Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on December 24, 2023, 08:13:09 AM

Title: v2.5.0 Bugs Thread
Post by: Steve Walmsley on December 24, 2023, 08:13:09 AM
Please post potential bugs in this thread for v2.5.0

First, please check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
http://aurora2.pentarch.org/index.php?topic=10637.0

'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

Please do not post bugs from previous versions unless you confirm they are still present in v2.5.0

When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
Title: Re: v2.5.0 Bugs Thread
Post by: nakorkren on December 24, 2023, 03:21:27 PM
When target of a missile salvo goes out of range, missiles delete themselves (as is appropriate) but the salvo continues to display on the map, just showing quantity 0 missiles in the salvo. This was discovered in v2.4.0 but to my knowledge hasn't been addressed in v2.5.0.

SJW: From the above, it sounds like this hasn't been reproduced in v2.5.0. Please don't report until reproduced, as this was addressed in v2.5.0 changes.
Title: Re: v2.5.0 Bugs Thread
Post by: Ultimoos on December 25, 2023, 11:23:31 AM
You might have checked condition in "contacts" -> "lost contacts (period)". If so, you would see those missiles as lost contacts for some time.
Title: Re: v2.5.0 Bugs Thread
Post by: Demonides on December 26, 2023, 04:15:36 AM
The drag and drop function in the 'Naval Organization' window deletes fleets.

When I try to move fleets using drag and drop, the moved fleet gets deleted or disappears.

SJW: Not a bug - as per below
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on December 26, 2023, 07:35:35 AM
The drag and drop function in the 'Naval Organization' window deletes fleets.

When I try to move fleets using drag and drop, the moved fleet gets deleted or disappears.

Cannot reproduce. Where are you dragging fleets onto? If you drag-and-drop a fleet onto another fleet, the second fleet will absorb the first which will cease to exist, this is WAI.
Title: Re: v2.5.0 Bugs Thread
Post by: Demonides on December 26, 2023, 07:39:56 AM
f you drag-and-drop a fleet onto another fleet, the second fleet will absorb the first which will cease to exist, this is WAI.

Oh, so its absorb  8) thx
Title: Re: v2.5.0 Bugs Thread
Post by: punchkid on December 26, 2023, 08:55:58 AM
If you place a normal waypoint in the middle of an aeter rift, the rift dissapears.
When you remove the waypoint, you have to zoom in very close to see the rift again.
This might be becasue I places a sensor buey on top of it, ut in any event its a bit annoying, since it makes it easy to forget its there.

SJW: Not a bug. Waypoint icon is displayed on top of map, which will obscure small Aether Rift. I suggest naming the waypoint accordingly.
Title: Re: v2.5.0 Bugs Thread
Post by: simast on December 26, 2023, 12:55:37 PM
Found a small issue with "Max Repair" rounding - see example build below. This happened when I created a Jump Drive component which had a cost of 333.33.

Code: [Select]
Hermes r2899 class Fleet Support Vessel (P)      73,219 tons       507 Crew       2,096 BP       TCS 1,464    TH 3,840    EM 0
2622 km/s    JR 3-50(C)      Armour 3-155       Shields 0-0       HTK 158      Sensors 8/8/0/0      DCR 1-0      PPV 0
MSP 5,017    Max Repair 333.33333333333333333333333334 MSP
Cargo Shuttle Multiplier 1    Tractor Beam     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months   

SJW: Not strictly a bug, but definitely messy. Fixed for v2.5.1.
Title: Re: v2.5.0 Bugs Thread
Post by: joshuawood on December 26, 2023, 01:57:13 PM
Found a small issue with "Max Repair" rounding - see example build below. This happened when I created a Jump Drive component which had a cost of 333.33.

Code: [Select]
Hermes r2899 class Fleet Support Vessel (P)      73,219 tons       507 Crew       2,096 BP       TCS 1,464    TH 3,840    EM 0
2622 km/s    JR 3-50(C)      Armour 3-155       Shields 0-0       HTK 158      Sensors 8/8/0/0      DCR 1-0      PPV 0
MSP 5,017    Max Repair 333.33333333333333333333333334 MSP
Cargo Shuttle Multiplier 1    Tractor Beam     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months   

Pretty sure that is WAI, it just looks odd to the human brain.

Personally i would rather this than rounding.
Title: Re: v2.5.0 Bugs Thread
Post by: rainyday on December 26, 2023, 05:58:07 PM
It's more of an annoyance but the "Follow" order still goes haywire when the target fleet goes through a jump point. It looks like the fleet continues updating its heading based on the target's coordinates but remains in the original system, so often just flies off into the middle of nowhere.

The easiest fix is probably just to cancel the follow order if the target is not in the same system.

SJW: The code to cancel the follow order when the target fleet is in a different system was commented out. No idea why, but its back in now.
Title: Re: v2.5.0 Bugs Thread
Post by: Steve Zax on December 26, 2023, 07:24:25 PM
It's more of an annoyance but the "Follow" order still goes haywire when the target fleet goes through a jump point. It looks like the fleet continues updating its heading based on the target's coordinates but remains in the original system, so often just flies off into the middle of nowhere.

The easiest fix is probably just to cancel the follow order if the target is not in the same system.

or make the "follow" order into a "do what that fleet does" order. Then it would go through the jump point.
Title: Re: v2.5.0 Bugs Thread
Post by: JacenHan on December 27, 2023, 12:17:52 AM
Missile to-hit chances in the ship design display don't seem to be taking Active Terminal Guidance into account for their hit chances.

Ship from my current game (just started in v2.5):
Code: [Select]
Albuquerque class Destroyer      8,000 tons       210 Crew       1,027.5 BP       TCS 160    TH 720    EM 0
4500 km/s      Armour 5-35       Shields 0-0       HTK 63      Sensors 5/6/0/0      DCR 2-2      PPV 38.4
Maint Life 2.24 Years     MSP 660    AFR 256%    IFR 3.6%    1YR 177    5YR 2,654    Max Repair 180.00 MSP
Magazine 168 / 0    Cryogenic Berths 200   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

N1/1200 Ion Drive (2)    Power 720.0    Fuel Use 81.46%    Signature 360.00    Explosion 12%
Fuel Capacity 741,500 Litres    Range 20.5 billion km (52 days at full power)

150mm Mk.I Railgun (4x4)    Range 60,000km     TS: 4,500 km/s     Power 9-3     RM 20,000 km    ROF 15       
FN/SAG-5 Fire Control System (1)     Max Range: 128,000 km   TS: 4,500 km/s    ECCM-0     92 84 77 69 61 53 45 38 30 22
P6/58 Magnetic Mirror Fusion Reactor (2)     Total Power Output 12.3    Exp 5%

Mk.II Missile Launch System (6)     Missile Size: 8    Rate of Fire 3395
FN/SPG-7 Missile Fire Control (1)     Range 33.6m km    Resolution 20
Mk.I "Broadsword" Standard Missile (21)    Speed: 21,250 km/s    End: 15.6m     Range: 19.8m km    WH: 4    Size: 8    TH: 70/42/21

FN/SPS-8 Radar Array (1)     GPS 700     Range 22.2m km    Resolution 20
FN/SQN-3 Thermal Sensor (1)     Sensitivity 5.0     Detect Sig Strength 1000:  17.7m km
FN/SDN-2 EM Sensor (1)     Sensitivity 6.0     Detect Sig Strength 1000:  19.4m km

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

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

Missile from above design in missile design screen:
Code: [Select]
Missile Size: 8.000 MSP  (20.0000 Tons)     Warhead: 4    Radiation Damage: 4
Speed: 21,250 km/s     Fuel: 1,010     Flight Time: 16 minutes     Range: 19.84m km
Active Sensor Strength: 0.12   EM Sensitivity Modifier: 6
Resolution: 20    Maximum Range vs 1000 ton object (or larger): 1,299,474 km
Decoys: 2 ECM-1     ATG: 15%     
Cost Per Missile: 7.592     Development Cost: 435
Chance to Hit: 1k km/s 244.4%   3k km/s 81.5%   5k km/s 48.9%   10k km/s 24.4%

Replacing the 15% ATG in the missile design with the same MSP of fuel gives the 70/42/21 to-hit chances shown in the ship display.

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: Steve Walmsley on December 27, 2023, 06:55:03 AM
It's more of an annoyance but the "Follow" order still goes haywire when the target fleet goes through a jump point. It looks like the fleet continues updating its heading based on the target's coordinates but remains in the original system, so often just flies off into the middle of nowhere.

The easiest fix is probably just to cancel the follow order if the target is not in the same system.

SJW: The code to cancel the follow order when the target fleet is in a different system was commented out. No idea why, but its back in now.

As a follow up, the reason it was commented out was that once I removed the comments, the game broke with endless errors :)

After some investigation, the same code that was used to find fleet targets for the follow order was also referenced as part of the auto-route code, including plotting of Lagrange jumps. In the latter case, the check was happening even when the intercepting fleet wasn't in the same system, but other transit orders were already in place, making it a legitimate check. Uncommenting the code then produced nulls for all multi-transit jump plotting and made the game completely unplayable. BTW in the same block of code, the same check for contacts already existed without problems as it wasn't used for anything else.

I've now moved the 'same system check' for fleets into its own section, preceding the destination coordinates check.

The moral of this story is that if I have commented out some code, there was obviously a good reason at the time - even if it was just me being too lazy to track down a problem I obviously encountered before but had forgotten about :)
Title: Re: v2.5.0 Bugs Thread
Post by: welchbloke on December 27, 2023, 09:00:33 AM

The moral of this story is that if I have commented out some code, there was obviously a good reason at the time - even if it was just me being too lazy to track down a problem I obviously encountered before but had forgotten about :)

Sounds like every programming project I've ever done, which normally involves me writing code then looking at it starting with 'why won't that work' and finishing with 'why does that work'. I then leave the code alone as whatever sacrifices I've made to the code gods have worked and I don't want to invoke their wrath any further.
 ;D
Title: Re: v2.5.0 Bugs Thread
Post by: ExecCrawfish on December 27, 2023, 12:20:46 PM
'Hierarchy Medal' doesn't appear to work properly. 

I'm on 2. 5. 0, in a save manually updated from 2. 4. 0 with the appropriate DB edits (Thank you for the guide, Steve!).  Game is 13 years in, decimal points, fake stars, no mods. 

I have four battalions under a regimental HQ, loaded on a transport, but don't have an Organization created for this structure.  Using the Hierarchy Medal button does not award the chosen medal to the regimental CO or any of the battalion COs.  Repeating this with a three-layer test formation that did have an Organization created and was at a population also failed.  No error messages, just a silent failure.  It fails whether or not an optional citation is chosen and whether or not the medal has conditions assigned.  'Formation Medal' works fine. 

Title: Re: v2.5.0 Bugs Thread
Post by: simast on December 27, 2023, 01:44:47 PM
When a tug is towing a large station it seems to only emit thermal signature based on the speed it is travelling (while towing its target).

E.g. I have a tug capable of 4522 km/s max speed with TH 8,750. The tug is towing a very large station at 168 km/s. When I look at Thermal column in Naval Organization - it is reported as 325. Should probably be maximum 8,750.

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: Indefatigable on December 27, 2023, 03:16:48 PM
Allow Multiple Awards-medals:
- medal image only displays once in the commanders resume
- promotion score not added after first award

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: Oafsalot on December 27, 2023, 04:44:10 PM
Hey there.

This bug has appeared before. A Shipyard being tugged just up and changes sides to a new alien race that is a copy of the players.

Here is the DB immediately after.

https://www.dropbox.com/scl/fi/e5w3lyg8ez009mqry25b3/AuroraDB-Shipyard-Bug.db?rlkey=zox2yquvk4m12ets933uwdb7w&dl=0 (https://www.dropbox.com/scl/fi/e5w3lyg8ez009mqry25b3/AuroraDB-Shipyard-Bug.db?rlkey=zox2yquvk4m12ets933uwdb7w&dl=0)
Title: Re: v2.5.0 Bugs Thread
Post by: Droll on December 27, 2023, 05:01:29 PM
Allow Multiple Awards-medals:
- medal image only displays once in the commanders resume
- promotion score not added after first award

That first item I would not describe as a bug as that stuff could get cluttered very fast depending on the condition, the second item would definitely be a bug though.
Title: Re: v2.5.0 Bugs Thread
Post by: Ragnarsson on December 27, 2023, 05:04:48 PM
There appears to be a display only issue with Beam Fire Controls. When the "Fire Control Range" display option is active on the Tactical Map, the name of the BFC component is shown, followed by a range. In the case of the attached image it's a BFC with a 192,000 km range, but the displayed range shows as 3840000k. While it might be nice to have a BFC with a 3.84 billion km range, I doubt that's quite accurate!

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: joshuawood on December 28, 2023, 07:44:10 AM
The Misc Screen doesn't always accurately show which shipyards a ship can be built in.

Javelin II tanker can be built in the valiant - D shipyard.
 
https://i.imgur.com/SimbaGr.png

 but doesn't show this on the Class Design screen:

https://i.imgur.com/z2Yfa3s.png

DB Attached. (Same without the UI mod).
Title: Re: v2.5.0 Bugs Thread
Post by: Treahblade on December 28, 2023, 11:50:14 AM
I have noticed some weirdness with orders and I am unsure if its WAI or if they are just bugs.

1. Having automated mines on earth and a colony with only automated mines does not allow the standing order to deliver automated mines to mining colony to function. You get an error that says there is no suitable destination. I noticed that the category for these colonies is named Automated mining colonies so I wonder if that is what is causing the problem?

2. This is more weirdness then a bug but the order Refuel from own tankers seams to require that you detach tankers from fleet before they work. If you have a fleet with tankers and non tanker ships and give this order it takes 0 time to complete and the other non tanker ships do not refuel. If you give the order in a sequence with detach it works. Detach Tankers -> Refuel from own Tankers.



Additional Info
===========

Windows affected are Events window and Orders screen
Trying to setup automated orders for moving Automated mines.
This is a Conventional Start
Real Stars
My decimal separator is a period
Easy to reproduce.
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on December 28, 2023, 11:56:26 AM
The Misc Screen doesn't always accurately show which shipyards a ship can be built in.

Javelin II tanker can be built in the valiant - D shipyard.
 
https://i.imgur.com/SimbaGr.png

 but doesn't show this on the Class Design screen:

https://i.imgur.com/z2Yfa3s.png

DB Attached. (Same without the UI mod).

Looks like the interbuild check doesn't cross the commercial/naval shipyard line. Should probably work in one direction but not the other.
Title: Re: v2.5.0 Bugs Thread
Post by: captainwolfer on December 28, 2023, 02:53:12 PM
I have two harvester station fleets. However, the "Refuel Own Fleet Tankers" setting isn't working the same way for both of them.

Fleet 1: Jupiter Harvesters.
1x "Napoleon Hub"-class Fuel harvester station (has refueling hub)
12x "Napoleon"-class Fuel Harvester Station (has refueling module and more sorium harvesters)

Fleet 2: Alpha Centauri Harvesters
1x "Napoleon Hub 2"-class Fuel harvester station (has refueling hub, more fuel capacity than mk1 version but only 2 harvesters)
12x "Napoleon"-class Fuel Harvester Station

All stations are set to be tankers, with a minimum fuel of 0. I have all of the "Napoleon" FHS set to "Refuel own Fleet Tankers". However, in Alpha Centauri Harvesters, the Napoleon stations are not automatically transferring their fuel to the "Napoleon Hub 2", and I don't understand why, since it is working for the Jupiter Harvesters Fleet.

SJW: If everything is a a tanker, the stations may be refuelling each other, rather than the Hubs. The difference might be the order in which they were built and added to the fleets, which would be the default sort order..

Designs:
Code: [Select]
Napoleon class Fuel Harvester Station      101,721 tons       336 Crew       1,208.9 BP       TCS 2,034    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 170      Sensors 8/8/0/0      DCR 1-0      PPV 0
MSP 7    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Fuel Harvester: 30 modules producing 1,680,000 litres per annum

Fuel Capacity 25,000,000 Litres    Range N/A
Refuelling Capability: 60,000 litres per hour     Complete Refuel 416 hours

PD Search Sensor AS6-R1 (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
Thermal Sensor TH1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
EM Sensor EM1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
This design is classed as a Fuel Harvester for auto-assignment purposes
Code: [Select]
Napoleon Hub class Fuel Harvester Station      151,052 tons       116 Crew       2,936.8 BP       TCS 3,021    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 68      Sensors 8/8/0/0      DCR 1-0      PPV 0
MSP 12    Max Repair 2400 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Fuel Harvester: 10 modules producing 560,000 litres per annum
Refuelling Hub - Capable of refuelling multiple ships simultaneously

Fuel Capacity 25,000,000 Litres    Range N/A

PD Search Sensor AS6-R1 (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
Thermal Sensor TH1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
EM Sensor EM1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
This design is classed as a Fuel Harvester for auto-assignment purposes
Code: [Select]
Napoleon Hub 2 class Fuel Harvester Station      150,937 tons       36 Crew       2,773.8 BP       TCS 3,019    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 30      Sensors 8/8/0/0      DCR 1-0      PPV 0
MSP 11    Max Repair 2400 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Fuel Harvester: 2 modules producing 112,000 litres per annum
Refuelling Hub - Capable of refuelling multiple ships simultaneously

Fuel Capacity 45,000,000 Litres    Range N/A

PD Search Sensor AS6-R1 (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
Thermal Sensor TH1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
EM Sensor EM1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
This design is classed as a Fuel Harvester for auto-assignment purposes
Title: Re: v2.5.0 Bugs Thread
Post by: Ragnarsson on December 28, 2023, 04:12:49 PM
I was boarding a Raider ship very near where I knew the Aether Gate they entered from to be. Combat was ongoing when I lost sensor contact with the vessel, right where their gate had to be; it must have transited back to their home system, as I had good sensor coverage of the area. I was kind of excited, as I figured the boarding combat would conclude with the enemy vessel in it's home system, giving me a peek at something otherwise inaccessible.

Immediately after the enemy vessel transited, boarding combat ceased. I still had units remaining, they were actively fighting, but as soon as the transit occurred my ground formation simply disappeared. It was no longer in the list of my ground formations at all, just gone. Bit of a let down, seems like a bug. Might be intended, I'm not sure. Included is a screenshot of my events screen, showing the combat in progress, with troops remaining, then.... nothing.
Title: Re: v2.5.0 Bugs Thread
Post by: captainwolfer on December 28, 2023, 06:43:43 PM
The "Refuel, Resupply, and Overhaul At colony" conditional order doesn't seem to account for factors reducing the maintenance capacity of a planet.

I have 3 10,000 ton survey ships, which decided to go to a newer colony that has 12 maintenance facilities it got from ruins. However, due to not having enough population, the colony only has a Maintenance facilities Capacity of 4,939 tons, instead of the 19200 tons it would have with enough population. As such, I don't think the ships can actually complete their overhaul? Also, even if it had enough population, that still would have been about 10,000 tons more than the colony would be able to handle.

SJW: They can complete it, but it will take longer. The program doesn't check maintenance capacities for overhaul orders, because ships may be arriving/leaving during the overhaul period, or new facilities might be built, stations en route, etc. Handling that is down to the player.
Title: Re: v2.5.0 Bugs Thread
Post by: Froggiest1982 on December 29, 2023, 04:51:03 AM
The "Refuel, Resupply, and Overhaul At colony" conditional order doesn't seem to account for factors reducing the maintenance capacity of a planet.

I have 3 10,000 ton survey ships, which decided to go to a newer colony that has 12 maintenance facilities it got from ruins. However, due to not having enough population, the colony only has a Maintenance facilities Capacity of 4,939 tons, instead of the 19200 tons it would have with enough population. As such, I don't think the ships can actually complete their overhaul? Also, even if it had enough population, that still would have been about 10,000 tons more than the colony would be able to handle.

They go there because as default all colonies have the refuel in the civilian tab. If you unflag it, they won't go because they cannot refuel and then won't be able to complete the order forcing the use of another colony. I made the suggestion to have that unflagged by default, however didnt get much traction.

It's not a true fix to the issue, just a workaround for you in the meantime.
Title: Re: v2.5.0 Bugs Thread
Post by: mike2R on December 29, 2023, 04:56:12 AM
I've got a save game which throws the following error:

2.5.0 Function #2186: Attempted to divide by zero

Whenever the Economy window is opened, or whenever Earth is selected within the Economy window.  The error only pops up once on each occurrence.

Edit:  Issue seems to be with 0 GFCC build capacity with a formation being built.  I'd started a formation construction on Earth (using the new Construct Org functionality) but then moved all the GFCC to Luna (which also caused building formations on Earth not to be displayed, which probably shouldn't happen). 

Building another GFCC on Earth resolves the error.

Db attached.

SJW: Fixed for v2.5.1
Title: Jump Engine Project in-complete
Post by: Jeltz on December 29, 2023, 05:56:46 AM
I hope it's just a cosmetic issue or a minor bug (no error message), but I think there is something to review in the design of the new Jump Engines: by opening the "Create Project" window, selecting jump engines, the process is "completed" (no warning) even without having all the necessary technologies (see attached image); despite the message of creation having occurred, (fortunately?) there is no trace of the phantom jump engines in Power and Propulsion research.

I tried with a new game, "on turn zero", this happens even without having researched the JP theory.

EDIT: Instead, an "Active Search Sensor xxx" project is created based on the default values and the Jump Engine selection is ignored.

-J-

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: Fattymac04 on December 29, 2023, 09:11:34 AM
When you tug a space station that has commercial hangers holding fighter craft to a location and release it, it shows the craft still with the mothership as should be, but when you move that ships around in the naval organization screen, all the parasites on the mothership disappear.

SJW: Probably related to the detach and delete bug - in which case it will be fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: Hari on December 29, 2023, 01:33:32 PM
Not sure if this was present before 2.5.

If you have an ancient construct on a colony, and that you build/bring research labs and pop before use xenoarcheology team, you will see the research bonus in your projets (if using the right field).

So you can deduce the field and bonus, and use them, with no need to xenoarch.

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: tastythighs on December 29, 2023, 01:42:09 PM
Quote from: nakorkren link=topic=13419. msg167483#msg167483 date=1703452887
When target of a missile salvo goes out of range, missiles delete themselves (as is appropriate) but the salvo continues to display on the map, just showing quantity 0 missiles in the salvo.  This was discovered in v2. 4. 0 but to my knowledge hasn't been addressed in v2. 5. 0.

SJW: From the above, it sounds like this hasn't been reproduced in v2. 5. 0.  Please don't report until reproduced, as this was addressed in v2. 5. 0 changes.

Can confirm, this issue still exists in 2. 5. 0
Title: Re: v2.5.0 Bugs Thread
Post by: simast on December 31, 2023, 08:30:16 AM
Civilian Shipping Lines are building ships/fleets with identical names:
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on December 31, 2023, 01:17:32 PM
Minor DB bug: The Ordnance Transfer Hub component is not marked as SingleSystemOnly (in FCT_ShipDesignComponents). I suspect that it should be since all Ordnance Transfer Systems as well as all of the refueling components are single-system only.

SJW: Fixed for next DB update
Title: Re: v2.5.0 Bugs Thread
Post by: Droll on January 01, 2024, 03:24:08 AM
"Construct Org" allows you to create an "invisible" queue of GU formations on colonies that have GU production facilities but no population (resulting in 0 GU production). The queue cannot be viewed in this state and selecting the affected population will throw a "division by zero" error.

Moving people into the population restores correct behaviour and the "invisible" GU queue will become visible.

Repro:
1 - Make an organisation
2 - Use "Construct org" on a colony that has GU production facilities but no one to work them
3 - Select the colony to get the error
BONUS
4 - Move some colonists to the colony
5 - See that the GUC queue is now visible

IMO on the dropdown in the GU screen, instead of filtering out populations that don't have GU facilities I would filter out those that have 0 effective GU production.

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: Elminster on January 01, 2024, 09:17:21 AM
My Ground Force Commanders don't get promoted and so don't get assigned to units.
Is there something I missed, or is this an actual bug?
Ignore the couple of higher ranking officers, these were promoted and assigned manually.

SJW: Do you have any ground commander roles for OberstLeutnant? Commanders can only be promoted one rank per year and won't be promoted unless there is an open role at the next rank.
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 01, 2024, 09:57:49 AM
My Ground Force Commanders don't get promoted and so don't get assigned to units.
Is there something I missed, or is this an actual bug?
Ignore the couple of higher ranking officers, these were promoted and assigned manually.

Not a bug; commanders will now (since 2.0) only promote if there is a role for them to fill, which for ground commanders means a formation requiring a commander one rank higher. Note that commanders can only promote by one rank, so if you have a bunch of Majors, no formations requiring Oberst commanders, and then formations requiring Generals to command, the Majors will not double-promote to Generals.

Since having Majors as the lowest rank for ground units is usually impractical I recommend renaming the ranks as desired, but the important thing is that that you must have formations for every rank in the hierarchy for auto-promote to work as intended.
Title: Re: v2.5.0 Bugs Thread
Post by: Elminster on January 01, 2024, 11:06:42 AM
but the important thing is that that you must have formations for every rank in the hierarchy for auto-promote to work as intended.
So I have to create AND build formations I don't want to use in order to get my Officers auto-promoted? That seems weird.

That doesn't apply to Navy Officers, so why to Ground Officers?
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 01, 2024, 11:09:06 AM
but the important thing is that that you must have formations for every rank in the hierarchy for auto-promote to work as intended.
So I have to create AND build formations I don't want to use in order to get my Officers auto-promoted? That seems weird.

That doesn't apply to Navy Officers, so why to Ground Officers?

It applies to Navy officers too. If you have a bunch of FACs requiring LCDRs and some warships requiring CAPTs, then you won't promote any LCDRs to CAPTs unless you have some other jobs for CDRs to facilitate the promotion process. Of course for the naval side this is usually less of a problem since you can have commercial ships and additional control modules (AUX, ENG, etc.) to help manage this, but mechanically it works the same way.

It's really not a big deal, just don't have ranks in your hierarchy that you're not using unless you want to promote manually over those ranks - which is a mechanic I use actually quite often to control my officer rank distribution while still using the autopromotion system.
Title: Re: v2.5.0 Bugs Thread
Post by: Snoman314 on January 01, 2024, 12:58:37 PM
I do find the tonnage based required rank allocation for ground units to be a bit of a problem with the auto promotion system. You have to make very weird formation sizes to have each higher HQ fit within the tonnage categories so ranks aren't skipped. I also end up with a _lot_ of very small formations to try and make things fit, which is a pain. But not a bug. If anything maybe a suggestion could be to allow the player to manually assign ranks to formations. That or have the tonnage breakpoints be more sensible.

SJW: You can assign ranks to formations and formation templates - the default values are only a suggestion and can be overriden.
Title: Re: v2.5.0 Bugs Thread
Post by: Louella on January 01, 2024, 01:26:40 PM
Encountering a bug that has occurred in previous versions:
When some NPR ships approach a NPR planet, a large number of error windows appear for errors 478, 1943, 1954.
The NPR ships in question are civilian line ships.


Steve previously replied to someone encountering this problem here:
Quote from: Steve Walmsley link=topic=13078. msg166189#msg166189 date=1700562414
Quote
"2. 1. 1 Function #1954: Object reference not set to an instance of an object. "
"2. 1. 1 Function #1943: Object reference not set to an instance of an object. "
"2. 1. 1 Function #478: Object reference not set to an instance of an object. "


The error codes relate to identifying alien ships.  This is relatively short code that runs all the time without issue, so there must be something unusual in this case.  The only option seems to be that the attempt to identify is looking at a ship without either a parent class or a parent race somehow.  It could be related to your manual creation of the ships, but even that is not particularly unusual. 

Unfortunately, I don't have a v2. 1 version of the code to test this on and your current DB won't work with the v2. 2 code.


from my attached game, any time increment should throw the error.

The ships that are causing the problem, are Civilian Shipping Line ships, specifically the Ghorpade Small F1 (other civilian line ships that have approached Mars have caused this before in my game).

I was not having any problems with this game, until the civilian shipping lines started building ships.

Database is edited to alter population requirements for some planetary installations (due to the smaller populations of the involved powers)
Title: Re: v2.5.0 Bugs Thread
Post by: Black on January 01, 2024, 01:27:01 PM
I do find the tonnage based required rank allocation for ground units to be a bit of a problem with the auto promotion system. You have to make very weird formation sizes to have each higher HQ fit within the tonnage categories so ranks aren't skipped. I also end up with a _lot_ of very small formations to try and make things fit, which is a pain. But not a bug. If anything maybe a suggestion could be to allow the player to manually assign ranks to formations. That or have the tonnage breakpoints be more sensible.

But you can manually assign what rank the commander of the ground formation will be. It is Change Rank button in Ground Forces window.
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 01, 2024, 01:36:32 PM
I do find the tonnage based required rank allocation for ground units to be a bit of a problem with the auto promotion system. You have to make very weird formation sizes to have each higher HQ fit within the tonnage categories so ranks aren't skipped. I also end up with a _lot_ of very small formations to try and make things fit, which is a pain. But not a bug. If anything maybe a suggestion could be to allow the player to manually assign ranks to formations. That or have the tonnage breakpoints be more sensible.

But you can manually assign what rank the commander of the ground formation will be. It is Change Rank button in Ground Forces window.

Note that you can set the required rank for a formation template (Formation Templates tab --> Change Rank button), or the required rank for a specific formation (Order of Battle tab --> select formation --> Change Rank button).
Title: Re: v2.5.0 Bugs Thread
Post by: Louella on January 01, 2024, 02:36:16 PM
Encountering a bug that has occurred in previous versions:
When some NPR ships approach a NPR planet, a large number of error windows appear for errors 478, 1943, 1954.
The NPR ships in question are civilian line ships.

I deleted all the civilian ships from FCT_Ship, and these errors stopped occurring (but got a few new ones instead), so it would appear that civilian ships are what's causing the problem with errors 478,1943,1954.

SJW: There has to be something else going on. If civilian ships approaching planets caused errors, this thread would have a lot of comments. There is something specific about your game.
Title: Re: v2.5.0 Bugs Thread
Post by: Snoman314 on January 01, 2024, 02:36:43 PM
Huh. I will have to look into that. Thankyou!
Title: Re: v2.5.0 Bugs Thread
Post by: simast on January 02, 2024, 12:32:00 PM
In the v2.2 change log it says that the "Copy + Upgrade" ground unit function should reuse existing series:

Quote
If the replaced class was in a unit series, the new class will be added to the series

However, this does not seem to work. I had the old unit classes in already existing series - but this is what happened (see attached screenshot).
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 02, 2024, 10:03:37 PM
Ground unit weapon stats appear rounded to the nearest (?) integer value in the Ground Forces window, in any tab. See attached image for an example, this is a conventional start with racial attack 3 so the MB component should have 4.5 penetration, but is displayed as 4. I have seen it round up in some cases so it seems to be subject to the usual Weird Aurora Rounding™ phenomenon.

From poking around in the DB, this should be a visual bug only due to how ground unit stats are stored, but I cannot test at the moment to confirm this.

SJW: Added 2 decimal places to the display
Title: Re: v2.5.0 Bugs Thread
Post by: Louella on January 03, 2024, 12:38:28 PM
Encountering a bug that has occurred in previous versions:
a large number of error windows appear for errors 478, 1943, 1954.

It seems whatever this problem is, is not restricted to civilian ships after all. It is occurring in this attached game, where a group of player warships are approaching a NPR warship.
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 03, 2024, 01:31:12 PM
Encountering a bug that has occurred in previous versions:
a large number of error windows appear for errors 478, 1943, 1954.

It seems whatever this problem is, is not restricted to civilian ships after all. It is occurring in this attached game, where a group of player warships are approaching a NPR warship.

Did you place any weird restrictions on the NPR when creating them? If this is the same as your AAR campaign, it is likely that limiting the NPR in some way compared to 'default' NPR generation may be causing problems - this is one reason why, for example, Garfunkel had the Martians as a human-controlled faction in his Aurora 1890 AAR, because the NPR AI is really only able to handle one kind of setup which is the default TN start which gives them the necessary research, ship classes, etc. to function, and that doesn't work well for an intra-system opponent in a conventional start.
Title: Re: v2.5.0 Bugs Thread
Post by: Louella on January 03, 2024, 01:43:54 PM
Did you place any weird restrictions on the NPR when creating them?

What kind of restrictions do you mean ? The customisation thing ? I didn't use that.
I generated the NPR using the spacemaster "create race" thing, after adjusting the atmosphere of Mars.
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 03, 2024, 01:50:08 PM
Did you place any weird restrictions on the NPR when creating them?

What kind of restrictions do you mean ? The customisation thing ? I didn't use that.
I generated the NPR using the spacemaster "create race" thing, after adjusting the atmosphere of Mars.

An example from another recent bug report I remember is that a player deprived the NPR of their initial build points on race creation, which caused the NPR to be basically unable to function since the AI relies on its rather large starting fleet to do anything (e.g., it has issues with having fewer shipyards than ship classes).

Basically, my presumption is that you would want to make some change to the NPR starting setup so that a TN alien race doesn't just stomp on a bunch of low-tech human Earth races, and such changes could possibly lead to bugs resulting from the NPR inability to adapt.
Title: Re: v2.5.0 Bugs Thread
Post by: Louella on January 03, 2024, 02:04:34 PM
An example from another recent bug report I remember is that a player deprived the NPR of their initial build points on race creation, which caused the NPR to be basically unable to function since the AI relies on its rather large starting fleet to do anything (e.g., it has issues with having fewer shipyards than ship classes).
Basically, my presumption is that you would want to make some change to the NPR starting setup so that a TN alien race doesn't just stomp on a bunch of low-tech human Earth races, and such changes could possibly lead to bugs resulting from the NPR inability to adapt.

The only thing I remember is adjusting the Martians starting population, I don't think I altered their starting build points or tech points. (don't those have an unadjustable floor ?)
The Martians did have a larger start fleet, but a lot of it was shot down, and the warship in the game I linked, is of a class that they've designed and built recently.
Title: Re: v2.5.0 Bugs Thread
Post by: midikiman on January 03, 2024, 05:21:57 PM
A few years after a conventional start, the system auto-researches several ground unit types: Infantry, Anti-Tank Team, Infantry HQ, Resupply Infantry, and I think Anti-Air Team. Those unit types show up in the unit series tab, they have all the expected attributes, but they don't show up anywhere else. Formations cannot be designed with them, you still need to design additional ground unit types and research them manually before you can make formations. The game should either treat them like unit types you designed yourself, or not make them at all.

SJW: Not a bug. These are forces created for civilian mining colonies.
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 03, 2024, 05:24:21 PM
A few years after a conventional start, the system auto-researches several ground unit types: Infantry, Anti-Tank Team, Infantry HQ, Resupply Infantry, and I think Anti-Air Team. Those unit types show up in the unit series tab, they have all the expected attributes, but they don't show up anywhere else. Formations cannot be designed with them, you still need to design additional ground unit types and research them manually before you can make formations. The game should either treat them like unit types you designed yourself, or not make them at all.

These are units generated by the civilian garrison formations for CMCs. You can access them by checking the "Show Civilian" box in the Formation Templates tab, which is also useful for letting you modify or upgrade the civilian garrison formation as your technology advances or as you design new units.
Title: Re: v2.5.0 Bugs Thread
Post by: captainwolfer on January 03, 2024, 07:56:51 PM
I gave an order to a group of fighters to follow a stationary contact at 10 million KM. However, for some reason the fighters stopped at 20 million KM away, instead.

Database provided in ZIP file

Edit: oh, might have been fixed for 2.5.1 already

SJW: Yes, fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: Hari on January 04, 2024, 01:00:45 AM
I gave an order to a group of fighters to follow a stationary contact at 10 million KM. However, for some reason the fighters stopped at 20 million KM away, instead.

Database provided in ZIP file

I think it is fixed for 2.5.1 as Steve wrote :

Quote
Fixed a bug that caused fleets to use double the minimum distance when intercepting a contact.
Title: Re: v2.5.0 Bugs Thread
Post by: captainwolfer on January 04, 2024, 01:44:27 AM
Bug report: Gate Construction Ship is ignoring the "Exclude Alien Controlled" checkbox on the fleet movement screen when picking where to go for the standing order "Build Jump Gate at Nearest Jump Point".

To reproduce: In attached database, load Carrier Game. In the system "11 Cassiopeiae", there is the fleet Engineer 001. If you let ~8 hours pass, its standing order kicks in and the ship will jump into "Lambda Carinae", which is marked as controlled by an NPR on the galaxy map.

Usually "Exclude Alien Controlled" does prevent them from going in alien systems, so IDK why it is doing this.

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: ISN on January 04, 2024, 06:19:04 PM
Minor issue, but if you design a non-laser missile with a nonzero detonation range the game seems to actually use that detonation range, so short-range point defenses won't fire (although it still triggers a nuclear detonation event of the appropriate strength rather than an energy weapon impact). This is annoying mainly because if you accidentally design a non-laser missile with a nonzero detonation range (for instance if you just designed a laser missile in the same window), there's no way to tell in-game that the missile has a nonzero detonation range; I had to check the database.

Another minor annoyance is that loading a previously designed laser missile does not copy over the laser warhead designation or detonation range.

SJW: Both fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: captainwolfer on January 04, 2024, 07:01:51 PM
Separating ships with damaged engines seems to not always be working:
In the provided save, in the "WX Ursae Majoris" system, I am fighting the Star Swarm. Earlier I let off a salvo of box launched missiles at a FAC swarm. There were at least 20 FAC that have working engines, but are in a fleet with FAC that have crippled engines, so they aren't going anywhere. As a result, I am able to just fly up and kill the still functional FACs, even though they should be able to chase me down.

It took me a while to realize, so I have been picking away at them for a while now with some cruisers, but I am confident that some of the FAC in the big group of 50 still have working engines, and thus shouldn't just be sitting there and letting me kill them

SJW: I have seen this too, but not tracked it down yet

Edit: Bug Report 2: I just realized that I have colliers in "Battle Fleet", but they aren't reloading my carriers, despite being set to "Load Fleet Ordnance". So that is also in the same system and save.

SJW: Do you have Underway Replenishment tech?
Title: Re: v2.5.0 Bugs Thread
Post by: dsedrez on January 05, 2024, 11:41:10 AM
Not sure if this was present before 2.5.

If you have an ancient construct on a colony, and that you build/bring research labs and pop before use xenoarcheology team, you will see the research bonus in your projets (if using the right field).

So you can deduce the field and bonus, and use them, with no need to xenoarch.

Yes it has been so for as long as I remember. However, using xenoarch troops will activate the construct, which, if I remember well, will increase the bonus, and will also give a smaller bonus outside the planet. I think if you have multiple active constructs of the same type their bonuses may add up this way (I think I've done so in an old game and noticed that).
Title: Re: v2.5.0 Bugs Thread
Post by: dsedrez on January 05, 2024, 11:58:48 AM
When you tug a space station that has commercial hangers holding fighter craft to a location and release it, it shows the craft still with the mothership as should be, but when you move that ships around in the naval organization screen, all the parasites on the mothership disappear.

I don't know if that was what happened, but something very similar had to me: I had a station with a flight of 8 parasites, moved it around and then moved it to another Naval Admin (I have separate Reserve and Active admins) and much later, when I checked, the parasites weren't there, or anywhere in fact.
Title: Re: v2.5.0 Bugs Thread
Post by: dsedrez on January 05, 2024, 12:18:47 PM
Another couple bugs that happened in my current game: I'm playing v.2.4, and at game start I SM-created an NPR in a distant system. I'm meeting them now, and DB-edited a copy of the game save changing it to a player race to allow me to examine its progress.

(1) It had designed something that apparently should have been a ship decoy but is an "Anti-ship missile": Size 26, speed 0, just a big warhead size 52. Its warships all have empty decoy launchers.
There are two other NPRs in the same game (created when I explored their home systems) but their ship decoys seem to be working.

(2) Three of its stabilization squadrons seem stuck in a loop where they get an order to move to stabilize a jump point, and every interval they get it again. I checked their history and they seem to be jumping repeatedly though the same jump gate, the only one they ever built. A number of their shipping line colonizers seem to be doing the same.
The fourth stabilization squadron seems to be working and is moving towards another JP: it's been built later because it doesn't have the same escorts.

The other NPRs are the new "Minor" NPRs so they don't have stabilization fleets.

EDIT: I'll try to replicate these bugs in v.2.5 but it'll be a while before I can


Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 05, 2024, 12:25:09 PM
Another couple bugs that happened in my current game: I'm playing v.2.4,

You need to be able to recreate the bug in v2.5 or Steve will not be able to address this.
Title: Re: v2.5.0 Bugs Thread
Post by: ExecCrawfish on January 05, 2024, 01:53:14 PM
I'm having a rather mystifying issue where a fleet given a 'Move to Location' order on a stationary enemy contact is taking some sort of elliptical course; it corrects heading slightly with each interval and eventually reaches the target.  Is something about the intercept/lead logic going wrong here?

SJW: There is a problem with intercept logic where the stationary contact has an order - surveying a system body for example. Its already fixed for v2.5.1.
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 05, 2024, 01:57:26 PM
I'm having a rather mystifying issue where a fleet given a 'Move to Location' order on a stationary enemy contact is taking some sort of elliptical course; it corrects heading slightly with each interval and eventually reaches the target.  Is something about the intercept/lead logic going wrong here?

NPR fleets have a weird behavior sometimes where they will remain in place but have a (visible) speed + thermal signature and an (invisible) heading, even though they don't actually move. Your fleet is then trying to plot an intercept based on that speed and heading which leads to the indirect approach. Not sure why this happens, maybe it is a bit of old NPR code using the "Picket" order?

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: simast on January 05, 2024, 02:31:27 PM
I think the "Investigate Closest Point Of Interest" standing order is bugged. I have set one of my fleets to this standing order and then added "Point of Interest" waypoint in the same system they are stationed at. Yet the fleet plotted a course to completely different system (and also towards Urgent POI waypoint). That urgent POI waypoint does not exist, can't see it anywhere. Maybe it's picking up some NPR/AI waypoint instead?

See attached screen showing fleet orders.

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: ExecCrawfish on January 05, 2024, 02:42:12 PM
Quote from: nuclearslurpee link=topic=13419. msg167740#msg167740 date=1704484646

NPR fleets have a weird behavior sometimes where they will remain in place but have a (visible) speed + thermal signature and an (invisible) heading, even though they don't actually move.  Your fleet is then trying to plot an intercept based on that speed and heading which leads to the indirect approach.  Not sure why this happens, maybe it is a bit of old NPR code using the "Picket" order?

Yep, that tracks.  Not the biggest deal to circumvent, honestly. 

But I've got something else too, fairly minor - using 'select name' in the naval org window and then clicking 'cancel' will do nothing, but using 'select name' and then closing the popup window in another way will rename the ship to whatever was last entered in a naming popup. 

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: Lord Solar on January 05, 2024, 09:26:15 PM
Posting this as a bug as it seems unintentional. Credit for M0n0rkin on Discord finding this first.

The bug is that all Jump Drives have a minimum HTK of 1.
This means you can stack tons of minimum size JDs (10tons) to make ships with way more HTK and durability than they should have. JD efficiency 4 gives 1 HTK for 3 tons, and if you happen research JD efficiency 5, that becomes 1 for 2 tons, and costs less than 0.25 Duranium and Sorium each (it only gets crazier from there with higher techs)
This is better than armor: I suggest that jump drives under 50 tons should have HTK 0 to fix this.
Screenshot is an example, with JD efficiency 4

SJW: Jump drive HTK changed to square root of HS, rounded down to the nearest integer.
Title: Re: v2.5.0 Bugs Thread
Post by: lumporr on January 05, 2024, 11:02:42 PM
I think others may have mentioned similar issues in this thread, but something odd is going on with squadrons, parasites, and fleets. When a ship with a full squadron detatches from a fleet, oftentimes the parasites are invisibly left behind in the old fleet, while still looking as if they were present in the detatched ship's squadron. This has caused me to delete whole customized squadrons and reload saves, when fleets that appear not to have any ships in the left tab in fact show that they have the parasites from other fleets in the right panel. Image attatched. If this isn't a bug, how do I avoid this behaviour? I don't recall encountering it before, but maybe I'm doing something wrong.

Edit: Oh! Just saw other messages on this same page talking about the same thing. Silly me.

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: captainwolfer on January 06, 2024, 03:59:47 AM
For some reason the Damage Report part of this particular missile strike show up 4 times in the event log, not sure why it did that
Title: Re: v2.5.0 Bugs Thread
Post by: Steve Walmsley on January 06, 2024, 06:48:45 PM
I think others may have mentioned similar issues in this thread, but something odd is going on with squadrons, parasites, and fleets. When a ship with a full squadron detatches from a fleet, oftentimes the parasites are invisibly left behind in the old fleet, while still looking as if they were present in the detatched ship's squadron. This has caused me to delete whole customized squadrons and reload saves, when fleets that appear not to have any ships in the left tab in fact show that they have the parasites from other fleets in the right panel. Image attatched. If this isn't a bug, how do I avoid this behaviour? I don't recall encountering it before, but maybe I'm doing something wrong.

Edit: Oh! Just saw other messages on this same page talking about the same thing. Silly me.

There is definitely something odd going on, but its not quite as simple as above. I'm in the fourteenth year of a large campaign with several carriers and one fleet just lost its squadrons somehow. However, this is the first time I have seen it and I can't recreate it by detaching and deleting fleets. There must be some rare sequence of steps that results in this problem.

Has anyone else been able to reliably recreate this problem?
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 06, 2024, 07:46:23 PM
There is definitely something odd going on, but its not quite as simple as above. I'm in the fourteenth year of a large campaign with several carriers and one fleet just lost its squadrons somehow. However, this is the first time I have seen it and I can't recreate it by detaching and deleting fleets. There must be some rare sequence of steps that results in this problem.

Has anyone else been able to reliably recreate this problem?

I have not personally encountered this issue, but I recall that the earliest reports of this issue were related to fleets under tow by tractor beams, and I know there were some changes to tractor beams recently, so that might be the first place to look?
Title: Re: v2.5.0 Bugs Thread
Post by: papent on January 06, 2024, 09:13:08 PM
Conditional Orders: Load Automine From Pop / Delivery Automine to colony hasn't worked in quite a long time.
Title: Re: v2.5.0 Bugs Thread
Post by: simast on January 07, 2024, 02:22:07 AM
Can't clear support for assigned orbital bombardment support ("Clear Support" button does nothing).

SJW: Clear support only works on ground support (from other formations). You can re-assign a ship or remove it from the orbital support fleet.
Title: Re: v2.5.0 Bugs Thread
Post by: simast on January 07, 2024, 03:20:13 AM
Not sure if this is a bug - but seems off. Spaceports on a colony with 0 population do provide all the benefits (fuel/cargo/ordinance transfer capability).

SJW: I've decided to remove the pop requirement for spaceports. This will be in v2.6 whenever that comes out.
Title: Re: v2.5.0 Bugs Thread
Post by: Steve Walmsley on January 07, 2024, 06:38:25 AM
There is definitely something odd going on, but its not quite as simple as above. I'm in the fourteenth year of a large campaign with several carriers and one fleet just lost its squadrons somehow. However, this is the first time I have seen it and I can't recreate it by detaching and deleting fleets. There must be some rare sequence of steps that results in this problem.

Has anyone else been able to reliably recreate this problem?

I have not personally encountered this issue, but I recall that the earliest reports of this issue were related to fleets under tow by tractor beams, and I know there were some changes to tractor beams recently, so that might be the first place to look?

My own fleet that was affected wasn't tractored. It was three different carriers in the same fleet, so it seems to be a problem at the fleet level, not ship. What was unusual is that I detached them from a fleet, then detached everything else from the same original fleet and then deleted that original fleet. However, I don't know for certain if that was the cause because that was a couple of months previously in game time and I don't have  backup at that point to check it. Also, doing the same thing with other fleets doesn't result in the same problem. There is probably some other step involved, which I need to figure out. It most be a fairly rare step because of the rarity of the bug.
Title: Re: v2.5.0 Bugs Thread
Post by: lumporr on January 07, 2024, 09:54:34 AM
I have reproduced the squadron bug after doing the following:

1. Drag ships into the squadron of another ship (Ship A).
2. Tractor Ship A.

After doing this and advancing time, Ship A and its squadron appear in the tug's fleet, but there will also be an empty fleet that used to contain Ship A. If you click on this empty fleet and go to "transported items", you can see that Ship A's original empty fleet still contains the squadron's parasites, despite showing No Ships Present in the Fleet screen. Deleting this empty fleet will result in the deletion of the squadron's parasites.

SJW: Fixed now. See post below. Its the transfer between fleets and subsequent deletion that is the problem. It's not related to tractors per se.
Title: Re: v2.5.0 Bugs Thread
Post by: Steve Walmsley on January 07, 2024, 09:56:26 AM
There is definitely something odd going on, but its not quite as simple as above. I'm in the fourteenth year of a large campaign with several carriers and one fleet just lost its squadrons somehow. However, this is the first time I have seen it and I can't recreate it by detaching and deleting fleets. There must be some rare sequence of steps that results in this problem.

Has anyone else been able to reliably recreate this problem?

I have not personally encountered this issue, but I recall that the earliest reports of this issue were related to fleets under tow by tractor beams, and I know there were some changes to tractor beams recently, so that might be the first place to look?

My own fleet that was affected wasn't tractored. It was three different carriers in the same fleet, so it seems to be a problem at the fleet level, not ship. What was unusual is that I detached them from a fleet, then detached everything else from the same original fleet and then deleted that original fleet. However, I don't know for certain if that was the cause because that was a couple of months previously in game time and I don't have  backup at that point to check it. Also, doing the same thing with other fleets doesn't result in the same problem. There is probably some other step involved, which I need to figure out. It most be a fairly rare step because of the rarity of the bug.

Found and Fixed!

v2.2 had various performance improvements. One of these involves how the composition of fleets was tracked. Originally, each ship had a reference to its parent fleet object. To return the ships in a fleet, the program returned all the ships with the reference of that fleet. The advantage of this is that the information is only stored in one location, which means less scope for bugs. This type of bug avoidance was a key principle of programming for C# Aurora. However, the downside is the overhead of running a LINQ query every time I need know the ships in a fleet. As games get larger, this becomes more pronounced.

For v2.2, I also started keeping a list of ships in a collection within the Fleet object for easy reference, so when I needed the list I no longer needed the LINQ query. I accepted the higher risk of bugs because there is a very limited number of places in the code where ships are created or change fleets. For example, there is a single function that is called for each ship that changes fleet - to handle the change itself, plus any other issues such as parasites, tractor links, shipyard tasks, updated fleet speeds, etc.

Unfortunately, while the fleet link for parasites was correctly moved from one fleet to another, they remained in the above 'ship list' collection for the original fleet. This wasn't visible in the Fleet window because the fleet treeview displays parasites by squadron and the squadron is linked to the mothership, which is in the correct fleet (and the parasite's own 'fleet object' was also correct). Furthermore, this problem was fixed as soon as you closed and re-opened the game, because the 'ship list' is purely an in-memory construct and the save and load function for ships uses the original fleet object, which places them all in the correct 'fleet ship list' when the game loads.

So the bug will happen if you detach a ship with parasites and then delete the original fleet, without loading the game in-between. Fixed for v2.5.1, which I will look at releasing next week due to the severity of this bug, even if it is rare.
Title: Re: v2.5.0 Bugs Thread
Post by: lumporr on January 07, 2024, 10:00:14 AM
Happy days! Bugs squished! ;D
Title: Re: v2.5.0 Bugs Thread
Post by: simast on January 07, 2024, 12:19:47 PM
If you check the "Supply Ship" checkbox on a military ship class and put it in a training command - the maintenance clock will not increase (but the ship will get fleet training).
Title: Re: v2.5.0 Bugs Thread
Post by: sisso on January 07, 2024, 04:01:53 PM
I am on 6 year of standard start.  One civilian ship is stopping every tick with "Orders not possible: . . .  standing order (Move to Gas Giant with Sorium and 10m Pop)".

Looking into Planet Gas Giant (Uranus, Jupiter, Saturms), none of them have Sorium.  I didn't survey Neptune yet.  Anyway, I will certainly not have 10m pop there.

SJW: Problem as described in posts below. Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 07, 2024, 04:05:07 PM
I am on 6 year of standard start.  One civilian ship is stopping every tick with "Orders not possible: . . .  standing order (Move to Gas Giant with Sorium and 10m Pop)".

Looking into Planet Gas Giant (Uranus, Jupiter, Saturms), none of them have Sorium.  I didn't survey Neptune yet.  Anyway, I will certainly not have 10m pop there.

I think the 10m pop refers to a system, not a gas giant as the latter cannot have populations.

I suspect Neptune has sorium and the civilians built a fuel harvester in anticipation of that even though they shouldn't know that yet. There was a similar bug a while ago with standing orders.
Title: Re: v2.5.0 Bugs Thread
Post by: sisso on January 07, 2024, 04:53:22 PM
Quote from: nuclearslurpee link=topic=13419. msg167807#msg167807 date=1704665107
Quote from: sisso link=topic=13419. msg167806#msg167806 date=1704664913
I am on 6 year of standard start.   One civilian ship is stopping every tick with "Orders not possible: .  .  .   standing order (Move to Gas Giant with Sorium and 10m Pop)". 

Looking into Planet Gas Giant (Uranus, Jupiter, Saturms), none of them have Sorium.   I didn't survey Neptune yet.   Anyway, I will certainly not have 10m pop there.

I think the 10m pop refers to a system, not a gas giant as the latter cannot have populations.

I suspect Neptune has sorium and the civilians built a fuel harvester in anticipation of that even though they shouldn't know that yet.  There was a similar bug a while ago with standing orders.

Correct.  Doing survey on neptune fix the issue.  thx
Title: Re: v2.5.0 Bugs Thread
Post by: Therewolfmb on January 08, 2024, 12:04:11 AM
Hi, this game is amazing and I wanted to help it's development by reporting some things I think are bugs:

When a single jump drive ship to standard transit a fleet larger than the squadron size, the game will 1st create an error event saying the fleet cannot transit.   But if left alone for 30minutes the fleet will then transit successfully.   I think it should not generate the error message.  (Also in 2. 4 it sometimes does not throw that error, but I know that's a previous version and I haven't been able to recreate that behavior in 2. 5)

I am in v2.  50, and here's a screen shot.

SJW: This is probably just inability to transit due to jump shock, which wears off after a few minutes

A second bug:

Any fleet can be assigned "perform x survey" standing order.   After the fleet completes it's current command, the survey order will be issued and the fleet will attempt.   If it doesn't have the correct sensors, the fleet will just sit there idly without any error messages being generated.   I would think this should throw an error when the standing order attempts to assign the incompatible action. 

Sorry if these are both WAI, but they seem like bugs or at least QoL issues to me. 

SJW: This is working as intended. The fleet is trying to survey but doesn't have any capability to do so. I agree this could be flagged, but checking every fleet for its capability to handle any standing or condition order issued is a lot of code and therefore unlikely to make it to the top of my 'to do' list.

Again, thanks for sharing this amazing game with everyone!
Title: Re: v2.5.0 Bugs Thread
Post by: ExecCrawfish on January 08, 2024, 01:25:41 AM
Bodies in SM-deleted systems still produce results in the mineral search window. 
Title: Re: v2.5.0 Bugs Thread
Post by: Therewolfmb on January 08, 2024, 05:39:45 AM
Hi Steve,

Regarding the inability to just due jump shock, is it supposed to happen before the jump happens? I've seen the jump shock prevent jumps after standard transit when trying to immediately go back to the previous system, but this message is happening before the jump.
Title: Re: v2.5.0 Bugs Thread
Post by: Steve Walmsley on January 08, 2024, 06:16:51 AM
Hi Steve,

Regarding the inability to just due jump shock, is it supposed to happen before the jump happens? I've seen the jump shock prevent jumps after standard transit when trying to immediately go back to the previous system, but this message is happening before the jump.

It can happen if the fleet just transited a previous jump point. If fleets were having trouble with normal jumps, there would be a lot of bug posts on that subject. I've checked the code and the only two situations where that message is generated is either the jump drive is too small, or it is suffering from jump shock, so if the problem resolves itself within a few minutes of game time, it is almost certain to be the latter.
Title: Re: v2.5.0 Bugs Thread
Post by: db48x on January 08, 2024, 07:51:26 AM
Hi Steve,

Regarding the inability to just due jump shock, is it supposed to happen before the jump happens? I've seen the jump shock prevent jumps after standard transit when trying to immediately go back to the previous system, but this message is happening before the jump.

It can happen if the fleet just transited a previous jump point. If fleets were having trouble with normal jumps, there would be a lot of bug posts on that subject. I've checked the code and the only two situations where that message is generated is either the jump drive is too small, or it is suffering from jump shock, so if the problem resolves itself within a few minutes of game time, it is almost certain to be the latter.

I’ve asked before, but does that really need to be an interrupt? If it does, can you change the message to indicate definitively which of the two (three? four?) cases it actually is? (I see four cases: ship class(es) have no jump drive, ship has destroyed jump drive, ship has a jump drive but it is too small, and ship has a jump drive that would work but it is recharging; try again later.)

Also, it would be really nice if the ship would just automatically retry the order. Instead of removing the order to jump from the fleet’s order list, perhaps you could insert a delay of the appropriate length to the order. Then it wouldn’t spam the player.
Title: Re: v2.5.0 Bugs Thread
Post by: Steve Walmsley on January 08, 2024, 07:55:07 AM
Hi Steve,

Regarding the inability to just due jump shock, is it supposed to happen before the jump happens? I've seen the jump shock prevent jumps after standard transit when trying to immediately go back to the previous system, but this message is happening before the jump.

It can happen if the fleet just transited a previous jump point. If fleets were having trouble with normal jumps, there would be a lot of bug posts on that subject. I've checked the code and the only two situations where that message is generated is either the jump drive is too small, or it is suffering from jump shock, so if the problem resolves itself within a few minutes of game time, it is almost certain to be the latter.

I’ve asked before, but does that really need to be an interrupt? If it does, can you change the message to indicate definitively which of the two (three? four?) cases it actually is? (I see four cases: ship class(es) have no jump drive, ship has destroyed jump drive, ship has a jump drive but it is too small, and ship has a jump drive that would work but it is recharging; try again later.)

Also, it would be really nice if the ship would just automatically retry the order. Instead of removing the order to jump from the fleet’s order list, perhaps you could insert a delay of the appropriate length to the order. Then it wouldn’t spam the player.

Which version are you on? The following was introduced in v2.2:

"Added a new 'Transit Delay' event. This doesn't cause an interrupt and will be used in place of the current 'Transit Failure' event when the reason for failure is jump shock."

The message is "Fleet Name cannot conduct a transit as there are one or more ships suffering from jump shock". The ship just maintains orders and transits on the next increment.

Title: Re: v2.5.0 Bugs Thread
Post by: db48x on January 08, 2024, 08:03:04 AM
Which version are you on? The following was introduced in v2.2:

"Added a new 'Transit Delay' event. This doesn't cause an interrupt and will be used in place of the current 'Transit Failure' event when the reason for failure is jump shock."

The message is "Fleet Name cannot conduct a transit as there are one or more ships suffering from jump shock". The ship just maintains orders and transits on the next increment.

Ooh, nice. I must have missed that in the changelog. Sadly, I haven’t been able to play lately either. I upgraded vmware and it broke all of my windows virtual machines.

Another suggestion: compile the game for Linux! How hard could it possibly be? :D
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 08, 2024, 09:17:15 AM
Another suggestion: compile the game for Linux! How hard could it possibly be? :D

Are you trying to kill Steve
Title: Re: v2.5.0 Bugs Thread
Post by: Steve Walmsley on January 08, 2024, 10:29:11 AM
Another suggestion: compile the game for Linux! How hard could it possibly be? :D

Are you trying to kill Steve

Its OK, that one won't be happening :)
Title: Re: v2.5.0 Bugs Thread
Post by: db48x on January 08, 2024, 11:29:52 AM
Another suggestion: compile the game for Linux! How hard could it possibly be? :D

Are you trying to kill Steve

Its OK, that one won't be happening :)

I originally asked this question in jest, but now that I actually think about it it occurs to me that it really shouldn’t be all that difficult. You wrote the code in C#, targeting the CLR.

Code: [Select]
 db48x  ~  Aurora4x-wine  C#v2.2.0  file Aurora.exe
Aurora.exe: PE32 executable (GUI) Intel 80386 Mono/.Net assembly, for MS Windows, 3 sections

Microsoft did not originally support running CLR applications on Linux, but some folk actually wanted to do that so they started a project called Mono. It can already almost run Aurora with no modifications:

(http://db48x.net/Aurora/Screenshot from 2024-01-08 09-04-57.png)

The modifications needed to make it work were really pretty simple: http://aurora2.pentarch.org/index.php?topic=10320.msg122543#msg122543

Mono has gotten so good at this that Microsoft actually bought it a few years back. Apparently it’s now the official way to deploy C# applications on Linux. I bet there’s some extra Visual Studio component that you could install which lets you directly build as a Linux binary too (one that would still depend on the mono runtime).
Title: Re: v2.5.0 Bugs Thread
Post by: db48x on January 08, 2024, 11:49:59 AM
Maybe I will get to play a game after all:

(http://db48x.net/Aurora/Screenshot from 2024-01-08 09-47-05.png)
Title: Re: v2.5.0 Bugs Thread
Post by: Steve Walmsley on January 08, 2024, 04:25:55 PM
The difficulty of doing it isn't the problem. Aurora is just a hobby and I don't play on Linux, so I wouldn't get any benefit from the time spent working on this. Also, I would have bug reports related to the Linux version that would also require time to investigate and I couldn't test it anyway. Trying to implement this would be a net negative for me.
Title: Re: v2.5.0 Bugs Thread
Post by: Froggiest1982 on January 08, 2024, 04:57:22 PM
You cannot edit negative wealth.

I was simulating a treaty where some cash was redistributed to reduce the debt of one power, but as soon as I changed it (from -8k to -4k) it reset to 0. There are no issues with positive numbers.

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: joshuawood on January 08, 2024, 10:53:47 PM
I have had an alien population randomly appear on earth (many STO formations, ships in orbit and several DSPs present)

I have attached the DB.
Title: Re: v2.5.0 Bugs Thread
Post by: Garfunkel on January 08, 2024, 11:24:32 PM
I have had an alien population randomly appear on earth (many STO formations, ships in orbit and several DSPs present)

I have attached the DB.
Did you conquer an alien colony somewhere else just before this alien pop appeared on Earth?
Title: Re: v2.5.0 Bugs Thread
Post by: captainwolfer on January 09, 2024, 12:43:43 AM
Edit: Bug Report 2: I just realized that I have colliers in "Battle Fleet", but they aren't reloading my carriers, despite being set to "Load Fleet Ordnance". So that is also in the same system and save.

SJW: Do you have Underway Replenishment tech?
Yes, I do, 30% underway replenishment.

It seems to be that the carrier reloads its parasites, but then does not reload from the collier.
Things I have checked
- Collier has the Ordnance transfer system, carries the correct missiles, and has enough of them to reload the ships
- Carrier is set to carry the same missiles as the collier
- I have tried the various collier options (Load Fleet Ordnance, replace fleet Ordnance, Load Sub-fleet Ordnance)
- Detaching the collier and ordering it to "Join and Add Ordnance" also didn't help.
- Reloading the save doesn't seem to make a difference.

Database attached. Look at Task Force 1.1 in the Lambda Carinae system, its in combat

Title: Re: v2.5.0 Bugs Thread
Post by: Garfunkel on January 09, 2024, 07:49:19 AM
Still a little issue with fighters and their ability to land on colonies/planets:

I have a 500-ton fighter/shuttle with 250 tons of cargo space (5x Cargo Hold - Shuttle). The fleet it is in cannot be given any cargo/freighter related orders, despite the game recognizing it as a freighter for auto-assignment purposes. Whether Earth has a Spaceport or not does not change the situation. If I replace the five Shuttle Cargo Holds with a Cargo Hold - Small or Cargo Hold - Tiny, the usual cargo/freight orders come up again. This is with "Order Filtering" on.

If I turn that filter off, the fleet loads up Infra without an issue at Earth and unloads it on Luna but there is no "unload all installations", I have to use the "unload specific installation" order instead.

EDIT: Now that I have 2 shuttlecraft in the fleet, those cargo/freight orders do not come up even if I untick "Order Filtering".

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: Droll on January 09, 2024, 12:25:28 PM
Still a little issue with fighters and their ability to land on colonies/planets:

I have a 500-ton fighter/shuttle with 250 tons of cargo space (5x Cargo Hold - Shuttle). The fleet it is in cannot be given any cargo/freighter related orders, despite the game recognizing it as a freighter for auto-assignment purposes. Whether Earth has a Spaceport or not does not change the situation. If I replace the five Shuttle Cargo Holds with a Cargo Hold - Small or Cargo Hold - Tiny, the usual cargo/freight orders come up again. This is with "Order Filtering" on.

If I turn that filter off, the fleet loads up Infra without an issue at Earth and unloads it on Luna but there is no "unload all installations", I have to use the "unload specific installation" order instead.

EDIT: Now that I have 2 shuttlecraft in the fleet, those cargo/freight orders do not come up even if I untick "Order Filtering".

I have this same issue, I didn't report it at first because when I encountered it in 2.4.1 I had DB modded in a 250T "Cargo Bay - Fighter". I thought at the time that maybe I needed the shuttle bay so I made a 1000 ton cargo FAC, but even that new setup did not allow me to issue cargo related orders.

The above issue persists with the new "Cargo Bay - Shuttle" part added in 2.5.0. I think that the problem might be that cargo orders are restricted to ships that have a bridge as I use a small 3,235 ton design with no issues.

SJW: There was a requirement for those orders to have 500 cargo points. Now changed to > 0.
Title: Re: v2.5.0 Bugs Thread
Post by: Garfunkel on January 09, 2024, 05:48:21 PM
I hope this is an EXE change and does not require a DB fix!

SJW: Just EXE change.
Title: Re: v2.5.0 Bugs Thread
Post by: Therewolfmb on January 09, 2024, 06:28:39 PM
Quote from: Steve Walmsley link=topic=13419. msg167840#msg167840 date=1704716211
Quote from: Therewolfmb link=topic=13419. msg167839#msg167839 date=1704713985
Hi Steve,

Regarding the inability to just due jump shock, is it supposed to happen before the jump happens? I've seen the jump shock prevent jumps after standard transit when trying to immediately go back to the previous system, but this message is happening before the jump.

It can happen if the fleet just transited a previous jump point.  If fleets were having trouble with normal jumps, there would be a lot of bug posts on that subject.  I've checked the code and the only two situations where that message is generated is either the jump drive is too small, or it is suffering from jump shock, so if the problem resolves itself within a few minutes of game time, it is almost certain to be the latter.

Hope I'm not being annoying, but I'm pretty sure it's not jump shock induced as this is happening on the 1st jump by the fleet in the entire game.  Here's the Db if you're interested.   In the attached DB, I have 2 fleets moving towards jump point and you will see the behavior after incrementing the time.

It seems to be happening when a Military jump ship with Commercial Engines tries to provide a standard transit for a fleet containing military ships.  The 1st attempt will fail to transit with that event message, but then successfully reattempt and make the jump.  If the fleet is stationary on the jump point when ordered to jump it will make the jump without complaint.  I do not have the same issue when having a military fleet jump using a military jump ship that has military engines.

SJW: Confirmed as bug and fixed for v2.5.1. See my reply for detailed explanation.

Also, this seems like WAI but thought I would check, is the research for small jump point stabilization modules supposed to be unlocked at the same time the large 180 day module research? Both become available after researching jump point theory.

SJW: Yes, that is working as intended.

Thanks for the quick responses!
Title: Re: v2.5.0 Bugs Thread
Post by: kyonkundenwa on January 10, 2024, 12:04:02 AM
Display bug: the vessel's commander is incorrectly reported to be the Science Officer in this commander [un]health event in the first attachment. Confirmation of his CO position is included in the second attachment.
The actual science officer was the survivor listed in the commander update event further down in the first attachment. She even got an award for her escape, probably a piece of safety wire from the guarded "launch" button in the escape pod to go along with lifelong shame and -500 (lifelong) promotion points.

SJW: Fixed for v2.5.1. I think the science officer was killed and everything else was displayed incorrectly.
Title: Re: v2.5.0 Bugs Thread
Post by: joshuawood on January 10, 2024, 12:18:58 AM
I have had an alien population randomly appear on earth (many STO formations, ships in orbit and several DSPs present)

I have attached the DB.
Did you conquer an alien colony somewhere else just before this alien pop appeared on Earth?

I did not, i have no conquered alien pops as far as i know.

If you think it may be civvies of my own getting them there i would doubt that because it is >0cc for them on earth.
Title: Re: v2.5.0 Bugs Thread
Post by: DawnMachine on January 10, 2024, 02:19:42 AM
Officers in the Retired/Died section are not saved between restarts of the game, even with the Story character mark. Is this how it should work?

SJW: Yes, working as intended. They are deleted on restart unless you flag them to be saved.
Title: Re: v2.5.0 Bugs Thread
Post by: Ragnarsson on January 10, 2024, 02:53:02 AM
Disassembling a Combat Information Centre assigns the expected research point gain to the Science Department tech, rather than Combat Information Centre. Screenshot of the event screen of this happening is attached. I also confirmed my Combat Information Centre tech had no progress, with 8000 research points remaining.

It may or may not be relevant, but I was researching the Science Department tech at the time, but it obviously had not yet completed until I disassembled the captured Combat Information Centre.
Title: Re: v2.5.0 Bugs Thread
Post by: Steve Walmsley on January 10, 2024, 05:34:12 AM
Quote from: Steve Walmsley link=topic=13419. msg167840#msg167840 date=1704716211
Quote from: Therewolfmb link=topic=13419. msg167839#msg167839 date=1704713985
Hi Steve,

Regarding the inability to just due jump shock, is it supposed to happen before the jump happens? I've seen the jump shock prevent jumps after standard transit when trying to immediately go back to the previous system, but this message is happening before the jump.

It can happen if the fleet just transited a previous jump point.  If fleets were having trouble with normal jumps, there would be a lot of bug posts on that subject.  I've checked the code and the only two situations where that message is generated is either the jump drive is too small, or it is suffering from jump shock, so if the problem resolves itself within a few minutes of game time, it is almost certain to be the latter.

Hope I'm not being annoying, but I'm pretty sure it's not jump shock induced as this is happening on the 1st jump by the fleet in the entire game.  Here's the Db if you're interested.   In the attached DB, I have 2 fleets moving towards jump point and you will see the behavior after incrementing the time.

It seems to be happening when a Military jump ship with Commercial Engines tries to provide a standard transit for a fleet containing military ships.  The 1st attempt will fail to transit with that event message, but then successfully reattempt and make the jump.  If the fleet is stationary on the jump point when ordered to jump it will make the jump without complaint.  I do not have the same issue when having a military fleet jump using a military jump ship that has military engines.

Thanks for the quick responses!

You were right to persist. It is a bug.

The code was checking the list of military-engined ships in the fleet for a military jump drive and then checking for other eligible ships in the same location. On the first attempt, the code missed the fleet's commercial-engined ship with a military jump drive, because it was ignoring commercial engined-ships and it wasn't on the jump point yet. On the second attempt, it was picked up by the 'any other ships on the jump point' check.

The reason this has taken so long to come to light is that commercial-engined ships with military jump drives are unusual and when they do appear they are usually tenders stationed on a jump point, which would have been picked up anyway. This only happens when the fleet relies on a commercial-engined ship with a military drive that doesn't start the sub-pulse on the jump point. Fixed for v2.5.1.
Title: Re: v2.5.0 Bugs Thread
Post by: tastythighs on January 10, 2024, 04:00:10 PM
I've had many (30+) NPR commercial and civilian ships enter an empty system adjacent to Sol through a hidden jump point in 1s and 2s without any escort, and proceed to enter Sol only to be destroyed. I checked out the database and they have empty colonies on both Earth and Luna with civilian orders to move LG infrastructure and refuelling stations there.
I don't have ground forces on Luna, but I do on Earth.

Is it intentional that NPRs will try to colonise your worlds even when you've shown repeatedly that you have military presence in the system and they have -8000 diplo rating with you?
Do NPR commercial ships and civvies not check danger rating? If they do, is danger rating being ignored because they're travelling through a hidden JP? Is there anything I can do short of editing the DB to remove these empty colonies?
Title: Re: v2.5.0 Bugs Thread
Post by: Garfunkel on January 10, 2024, 08:19:28 PM
Definitely not intentional. I have never seen such behaviour, ie where they persist sending transports (survey ships are a different matter). Smells like something went wrong for the AI code.
Title: Re: v2.5.0 Bugs Thread
Post by: db48x on January 11, 2024, 05:59:49 AM
This is something that has always bothered me. While I’ve seen it mentioned, I don't think that I have ever seen it mentioned as a bug. And yet it definitely is a bug. I think that there is an off–by–one bug when determining when the current construction cycle ends, and it is easily demonstrated.

I am running a very casual game at the moment. In this game I have sent some colonists to Mars, and they are getting restive. Obviously I need to make a ship with a weapon, or send some troops over there, to prevent them from having unrest. Since I haven't done that yet, there is a message at the end of every single construction cycle that tells me that the unrest is increasing. This is not the bug, it is merely the means to demonstrate the bug.

I have my construction cycle length set to one day, or 86400 seconds. Naturally, this means that I expect to see the unrest on Mars increase every single day without fail. What else could I expect, when the length of the construction cycle is a single whole day?

Yet here is the Events window that I actually see:

(http://db48x.net/Aurora/Screenshot%20from%202024-01-11%2003-18-22.png)

If you look carefully, you’ll see that the orange log message only happens every other day. This is annoying.The button to advance the game by a day correctly moves forward in time by 86400 seconds, but the game doesn’t think that the construction cycle has actually ended until at least one more second has passed:

(http://db48x.net/Aurora/Screenshot%20from%202024-01-11%2003-24-34.png)

Here you can see that I pressed the “1 Day” button, then the “5 Seconds” button, and the cycle only ended after the extra 5 seconds had passed.

One way to work around this, of course, is to set the cycle length to 86399 seconds instead:

(http://db48x.net/Aurora/Screenshot%20from%202024-01-11%2002-58-29.png)

This compensates for the bug, and results in the unrest message happening after every single day.

Does this matter? I guess not very much. As I understand it, what really happens is that construction cycles are variable length. No matter what button you push to advance time, only one construction cycle really happens. Whatever time it is at the end of that process, a single construction cycle of that length is performed, provided that more than the length of a construction cycle has passed. So with it set to 86400, advancing by a day doesn’t pass the test and no cycle is completed. The next time I advance by a day, the length will be greater than the cycle length, so a cycle consisting of 86400*2 seconds worth of construction, research, planetary movement, etc is processed. If I had pressed the “30 day” button instead, then it would have processed a cycle of 86400*30 seconds worth of stuff happening. This is a good implementation because it prevents this bug from being more serious; the right amount of stuff is still happening; it is merely less granular than I intended.

But it’s actually pretty irritating. Leaving aside the fact that I can’t type in “1 day” or “24 hours” or “2 weeks” and have it compute the right value, having it be off by one from whatever I do type in is just uncomfortable. And the fact that log messages alternate days (or weeks) must certainly be confusing to new players.

And it seems to me that the fix ought to be really easy, just a matter of changing one greater–than to a greater–than–or–equal–to test.

Please?
Title: Re: v2.5.0 Bugs Thread
Post by: joshuawood on January 11, 2024, 09:04:56 AM
I have a ship that is having maintenance problems and killing commanders but doesn't actually exist in a fleet:

https://media.discordapp.net/attachments/402321466839793664/1195013489639567491/AuroraPatch_2024-01-11_14-36-55.png?ex=65b2720a&is=659ffd0a&hm=8475abe47534045b496f9a60e8b7ba2f12f2e2e068f7ae7308bda8221c6dd51c&=&format=webp&quality=lossless

https://media.discordapp.net/attachments/402321466839793664/1195013489316601886/image.png?ex=65b2720a&is=659ffd0a&hm=0d2d831dfafaace6b1b3dff648ae352fd47b4da0459e589db0067c0ab2e0c0ff&=&format=webp&quality=lossless

https://media.discordapp.net/attachments/402321466839793664/1195013489006231592/image.png?ex=65b2720a&is=659ffd0a&hm=7297c9ee5ad7e169572cda2e314068c0203ac70000e879a41c9ea5755bc6514c&=&format=webp&quality=lossless&width=1440&height=584

It gives this error when one of the commanders dies:

https://images-ext-2.discordapp.net/external/4geXrMywTWgnjIq_KVxPceHaCxB1zieIkWzH07FJGfg/https/i.imgur.com/z1L7oGh.png?format=webp&quality=lossless

It exists in the "ships in class" list but not in any fleet in the fleet organization window.


Reloading the game fixed it.

Find DB attached with events.
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 11, 2024, 09:25:42 AM
This is something that has always bothered me. While I’ve seen it mentioned, I don't think that I have ever seen it mentioned as a bug. And yet it definitely is a bug. I think that there is an off–by–one bug when determining when the current construction cycle ends, and it is easily demonstrated.

...

And it seems to me that the fix ought to be really easy, just a matter of changing one greater–than to a greater–than–or–equal–to test.

I wonder if the issue is actually that this is yet another case of Weird Aurora Rounding™, which I suspect is probably due to something in the C# language and how it handles decimal-type values (which are different from the usual floating-point types). For the record, the game time entry at least in the DB (FCT_Game) is a double and not an integer, which suggests that it is a decimal type in-game.

You see similar phenomena where, for example, 0.5 will be rounded to 0, 1.5 will be rounded to 2, 2.5 will be rounded to 2, 3.5 will be rounded to 4, etc. - this is common in many of the ship component design windows and I think in the past also affected the MR calculation from agility in missile design.

If Steve wants to fix this, probably the solution is to represent game time by a 64-bit unsigned integer type instead of a decimal, which should allow representing game times up to 2^64 - 1 seconds which allows up to 59 billion years of game time - well over the 9999 years limit imposed by the C# DateTime that Steve uses for, you know, dates and times. However, (1) I don't know if this would work with the C# DateTime functionality - it may require decimal time input, and (2) I don't know (but presume) if C# allows specifying such a type in a 32-bit executable. And of course I don't know if the scope of this change would be more complicated than it sounds otherwise - but it should fix the problem since integer types are not subject to weird rounding.


I have a ship that is having maintenance problems and killing commanders but doesn't actually exist in a fleet:

...
Reloading the game fixed it.

Find DB attached with events.

This is probably the same bug that Steve fixed for 2.5.1 related to ships in a fleet disappearing under specific circumstances - it sounds similar, notably the part where reloading the game fixed it. Since reloading fixes it, there is probably not anything in the DB that will help but hopefully it is already corrected anyways.
Title: Re: v2.5.0 Bugs Thread
Post by: Louella on January 11, 2024, 11:49:10 AM
STO units assigned to shoot at shipyards generate error after target is destroyed.

Error window says "Function #311. Object reference not set to instance of object". One instance of this window, regardless of number of STOs firing.

The error stops happening when the STOs orders are changed.

Looking at the DB, the target shipyard has negative number of slipways after the STOs shot at it, but the shipyard was not deleted.

two databases.
One from before the Martians complete a shipyard they are building. Martians complete a shipyard 5 days after the save in "STO_error_before.zip". The STOs are set to fire on shipyards.
Other is from after they shot at the shipyard, and it continues to throw errors until the orders of the STOs are changed. DB shows negative number of slipways for the targeted shipyard.
Title: Re: v2.5.0 Bugs Thread
Post by: db48x on January 11, 2024, 12:46:06 PM
I’m about to design my first jump drive, but I am missing a tech. The tech design window mistakenly puts “Sensor Size: 1.0” where in previous versions there was an empty dropdown. Presumably it’s just from the most recent active search sensor I designed. The tech name wasn’t reset either.

(http://db48x.net/Aurora/Screenshot%20from%202024-01-11%2010-41-11.png)
Title: Re: v2.5.0 Bugs Thread
Post by: captainwolfer on January 11, 2024, 09:13:23 PM
Bug Report
The function number: #2186
The complete error text: 2.5.0 Function #2186: Attempted to divide by zero
The window affected: Colony Summary
What you were doing at the time: I open up the colony summary. I then click on Altair I and the error shows up. Nothing seems wrong after closing the error, and I can tab through the various tabs on Altair 1. Clicking on another colony then clicking back on Altair 1 causes the error to show up again.
Other Information: Altair 1 has no population, but has a surveyed ancient construct and a ruined settlement, which I have ground units restoring installations from. 5 installations are left to restore. Restarting the game has no effect, the error still appears. Save attached
Conventional or TN start: TN
Random or Real Stars: Real Stars
Time since start: 11 years in game

Edit: I think I just figured out what happened: I had ordered a ground force division to be constructed via the Ground Forces Organization Tab. However, what I didn't realize at the time is that it defaulted to Altair 1 instead of Earth. And since Altair had no population, it didn't show the ground forces in the construction queue. I just brought colonist to Altair, which allowed the ground force construction facility to start operating. And now that there is people on Altair, the error is no longer showing up.
Title: Re: v2.5.0 Bugs Thread
Post by: kyonkundenwa on January 12, 2024, 03:36:26 AM
When a beam fire control is damaged it is removed from the ship's fire control list in the ship combat tab but assigned weapons remain assigned, making them inaccessible for reassignment to a different fire control. The only way I can see to get them back (besides repairing the BFC) is to unassign those weapons on a different ship of the same class and use one of the various system/all/fleet/etc assignment options to effect the change on the ship with the damaged fire control. They can then be reassigned to other fire controls and continue fighting.
More desirable behavior would be to automatically unassign weapons from a damaged fire control. Alternatively, leave the fire control visible in the ship combat tab so they can be unassigned manually.
Title: Re: v2.5.0 Bugs Thread
Post by: Garfunkel on January 12, 2024, 07:59:41 AM
When a beam fire control is damaged it is removed from the ship's fire control list in the ship combat tab but assigned weapons remain assigned, making them inaccessible for reassignment to a different fire control. The only way I can see to get them back (besides repairing the BFC) is to unassign those weapons on a different ship of the same class and use one of the various system/all/fleet/etc assignment options to effect the change on the ship with the damaged fire control. They can then be reassigned to other fire controls and continue fighting.
More desirable behavior would be to automatically unassign weapons from a damaged fire control. Alternatively, leave the fire control visible in the ship combat tab so they can be unassigned manually.
Are you absolutely sure that you're playing on 2.5.0? I'm asking because this bug has been reported and fixed in the past already.
Title: Re: v2.5.0 Bugs Thread
Post by: tastythighs on January 12, 2024, 08:32:51 AM
When switching which system is viewed on the main screen, I'm encountering an occasional bug where the game switches to a different system (not the one I selected) and then locks on that system, refusing to switch off of it by any means.

Restarting the game clears the lock and I can change which system is viewed again.


Ok, I've learned a bit more about this.
Sometimes when I have the naval organisation window open and a fleet selected, and I try to switch to a system which does not contain that fleet, it will switch instead to the system in which that fleet is located. If I close the naval organisation window, the main view remains stuck on that system. If I select a different fleet and try to change system, it will switch to the system the newly selected fleet is in.

Will try to work out why it's only sometimes.
Title: Re: v2.5.0 Bugs Thread
Post by: db48x on January 12, 2024, 11:55:15 AM
I switched to a different system and got a message box with the name of one of my ships in it:

(http://db48x.net/Aurora/Screenshot%20from%202024-01-12%2009-49-04.png)

The named ship is actually surveying that system (Barnard’s Star) at the moment. It happens whenever I switch to Barnard’s Star, which is going to be annoying.

Here's a screenshot of the Barnard’s Star system, in case that’s useful:

(http://db48x.net/Aurora/Screenshot%20from%202024-01-12%2009-53-03.png)

I seem to recall something like this happening in an earlier version, though I can’t find it now.
Title: Re: v2.5.0 Bugs Thread
Post by: db48x on January 12, 2024, 11:56:30 AM
When switching which system is viewed on the main screen, I'm encountering an occasional bug where the game switches to a different system (not the one I selected) and then locks on that system, refusing to switch off of it by any means.

Restarting the game clears the lock and I can change which system is viewed again.


Ok, I've learned a bit more about this.
Sometimes when I have the naval organisation window open and a fleet selected, and I try to switch to a system which does not contain that fleet, it will switch instead to the system in which that fleet is located. If I close the naval organisation window, the main view remains stuck on that system. If I select a different fleet and try to change system, it will switch to the system the newly selected fleet is in.

Will try to work out why it's only sometimes.

Do you have “Select on Map” checked in the Naval Organization window? It’s down in the bottom right–hand corner of the window.
Title: Re: v2.5.0 Bugs Thread
Post by: kyonkundenwa on January 12, 2024, 12:00:42 PM
Are you absolutely sure that you're playing on 2.5.0? I'm asking because this bug has been reported and fixed in the past already.
Yes.
Title: Re: v2.5.0 Bugs Thread
Post by: tastythighs on January 12, 2024, 12:30:55 PM
When switching which system is viewed on the main screen, I'm encountering an occasional bug where the game switches to a different system (not the one I selected) and then locks on that system, refusing to switch off of it by any means.

Restarting the game clears the lock and I can change which system is viewed again.


Ok, I've learned a bit more about this.
Sometimes when I have the naval organisation window open and a fleet selected, and I try to switch to a system which does not contain that fleet, it will switch instead to the system in which that fleet is located. If I close the naval organisation window, the main view remains stuck on that system. If I select a different fleet and try to change system, it will switch to the system the newly selected fleet is in.

Will try to work out why it's only sometimes.

Do you have “Select on Map” checked in the Naval Organization window? It’s down in the bottom right–hand corner of the window.

I think I've got it nailed down. If you have "select on map" checked, select a fleet, and then click the "military" tab in the box on the left of the main screen, this locks you into only being able to view the system in which the ship you currently have selected is located, even if you uncheck the select on map box.

Furthermore, I don't recall ever clicking the select on map box, I didn't even know about it until you told me. So unless there's a hotkey for it I've been pressing by accident, I really don't know how I managed to have this problem in the first place.
Title: Re: v2.5.0 Bugs Thread
Post by: welchbloke on January 12, 2024, 02:37:56 PM
I've searched and could not find this reported before so apologies if my Google-Fu has failed:

I had 4 fleets with subfleets that I gave the order 'Squadron Transit by subfleet' for a JP they were stationed at. Instead of transiting by subfleet, the subfleets were separated into independent squadrons and the order was deleted. The original fleets were also deleted. None of the subfleets (or fleets that they became) transited the JP. There were no ships in the original fleets, they were all assigned to subfleets.

Welchbloke
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 12, 2024, 06:30:22 PM
I've searched and could not find this reported before so apologies if my Google-Fu has failed:

I had 4 fleets with subfleets that I gave the order 'Squadron Transit by subfleet' for a JP they were stationed at. Instead of transiting by subfleet, the subfleets were separated into independent squadrons and the order was deleted. The original fleets were also deleted. None of the subfleets (or fleets that they became) transited the JP. There were no ships in the original fleets, they were all assigned to subfleets.

Welchbloke

It's been broken for a while, but a fix would be nice.
Title: Re: v2.5.0 Bugs Thread
Post by: Iron_Hide4 on January 12, 2024, 11:51:56 PM
Civilian ships deleted from Naval Organization page are added to the Class design list.   They show up without ticking the civilian box.
Title: Re: v2.5.0 Bugs Thread
Post by: welchbloke on January 13, 2024, 05:46:25 AM
I've got the annoying 'locked on 5 sec increment' issue - is this still a bug or is there a fix action I can take?

Thanks in advance.

Welchbloke
Title: Re: v2.5.0 Bugs Thread
Post by: Garfunkel on January 13, 2024, 07:40:14 AM
Turn sensors off and see if that fixes it. If it doesn't, then there's probably a MFC or BFC trying to fire somewhere.
Title: Re: v2.5.0 Bugs Thread
Post by: welchbloke on January 13, 2024, 07:52:29 AM
Turn sensors off and see if that fixes it. If it doesn't, then there's probably a MFC or BFC trying to fire somewhere.
It was a fleet's worth of BFC.  ::)

I'd hadn't told the fleet to cease fire after the last enemy target had been destroyed.

I used to know about checking the MFC/BFC - I've forgotten some many things about Aurora in the 6 months between games.....

Thanks.

Welchbloke
Title: Re: v2.5.0 Bugs Thread
Post by: welchbloke on January 13, 2024, 01:33:51 PM
So another odd situation that seems to be a bug. I have a fleet with an active sensor that has previously detected spoiler race ships in orbit of planet. They were detected when my race first entered sensor range of the planet. Since then I have fought a pitched battle with the spoilers across the system, retreated briefly and conducted a JP assault and only 24 previously detected ships remain. They are a mix of FACs and support ships (I think). The problem is that they aren't being detected by my race anymore. Initially I thought the spoilers had headed off into a quiet corner of the system and were out of sensor range. I've just checked in the DB and their x-y coordinates are that of the planet I detected them at in the beginning. I have a fleet well within sensor range with a resolution that should detect the spoiler ships but they aren't being reported as contacts.

Anyone got any suggestions for a fix?

Welchbloke
Title: Re: v2.5.0 Bugs Thread
Post by: captainwolfer on January 13, 2024, 01:45:13 PM
So another odd situation that seems to be a bug. I have a fleet with an active sensor that has previously detected spoiler race ships in orbit of planet. They were detected when my race first entered sensor range of the planet. Since then I have fought a pitched battle with the spoilers across the system, retreated briefly and conducted a JP assault and only 24 previously detected ships remain. They are a mix of FACs and support ships (I think). The problem is that they aren't being detected by my race anymore. Initially I thought the spoilers had headed off into a quiet corner of the system and were out of sensor range. I've just checked in the DB and their x-y coordinates are that of the planet I detected them at in the beginning. I have a fleet well within sensor range with a resolution that should detect the spoiler ships but they aren't being reported as contacts.

Anyone got any suggestions for a fix?

Welchbloke
are your active sensors on?
Title: Re: v2.5.0 Bugs Thread
Post by: welchbloke on January 13, 2024, 01:50:28 PM
So another odd situation that seems to be a bug. I have a fleet with an active sensor that has previously detected spoiler race ships in orbit of planet. They were detected when my race first entered sensor range of the planet. Since then I have fought a pitched battle with the spoilers across the system, retreated briefly and conducted a JP assault and only 24 previously detected ships remain. They are a mix of FACs and support ships (I think). The problem is that they aren't being detected by my race anymore. Initially I thought the spoilers had headed off into a quiet corner of the system and were out of sensor range. I've just checked in the DB and their x-y coordinates are that of the planet I detected them at in the beginning. I have a fleet well within sensor range with a resolution that should detect the spoiler ships but they aren't being reported as contacts.

Anyone got any suggestions for a fix?

Welchbloke
are your active sensors on?

Yes, I even turned them on and off several times while moving in and out of range of the planet.
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 13, 2024, 02:00:58 PM
So another odd situation that seems to be a bug. I have a fleet with an active sensor that has previously detected spoiler race ships in orbit of planet. They were detected when my race first entered sensor range of the planet. Since then I have fought a pitched battle with the spoilers across the system, retreated briefly and conducted a JP assault and only 24 previously detected ships remain. They are a mix of FACs and support ships (I think). The problem is that they aren't being detected by my race anymore. Initially I thought the spoilers had headed off into a quiet corner of the system and were out of sensor range. I've just checked in the DB and their x-y coordinates are that of the planet I detected them at in the beginning. I have a fleet well within sensor range with a resolution that should detect the spoiler ships but they aren't being reported as contacts.

Anyone got any suggestions for a fix?

Welchbloke
are your active sensors on?

Yes, I even turned them on and off several times while moving in and out of range of the planet.

This may be a dumb question, but have you saved the game before opening the DB?

I only ask because I have, more than once, poked around in the DB trying to figure out why something was happening, gotten confused, and then realized that the DB was not representative of the actual game because I had not saved yet. I'm sure old VB6 players who were used to the DB being saved after every increment can relate to this as well.
Title: Re: v2.5.0 Bugs Thread
Post by: welchbloke on January 13, 2024, 02:07:19 PM

This may be a dumb question, but have you saved the game before opening the DB?

I only ask because I have, more than once, poked around in the DB trying to figure out why something was happening, gotten confused, and then realized that the DB was not representative of the actual game because I had not saved yet. I'm sure old VB6 players who were used to the DB being saved after every increment can relate to this as well.

Reasonable question, I did save before opening.  I was adding waypoints, saving and checking where they were before I finally realised the spoilers were still in orbit around the planet. I cross-checked x-y between fleet, waypoint (added to planet) and planet location.
Title: Re: v2.5.0 Bugs Thread
Post by: kyonkundenwa on January 14, 2024, 02:44:16 AM
Summary: Routine ground unit class design resulted in a "Race-designed Engine" research topic (in Power and Propulsion) with an unusual RP requirement which when researched did not create any component nor ground unit.

I finally researched Advanced Genetic Enhancement and decided to create some top-of-the-line boarding troops. I selected Infantry, CAP, Heavy Powered Infantry Armor, Boarding Combat, and Advanced Genetic Enhancement, which results in a research cost of 273 (Image 1). After clicking "create" I went to the economics->research screen to research my new ground unit but the tech wasn't there. Certain that I had indeed clicked "create"-but without searching too hard-I decided to design and research the HQ for these elite boarders which occurred normally, while waiting to see if the research topic for the CAP troops magically turned up.

About 3 months [and a few IRL hours plus a save/quit/load] later, as I was cleaning out a bunch of test prototype engines by making them into research prototypes and then deleting their project entries, I noted the missing ground unit class research topic in Power and Propulsion which had the correct name but an RP cost of 501 which does not correspond to the cost of 273 noted above (Image 2). I SM-researched it but there was no result: no engine in the class design nor technology report windows, and no ground unit class available in the ground unit formation template screen. DB attached in case it helps.

I can't replicate it, designing the same class again achieves the desired normal result. I have seen this problem before so I suspect (hope?) others have as well.
Title: Re: v2.5.0 Bugs Thread
Post by: tastythighs on January 14, 2024, 06:06:21 AM
Summary: Routine ground unit class design resulted in a "Race-designed Engine" research topic (in Power and Propulsion) with an unusual RP requirement which when researched did not create any component nor ground unit.

I finally researched Advanced Genetic Enhancement and decided to create some top-of-the-line boarding troops. I selected Infantry, CAP, Heavy Powered Infantry Armor, Boarding Combat, and Advanced Genetic Enhancement, which results in a research cost of 273 (Image 1). After clicking "create" I went to the economics->research screen to research my new ground unit but the tech wasn't there. Certain that I had indeed clicked "create"-but without searching too hard-I decided to design and research the HQ for these elite boarders which occurred normally, while waiting to see if the research topic for the CAP troops magically turned up.

About 3 months [and a few IRL hours plus a save/quit/load] later, as I was cleaning out a bunch of test prototype engines by making them into research prototypes and then deleting their project entries, I noted the missing ground unit class research topic in Power and Propulsion which had the correct name but an RP cost of 501 which does not correspond to the cost of 273 noted above (Image 2). I SM-researched it but there was no result: no engine in the class design nor technology report windows, and no ground unit class available in the ground unit formation template screen. DB attached in case it helps.

I can't replicate it, designing the same class again achieves the desired normal result. I have seen this problem before so I suspect (hope?) others have as well.

I have had a similar thing happen, a plasma carronade I tried to research did not appear as expected and only later did I realise that the project had appeared in Sensors & Control Systems for 0 RP.
Title: Re: v2.5.0 Bugs Thread
Post by: Louella on January 14, 2024, 09:27:27 AM
I SM-researched it but there was no result: no engine in the class design nor technology report windows, and no ground unit class available in the ground unit formation template screen. DB attached in case it helps.

looking at your database (in the table FCT_TechSystemID), the... "Kousotsu Kaihetai-Keikikanjyuudan (71-shi)" is shown as being a jump engine (techtype 119). should probably appear in that category.

I've seen something along these lines, where somehow something that I've typed into a text box somewhere, has appeared incorrectly as the name of a project. I'm not sure how it occurs or how to try and replicate it though.
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 14, 2024, 11:41:45 AM
I have also seen the same thing once or twice, I attempted to create a component research project and it created a project in an unrelated category instead. Usually the fix is to delete that tech and re-create the component project. I've been unable to reproduce the bug consistently so it must be a rare and random thing.
Title: Re: v2.5.0 Bugs Thread
Post by: db48x on January 14, 2024, 04:23:10 PM
As I recall, that happens when you have multiple tech design window open. When you focus them they overwrite each other’s global variables, resulting in broken techs. The only fix once it has happened is to find and delete the tech that ended up in the wrong category and recreate it.
Title: Re: v2.5.0 Bugs Thread
Post by: buczbucz on January 14, 2024, 05:42:00 PM
Unless I understand it incorrectly, rules state that if a ship A is between 20% and 25% larger than ship B then only 1 way refit should be possible - from ship A to ship B (as the change is less than 20% of it's current size).  I. e.  you can refit from 2538 tons to 2061 tons, but you cannot refit from 2061 tons to 2538 tones (as it's above 20% change).

Info in the new "Priorities / Misc" screen might be incorrect, as for the bigger ship under "refit from listed class to current class" it list the smaller ship, and for the smaller ship it doesn't list anything.

Instead for the bigger ship it should list the small ship under "refit from current class to listed class", and for the smaller ship it should list the bigger ship under "refit from listed class to current class".

Attaching some screenshots that show this problem.
Title: Re: v2.5.0 Bugs Thread
Post by: Steve Walmsley on January 14, 2024, 05:42:31 PM
As I recall, that happens when you have multiple tech design window open. When you focus them they overwrite each other’s global variables, resulting in broken techs. The only fix once it has happened is to find and delete the tech that ended up in the wrong category and recreate it.

Unlike other windows, you should only be able to have one Create Project window open at once. The Shift-click option is blocked for that.
Title: Re: v2.5.0 Bugs Thread
Post by: db48x on January 14, 2024, 06:30:53 PM
As I recall, that happens when you have multiple tech design window open. When you focus them they overwrite each other’s global variables, resulting in broken techs. The only fix once it has happened is to find and delete the tech that ended up in the wrong category and recreate it.

Unlike other windows, you should only be able to have one Create Project window open at once. The Shift-click option is blocked for that.

How does the same bug keep happening then?
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 14, 2024, 07:11:36 PM
As I recall, that happens when you have multiple tech design window open. When you focus them they overwrite each other’s global variables, resulting in broken techs. The only fix once it has happened is to find and delete the tech that ended up in the wrong category and recreate it.

Unlike other windows, you should only be able to have one Create Project window open at once. The Shift-click option is blocked for that.

I create more by accident very frequently from the class design screen.
Title: Re: v2.5.0 Bugs Thread
Post by: Snoman314 on January 14, 2024, 08:30:55 PM
As I recall, that happens when you have multiple tech design window open. When you focus them they overwrite each other’s global variables, resulting in broken techs. The only fix once it has happened is to find and delete the tech that ended up in the wrong category and recreate it.

Unlike other windows, you should only be able to have one Create Project window open at once. The Shift-click option is blocked for that.

I create more by accident very frequently from the class design screen.

I never use shift-click and I always end up with multiple Create Project windows open..
Title: Re: v2.5.0 Bugs Thread
Post by: Steve Walmsley on January 15, 2024, 05:17:40 AM
As I recall, that happens when you have multiple tech design window open. When you focus them they overwrite each other’s global variables, resulting in broken techs. The only fix once it has happened is to find and delete the tech that ended up in the wrong category and recreate it.

Unlike other windows, you should only be able to have one Create Project window open at once. The Shift-click option is blocked for that.

I create more by accident very frequently from the class design screen.

Ah! That's the problem. I prevented multiple shift-clicks but forgot about the button on the class window.
Title: Re: v2.5.0 Bugs Thread
Post by: db48x on January 15, 2024, 12:14:53 PM
Ah! That's the problem. I prevented multiple shift-clicks but forgot about the button on the class window.

And just to double check, the other tech design windows don’t interfere with each other or with the general tech design window? I would try it out myself, but I am away from my main computer for a few days.
Title: Re: v2.5.0 Bugs Thread
Post by: Adzikus on January 15, 2024, 12:29:33 PM
Some minor thing, maybe not a bug.

On Commanders window, when using Manticore Rank Theme, we see only 4 chars of rank, but there is 5 characters. . .  And I must check on Fleet Organization window which rank I need.
Title: Re: v2.5.0 Bugs Thread
Post by: Garfunkel on January 16, 2024, 02:48:17 AM
Patch 2.5.1 when?  ;D
Title: Re: v2.5.0 Bugs Thread
Post by: Steve Walmsley on January 16, 2024, 07:07:44 AM
Patch 2.5.1 when?  ;D

Sorry, distractions :)

I hope this week.
Title: Re: v2.5.0 Bugs Thread
Post by: simast on January 16, 2024, 01:33:49 PM
Minor thing: The "Wrecks" checkbox on galactic map display tab is not saved (at least visually). E.g. restarting Aurora I can see wrecks on the map but the checkbox is unchecked.

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: gruuu on January 17, 2024, 05:52:15 AM
I have a civilian freighter (FT Primeau Small F8 004) in my fleet

Freighter was damaged by spoiler (engine) and
has been removed from fleet SPL Primeau Transport
Since he was supposed to bring a mine to one of my colonies, I repaired him with SM and he continued his mission.
But I couldn't control him

Later I received a message about fuel shortage.
I took him to his destination with a tug and finished the tugging.
From then on I could control him
Title: Re: v2.5.0 Bugs Thread
Post by: Ragnarsson on January 17, 2024, 05:53:46 PM
Minor thing: The "Wrecks" checkbox on galactic map display tab is not saved (at least visually). E.g. restarting Aurora I can see wrecks on the map but the checkbox is unchecked.
The exact same thing happens with the checkbox for "Aether Rift". This is a visual issue only, the status itself is saved correctly.

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: Ragnarsson on January 18, 2024, 02:59:21 PM
I get an error popup that states:

"2.5.0 Function #2765: Collection was modified; enumeration operation may not execute."

This occurs whenever a captured/rescued commander dies on a ship due to life support failure. In my particular case, the order of events was as follows:
- Hostile ship destroys one of my ships, then rescues/captures the survivors.
- Later, I engage the hostile ship, capturing it in boarding action.
- The captured ship's life support is damaged, and the captives/rescuees start dying before the ship can be towed to a maintenance facility or colony.
- When a captured/rescued officer dies due to this, the error popup occurs. It does not seem to have a lasting detrimental effect.
Title: Re: v2.5.0 Bugs Thread
Post by: Kaiser on January 19, 2024, 12:22:18 PM
Sorry guys one question, I was annihilated by some ugly lizards from Proxima Centaury and I am about to restart a new campaign, however I see that the 2.5.1 contains the spaceport change which is also a DB change. Would this prevent me to continue a new campaign if I start now and considering Steve is about to release it soon?
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 19, 2024, 12:31:17 PM
Sorry guys one question, I was annihilated by some ugly lizards from Proxima Centaury and I am about to restart a new campaign, however I see that the 2.5.1 contains the spaceport change which is also a DB change. Would this prevent me to continue a new campaign if I start now and considering Steve is about to release it soon?

If you are comfortable with minor DB editing, it is a trivial change that you can make by yourself, and I'd be willing to bet you 100 duranium that even if you don't make this one change, you can use the new EXE file and it will work fine.
Title: Re: v2.5.0 Bugs Thread
Post by: captainwolfer on January 19, 2024, 02:31:07 PM
If you are comfortable with minor DB editing, it is a trivial change that you can make by yourself, and I'd be willing to bet you 100 duranium that even if you don't make this one change, you can use the new EXE file and it will work fine.
What programs can be used to modify the database?
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 19, 2024, 03:04:39 PM
If you are comfortable with minor DB editing, it is a trivial change that you can make by yourself, and I'd be willing to bet you 100 duranium that even if you don't make this one change, you can use the new EXE file and it will work fine.
What programs can be used to modify the database?

I have used DB Browser successfully for some time now.
Title: Re: v2.5.0 Bugs Thread
Post by: Kamilo on January 20, 2024, 10:10:31 AM
I'm getting this message  (sorry for german) since a spoiler race appeared in sol. I have to keep pressing enter to get through all of them. because of that, I cant play it really anymore. any fix for this?

Title: Re: v2.5.0 Bugs Thread
Post by: Louella on January 20, 2024, 10:50:33 AM
I'm getting this message  (sorry for german) since a spoiler race appeared in sol. I have to keep pressing enter to get through all of them. because of that, I cant play it really anymore. any fix for this?

do you also get errors numbered 1943 and 1954, as well as 478 ?



I was getting that error, the only thing that I could do was hold down the "Esc" key to dismiss the popups.
Not sure what causes it, but it seems to be something to do with ships entering sensor range of aliens.
Title: Re: v2.5.0 Bugs Thread
Post by: Kamilo on January 20, 2024, 11:00:10 AM
I'm getting this message  (sorry for german) since a spoiler race appeared in sol. I have to keep pressing enter to get through all of them. because of that, I cant play it really anymore. any fix for this?

do you also get errors numbered 1943 and 1954, as well as 478 ?



I was getting that error, the only thing that I could do was hold down the "Esc" key to dismiss the popups.
Not sure what causes it, but it seems to be something to do with ships entering sensor range of aliens.

Yes I'm getting 1943, 1954 and 478. Did you somehow manage to fix it?
Title: Re: v2.5.0 Bugs Thread
Post by: Louella on January 20, 2024, 11:21:32 AM
I'm getting this message  (sorry for german) since a spoiler race appeared in sol. I have to keep pressing enter to get through all of them. because of that, I cant play it really anymore. any fix for this?

do you also get errors numbered 1943 and 1954, as well as 478 ?

I was getting that error, the only thing that I could do was hold down the "Esc" key to dismiss the popups.
Not sure what causes it, but it seems to be something to do with ships entering sensor range of aliens.

Yes I'm getting 1943, 1954 and 478. Did you somehow manage to fix it?


I defeated the aliens that were causing the problem, which "fixed" it.
But if it's the Spoilers that are causing it for you, then I'm not sure if that's fixable in the same way, since those Spoilers never run out of ships as far as I know.
Title: Re: v2.5.0 Bugs Thread
Post by: ExecCrawfish on January 20, 2024, 01:09:20 PM
This may have been reported already, but ship decoys cause an error when using 'load previous' in the missile design screen - after selecting them, 'decoy missile' must be checked manually to make the design screen behave properly. 
Title: Re: v2.5.0 Bugs Thread
Post by: welchbloke on January 20, 2024, 01:30:30 PM

This may be a dumb question, but have you saved the game before opening the DB?

I only ask because I have, more than once, poked around in the DB trying to figure out why something was happening, gotten confused, and then realized that the DB was not representative of the actual game because I had not saved yet. I'm sure old VB6 players who were used to the DB being saved after every increment can relate to this as well.

Reasonable question, I did save before opening.  I was adding waypoints, saving and checking where they were before I finally realised the spoilers were still in orbit around the planet. I cross-checked x-y between fleet, waypoint (added to planet) and planet location.
Resurecting this question - has anyone else had this happen to them? This is where several spoiler ships are in a system but do not appear on my ships sensors. I'm not confinved my ships are appearing on the spoilers' sensors either as they don't engage my ships even when they are sat on top of them. If is only for a specific set of spoiler ships in one system. I've used the same fleet of mine to engage and destroy another set of spoilers in another system; so the ships can definitely detect the spoilers. There appears to be some bug with the ships in this specific system. I've attached the db in case anyone fancies having a look. The ships are in the Yfaliamlwch system which is system number 13362 in the DB.
Title: Re: v2.5.0 Bugs Thread
Post by: nakorkren on January 20, 2024, 02:40:45 PM
When the last unit in a higher hierarchy (i.e. battalion level) was destroyed by the enemy, all subordinate formations became invisible, i.e. not listed in the Ground Forces window or the GU/Stockpiles tab. I can only see the units still exist because 1) They're still killing and dying, and 2) I can load them into troop transports and unload them again, but that doesn't make them visible again.

Note in case it matters, playing a 2.4.0 game that I manually upgraded to 2.5.0 per instructions from Steve.

EDIT: I tried loading them into the ships, then toggling on "Show Ships" in the OOB, selecting them while they were in the ship, clearing hierarchy for each unit, and then unloading back onto the planet. That did the trick, I can now see them in the normal OOB again. Seems like the intended behavior when a superior formation is killed should be to either move up a level in the hierarchy or fall out of the hierarchy to be at the level of the local population.
Title: Re: v2.5.0 Bugs Thread
Post by: Louella on January 20, 2024, 02:58:26 PM
When the last unit in a higher hierarchy (i.e. battalion level) was destroyed by the enemy, all subordinate formations became invisible, i.e. not listed in the Ground Forces window or the GU/Stockpiles tab. I can only see the units still exist because 1) They're still killing and dying, and 2) I can load them into troop transports and unload them again, but that doesn't make them visible again.

Note in case it matters, playing a 2.4.0 game that I manually upgraded to 2.5.0 per instructions from Steve.

I've also had this happen in 2.5.0. Loading them onto transports allows you to recover them into the OOB in the Ground Forces window, but it is quite fiddly to sort them out.
Title: Re: v2.5.0 Bugs Thread
Post by: Kamilo on January 20, 2024, 04:05:24 PM
I'm getting this message  (sorry for german) since a spoiler race appeared in sol. I have to keep pressing enter to get through all of them. because of that, I cant play it really anymore. any fix for this?

do you also get errors numbered 1943 and 1954, as well as 478 ?

I was getting that error, the only thing that I could do was hold down the "Esc" key to dismiss the popups.
Not sure what causes it, but it seems to be something to do with ships entering sensor range of aliens.

Yes I'm getting 1943, 1954 and 478. Did you somehow manage to fix it?


I defeated the aliens that were causing the problem, which "fixed" it.
But if it's the Spoilers that are causing it for you, then I'm not sure if that's fixable in the same way, since those Spoilers never run out of ships as far as I know.

I feared you would say something like this. The aliens that are probably causing the problem are an npr and they are in several systems. So it will be quite the effort, mostly because of the time wasted closing the windows...
Title: Re: v2.5.0 Bugs Thread
Post by: AlStar on January 20, 2024, 07:43:53 PM
Posting here to increase visibility:
Quote
Not sure if this falls under a suggestion or a bug report; but could we get consistent aspect ratios on flags between different screens?

On the Race screen, the flag is displayed at 300 x 175; but on the Intelligence screen, it's only 230 x 175. This leads to flags that are either squished in the intelligence window, or stretched on the Race screen. Aesthetically, it would be better if they were the same.
For the record, I'd rather both were the larger, rectangular shape - it works much better for flags.

SJW: Fixed for v2.5.1
Title: Re: v2.5.0 Bugs Thread
Post by: simast on January 21, 2024, 08:42:55 AM
Not sure if this is a bug.. but if I replace 5x Small Maintenance Storage Bays (total 50 tons) with just 1 Maintenance Storage Bay (also 50 tons size) - the ship becomes ~5 tons larger. Maybe the normal module is larger than indicated in the description?

SJW: Removed crew requirement for next DB patch.
Title: Re: v2.5.0 Bugs Thread
Post by: kyonkundenwa on January 21, 2024, 11:24:28 AM
Not sure if this is a bug.. but if I replace 5x Small Maintenance Storage Bays (total 50 tons) with just 1 Maintenance Storage Bay (also 50 tons size) - the ship becomes ~5 tons larger. Maybe the normal module is larger than indicated in the description?
The MSB requires 1 crewman; your vessel is becoming larger due to the addition of a crew quarters (- tiny).
The "bug" would be more a discussion of whether the Small MSB is objectively superior to the regular MSB, which would be unusual as larger storage items are typically cheaper and/or more efficient. 5x Small MSB hold the same MSP as 1x regular MSB, take up the same amount of space (or less if the MSB's added crewman requires additional crew quarters), cost the same in BP (the regular MSB can be more expensive if you consider the added crew quarters), cost only 2 more in minerals (in this case only 1 more because of the addition of the crew quarters - tiny), and have the same HTK (0).
Title: Re: v2.5.0 Bugs Thread
Post by: welchbloke on January 21, 2024, 11:49:49 AM

This may be a dumb question, but have you saved the game before opening the DB?

I only ask because I have, more than once, poked around in the DB trying to figure out why something was happening, gotten confused, and then realized that the DB was not representative of the actual game because I had not saved yet. I'm sure old VB6 players who were used to the DB being saved after every increment can relate to this as well.

Reasonable question, I did save before opening.  I was adding waypoints, saving and checking where they were before I finally realised the spoilers were still in orbit around the planet. I cross-checked x-y between fleet, waypoint (added to planet) and planet location.
Resurecting this question - has anyone else had this happen to them? This is where several spoiler ships are in a system but do not appear on my ships sensors. I'm not confinved my ships are appearing on the spoilers' sensors either as they don't engage my ships even when they are sat on top of them. If is only for a specific set of spoiler ships in one system. I've used the same fleet of mine to engage and destroy another set of spoilers in another system; so the ships can definitely detect the spoilers. There appears to be some bug with the ships in this specific system. I've attached the db in case anyone fancies having a look. The ships are in the Yfaliamlwch system which is system number 13362 in the DB.
This is getting stranger and stranger. I have a fleet with active sensors sitting on top of a group of wrecks that have all been salvaged by a spoiler salvage ship and I still cannot pick it up on sensors - really odd. I think I'm going to have to delete the spoiler ships from the DB - any advice on what fields to modify other than FCT_Fleet and FCT_Ship?
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 21, 2024, 12:10:13 PM
This is getting stranger and stranger. I have a fleet with active sensors sitting on top of a group of wrecks that have all been salvaged by a spoiler salvage ship and I still cannot pick it up on sensors - really odd. I think I'm going to have to delete the spoiler ships from the DB - any advice on what fields to modify other than FCT_Fleet and FCT_Ship?

I'd suggest not doing this because it is likely to cause some bugs, since fleets and ships intersect with several other mechanics/tables.

What might be more useful is to look through the spoiler fleets and identify what system they're in. There have been some weird bugs involving spoiler ships acting like they're in one system while being in another system in the past.

Attaching the DB here, alongside such analysis, could be more useful to Steve.
Title: Re: v2.5.0 Bugs Thread
Post by: welchbloke on January 21, 2024, 01:31:55 PM
This is getting stranger and stranger. I have a fleet with active sensors sitting on top of a group of wrecks that have all been salvaged by a spoiler salvage ship and I still cannot pick it up on sensors - really odd. I think I'm going to have to delete the spoiler ships from the DB - any advice on what fields to modify other than FCT_Fleet and FCT_Ship?

I'd suggest not doing this because it is likely to cause some bugs, since fleets and ships intersect with several other mechanics/tables.

What might be more useful is to look through the spoiler fleets and identify what system they're in. There have been some weird bugs involving spoiler ships acting like they're in one system while being in another system in the past.

Attaching the DB here, alongside such analysis, could be more useful to Steve.
Understood on the advice not to delete, I included the DB in a previous post but adding an updated version here. When I look in the DB the ships are showing in system 13362, which is the system I detected them in. I've double checked the DB and that is definitely the same system. Looking at the system in the DB No Sensor Checks is toggled to '1'. Is there a selection in the game where I could have inadvertantly set No Sensor Checks? If so this is most likely what the issue is.
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 21, 2024, 02:27:45 PM
Looking at the system in the DB No Sensor Checks is toggled to '1'. Is there a selection in the game where I could have inadvertantly set No Sensor Checks? If so this is most likely what the issue is.

It's the game settings (gear button at top-right). Possibly you had this turned off for optimization and forgot to turn it back on?
Title: Re: v2.5.0 Bugs Thread
Post by: Louella on January 21, 2024, 02:33:56 PM
I feared you would say something like this. The aliens that are probably causing the problem are an npr and they are in several systems. So it will be quite the effort, mostly because of the time wasted closing the windows...
Yeah, though I found that if I held down the ESC key, it would close all those windows quicker than other methods.
If you upload your database though, Steve might be able to find what is causing the problem, and patch it out.
sorry I can't be of any more help.
Title: Re: v2.5.0 Bugs Thread
Post by: welchbloke on January 21, 2024, 02:47:57 PM
Looking at the system in the DB No Sensor Checks is toggled to '1'. Is there a selection in the game where I could have inadvertantly set No Sensor Checks? If so this is most likely what the issue is.

It's the game settings (gear button at top-right). Possibly you had this turned off for optimization and forgot to turn it back on?

Couldn't find it in the game settings but changed the value to 0 in the DB - problem solved. I can now detect the spoilers :)

I must have changed the setting but I don't recall doing it and I now cannot find the toggle I selected  :o
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 21, 2024, 02:57:41 PM
Couldn't find it in the game settings but changed the value to 0 in the DB - problem solved. I can now detect the spoilers :)

I must have changed the setting but I don't recall doing it and I now cannot find the toggle I selected  :o

See the attached image in case it is helpful in the future.  :)
Title: Re: v2.5.0 Bugs Thread
Post by: Cobaia on January 21, 2024, 02:58:34 PM
Hello everyone,

Don't know if this is known:

Create a Station with Hanger;
Add Parasites to Station;
Tracktor Station;
Parasites disappear;
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 21, 2024, 03:03:17 PM
Hello everyone,

Don't know if this is known:

Create a Station with Hanger;
Add Parasites to Station;
Tracktor Station;
Parasites disappear;

Known and fixed for 2.5.1. (https://aurora2.pentarch.org/index.php?topic=13421.msg167510#msg167510)
Quote
Fixed a bug that causes deletion of parasites if a ship with parasites is detached from a fleet that is subsequently deleted, before the game is saved and restarted.
In the future I recommend to check the change log before reporting a bug.  ;)
Title: Re: v2.5.0 Bugs Thread
Post by: welchbloke on January 21, 2024, 03:20:05 PM
Couldn't find it in the game settings but changed the value to 0 in the DB - problem solved. I can now detect the spoilers :)

I must have changed the setting but I don't recall doing it and I now cannot find the toggle I selected  :o

See the attached image in case it is helpful in the future.  :)
Thanks and Doh! how did I miss that?
Title: Re: v2.5.0 Bugs Thread
Post by: kyonkundenwa on January 21, 2024, 09:04:57 PM
Couldn't find it in the game settings but changed the value to 0 in the DB - problem solved. I can now detect the spoilers :)

I must have changed the setting but I don't recall doing it and I now cannot find the toggle I selected  :o

See the attached image in case it is helpful in the future.  :)
Thanks and Doh! how did I miss that?
The setting in that menu shouldn't cause your issue as you'll note that the "no detection" setting is called "none without player presence". If "none without player presence" causes your player race to be unable to detect other vessels, you should report the bug again.
Title: Re: v2.5.0 Bugs Thread
Post by: rainyday on January 21, 2024, 10:14:14 PM
I'm consistently getting a "2.5.0 Function #111: Object reference not set to an instance of an object" when I pass 1 or more days in the attached game. Sometimes this is accompanied by "Function #13" and "Function #14" errors as well.

The errors began immediately after my scout fighter was boarded by the Swarm.

The errors appear to be caused by ShipID 89859 (owned by race 594) in Fleet 131515 (owned by race 588... which is me).

So, I checked just now, and the ship actually shows up in my Naval Organization tab (It's under United Combat Command -> Expeditionary Forces Command -> FTR-04 R-1A "Dragonfly" 002) and I can give it orders.

It appears that the vessel changed ownership but didn't get removed from its old fleet.

Deleting the ship from the database gets rid of the errors.
Title: Re: v2.5.0 Bugs Thread
Post by: nuclearslurpee on January 21, 2024, 10:16:25 PM
I'm consistently getting a "2.5.0 Function #111: Object reference not set to an instance of an object" when I pass 1 or more days in the attached game. Sometimes this is accompanied by "Function #13" and "Function #14" errors as well.

The errors began immediately after my scout fighter was boarded by the Swarm.

The errors appear to be caused by ShipID 89859 (owned by race 594) in Fleet 131515 (owned by race 588... which is me).

So, I checked just now, and the ship actually shows up in my Naval Organization tab (It's under United Combat Command -> Expeditionary Forces Command -> FTR-04 R-1A "Dragonfly" 002) and I can give it orders.

It appears that the vessel changed ownership but didn't get removed from its old fleet.

Deleting the ship from the database gets rid of the errors.

Out of curiosity, did you try saving and reloading? This sounds similar to the under-the-hood mechanics behind the disappearing parasites bug Steve already fixed, so the bug could be in the same part of the code.
Title: Re: v2.5.0 Bugs Thread
Post by: rainyday on January 21, 2024, 10:28:32 PM
Out of curiosity, did you try saving and reloading? This sounds similar to the under-the-hood mechanics behind the disappearing parasites bug Steve already fixed, so the bug could be in the same part of the code.

Yes, unfortunately, saving and reloading was the first thing I tried. It reproduces reliably from the database backup that I made before I started poking around.

I first thought it might be related to the parasites bug as well, but I'm not sure since this fighter wasn't in a hangar at the time. It was in its own fleet because I had sent it on a suicide heroic and daring mission through a suspected hostile jump point.
Title: Re: v2.5.0 Bugs Thread
Post by: welchbloke on January 22, 2024, 01:49:09 AM
Couldn't find it in the game settings but changed the value to 0 in the DB - problem solved. I can now detect the spoilers :)

I must have changed the setting but I don't recall doing it and I now cannot find the toggle I selected  :o

See the attached image in case it is helpful in the future.  :)
Thanks and Doh! how did I miss that?
The setting in that menu shouldn't cause your issue as you'll note that the "no detection" setting is called "none without player presence". If "none without player presence" causes your player race to be unable to detect other vessels, you should report the bug again.
Thinking about it a but more, I agree it doesn't seem like it should have caused my issue. The 'no sensor checks' toggle in the DB was only active in one system not for any other systems that my empire had ships in (or in fact any systems in the DB).
Title: Re: v2.5.0 Bugs Thread
Post by: Kaiser on January 23, 2024, 06:45:11 AM
Patch 2.5.1 when?  ;D

Up  ;D
Title: Re: v2.5.0 Bugs Thread
Post by: AlStar on January 23, 2024, 10:56:47 PM
Has anyone else noticed that they're only getting commanders from planets that have an academy, and that the homeworld of those commanders matches up exactly with the academy?

All my Earth-born commanders went to the Earth academy, all my Luna-born commanders went to Luna academy, all Bernard's Star-born commanders went to Bernard's Star academy; and, now that it's been a few years after I transported an academy there, I'm starting to find some Europa-born commanders that went to Europa-U.

However, despite having a population of 241 million (compared to 2.6 million Europeans), there's not a single Mars-born commander; nor anyone from my colonies on Upsilon or Kruger 60 - presumably because they don't have an academy.

I'd swear that we used to get commanders from all over our empire attending our academies.

Note: given that academies can be set up without a population, does this mean that if I set up a Venus-U, I'd start getting Venusian commanders, or would I just never see anyone with a graduate degree from Venus, since there's no population to pull from?
Title: Re: v2.5.0 Bugs Thread
Post by: Steve Zax on January 24, 2024, 10:58:37 AM
Just as long as we don't get commanders from Proxima Centauri A&M, or Tau Ceti Community College.

(Or Texas Tech!)