Author Topic: v4.6 Bugs  (Read 7110 times)

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Offline Steve Walmsley

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Re: V4.6 Bugs-PAUSE BUTTON..
« Reply #15 on: November 09, 2009, 04:38:39 AM »
Quote from: "waresky"
Steve.
Another button bugged: on F2-Shipyard activities: PAUSE BUTTON not functioning.
Not sure which pause button you mean as there is more than one. However, I did find an error for the pause button on the Shipyard Tasks tab where it was keeping the same task selected after you pressed pause, so if you pressed pause twice instead of pause/unpause you paused two ships. I have fixed that for v4.61

Steve
 

Offline Steve Walmsley

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Re: V4.6 Bugs
« Reply #16 on: November 09, 2009, 04:40:23 AM »
Quote from: "lastverb"
is it only me or auto-turn button dont work, it was working in 4.46 before patching
It seems to be working for me, although I have learned that is never a guarantee it will work for everyone :). How is the problem manifesting? Does nothing happen if you press the button or is it doing one increment and stopping?

Steve
 

Offline Steve Walmsley

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Re: V4.6 Bugs
« Reply #17 on: November 09, 2009, 04:45:48 AM »
Quote from: "zirman"
Hi Steve,
i upgraded my 4.46 to 4.6 and so far was fine but after 1 year of gametime the time now is only running like 5 seconds (or similar) each time i push any of the "time control" bottons, and furthermore the same happen if i chose the "automated turns" from the system map...
Are you getting any event messages on the 5 second increments. It is possible two NPRs are fighting and the game will run small increments until the battle is over. If you aren't getting messages it sounds like another yoyo problem and I wouldn't mind seeing the database in that case.

Quote from: "zirman"
inside the Office Corps window when i changed the rank and seniority from 9 to 2 i got this message that is not allowing to do anything else:

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

i can only click on "ok" in this error window but it coming immediatly again and i cannot do anything....
Please could you confirm how you changed seniority. Was it by moving the rank down using the arrows? If so, did the error occur as you moved to rank to the last position?

Steve
 

Offline Steve Walmsley

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Re: V4.6 Bugs
« Reply #18 on: November 09, 2009, 04:50:22 AM »
Quote from: "Hawkeye"
It even doesn´t update when time advances. If you form a new colony or assign an officer to a colony, it will still show "R2 officer required" and the new colony will never show up. When I click the "hide CMC button, the window refreshes, however.

And now to something completely different:

Ok, this is not a bug at all, but the result of the changes made in 4.x in how advancing time is done.
I started a new 4.6 game, normal start with 3 computer controlled NPRs.
About 18 months into the game (which took about 1.5 hours, as there wasn´t a whole lot to do but ferrying some colonists and mines to Mars/Titan and do some research), at least one of the NPRs started to do something (I don´t know what, but it affects gameplay tremendously)

I am doing 5-day-increments.
Time advances 15 (mostely) or 30 (sometimes) minutes for about 30 times. Then time advances between 8 hours and 2 days for a total of between 4 and 8 days, then it´s back to 15 minutes again, rince, repeate.

As I said above, it took me about 90 minutes real time to advance 18 months game time at the start. It took me another 90 minutes to advance another 8 weeks, which is a PITA.

Now, this is not exactely a complaint, I just wanted to let you know that this behaviour is very frustrating.
I could probably use the auto-turn feature, you introduced, hit "run turn" and go to the kitchen, make some coffee and check every half hour or so, but this isn´t exactely what I call gaming either.

I have no idea how to solve it, because I sure don´t want to go back to the 3.x way of doing time increments, but perhaps you or some of the bright people around here can come up with something.
Where you getting any SM event messages about increments being adjusted or was it just a series of short increments? It is possible NPRs were fighting or interacting in some way. If that is the case, the automated turns will make things go much faster and with less frustration (I usually browse the net during a long NPR battle :)

Steve
 

Offline Steve Walmsley

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Re: V4.6 Bugs-Latest Version
« Reply #19 on: November 09, 2009, 04:53:23 AM »
Quote from: "waresky"
Steve
a curious issue on EVENT UPDATES windows..

fact 1: one of mine TaskGroup named "ScienceVessel Mare" (name r fantasy) try to jump out,this Squadroon r composite: 1 SV with right JumpDrive onboard and 1 Tanker without jumpDrive

When try to jump,am neverminder JD's SV are too little for toghter jump,obviously jump didnt succesfull..BUT in EVENT the report are: "Destroyer Squadroon 02 is unable..etc.etc..etc.."

DESTROYER SQUADRON 02??????????

:D

i think u missed something:)))

EDIT: ive check ALL "unable jump out situation" and ive found a SAME "Destroyer Quadron 02..." in EVERY misjump:)))..same for different Suadron of mine control:))
Can you remember the exact message. I have done a search for error messages containing the work 'unable' and none of them seem to relate to failed jumps

Steve
 

Offline Steve Walmsley

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Re: V4.6 Bugs
« Reply #20 on: November 09, 2009, 05:00:39 AM »
Quote from: "Shinanygnz"
Error in PopulateShipyardSchedule
Error 11 was generated by Aurora
Division by zero

Popped up five times.
Five naval and five civvie complexes.  Civvie ones 3 of 5 have ships under construction.  No naval building going on at the moment.  Waiting for tech for some upgrades to try and deal with some Precursors

Stephen
I have run into something similar but only occasionally. For some reason the build rate is occasionally not being set before the task size is divided by the build rate but i haven't figured out why yet. Did you by any chance have a population without any shipyards selected when the error happened? Although, now I think about it, is hasn't happened since I fixed the refresh bug so I wonder if that was anything to do with it

Steve
 

Offline Steve Walmsley

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Re: V4.6 Bugs
« Reply #21 on: November 09, 2009, 05:01:53 AM »
Quote from: "Hawkeye"
Unload PDC components doesn´t seem to work.
The event log says: Task Force could not unlad PDC components, all additional orders will be on hold...

I have played around a bit (yes, the components show up on the TF window and in the ship screen) and using "unload all istallations" does the trick, so it is not a gamestopper.
I have encountered this as well. It's fixed for v4.61

Steve
 

Offline lastverb

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Re: V4.6 Bugs
« Reply #22 on: November 09, 2009, 06:05:07 AM »
Quote from: "Steve Walmsley"
Quote from: "lastverb"
is it only me or auto-turn button dont work, it was working in 4.46 before patching
It seems to be working for me, although I have learned that is never a guarantee it will work for everyone :). How is the problem manifesting? Does nothing happen if you press the button or is it doing one increment and stopping?

Steve
well its just one increment and stopping, but it seems to work well if there is no npr thinking in the way
 

Offline Steve Walmsley

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Re: V4.6 Bugs
« Reply #23 on: November 09, 2009, 06:09:35 AM »
Quote from: "Shinanygnz"
I'm now under a constant stream of Precursor missiles - how many salvos can a 5400 ton ship produce anyway?   :shock:
My anti-missiles are doing OK, but the occasional leaker is getting near the fleet.  When they do, the escorts are firing at them with twin UV laser turrets, or trying to anyway.  I get this error
Error in AutomatedAntiMissileFire
Error 91 was generated by Aurora
Object variable or With block variable not set

In the event log, I see
Targeting -  (Fire Control To Hit: 68%  Modified by Crew Grade: 72%  Modified by EW: 72%)
Targeting Problems - No attempt to fire as the Twin 10cm 16k P6 UV Laser Turret is out of range
Targeting -  (Fire Control To Hit: 69%  Modified by Crew Grade: 73%  Modified by EW: 73%)
Targeting Problems - No attempt to fire as the Twin 10cm 16k P6 UV Laser Turret is out of range

The escorts are set on Final Defensive Fire.

Edit: An update on this.  I had another fleet with the one that was taking the grief.  It had two escorts deployed set to Area Defence.  Once I recalled them to the main body, the errors stopped.
Thanks for the update - that helped! It is an error in area point defence fire. In fact, area point defence for beam weapon has got some serious bugs that I need to address immediately so I suggest avoiding using this mode until I get v4.61 out, which I hope will be later today.

Steve
 

Offline Steve Walmsley

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Re: V4.6 Bugs
« Reply #24 on: November 09, 2009, 07:18:12 AM »
I have had to rewrite parts of area point defence as it wasn't working at all and has probably been that way since the objects rewrite. It seems to be functioning fine now though

Steve
 

Offline sloanjh

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Re: V4.6 Bugs
« Reply #25 on: November 09, 2009, 07:52:51 AM »
Quote from: "Steve Walmsley"
I am on a crusade at the moment to find and destroy any potential yoyo bugs or other problems that cause unnecessary short increments :-)

John
 

Offline waresky

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Re: V4.6 Bugs
« Reply #26 on: November 09, 2009, 08:03:43 AM »
Many Thanks from all us to ur awesome work.

Find the Bugs..load into her vicious lair the Atomblast and return Victorious..:D
 

Offline Hawkeye

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Re: V4.6 Bugs
« Reply #27 on: November 09, 2009, 10:04:27 AM »
Quote from: "Steve Walmsley"
Where you getting any SM event messages about increments being adjusted or was it just a series of short increments? It is possible NPRs were fighting or interacting in some way. If that is the case, the automated turns will make things go much faster and with less frustration (I usually browse the net during a long NPR battle :)

Steve

I sometimes get the SM messages and I don´t have a problem with the slowdown in that case, after all, I know something is happening elsewhere, but when the increments just start to get shorter with no indication of anything happening with the NPRs it is annoying.
Idiot that I am, I started a new game, which overwrote the old one, but I am getting short increments again, this time the 5 day increments are shortened to 1 day mostely, sometimes a odd number of hours:minutes like 8:45:00 or 6:15:00

The database for this game is at  http://rapidshare.com/files/304549747/Stevefire.rar
Ralph Hoenig, Germany
 

Offline tanq_tonic

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Re: V4.6 Bugs
« Reply #28 on: November 09, 2009, 10:30:53 AM »
On the environment screen, the data does not update from turn to turn w/o leaving the page and coming back to it.

You can get an update by switching locales you are looking at

i.e. I am terraforming Mars and looking at that data, hit the next turn, no changes due to Terrforming activities update on the Mars data.
If I turn to the summary page, and back, the new state appears.
If I go up to the Earth data, then back down to the Mars data, the new state appears.

Clicing "refresh all" does not result in new state being shown.
 

Offline tanq_tonic

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Re: V4.6 Bugs
« Reply #29 on: November 09, 2009, 10:49:38 AM »
After reading the last number of posts, you can probably ignore the one I posted last.

Looks like the "refresh" issue was already spotted.

I noticed another instance as the "state of research" also was not updating, just as the terraforming info was not.

It seems that this would be encompassed under the other issue about 6 posts back.....