at the frackin admiral because I just made them spend two days unloading the 0.6 construction factories that they had just finished loading, and then spend another two days loading them back on the same three ships just like they were by issuing another "load construction factories x0.4 from earth" command.  They are threatening to go on strike, but they loaded the same 0.6 Construction factories on to the tg again.

And yes, I know it gets simpler when you can build 25kt cargo ships and put your 5kt cargo ships into groups of 5. But, its early game.  These are the first cargo ships I built before I figured out most of my good neighboring worlds are in a nebula.  So, I've got four of these things.  One spends its time picking up minerals from auto-mines and also shuttling stuff to the one non-nebula system I've settled.  These other three are in a tg together and are shuttling more stuff to the non-nebula system.  I'm not going to retool a shipyard to build a 5th obsolete freighter that only works in a part of my growing empire.
Title: Re: Official v5.50 Bugs Thread
Post by: sublight on November 25, 2011, 08:40:20 AM
Does "maximum amount to load" on Task Group orders work properly with fractions of construction factories?

In my personal experience, no. The "maximum amount to load" seems to work for only integer values. So if you had 3x 10k transports ordered to load 1x factory they would load 1x factory and not 1.2 factories.

Its even more annoying when a mass-driver gets lost in fractional rounding.

Edit: Speaking of fractional trouble:
Version 5.54
Fractional Research-Labs trigger 'Inactive Research Lab' Interrupts. I'm currently relocating 2 research labs discovered on an abandoned ruined city, and am rewarded with "0.3 Inactive Research Labs" etc messages every 5-day cycle. Since I haven't figured out how to assign fractional labs to a project I'm blocked from using both 30-day or 5-day auto-repeating increments until the relocation is completed.
Title: Re: Official v5.50 Bugs Thread
Post by: Vynadan on November 25, 2011, 06:18:01 PM
Designing a monsterous ship in my most advanced game. Its target tonnage is a million tons and it's a command ship for my military. I actually designed an equally monsterous jump engine for it so it could jump.
However, whenever I put it into the design I immeadetly received an overflow error. The jump drive was 40kt large and the current design had roughly 280kt.
Once I had put other stuff into the design (reaching about 950kt) and inserted the exact same jump drive, I didn't receive an overflow error anymore.

Might this be related to the overflow damage allocation error with Precursor orbital habitats in the previous versions? I'm puzzled why I'd receive an error in the early design stage when the jump drive takes up a higher percentage of the overall design, but not when it's but one of many components. I'm currently retooling my shipyard and will be building the prototype over the next couple ingame years (with a jump drive) and let it get shot at ...
Title: Re: Official v5.50 Bugs Thread
Post by: Vanigo on November 26, 2011, 08:03:51 PM
I've been seeing a thing in 5.54 and 5.55 where, instead of one "orders complete" message, I get a couple dozen. I think it's sending a message every interval, and then not interrupting like it's supposed to. Had a similar thing happen attempting a 2 minute interval with incoming missiles: the whole two minutes ran, and all the missiles and point blank PD and the occasional hit happened properly, just without the interrupt.
Title: Re: Official v5.50 Bugs Thread
Post by: Vanigo on November 26, 2011, 08:10:48 PM
Another issue, 5.55. You can load genetic modification centers from populations that don't have any. They just appear out of thin air, as far as I can tell.
Title: Re: Official v5.50 Bugs Thread
Post by: Commodore_Areyar on November 27, 2011, 11:52:44 AM
A non-critical bug in 5.54

I'm getting messages of wrecks detected in a system I have not yet visited.
Generated it in turn one. (Also can see the unknown class's lifepods on the system map)

I probably should have added them using a non-player race as they are designated as human owned.

Still, without any sensors in a system I should not be detecting anything, even if I did actually own it.
Title: Re: Official v5.50 Bugs Thread
Post by: bean on November 27, 2011, 08:55:07 PM
My Leaders Window just disappeared.  I was working on it, and suddenly, it's not showing up at all.  I've tried resetting positions, changing window height, and resetting the game.  Nothing seems to work.  My computer seems to think it's in the upper right corner of the screen, but outside the area I can get to.  No errors have showed up or anything.
Edit: Figured it out myself.  What I did was left-clicked on the window in question on the start bar, hit move, then tapped an arrow key.  That brought it back.  Leaving this here for future reference.
Title: Re: Official v5.50 Bugs Thread
Post by: metalax on November 27, 2011, 09:13:11 PM
Try this.
Make sure you have the main tool bar selected and hit F4 to open the officers window.

Then hit
alt, left, down, down, enter
in order to select the move command from the menu you get from the icon on the top left of any open windows bar.

Use the arrow keys to move the window back into view. You may also be able to use the mouse to bring it back into view as the command attaches the pointer to the center of the window.

Edit: ah you fixed it. Leaving this up as windows 7 doesn't seem to have the same option to select move from the taskbar.
Title: Re: Official v5.50 Bugs Thread
Post by: georgiaboy1966 on November 27, 2011, 10:04:28 PM
Error
"error in updateallsensors"
"
"error 6 was generated by Aurora"
"Overflow"


I think I have asked this one before, but never got an answer.

I know the the cause for the error is the activation of a new sensor on an enemy ship.
This error causes the above error message to appear and force a physical action from myself.

Is there a work around for it, since in large battles, you have to sit at the computer and acknoledge each error for the turn to continue.
I am having a battle right now where a 5 second turn is taking 30-45 minutes.
would be nice to leave the battle on auto over several nights to advance the battle.
Title: Re: Official v5.50 Bugs Thread
Post by: Brian Neumann on November 28, 2011, 06:25:23 AM
I keep getting a error message when recovering engines from ruins.  It only started with the 5.x versions (not sure which)  In essence the program assigns a fuel efficiency to the engine that is not correct.  I recovered some tl2 nuclear engines and it gave the engine efficiency as 0.9.  I also recovered some tl5 magneto pulse engines with a fuel eff of 0.9.  When dissasembled I was getting fuel eff of .7 which was the current researchable level.  I think this started with the introduction of the conventional engines but am not sure.

Error in engines
Error 3021 was generated by DAO.field, no current record

Brian
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on November 28, 2011, 06:43:19 AM
^^ The engines recovered from ruins behave oddly in a few other ways.  They also tend to have zero thermal signature (none!) and be hyper capable.  But you can't get either benefit from disassembly.
Title: Re: Official v5.50 Bugs Thread
Post by: Vanigo on November 28, 2011, 02:52:37 PM
^^ The engines recovered from ruins behave oddly in a few other ways.  They also tend to have zero thermal signature (none!) and be hyper capable.  But you can't get either benefit from disassembly.
I've gotten some "Nuclear Thermal Engine E0" and "Ion Engine E0", which seem to have 0 fuel usage. Throws divide-by-zero errors if I try to use them, though. (It might be just a matter of "click the window away and go on", but I haven't pushed it.)
Title: Re: Official v5.50 Bugs Thread
Post by: Jacob/Lee on November 28, 2011, 07:18:42 PM
^^ The engines recovered from ruins behave oddly in a few other ways.  They also tend to have zero thermal signature (none!) and be hyper capable.  But you can't get either benefit from disassembly.
It's all clear now... The Precursors were really a race of interstellar ninjas! :o
Title: Re: Official v5.50 Bugs Thread
Post by: Vanigo on November 28, 2011, 09:41:06 PM
5.55 bug: Deleting a troop transport doesn't destroy the units it carries. It leaves them in limbo, with no location. Combined with the bug where precursor troop transports will surrender when you take a listening station in a completely different system, I just had to individually disband about a hundred units.
Title: Re: Official v5.50 Bugs Thread
Post by: Antagonist on December 01, 2011, 07:24:48 AM
Then hit
alt, left, down, down, enter

FATALITY!!!
Title: Re: Official v5.50 Bugs Thread
Post by: LizardSF on December 01, 2011, 08:48:34 AM
If you give a fleet orders to join/absorb another fleet, which ceases to exist before those orders can be carried out, you get a LOT of "Invalid function call" errors, a dozen or two in a lengthy turn cycle, probably one per each "attempt to execute orders" function. (I'm guessing the code does something like "Ah, they have to Join Fleet X... getPostion(FleetX)=null.... call CalculateRouteTo(null)... Error! Danger, Will Robinson!")

There's actually quite a few bugs which seem to relate to fleets disappearing, either due to combat, being absorbed by other fleets, etc. Might I suggest that, on a "fleet removed from DB" event, prior to the fleet being deleted, all other tables are searched for that fleet ID, and appropriate action taken? For orders, I'd have something like "Task Force Cargo II cannot complete order 'Move To Task Force Battle IV'. All orders will be put on hold until this is resolved."

(Also, internally, are TFs tracked by their name string, or by a unique ID? I've sometimes run into problems where I've accidentally named two fleets the same thing. Actually, there's quite a few places where it's possible to create items with the same name -- technology, for example, I've often accidentally created a research project twice. It might be good to force all strings to be unique.)
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on December 01, 2011, 08:16:00 PM
That's like having to clear destroyed targets from your targeting in combat.  It's annoying, but I don't think its actually a danger to your game, fortunately. Just have to clear it. 

I am pretty sure tech uses IDs.   Just for starters, all NPRs use the generic naming scheme while having wildly varying tech levels.  Size 5 missile launcher, woo!
Title: Re: Official v5.50 Bugs Thread
Post by: LizardSF on December 01, 2011, 08:40:08 PM
That's like having to clear destroyed targets from your targeting in combat.  It's annoying, but I don't think its actually a danger to your game, fortunately. Just have to clear it. 

I am pretty sure tech uses IDs.   Just for starters, all NPRs use the generic naming scheme while having wildly varying tech levels.  Size 5 missile launcher, woo!

It's usually a lot simpler to notice you're targeting the wrong thing than to track down which of several dozen task groups is looking for a no-long existing fleet, especially when the odds are I set the orders real-world hours or days ago. (It took me a long time to realize that the cause of the error was a missing fleet in the first place; there was no indication that was it, and, for all I knew, the error was caused by an NPR action I could never see or correct.) And I certainly don't mind clearing orders that broke due to other game conditions, like there being no minerals at a site by the time one ship gets there because another ship took them... I'd just rather get an informative event in the event list than an "Invalid Function Call" error dialog.

I don't expect Aurora to protect me from my own stupidity, I just expect (or, rather, would like, if nothing else takes precedence) it to handle my stupidity with a dialog saying "You're stupid!" rather than one that says "System Error".
Title: Re: Official v5.50 Bugs Thread
Post by: fflaguna on December 01, 2011, 09:15:30 PM
Quote from: Steve W
I'm getting repeated Error in CheckForRuins in my current 5.  52 game.   Error 3421: Data Type Conversion error.
So I did this and it worked:
Quote from: Steve W
This appears to be a database issue.   If you have Access you need to change the data type of the GameTimeDamaged field in the AlienShip table from Long to Currency.   Please Let me know if that works.

Steve

I had this problem in 5. 55.  It happened when my newly built 7000-ton laser-armed interceptors attacked some star swarms 200kt ships.  Every 15 seconds when their 30cm soft xray lasers fired, there was about one error per firing ship (and only one fire control per ship).  I hadn't had trouble with earlier ships attacking this race, but for some reason these ships caused these error messages.

Anyway, doing this fixed it for me, so much more peaceful and quiet while my lasers are blasting away at squishies.  :)
Title: Re: Official v5.50 Bugs Thread
Post by: Marc420 on December 02, 2011, 01:49:36 PM
Code: [Select]
Title of Error msg box was something like CycleOrders. 
Error 3421 Type conversion error

Happened when I started another 30day increment.  At first the turn was just really slow.  Slow enough I got up and did other stuff.  When I came back, this error was on the screen.  And it got stuck there in that even when you cleared the dialog it came back.  And back, and back.  I ended up just hitting the ENTER key as fast as I could, and doing so until one hand got tired then I switched to the other, and back, and back etc.  Never could get past it.  Must have been hundreds if not thousands of them, as I was clearing them before they could even draw on the screen.  Finally nuked the game and told it to END TASK.

This is in 5.55
Title: Re: Official v5.50 Bugs Thread
Post by: Yonder on December 02, 2011, 05:06:08 PM
Code: [Select]
Title of Error msg box was something like CycleOrders. 
Error 3421 Type conversion error

Happened when I started another 30day increment.  At first the turn was just really slow.  Slow enough I got up and did other stuff.  When I came back, this error was on the screen.  And it got stuck there in that even when you cleared the dialog it came back.  And back, and back.  I ended up just hitting the ENTER key as fast as I could, and doing so until one hand got tired then I switched to the other, and back, and back etc.  Never could get past it.  Must have been hundreds if not thousands of them, as I was clearing them before they could even draw on the screen.  Finally nuked the game and told it to END TASK.

This is in 5.55

I've had this happen several times to me (it's the reason I thought my game was completely busted and mailed it to you Steve) it has happened some more times since then, and I think that I have pinned down why it's happening.

It seems to be caused by orders which are completed very quickly being set to Cycle. I think this is so because after I kill the task (as I have had to do as well) if I come back and look at the task groups, many of the ones set to Cycle orders have been bugged. They are no longer set to Cycle order, and instead of their orders (often lots and lots and lots of orders) in their order list as if I had put a large number in the repeat orders box and clicked it.

While all this occurs some orders seem to be skipped, some of my freighters and colony ships are in the middle of carrying out Unload orders even though they never loaded that cargo, for example. I also get similar failures from my civies for a couple increments afterward (Failed to unload colonist and the like).

What I was doing that I believe set this off was set up my luxury liners. As fluff I had designed a small luxury liner that was pretty fast and had a lot of Cargo Handling systems. I had built one of them for each colony and they were locked in a Cycle of (for example):
Load Colonists: Earth
Unload Colonists: Mars
Load Colonists: Mars
Unload Colonists: Earth
Refuel at Colony: Earth

The idea was that these guys did no net change to the population, so I didn't have to worry about over crowding, and then they were fluffed as dedicated liners for government personnel and property. I instantaneously transferred all of the officers and whatnot to and from planets hooked up to this network at whim, only actually using shuttles and whatnot for other bodies. The Earth to Mars version took three days to do this run at the very least, and often less. The Earth-Luna one was accomplishing this more than four times a day, loading unloading time included, and the game didn't like that one bit.

After a couple of these failures I thought that the unloading/loading may be the troublesome part, so I removed all those orders so that it was just
Move To: Mars
Refuel at Colony: Earth
and the game liked that even less, failing again almost immediately, I'm guessing because now there were many, many more orders being generated for that Earth-Luna liner.

After that point I just left all the liners at Earth, and I haven't had the problem since. I do like the idea though, so maybe I will set them back up with a three day delay in between runs or something like that.
Title: Re: Official v5.50 Bugs Thread
Post by: Marc420 on December 02, 2011, 07:18:44 PM
Yonder ... Thanks for the hint. That could very well be my problem.  I'd tried to solve a recurring management problem of my ships running out of supplies while sitting at Earth by giving them a "Resupply At Earth" order and putting it on 'cycle'.  Maybe that wasn't such a good idea after all.  ;)
Title: Re: Official v5.50 Bugs Thread
Post by: Yonder on December 02, 2011, 11:09:10 PM
Yonder ... Thanks for the hint. That could very well be my problem.  I'd tried to solve a recurring management problem of my ships running out of supplies while sitting at Earth by giving them a "Resupply At Earth" order and putting it on 'cycle'.  Maybe that wasn't such a good idea after all.  ;)

I bet that's it.

BTW, if you are running out of supplies even at Earth then either you don't have enough Maintenance facilities (For every maintenance facility 200 tons is added to the size of the ship that planet can maintain. A planet can maintain unlimited numbers of ships at or below this size, except for fighters, which we will get to in a second) or you are missing some mineral needed for maintenance (if that is the case check your Event Updates (Ctrl + F3) you will be getting a message about it every turn).

Fighters, however, have different maintenance rules. They have to be in a hangar. You can either make an orbital ship with a Hangar (which is itself maintained by Maintenance facilities) and keep your fighters in there, or make a PDC for your fighters. PDCs have no maintenance needs.

Once you sort out your trouble you will want to overhaul your ships so that their Maintenance Clock goes down. The older a ship is the more often things break, your ships being old won't matter while they are in orbit and being maintained by your colony, but once they go somewhere they will start breaking down faster if they are old.
Title: Re: Official v5.50 Bugs Thread
Post by: DDR on December 03, 2011, 03:27:16 AM
I encountered an error while reporting the next error:
The forum link given in the error box is not valid.
Also, could you please, please make it copypasteable?

Thanks,
 --DDR
Title: Re: Official v5.50 Bugs Thread
Post by: DDR on December 03, 2011, 03:29:39 AM
Error 713 - Class not registered.  See attachment.
I did install MSSTDFMT. DLL, but it didn't solve the problem.  The bug occurs when I press f9 from the main window.

Thanks,
 --DDR
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on December 03, 2011, 02:55:00 PM
Error
"error in updateallsensors"
"
"error 6 was generated by Aurora"
"Overflow"


I think I have asked this one before, but never got an answer.

I know the the cause for the error is the activation of a new sensor on an enemy ship.
This error causes the above error message to appear and force a physical action from myself.

Is there a work around for it, since in large battles, you have to sit at the computer and acknoledge each error for the turn to continue.
I am having a battle right now where a 5 second turn is taking 30-45 minutes.
would be nice to leave the battle on auto over several nights to advance the battle.

I think I have finally fixed this for the next version.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Beersatron on December 03, 2011, 03:38:02 PM
Error 713 - Class not registered.  See attachment.
I did install MSSTDFMT. DLL, but it didn't solve the problem.  The bug occurs when I press f9 from the main window.

Thanks,
 --DDR

This is a common issue and a simple search of the forums would give a few fixes.

The one that works for everybody is to install this http://www.pcwintech.com/simple-shutdown-timer and then uninstall it if you want, it leaves the DLL. I used it on my laptop, didn't need it on my desktop because I had Office2003 installed on it.

Steve can't do anything about it because of the way the old VB application installer works.
Title: Re: Official v5.50 Bugs Thread
Post by: DDR on December 03, 2011, 04:11:12 PM
Hunh, I did a search for error 713, but it didn't turn up squat.   :-\ Perhaps I mistyped? Sorry about that.
Anyhow, that error no longer occurs so I'm good.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on December 03, 2011, 04:20:06 PM
Hunh, I did a search for error 713, but it didn't turn up squat.   :-\ Perhaps I mistyped? Sorry about that.
Anyhow, that error no longer occurs so I'm good.

Make sure you are searching at the top level of the forums and remember to put "" around the search, so it is "Error 713". I just tried this and got a LOT of hits :)

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: DDR on December 03, 2011, 04:31:19 PM
Oh, QUOTES! That's what I was missing! Thanks.
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on December 03, 2011, 07:51:17 PM
Regardless if you are getting the error you should still install the program. Tbh.
Title: Re: Official v5.50 Bugs Thread
Post by: WHCnelson on December 06, 2011, 03:36:06 AM
  I am starting a new game and I am modifing my ships and making some changes to the system and when I hit F3 I now get and Error 6 was generated by Aurora system Overflow for Displaying the system bodies and I should report it.  When I hit ok I can now see the system...  But if I zoom in or out I get the same Error...   Have I done something wrong?        Thanks....
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on December 06, 2011, 02:29:57 PM
  I am starting a new game and I am modifing my ships and making some changes to the system and when I hit F3 I now get and Error 6 was generated by Aurora system Overflow for Displaying the system bodies and I should report it.  When I hit ok I can now see the system...  But if I zoom in or out I get the same Error...   Have I done something wrong?        Thanks....

Try hitting the Min Zoom button near the top left.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on December 07, 2011, 12:56:13 PM
If you use 'show all pops' to issue Unload Minerals/or some installation orders on a colony in another system, the ship tends to move to the star (not the colony) and then fail the unload order.    Also, I've gotten some weird issues with Show All Pops wherein I issue an order to go to one system, refresh the orders window, then issue an order to go back to the original system.  However, the jump orders are all mixed together, resulting in an invalid orders list with impossible orders. In other words, the new orders are being interspersed with existing orders rather than tacking on the end. 

(Also, issuing a show all pops interstellar move order doesn't refresh the orders window, it still acts like it's in the original system.  Annoying, but not a problem per se.)
Title: Re: Official v5.50 Bugs Thread
Post by: WHCnelson on December 08, 2011, 06:38:26 PM
Ok,  I am starting a new game and I have modified the game.   One of the things I have done is drop the Missile lancher reload rate from 6 down to 4 and also deleted three of the missiles the game generated as I wanted class 3 and class 5 missiles.   I then generated several new missiles for these launchers and now I am
getting the following error when I go to the Fast OB Generation:

Error 3201 was generated by DAO.recordset.  You can not add or change a record because a related record is required in the Table Missiles.

  This confuses me as I still get the vessels and I generated the new missiles from the standard missile generation tab.   Is there a way to add these missiles to the Table Missiles?
Title: Re: Official v5.50 Bugs Thread
Post by: ZimRathbone on December 08, 2011, 06:41:53 PM
the problem imay be to do with the missile loadout on the classes that you're fast building - it may still show the old missiles
Title: Re: Official v5.50 Bugs Thread
Post by: WHCnelson on December 08, 2011, 08:37:23 PM
If so How do I remove the old missiles from the Missile Table to fix this? ???
Thanks for the help ;D
Title: Re: Official v5.50 Bugs Thread
Post by: ZimRathbone on December 08, 2011, 10:14:29 PM
check your class descriptions ordinance tab  - it may show that the standard ordinance for your class is some of the missile designs that you deleted.  Just remove these from the loadout and then add in the new missiles that you designed.  I've frequently forgotten to respecify missile loadouts when I have made changes to the class  (usually after using copy design!), sometimes resulting in ships with no magazines holding vast numbers of missiles that they cant use.  :(
Title: Re: Official v5.50 Bugs Thread
Post by: Charlie Beeler on December 09, 2011, 07:44:48 AM
Ok,  I am starting a new game and I have modified the game.   One of the things I have done is drop the Missile lancher reload rate from 6 down to 4 and also deleted three of the missiles the game generated as I wanted class 3 and class 5 missiles.   I then generated several new missiles for these launchers and now I am
getting the following error when I go to the Fast OB Generation:

Error 3201 was generated by DAO.recordset.  You can not add or change a record because a related record is required in the Table Missiles.

  This confuses me as I still get the vessels and I generated the new missiles from the standard missile generation tab.   Is there a way to add these missiles to the Table Missiles?

Were your modifications done using SM Mode or direct changes to the database?
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on December 09, 2011, 02:48:04 PM
PS @ WHCnelson - it's easier to uncheck autogeneration of research/techs at gamestart than to fiddle it after the fact. ^^

****

The "previously controlled by" doohickey on the Galactic Map does not save after you close the map, no matter what you do. So far as I can tell.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on December 09, 2011, 02:57:55 PM
Ok,  I am starting a new game and I have modified the game.   One of the things I have done is drop the Missile lancher reload rate from 6 down to 4 and also deleted three of the missiles the game generated as I wanted class 3 and class 5 missiles.   I then generated several new missiles for these launchers and now I am
getting the following error when I go to the Fast OB Generation:

Error 3201 was generated by DAO.recordset.  You can not add or change a record because a related record is required in the Table Missiles.

  This confuses me as I still get the vessels and I generated the new missiles from the standard missile generation tab.   Is there a way to add these missiles to the Table Missiles?

That is a database error. Did you by any chance delete anything from the database?

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Mel Vixen on December 12, 2011, 01:11:27 AM
version 5.55: It might be just a fluke but am i supposed to have the ability to build size "1" Jumpdrives that costs actually nothing (read 0 sorium, 0 duranium)? I mean i am pretty short on Sorium for "big" drives so i will have to use these for a bit because i also have a great Jump-efficiency (currently 16 and less then a year to 20)... actually there is another oddity there. When i switch from Military to Commercial jumpdrives the efficiency drops by one step thus my Commercial drives only get a efficiency of 12.
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on December 12, 2011, 03:50:30 PM
Commercials are supposed to have less efficiency.   Free drives is weird, lol... but even with your tech you can only jump like, FACs. Oo
Title: Re: Official v5.50 Bugs Thread
Post by: Mel Vixen on December 12, 2011, 11:37:47 PM
Actually a efficiency 12 Commercial drive can move a 6000 ton ship. 8000 if i get to the next level. This means i can move a small transporter or a frigate even thought i have the longer sensor blackout. 
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on December 13, 2011, 01:52:57 AM
Even with jump efficiency 4, a 6000 ton commercial drive only costs 4 wealth. They've always been absurdly cheap. ^^
Title: Re: Official v5.50 Bugs Thread
Post by: scvn2812 on December 13, 2011, 01:28:07 PM
I received an error regarding Engines. As my print screen did not take apparently and the error went away after I hit the next time increment, I am reciting it from memory. Essentially it was headed by "engine not found" and contained the phrase "object does not exist." The following turn my engineers salvaged 10 Conventional E0 engines from alien ruins.
Title: Re: Official v5.50 Bugs Thread
Post by: Molotof on December 13, 2011, 04:13:09 PM
Hi, first post for me.

I had lots of : Error in CheckForRuins Error 3421: Data Type Conversion error. 
my game version is 5. 54
With some search on the forum i saw that a little changement in Database will fix this.
I have Access but not the Database password, so i will be glad if somebody that can help contact me via PM.

Excuse my approximate English.
Title: Re: Official v5.50 Bugs Thread
Post by: Shemar on December 15, 2011, 08:10:31 PM
"Error in ExecuteOrders: Invalid procedure call or argument" error when TG is trying to execute a command to join another TG that no longer exists.    Bug possibly affects other/all types of commands that use another TG as a target.    Possibly even commands that target colonies that no longer exist (for example if they are abandoned after the command was queued).   

Version: 5. 5. 5

Steps to reproduce: Take a TG with at least 3 ships.    Detach two of them.    Order one of the detached ships to join the TG of the other detached ship.    Use "Combine with other Task Group" to merge the second detached ship back to the original TG.    Now the first detached ship has an order to join a TG that no longer exists.    Advance 5 seconds.    Error occurs.   

Easy fix: Check to see if TG still exists before attempting to execute a command that targets a TG.   

Ideal additional fix: When a TG ceases to exist because it joins or is absorbed by another TG, automatically convert any orders targeting it to target the joined TG.  Although that may not always be desirable so it bears some further thought.  
Title: Re: Official v5.50 Bugs Thread
Post by: SpecialK on December 19, 2011, 08:54:29 PM
Quote from: Theeht link=topic=3895.  msg43445#msg43445 date=1321721337
2) My planet also says that every 5 day increment, it has loses 5  Duranium under the SP +/- column.     Looking at the stockpiled number, it increases by 12 each 5 days.     The -5 changes depending on what I am building, but does not reflect the actual income.     I think it is not counting the input from mass drivers, because the Mass Driver +/- column is showing zero on all minerals on all colonies, including those firing mass drivers to earth, and I can see the packets on the System View.   

I can confirm this error in 5. 5. 5.   It makes it really tough to estimate mineral needs when you're drilling the heck out of a bunch of surrounding planets and mass-driving it all towards your settled planet. 
Title: Re: Official v5.50 Bugs Thread
Post by: Sotak246 on December 20, 2011, 01:13:52 AM
The Precursor surrender bug is still up and about.  I captured a small listening post and was immediately informed that 1 DDG and a Missile Defense Base surrendered due to no missiles, as well as 17 Combat Transports with boarded troops.  None of which were in the original system but spread between 15 different systems.  I also suddenly found myself with info on 13 new systems but no idea where they are in relation to my systems.

Mark
Title: Re: Official v5.50 Bugs Thread
Post by: SpecialK on December 20, 2011, 08:21:22 PM
Quote from: georgiaboy1966 link=topic=3895. msg43806#msg43806 date=1322453068
Error
"error in updateallsensors"
"
"error 6 was generated by Aurora"
"Overflow"


I think I have asked this one before, but never got an answer.

I know the the cause for the error is the activation of a new sensor on an enemy ship. 
This error causes the above error message to appear and force a physical action from myself.

Is there a work around for it, since in large battles, you have to sit at the computer and acknoledge each error for the turn to continue.
I am having a battle right now where a 5 second turn is taking 30-45 minutes.
would be nice to leave the battle on auto over several nights to advance the battle.

Additional data point: This is happening every 6 seconds for me when I'm up against a ship that has a ECM strength of 30, which is keeping me from targeting the ship.  I get one error per fire control that has a zero chance of hit. 
Title: Re: Official v5.50 Bugs Thread
Post by: TheDeadlyShoe on December 21, 2011, 04:23:42 AM
the problem is whichever ship has the bugged sensors.  The only workaround i know is to blow that ship up. 
Title: Re: Official v5.50 Bugs Thread
Post by: Scout1 on December 23, 2011, 03:27:09 AM
Hi, running 5.  55. 


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

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.
Title: Re: Official v5.50 Bugs Thread
Post by: Scout1 on December 24, 2011, 03:27:48 AM
Quote from: Scout1 link=topic=3895. msg44834#msg44834 date=1324632429
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. 



Fixed by deleting the (now empty) task group.  Somewhere between deleting the ships themselves and tearing my hair out it cleared the fleet's orders, allowing me access back to their fleet page and said solution.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on December 26, 2011, 06:28:23 AM
The Precursor surrender bug is still up and about.  I captured a small listening post and was immediately informed that 1 DDG and a Missile Defense Base surrendered due to no missiles, as well as 17 Combat Transports with boarded troops.  None of which were in the original system but spread between 15 different systems.  I also suddenly found myself with info on 13 new systems but no idea where they are in relation to my systems.

Mark

I have had yet another attempt to fix this problem :). I haven't been able to reproduce it but I think I have changed something that may cause it. Time will tell :)

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Shemar on December 26, 2011, 07:34:20 AM
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.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on December 26, 2011, 10:43:11 AM
Even with jump efficiency 4, a 6000 ton commercial drive only costs 4 wealth. They've always been absurdly cheap. ^^

I have set the minimum cost for a jump drive at 10 BP

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: sloanjh on December 26, 2011, 07:09:31 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 isolated a similar bug a long time ago - it sounds like it was never fixed....

John
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on December 27, 2011, 06:26:30 AM
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've tried following the above exactly but I can't reproduce it. Please could you check you are definitely using v5.55 as I seem to recall fixing something like this in the past.

Steve
Title: Re: Official v5.50 Bugs Thread
Post by: Shemar on December 27, 2011, 09:26:44 AM
Quote from: Steve Walmsley link=topic=3895. msg44892#msg44892 date=1324988790
I've tried following the above exactly but I can't reproduce it.  Please could you check you are definitely using v5. 55 as I seem to recall fixing something like this in the past.

Steve

Make sure all the officers involved are assigned to commands.  Also I am not sure if it matters which commands (for example in teams, staff offices, different systems etc. ).  The various checkboxes (like "Assign to any Location") may also play a part.  I will try to document those too.  I can send you my database if you want, it happens with 100% consistency.  I am 99% sure I am using 5. 55 as this was the current version when I installed on my new computer and started my latest game, but I will re-verify when I get home.
Title: Re: Official v5.50 Bugs Thread
Post by: Shemar on December 27, 2011, 03:07:58 PM
Confirmed version 5.55 on the above issue.

Tomorrow I will upgrade to 5.56 and re-test. Screen shots and/or database available for troubleshooting.
Title: Re: Official v5.50 Bugs Thread
Post by: Socialist Threat on January 07, 2012, 02:50:21 PM
Error 3265 was generated by DAO. Fields
Ii'm using v. 5. 52 but failed to find an appropriate thread, sorry >_>

So, there was some glitch about the same (afaik) error when i was just generating the world.  But the main problem started when I found an NPR which attacked my own system.  I believe it's a Swarm-type NPR.  At first there were 4 big ships which seemed to be something like slow giant (60 000 t) sensor-ships, and there seemed to be no problem with them, but when these ships approached my home-planet a series of 3625-errors appeared, at the same time as some smaller ad faster swarm-ships approached the Earth and seemed to attack it.  I have no idea what happen to them afterwards, they just disappeared, perhaps due to the error? This NPR doesn't seem to be that dangerous, though it's just 2033 and i haven't got any decent Navy yet, but a bit amount of 3625 error messages keep to appear around every 5 days, which slows down the game seriously.
Title: Re: Official v5.50 Bugs Thread
Post by: OAM47 on January 07, 2012, 04:05:27 PM
I actually just got that same error code in .54 when genning a system with a wormhole [/spoilers].

I wouldn't report it normally, as I'm not using the latest version, so I dunno if 56 or 60 fixed it, but I find that odd timing.
Title: Re: Official v5.50 Bugs Thread
Post by: Socialist Threat on January 07, 2012, 09:52:51 PM
Meh.  I just think if i install a new version the glitch wont disappear.  Or i wont be able to transfer the game.
Title: Re: Official v5.50 Bugs Thread
Post by: viperfan7 on February 15, 2012, 04:21:18 PM

Error in Orbital Motion,
Error 11, Division by Zero
(This occurs every 5-day increment in one of my games.   Not sure where or why.  )


I'm getting this in the newest version aswell, only recently started, no changes at all in the map, I'm wondering if it has to do with orbital motion for asteroids being on
Title: Re: Official v5.50 Bugs Thread
Post by: madmarcus on August 15, 2012, 04:50:36 AM
Quote from: Molotof link=topic=3895. msg44634#msg44634 date=1323814389

I had lots of : Error in CheckForRuins Error 3421: Data Type Conversion error.  
my game version is 5.  54


Version 5. 56.  I'm getting CheckForRuins Error 3421 over 100 times per 5 second step. 
Title: Re: Official v5.50 Bugs Thread
Post by: Charlie Beeler on August 15, 2012, 07:26:46 AM
Version 5. 56.  I'm getting CheckForRuins Error 3421 over 100 times per 5 second step. 

FYI current version is v5.61 and if I recall that issue was addressed.
Title: Re: Official v5.50 Bugs Thread
Post by: madmarcus on August 15, 2012, 07:50:39 PM
I'll look into upgrading.
Title: Re: Official v5.50 Bugs Thread
Post by: Theodidactus on March 15, 2015, 05:29:24 PM
Error in Addtoracewealth:
"Error 3022 was generated by DAO.recordset
The changes you requested to the table were not successful because they would create duplicate values at the index, primary key, or relationship. Change the data in the field or fields that contain duplicate data, remove the index, or redefine the index..."

I get a dozen of those, then

Error in update all sensors
Error 91 was generated by aurora
"Object variable or With block variable not set"

Which goes on endlessly.



REALLY hope I didn't lose a month of play, but I might have...
Title: Re: Official v5.50 Bugs Thread
Post by: MarcAFK on March 15, 2015, 06:35:10 PM
You might have to use designer mode to get out of this one.
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on March 15, 2015, 07:02:23 PM
Error in Addtoracewealth:
"Error 3022 was generated by DAO.recordset
The changes you requested to the table were not successful because they would create duplicate values at the index, primary key, or relationship. Change the data in the field or fields that contain duplicate data, remove the index, or redefine the index..."

I get a dozen of those, then

Error in update all sensors
Error 91 was generated by aurora
"Object variable or With block variable not set"

Which goes on endlessly.

REALLY hope I didn't lose a month of play, but I might have...

No idea what is going on here - the only table referenced in AddToRaceWealth is WealthData. The primary key is generated by the database so it should be impossible to have duplicates.

The error 91s usually happen when the program tries to reference something that doesn't exist and that is usually the result of something else going wrong first.

Have you done any modification of the database?
Title: Re: Official v5.50 Bugs Thread
Post by: chrislocke2000 on October 26, 2015, 05:46:03 PM
I've just noticed that if you give a ship that is still in a shipyard task group the order to train it will allow that shipyard group to move. Unfortunately if you then try to give the same task group the order to move back to where it is meant to be the usual block from giving move orders to task groups with shipyard tasks is applied. (PS in 5.7 but could not see a thread for that version)
Title: Re: Official v5.50 Bugs Thread
Post by: Steve Walmsley on October 26, 2015, 06:58:20 PM
I've just noticed that if you give a ship that is still in a shipyard task group the order to train it will allow that shipyard group to move. Unfortunately if you then try to give the same task group the order to move back to where it is meant to be the usual block from giving move orders to task groups with shipyard tasks is applied. (PS in 5.7 but could not see a thread for that version)

This is fixed in the current version. A task group that is the destination of a shipyard task will not obey movement orders, An event is created to inform the player.