Sorry to post one so soon :)
In the game details screen, no matter what I chose in the race generation window, the "NPR activate non-NPRs" option is off.
If I activate it, save the settings, exit Aurora and restart it I will get a :
Error 380 was generated by Aurora
followed by endless
Error 3201 was generated by DAO.Recordset
Error in UpdateGameLog
Error 3035 generated by DAO.Database
System resources exceeded
Wasnt doing anything but a 3hr time increment.
If you have Access, you could check the GameLog table to see how many records it contains. I've had six hundred thousand records in that table though without any similar errors (the game was running pretty slow by that point which is why I checked :) ). Deleting those records will speed up the game. In fact, I should probably add a 'Clear Events' options for that purpose.
On tests, I get ~20% of all abandon colony actions to trigger.Is it when you delete the last colony of a race, or every time?
Is it when you delete the last colony of a race, or every time?
Underground infrastructure isn't supposed to be movable, if it was that was a bug.I am confused currently about underground infrastructure. In my 7.1 test game I had a nice relatively large moon (1400m) on my home world, but with only 0.05g still, so my 0.9g race needed -45% adjustment to make that inhabitable. (lower limit became 0.0495)
Underground infrastructure is literally dug right into the ground of the asteroid, it's meant to initially be made by construction brigades, then as the population rises it will support factories to produce more.
I am confused currently about underground infrastructure. In my 7.1 test game I had a nice relatively large moon (1400m) on my home world, but with only 0.05g still, so my 0.9g race needed -45% adjustment to make that inhabitable. (lower limit became 0.0495)
My understanding so far was that the adjusted race should be able to live there with conventional infrastructure (or nothing after terraform), if just the gravity range matches. Well, but the new species still needed underground infrastructure after arriving there, making the whole adjustment thing a wasted investment...
On the other hand I can colonize an asteroid in the same system that is only 800m large, but dense enough to have 0.09g, meaning I can colonize it even with the standard race 0.09g lower limit. I am able to use standard infrastructure on this one.o_O
So what really determines which bodies need underground, and which don't? I thought it was gravity, so is this just a bug/feature dysfunction?
If "Reduced Height Windows" is turned on, the "Independence" button is not shown.
Just noticed this one while doing some troubleshooting on some other problem over on reddit.
@Laiders: That problem can be resolved by navigating to your Aurora directory and creating a new folder named "Logs".I'm having the same problem as Laiders. I created the "Logs" folder as you said but the problem didn't go away :(. maybe you could describe how to fix it in a little bit more detail?
I'm also getting Error 76/CreateGameLog, but when I went to create a new Logs folder, I discovered the game is already creating log files in C:\Logs, but they're all named things like "Y28,txt", when I assume it should be "Y28. txt"
Yes, reduced height is an issue. Mainly because I usually forget about it when adding new features. At some point I need to review all the windows and fix the problems.Would it help if someone summarized all the missing features? I can get an external monitor hooked up and file a proper 'bug report' also additionally there are a few windows that don't quite manage to squeeze into a vertical resolution of 768 which unfortunately seems to be what every cheaper laptop comes with these days.
. . . If you can do this, you're already in SM mode and can just change class back and add engines back.
Hi again,
I need help with a bug. When I go to Galactic Map, all the systems are joined in just one or two points. I mean, there are not lines and the system map doesnt exist because all discovered systems are together.
I am using a 1920 x 1080 screen and W7. I have tried to use the Reduced heigh windows but it doesn't fix the problem. Here you can see the image:
(http://hxxp: i. imgur. com/3X2aY8h. png)
Link: i. imgur. com/3X2aY8h. png
How can I solve this?
Hi again,
I need help with a bug. When I go to Galactic Map, all the systems are joined in just one or two points. I mean, there are not lines and the system map doesnt exist because all discovered systems are together.
I am using a 1920 x 1080 screen and W7. I have tried to use the Reduced heigh windows but it doesn't fix the problem. Here you can see the image:
(http://hxxp: i. imgur. com/3X2aY8h. png)
Link: i. imgur. com/3X2aY8h. png
How can I solve this?
I am not entirely sure this is a bug, but I don't remember this ever happening before so I'm going to post.
Playing from a conventional start. I have recently researched Ion Drive. My shipping lines are starting to launch ion drive powered ship with one exception.
The huge colony and freighters being launched by my shipping lines are still nuclear pulse engine ships. Other smaller ships are correctly using Ion Drives.
This seems a bug to me, unless they do it on purpose for some reasons Steve coded?
No bug. Behavior as intended. You have to rearrange the galactic map by hand. Hold SHIFT and drag&drop the systems around. Once you are done, right clock on a system and click "Save System Position", otherwise the systems revert to the clutter again once you close the galactic map.
This is a Bug Steve fixed for 7. 20
I cant play this game because that error. Everytime when i build Survey ship and send it to mission, i start to get that error message. I have created 5 new games already and same happend everytime.
And after that if i click 'Ships' or 'Fleet Orders' i get Error 91 and i need to kill the game.
My game version is 7. 1. 0
Make sure you are not using the comma as your decimal separator. You need to use the period for that.Where i can change that? Im sorry, but im kind of new with this game.
Where i can change that? Im sorry, but im kind of new with this game.It's a windows setting, Visual Basic is a finicky language sometimes.
My game setting should be default, i havent changed anything.
It's a windows setting, Visual Basic is a finicky language sometimes.Ok, thank you.
Look in the control panel, regional and language settings, " customise this format", then ensure "decimal separator" is full stop ". " and also digit grouping should be set to comma ",".
I created PDC design.
Krivak class Planetary Defence Centre 66500 tons 1467 Crew 6295. 25 BP TCS 1330 TH 0 EM 0
Armour 16-146 Shields 0-0 Sensors 1/1/0/0 Damage Control 1 PPV 404
Annual Failure Rate: 112999% IFR: 1569. 4% Maintenance Capacity 0 MSP
Troop Capacity: 5 Battalions Magazine 3231 Spare Berths 17
Fuel Capacity 50 000 Litres Range 0. 0 billion km (0 days at full power)
Gavrilov-Belov Heavy Industries PDC Size 24 Missile Launcher (16) Missile Size 24 Rate of Fire 180
Gavrilov-Belov Heavy Industries PDC Size 2 Missile Launcher (10) Missile Size 2 Rate of Fire 15
Ignatov-Orlov Foundation Missile Fire Control FC21-R1 (2) Range 21. 6m km Resolution 1
Ignatov-Orlov Foundation Missile Fire Control FC216-R100 (4) Range 216. 0m km Resolution 100
This ship is classed as a Planetary Defence Centre
AFR & IFR - 112999% & 1569. 4%! (after ~10-20 years)
There is no maintenance supplies or engineering spaces. Not a bug. WAI. :)
Hi,Does it always do this or just during turn processing? I find the window always freezes up during a turn and after a while Windows just decides the window isn't accessible anymore. Untill the turn finishes.
I'm completely new, only just installed the game and am having a weird issue where the GUI completely disappears if I tab out or have the game put in the background for any other reason (which is unavoidable) .
Not sure if I'm doing something wrong or the game is doing something wrong and cant find any posts about it on the site.
I'm running Windows 7 and did note people were having issues with it on this particular OS, I used the all-in-one full installer: hxxp: aurora2. pentarch. org/index. php?topic=5663. 0
Window "Task Groups", Name Fleet - "PDC Fleet: Earth", click on "Equalise Maint" - Error 6 was generated by Aurora Overflow.I'm pretty sure PDCs aren't even supposed to use maintenance.
Error in cboGame
Error 380 generated by Aurora.
Invalid property value.
Error in UpdateGameLog
Error 3201 was generated by DAO. Recordset.
You cannot add or change a record because a related record is required in tabe 'Game'.
Error in IndustrialProjects
Error11 was generated by Aurora
division by zero
McArren,
Well, i'm not sure about accessing files since it's all in the database and that's locked. Try using SM to delete or insta complete those projects. Or , you know, just start over again and consider it a genetic failure in the brain of you people, Exterminate, repopulate anew :)
Still, try to fix it like that and report back, i will try to reproduce it on my end.
I ended up restarting. Even when i cancelled those projects in industry window, they were still showing in production overview tab.
And didn't find a way to delete 'em using SM.
And decided to not to try and mess with DBs, since i don't know what kind of databases are used in Aurora.
Error 94 was generated by Aurora
Invalid use of Null
Please report to. . .
Error 381 was generated by aurora
Invalid Property Array Index
Please report. . .
So uhh, i have been tinkering with this for 4 days now and i can't figure it out.
Error in CreateGameLog
Error 429 activex component can't create object
Followed by and incredible amount of "press enter for 2 min to skip" errors 424 object required
This happens yearly from what i can tell and i can spam enter and keep playing.
Before you say it, i have 2 partitions, C and E. Game is installed in "E:\Games\Aurora 4x" and i have created the "Logs" file in "C:\" , "E:\" , "E:\Games" and "E:\Games\Aurora 4x". Files named Logs everywhere, all empty.
I also manually validated all . DLL required by this game.
This is driving me crazy. Please do tell if you need more information.
So, i'm still working on this, game was uninstalled and reinstalled in "C:\aurora" , same problem.
I have read a number of places ranging from microsoft official to forums, crazy amounts of solution and contradictory information, nothing useful.
I'm honestly running out of will. . . any luck with any of you guys?
I need help with a bug. When I go to Galactic Map, all the systems are joined in just one or two points. I mean, there are not lines and the system map doesnt exist because all discovered systems are together.The jumbled Galactic map after new system discovery isn't a bug. See http://aurorawiki.pentarch.org/index.php?title=Galactic_Map#Organizing or use the ingame help button on top.
From the Industry/Population/Research screen if I accidentally click on the solar system name it locks up & crashes my entire game.When I click it, it brings up the System Generation and Display window (a.k.a. System View) for that system.
Would you be able to chuck in some specific error handling to cover such events?
Can anyone check the SM option 'All research' from the economics window. On my end it either hangs or takes way to long to finish. I run it 3 times with 5000001, didn't finish once, although I was running other things in the background and watching a movie.Works ok for me, takes about a minute to get everything. And I have a very slow PC.
when I am in the game and I open up the commanders Screen I cant see the very bottom of it.Not a bug. See system requirement, or try to use reduced height windows.
Works ok for me, takes about a minute to get everything. And I have a very slow PC.It said that patience is a virtue, apparently I need to exercise it more...
Accidentally clicked "hide escorts on map" in display 2 tab on systems map.It saves to the database. Your errors prevented the save, hence the lost data.
Getting an endless loop of "error 3420 was generated by DAO.recordset. Object invalid or no longer set"
EDIT: Lost my entire game when I had to kill the process. Why is that? Save please.
Error 3421 was generated by DAO. Field
Data type conversion error.
2) Ships that have missiles in their internal stock don't get put in the colony stockpile when the ship is scrapped.The missiles are also scrapped.
3) Salvage ships that are given the order to automatically salvage encounter an error when checking across multiple systems. If they need to move outside the system, it seems to bring up an error message.Its not an error message, its just an interrupt (a deliberate feature) to let you know when an automated order will take a ship out of the system that its in.
Windows 10. Getting this error every few ticks.
Also had something about not being possible to disassemble in the middle of above that is probably connected.
Edit: Had this one again: "No new tech was discovered during the disassembly of this component". Happen during salvage (I assume, sure as hell did not manually disassemble anything).
I am getting a lot of wreck not found errors in CompleteWreckSalvage.
Along with "Error in Wreck ID"
"Error 3061 was generated by DAO. Database. Too few parameters. Expected 1. "
"Error 91 was generated by aurora. Object variable or With block variable not set" .
Edit: While we are at it, why is there no way to unload all ship components at once? And no warning that the salvager is full?
Are you salvaging wrecks and getting errors, or are the errors appearing without you salvaging?
This is not an error. You just didn't find any tech in the wreckage.
Salvaging.It could very well be possible that you're either unlucky or that the wrecks you're salvaging have all the new tech destroyed, or that it's simply not that much ahead of your civilization in tech, if at all.
I have salvaged several wrecks, many that did not have any new tech whatsoever and yet this thing has only come up three times. . . . . . . . . . If this was not a bug it would be up constantly.
Edit: Also, it has come up around the other errors. Then and only then.
It could very well be possible that you're either unlucky or that the wrecks you're salvaging have all the new tech destroyed, or that it's simply not that much ahead of your civilization in tech, if at all.
Also, for clarity, an Error is when the game outright pops a little pop up window saying something went wrong, or otherwise logs such. A bug is when something doesn't behave properly or otherwise as intended. Two different things, even if they can overlap quite a bit at times.
Hint; Its not you. There is a spoiler that eats ships without gaining tech in order to spawn more ships.
Could you please make sure that during shutdown proper color schemes are restored? Some code that trigger after opening the system map mess colors system-wide in all modern Windows releases.
Can't fix it with wrapper.
Well that don't work on any OS on which I tested it.
Close the game down completely and reopen.
Not sure if a bug or just a feature.
I had a ground unit of the Replacement Battalion type. I renamed the TYPE to Recruit Battalion with a short type of REC. It did not update the existing units.
Renaming types doesn't update existing names (mainly because they could have been individually renamed by the player and this would wipe that out)
I was playing around with fighters and carriers and organization, and clicking around wo really knowing what I am doing I tell a large group of fighters (containing both assigned and unassigned ships) to land on there assigned carrier via the task force interface (so select the fighter task group, show task forces, select land on assigned mothership). Now the assigned ships landed wo any problem. The unassigned ships are gone. As in completely gone.The apostrophes are a menace to Access. You can either strip it out or replace it with the reverse one.
Also, while creating squadrons and playing around with launching them I managed to get error 3075 and 91 as well as hanging the game as shown here: hxxp: imgur. com/a/yodBk
Since this only happens for the outlaw's and it does not happen if I remove that ' I assume that that ' is not sanitized properly in the DB. Game named the squadrons btw.
Jump engines with higher levels of jump drive efficiency will permit larger ships to jump than lower efficiency engines of the same size. Ships with military engines are unable to traverse a wormhole created by a commercial jump engine and vice versa
Precursor technology for the various jump drive technologies
Edit:Why do you think this isn't Working As Intended? It's certainly consistent with design for all other component types, where you have to have completed the foundational research in all tech lines that affect the component to design one. (If the pre-generated ship designs include jump engines even though the randomly assigned technologies don't include all the prerequisites, I'd say that is a bug.)
Also jump drive research project lack default values. Hence you can only use default provided designs, and can't create your own (commercial or military) unless you improved ALL the engine default characteristics i.e. Efficiency, Squadron size and Radius.
Edit2:Perfectly clear English: in this case, precursor = prerequisite. You have to discover JPT before you can research any of the technology that makes up a jump engine.
Jump point theory description:
Precursor? I am playing convention start, its the default tech for those reaching to the stars. I think its a leftover from when there were multiple FTL methods.
The apostrophes are a menace to Access. You can either strip it out or replace it with the reverse one.
Minimi class Geological Survey Vessel 495 tons 16 Crew 138.5 BP TCS 9.9 TH 4 EM 0
404 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/1 Damage Control 1 PPV 0
Annual Failure Rate: 1% IFR: 0% Maintenance Capacity 175 MSP
Spare Berths 0
Massé Research Inc 4.2 EP Ion Drive FTR (1) Power 4.2 Fuel Use 5.02% Armour 0 Exp 3%
Fuel Capacity 50 000 Litres Range 362.2 billion km (10375 days at full power)
Geological Survey Sensors (1) 1 Survey Points
This design is classed as a military vessel for maintenance purposes
Forgive a newbie if I shouldn't be reporting this type of bug here but...It's uh, a missing DLL error. There's been talk around the forum about it before, try searching for "msstdfmt.dll" and there might be some info.
Downloaded the base game and installed it.
Added the 7.1 patch
I've played the game for a couple hours and I just clicked on the "sun" icon (system view)
I was given a pop-up window saying that there had been a 713 error and that msstdfmt.dll is needed on my machine.
Tried rebooting my windows 8.1 system and checked again. Same error. .
..
I'm pretty sure that this was working earlier..
When using Reduced Height Windows, there is a missing piece to the Event Updates Window. Specifically, when viewing the Event Updates -> Filter Events screen, the lowest part of the window is rendered outside of the visible window. Not that the window spawns to low on the monitor, but the bottom of the scroll bar is not actually visible inside the window. Neither are the last several filter options. This is consistent across games, and even versions. The length of the game has no apparent impact on this error.
Did you try to reset window positions?On reduced height for laptops, the screen still isn't big enough for the some of the windows so they will have things cut off on the bottom of many windows(using myself as an example). And trying to move them up is not possible as it doesn't like having the windows bar above the screen (it resets it to previous position when you try). So when accessing the options, you have to randomly click to get what you need a lot of times.
I have set is as a . but my country's is a commaWhich is nice for your country but unfortunately your Database uses . as it's decimal separator and does not care what your nation uses.
Trivial error but the base message for skill improvement is a bit sexist eg. "Through Training or Experience Civil Administrator Brittany Glasco has increased his administrative Rating to 4"While there is a gender column in the names table, there is no code to support it. All 3rd person references are masculine.
Perhaps a better wording would be "Through Training or Experience Civil Administrator Brittany Glasco has an improved Administrative Rating of 4"
Did you try to reset window positions?
Tiamatt class Carrier 199950 tons 2984 Crew 66272.5 BP TCS 3999 TH 20000 EM 4500
5001 km/s JR 3-250 Armour 10-304 Shields 150-300 Sensors 550/1/0/0 Damage Control 50 PPV 84.92
Annual Failure Rate: 2629% IFR: 36.5% Maintenance Capacity 5143 MSP
Flag Bridge Parasite Capacity 50000 tons Flight Crew Berths 247
Fuel Harvester: 10 modules producing 480000 litres per annum
Maintenance Modules: 4 module(s) capable of supporting ships of 800 tons
200t) Military Jump Drive Max Ship Size 200000 tons Distance 250k km Squadron Size 3
Drack Research Inc 2500 EP Commercial Photonic Drive (8) Power 2500 Fuel Use 0.88% Armour 0 Exp 5%
Fuel Capacity 25 000 000 Litres Range 2557.3 billion km (5918 days at full power)
Burtt Syndicate Omega R300/360 Shields (10) Total Fuel Cost 3 600 Litres per day
Burtt Syndicate 50cm Railgun V9/C25 (2x4) Range 1 400 000km TS: 25000 km/s Power 60-25 RM 9 ROF 15 20 20 20 20 20 20 20 20 20 18
Drack Research Inc CIWS-1000 (6x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Quad Drack Research Inc Gauss Cannon R6-100 Turret (2x32) Range 60 000km TS: 20000 km/s Power 0-0 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Drack Research Inc Fire Control S08 700-100000 H50 (1) Max Range: 1 400 000 km TS: 100000 km/s 99 99 98 97 96 96 95 94 94 93
Burtt Syndicate Vacuum Energy Power Plant Technology PB-1.5 (1) Total Power Output 60 Armour 0 Exp 35%
Burtt Syndicate Thermal Sensor TH50-550 (50%) (1) Sensitivity 550 Detect Signature 1000: 550m km
Drak Megacorp Active Search Sensor MR339-R2 (50%) Planet (1) GPS 6000 Range 339.4m km Resolution 2
Drak Megacorp Active Search Sensor MR6-R2 (50%) FTR (1) GPS 120 Range 6.8m km Resolution 2
ECCM-2 (1) This design is classed as a military vessel for maintenance purposes
@1.: https://www.microsoft.com/en-us/download/confirmation.aspx?id=12972
@2.: copy msstdfmt.dll to c:\windows\system32
@3.: regsvr32 c:\windows\system32\msstdfmt.dll
x64 (64 bit OS)@1.: https://www.microsoft.com/en-us/download/confirmation.aspx?id=12972
@2.: copy msstdfmt.dll to c:\windows\syswow64
@3.: regsvr32 c:\windows\syswow64\msstdfmt.dll
Version 7. 1(http://hxxp: http:s11. postimg. org/8gxsy6dwz/error30009. jpg)
I'm using the Personnel Window [. . . ] survey skill [. . . ]
I accidently build underground structures on Earth to ship them to another body - only to find out that it does not work that way. So I decided to SM them away to the destination planet but changing the value (and saving them) does not affect anything. The values return to their former state. Somehow SM Mode does not allow to change the numbers of underground infrastructure.Did you remember to hit save before closing the window? That's a common oversight that I find myself doing more than I care to admit.
Which is nice for your country but unfortunately your Database uses . as it's decimal separator and does not care what your nation uses.the problem not that the game wont run, it does run, but the display of minerals is bugged and only shows the first numbers until the decimal separator, and i cannot play if i don't know how many minerals I have
I think you can change that in the database settings but doing so will probably break a lot of other things, so to run Aurora change the decimal separator setting for your computer
Don't know if this is bug but it bugged me and caused me to have to return to a previous save :-
I found a planet with a ruined city on it which I put a ban on before sending Xenologists and Construction Battalion to find artifacts. All was Ok whilst Construction Factories and Mines etc were found - my own civilian freighters removed the items to my Home world. However the problem arose when 315 Infrastructure was found. Before I knew it and could remove all the infrastructure , civilian ships had dumped colonists on the planet even though there was a ban in place - a planet which I never wished to colonize.
Is this a bug - should civilian ships have adhered to the ban. Steve - can you modify the rules so that even if Infrastructure is available on a Planet , civilian ships do not colonize at will.
DavidR
Which is nice for your country but unfortunately your Database uses . as it's decimal separator and does not care what your nation uses.I FOUND OUT THE PROBLEM!!!!!!!!!!!! ;D ;D ;D ;D ;D My language was still set as Portuguese, so I changed it to UK English, restarted and reinstalled, and now its working perfectly
I think you can change that in the database settings but doing so will probably break a lot of other things, so to run Aurora change the decimal separator setting for your computer
The bans are guidance to civilians. Some civilian captains may decide to ignore them. It is possible that happened in this case, or there may be a bug regarding colonists. I'll take a look.
I like that civilians have a degree of independence, actually, as it makes the game more interesting. The only time it strains credulity for me is when civilians start shipping out by the hundreds of thousands for a colony founded by an espionage team.I figure that to actually make sense about that independence is when you can act on the civilian's defiance via diplomatic meaning, or lasers if they're super extra defiant. Otherwise it's something you literally can't do anything about in some cases, which makes no sense as you are big space empire and whatnot.
I figure that to actually make sense about that independence is when you can act on the civilian's defiance via diplomatic meaning, or lasers if they're super extra defiant. Otherwise it's something you literally can't do anything about in some cases, which makes no sense as you are big space empire and whatnot.
Error in PointBlankPDFire
Error 3021 was generated by DAO.Field
No current record.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
Loaded my save game today and am prevented from advancing more than 30 days by a cascade of errors:Edit: 10th posting update
Error in GetClassSize
Error 3159 was generated by DAO.Field
Not a valid bookmark
Error in CheckSurveyShipAssignments
Error 3159 was generated by DAO.Database
Not a valid bookmark
Error in CheckSurveyShipAssignments
Error 91 was generated by Aurora
Object variable or With block variable not set
Error in CheckSurveyShipAssignments
Error 3138 was generated by DAO.Databsse
Syntax error in ORDER BY clause
Error in CheckSurveyShipAssignments
Error 3159 was generated by DAO.Database
Not a valid bookmark
This is v.5.60, and I'm using Win 7. The previous save (from ~3 IG years prior) runs without issue.
v5.02Edit: 10th posting update
Error in RemoveCommander
Error 91 was generated...
Object variable or With block variable not set
I was trying to replace the sector administrator (currently assigned) with one of the planetary administrators (currently assigned, in the past reassigned from a different planet). The only additional thing I can think of that would potentially cause problems is the sector name. I have renamed the sector, while the current administrator was assigned.
--Edit--
Dismissing the problem unassigned and assigned commanders properly. The only odd thing I can see is that the unassigned commander does not have a log entry that he was unassigned.
Did you have enough workers to man those shipyards?That sounds like an extremely plausible explanation. Though I had 500 million population on earth and no excessive other industry, I'll check what was going on.
Steve,
Re your reply no 180 of 07.02.2016 , I hope you can stop civilian colony ships from shipping colonists to a BANNED planet. A Construction Battalion at an Alien Ruined City has located 700 units of Infrastructure and I am now spending every turn deleting orders from a dozen colony ships of different shipping lines who are trying to colonize the planet that I do not want colonizing. Another bug with this is that every time I delete an order for a ship with say 100,000 colonists aboard , I presume I have lost that amount from my home population and the colonists then just disappear into the ether.
The only solution at present as far as I can discern would be to withdraw my Ground units from the planet and then abandon it. However I would then lose any further potential finds and as there are still 40 odd installations to find , I am loath to do this at present.
DavidR
Rich.h,
Yes , I know.
The planet was banned before any teams were dispatched to the planet . The civilian traffic adhered to the ban until the Construction Battalion found Infrastructure and now they won't stop trying to send colonists.
DavidR
Ok so trying to learn how this game works, still. While trying to terraform Titan (shown in the picture below) I cannot get the temperature to go above -43. 2C. So tried of failing i go to SM mode to try and do it. Whilst fiddling around with the composition of the atmosphere i notice something odd. The surface temperature will not change anymore even when i remove all of the gases in the atmosphere. I believe this is a bug because isnt SM basically the debug mode/Cheatmode or whatever?
EDIT: Ok so i read the bug posting Guidelines and i missed a few steps, sorry. :-[
One im playing a long game and trying to figure stuff out about tech, research and other thing so im basically playing in peaceful mode (IE all spoilers turned off as well as Starting NPRs, and not exploring anything) And im about 106 years into the game. I am not getting any error report on my screen about this, i just happened to notice that the temp was not changing at all when i went to look through why the place was not getting any colonists after i SM modded the atmosphere to be habitable.
EDIT2: Ok so after starting a new game and attempting to redo to the atmosphere of Titan yet again I cannot get it below 43. 2C no matter what, however as of yet i havent gotten the temperature to freeze either so IDK what is going on.
You are forgetting the limit on greenhouse factor, once your greenhouse factor hits 3 then you can no longer use the greenhouse effect to warm up a planet. Thus there is a very fine limit on just how warm you can make a cold planet. The formula for a planets surface temp is:
Surface Temperature in Kelvin = Base Temperature in Kelvin x Greenhouse Factor x Albedo Greenhouse Factor = 1 + (Atmospheric Pressure /10) + Greenhouse Pressure (Maximum = 3. 0)
I am guessing this was done originally to give a reason to use things like the genetics labs as otherwise you could technically warm up any body in the universe to be a colony cost zero world. There are two other options though you can take in this situation, the first is simply increasing your colonisation tech level as this will reduce the colony cost across the board so that -42c planet becomes a little more easily lived in. The second option is to play around with the base gases to start with, reduce the amount of nitrogen and oxygen to the lowest possible limit for human survival. This will let you add in a little more greenhouse gases, but it will only make a tiny difference as the greenhouse factor is always a limit on this.
"No new technology was discovered during the disassembly of this component" message windows being displayed to the player when an NPR disassembles a component.
Cherub class Jump Tender 11,650 tons 198 Crew 722.6 BP TCS 233 TH 720 EM 0
3090 km/s JR 3-50 Armour 1-45 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 0
MSP 194 Max Repair 328 MSP
Intended Deployment Time: 24 months Spare Berths 1
J16200(3-50) Military Jump Drive Max Ship Size 16200 tons Distance 50k km Squadron Size 3
240 EP Commercial Ion Drive (3) Power 240 Fuel Use 3.54% Signature 240 Exp 4%
Fuel Capacity 250,000 Litres Range 109.1 billion km (408 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Using version 7. 10
My game only advances in 1-15 second time increments now. I have no idea why, no event messages are being shown. No matter if I advance time in system map, economics, its still only done in seconds. It is driving me MAD Q_Q. Searched up to see if anyone else had the same problem, seems to not be the case.
Wow this is going to take awhile then isn't it?Welcome to Aurora, where many of the more experienced players lose their games to months long increment slowdown (that take days irl to go through). Its just the name of the beast. Leave the auto-increments running and read a book.
The size of the tender also factors in.Is there a specific logic behind this "own-ship-size-limitation"? Why having to create a jump drive for 16000t and only be able to jump 11000t because you yourself are only 11000t in size? Why even have to bother to create a size specific jump drive?!? It would make sense if there is no link to the own-ship-size... .
Match the tonnage of your jump tender to the rating of the jump engine and it will work.
Is there a specific logic behind this "own-ship-size-limitation"? Why having to create a jump drive for 16000t and only be able to jump 11000t because you yourself are only 11000t in size? Why even have to bother to create a size specific jump drive?!? It would make sense if there is no link to the own-ship-size... .The link is in the techno-babble about jump gates. Also the requirement to build a jump drive of a specific size is due to your ship being completely different in size to my ship. In my current game the various nations have jump ships that are 8,600 tons, 3,200 tons, 12,000 tons, 10,000 tons due to their various capabilities and fleet doctrines. As you can see none of those are either 11,000 tons or 16,000 tons so we are talking about (including the 11 and 16 kton designs) 6 different sized jump engines.
"ERROR: WP Link not found in GetWarpPointData"A bit more data. I mucked around in SM mode and got the problem to go away. It seems that the espionage detected generates a link to known system. When that system has un-traversed, unexplored jump points, one gets assigned as the link and things work fine. Otherwise, the link goes one way only and the error message appears.
Was about to test some AMM Frigates against Hostile forces. On the Display 2 drop-down menu I clicked on some boxes including "Hide Escorts on Map". I immediately received the following error :-Actually, this seems to happen under any conditions. The setting is probably bugged.
Error in DisplayFleets
Error 91 was generated by Aurora
Object variable or with Block Variable not set
This caused a complete lock up of the game and only CTL + ALT +DEL to enter Task Manager to close down Aurora could retrieve the situation.
My fault probably for trying to hide a Fleet composed entirely of Escorts.
DavidR
My fault probably for trying to hide a Fleet composed entirely of Escorts.That's not what that means at all. "Hide escorts" hides the ships that are currently escorting another task group via orders.
Don't know if this is a bug proper or some sort of database corruption. Since the last few game years every ten days or so a new earth colony will appear in my home system, exactly where earth is, without any infrastructure or installations but with slowly growing population, they can be abandoned without affecting the main colony but there seems to be no way of stopping them from appearing.
So I've received intel from POWs about a system which I haven't yet discovered.It's the jump point you made. Delete the jump point.
Now whenever I open the Galaxy Map, I get "ERROR: WP Link not found in GetWarpPointData"
I tried setting up a jump point to the system from known space. Sent a ship through, it came out somewhere completely different.
I then went and just deleted the buggy system (I saw it with no connections in the Galaxy map, when I slogged through the errors on every click I made) but I'm still getting the error.
Is there a way to fix this?
After exploring an nebula system, my Scout ship is permanently hampered to 312km/s whilst it should be going 3158km/s. Very strange, not to mention annoying. I did an overhaul on it to check if it was simply damage to the ship, but it did nothing.
Just got an Error 381 Invalid Property Array Index
I am trying to use a freighter with a 25,000 ton capacity to move pre-fab PDC Components.
I get the error when trying to add the load order at Earth and again when trying to add the unload at Mars order
Though the Error appears, the command does seem to have been added to the orders queue.
Tadugane Ni - Copy class Cruiser 91 200 tons 1853 Crew 48773.88 BP TCS 1824 TH 2100 EM 0
4797 km/s Armour 6-180 Shields 0-0 Sensors 55/55/0/0 Damage Control Rating 175 PPV 446.24
Maint Life 1.81 Years MSP 33356 AFR 2661% IFR 37% 1YR 12721 5YR 190815 Max Repair 18375 MSP
Intended Deployment Time: 24 months Flight Crew Berths 140
Hangar Deck Capacity 12000 tons Magazine 169
Maintenance Modules: 3 module(s) capable of supporting ships of 600 tons
Anzai Heavy Industries 1750 EP Gas Core AM Drive (5) Power 1750 Fuel Use 6.5% Signature 420 Exp 10%
Fuel Capacity 10 000 000 Litres Range 303.6 billion km (732 days at full power)
Single Toha Heavy Industries Higgs Particle Cannon 25/5 Turret Mk. 2 (2x1) Range 1 120 000km TS: 30000 km/s Power 16-5 RM 7 ROF 20 16 16 16 16 16 16 16 13 12 11
Toha Heavy Industries High-Output Higgs Particle Cannon 500/9 (2) Range 1 200 000km TS: 25000 km/s Power 125-5 ROF 125 50 50 50 50 50 50 50 50 50 50
Quad Toha Heavy Industries Gauss Cannon R6-17 Turret (16x32) Range 60 000km TS: 45000 km/s Power 0-0 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Twin Toha Heavy Industries Gauss Cannon R6-100 Turret (4x16) Range 60 000km TS: 45000 km/s Power 0-0 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Toha Heavy Industries 50cm Railgun V9/C5 (4x4) Range 1 400 000km TS: 25000 km/s Power 60-5 RM 9 ROF 60 20 20 20 20 20 20 20 20 20 18
Toha Heavy Industries 25cm Railgun V9/C5 (16x4) Range 450 000km TS: 25000 km/s Power 15-5 RM 9 ROF 15 5 5 5 5 5 5 5 5 5 4
Kunato Development Beam Fire Control S08 700-100k H40 (1) Max Range: 1 400 000 km TS: 100000 km/s 99 99 98 97 96 96 95 94 94 93
Omori Weapon Systems Higgs Particle Reactor 50/200 (1) Total Power Output 200 Armour 0 Exp 5%
Kanagaki-Endo Size 1 Missile Launcher (4) Missile Size 1 Rate of Fire 10
Genda Sensor Systems Interceptor Fire Control FC330-R1 (40%) (1) Range 330.0m km Resolution 1
M-I 1 (169) Speed: 20 000 km/s End: 18.6d Range: 32068.4m km WH: 2 Size: 1 TH: 66/40/20
GSS Ship Active Search Sensor MR1100-R100 (40%) (1) GPS 100000 Range 1 100.0m km Resolution 100
GSS Missile Active Search Sensor MR110-R1 (40%) (1) GPS 1000 Range 110.0m km MCR 12.0m km Resolution 1
GSS Light Ship Active Search Sensor MR491-R20 (40%) (1) GPS 20000 Range 491.9m km Resolution 20
Kunato Development Thermal Sensor TH5-55 (40%) (1) Sensitivity 55 Detect Sig Strength 1000: 55m km
Kunato Development EM Detection Sensor EM5-55 (40%) (1) Sensitivity 55 Detect Sig Strength 1000: 55m 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
you could try posting the db, maybe someone with the db password could take a poke at it.
Hello,
I'm getting an "Error 9 - Subscription out of Range" "MoveToClosestItem" error in a (probably) infinite cycle, so I can't continue the game.
Campaig is at ~121 years.
What I did before: Started building another two ships at the same shipyard, and assigned their intended TaskGroup for them. (But this was quite a while back, ships are taking long to build. they are less than 50% complete. ) Sent that TG to TF training. They started to develop maintenance failures as usual. So i stopped the TF training and ordered them back. But they weren't moving, despite having max speed apparently, their order showed move to earth as it should and max speed, but they just didn't move at all. No movement trail either. I guessed this may be because the ships being built are set to this TG maybe? So I sent another ship to this stuck TG, absorbed the TG, moved back to earth, then split the TG again and the ships new TG was renamed to the old name. The two ships under construction now showed "No taskgroup associated" or something like that. The error 9 came roughly after this.
I tried removing all orders on all taskgroups, which didn't help.
Tried assigning ShipyardTG to the ships under construction, but I didn't find a way to do it.
Then I cancelled the two ship build tasks. Didn't help.
Transferred the ships (that got stuck earlier) to ShipyardTG, and deleted their (now empty) Taskgroup. Didn't help.
Now I can't do anything in the game, because the next time increment generates these errors forever. Please help!
Edit: ok so it's not in an infinite loop. . . i've put a cup on ESC, so that it keeps closing the error window, and after like 5 minutes and a million error messages, the game works again. but only until the next time increment, when the error comes back again.
Found the problem.
Bunch of NPR ships somehow had an order to transit a JP that didn't exist. Each one was throwing mass errors.
Designer and deleted the TGs and now it works.
Unrelated note: I just joined to post this error report. Is the verification always "What is the fourth planet?" and what will happen if I put in "(politician name removed)'s ego"?Yes, and it will fail.
The text in the Commander tab of the F5 window is wrong. It states that higher numbers correspond to higher priority, while in fact, lower numbers appear to correspond to higher priority.
Stargate 3x Standard 3x Small 1x Fighter class Gravitational Survey Vessel 5 850 tons 55 Crew 258.4 BP TCS 117 TH 400 EM 0
3418 km/s Armour 1-28 Shields 0-0 Sensors 1/1/1/0 Damage Control Rating 4 PPV 0
Maint Life 3.4 Years MSP 110 AFR 68% IFR 1% 1YR 15 5YR 218 Max Repair 100 MSP
Intended Deployment Time: 36 months Spare Berths 0
Wilkins Drive Systems 200 EP 3.6 Commercial Internal Fusion Drive (2) Power 200 Fuel Use 0.36% Signature 200 Exp 2%
Fuel Capacity 10 000 Litres Range 85.5 billion km (289 days at full power)
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
Stargate 91x Fighter class Gravitational Survey Vessel 5 850 tons 55 Crew 258.4 BP TCS 117 TH 400 EM 0
3418 km/s Armour 1-28 Shields 0-0 Sensors 1/1/1/0 Damage Control Rating 4 PPV 0
Maint Life 4.6 Years MSP 110 AFR 68% IFR 1% 1YR 8 5YR 127 Max Repair 100 MSP
Intended Deployment Time: 36 months Spare Berths 0
Wilkins Drive Systems 200 EP 3.6 Commercial Internal Fusion Drive (2) Power 200 Fuel Use 0.36% Signature 200 Exp 2%
Fuel Capacity 10 000 Litres Range 85.5 billion km (289 days at full power)
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
It's not about the design, just stopped when I saw the difference in 3rd line (Maintenance).I don't think that's a bug per se, just kind of a sploitability in how maintenance rolls work.The bigger advantage of replacing all of your crew quarters with smaller ones is that it raises your internal HTK a lot. That's what I use it for. The maintenance benefits are relatively minor in comparison.
In EnterElysium's You-tube Let's play there's a an error that occurs when launching fighters.Apostrophes in names cause issues.
3075 Missing operator
It's a hard error loop meaning that only a CTRL ALT DEL (End Task) seems to end the error messages.
Here's the video in question index=35&list=PLR5ZBfGW6e1lqlihsRNeIPTcWLXJD0aaV
The error occurs at 6:03 in the stream.
Since it's been documented and can be reviewed (and has been seen by over 3500 viewers) it should probably be fixed if possible.
There was some speculation in the thread that the problem was an apostrophe in the unit's name. IS that the problem?
Furious class Jump Escort Cruiser 16 900 tons 354 Crew 1941 BP TCS 338 TH 640 EM 0
1893 km/s JR 3-50 Armour 2-58 Shields 0-0 Sensors 6/6/0/0 Damage Control Rating 6 PPV 25
Maint Life 2.05 Years MSP 431 AFR 380% IFR 5.3% 1YR 137 5YR 2048 Max Repair 107 MSP
Intended Deployment Time: 6 months Spare Berths 3
Magazine 1835
J8700(3-50) Military Jump Drive Max Ship Size 8700 tons Distance 50k km Squadron Size 3
64 EP Nuclear Pulse Engine (10) Power 64 Fuel Use 82.8% Signature 64 Exp 10%
Fuel Capacity 800 000 Litres Range 10.3 billion km (62 days at full power)
Size 1 Missile Launcher (25) Missile Size 1 Rate of Fire 15
Missile Fire Control FC5-R1 (5) Range 5.8m km Resolution 1
Fingerhammer Anti-missile Missile (1835) Speed: 8 600 km/s End: 13.4m Range: 6.9m km WH: 1 Size: 1 TH: 57/34/17
Active Search Sensor MR5-R1 (1) GPS 96 Range 5.8m km MCR 627k km Resolution 1
Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
EM Detection Sensor EM1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
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
Iron Duke class Jump Cruiser 16 900 tons 424 Crew 2050.96 BP TCS 338 TH 640 EM 0
1893 km/s JR 3-50 Armour 4-58 Shields 0-0 Sensors 18/6/0/0 Damage Control Rating 6 PPV 40
Maint Life 1 Years MSP 455 AFR 380% IFR 5.3% 1YR 456 5YR 6839 Max Repair 362 MSP
Intended Deployment Time: 6 months Spare Berths 2
Magazine 764
J17100(3-50) Military Jump Drive Max Ship Size 17100 tons Distance 50k km Squadron Size 3
64 EP Nuclear Pulse Engine (10) Power 64 Fuel Use 82.8% Signature 64 Exp 10%
Fuel Capacity 950 000 Litres Range 12.2 billion km (74 days at full power)
CIWS-120 (1x4) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
Size 4 Missile Launcher (10) Missile Size 4 Rate of Fire 60
Missile Fire Control FC47-R67 (2) Range 47.1m km Resolution 67
Adelaide Anti-ship Missile (191) Speed: 8 200 km/s End: 115m Range: 56.6m km WH: 8 Size: 4 TH: 32/19/9
Active Search Sensor MR86-R67 (1) GPS 11792 Range 86.4m km Resolution 67
Thermal Sensor TH3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
EM Detection Sensor EM1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m 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
4th October 2089 13:12:31,Federation,Unknown,Nicholson Shipping Services has scrapped Nicholson Small F5 041 (Nicholson Small F5 class) due to its replacement by a newer vessel
4th October 2089 13:12:31,Federation,Sol,Nicholson Shipping Services has launched a new Nicholson Huge F4 class Freighter
4th October 2089 13:12:31,Federation,Unknown,Nicholson Shipping Services has scrapped Nicholson Small F5 042 (Nicholson Small F5 class) due to its replacement by a newer vessel
4th October 2089 13:12:31,Federation,Sol,Nicholson Shipping Services has launched a new Nicholson Large F7 class Freighter
Aurora 7.1 Conventional start.Isn't that an example of the tech osmosis?
Don't think this is working as intended :D
If you research mobile infantry on its completion you get garrison battalion and replacement battalion as a bonus.
UK and USA are TN and tech sharing, PRC has started TN tech research while Russia is still conventional and not researching TN tech. The UK was researching garrison battalion but had not quite finished it.
Extract from SM log
7th May 2044 22:42:31,USA, Sol, A team on Earth led by Nicholas Mclean has completed research into Mobile Infantry Battalion
7th May 2044 22:42:31, UK, Information on Mobile Infantry Battalion has been provided to us by United States of America
7th May 2044 22:42:31, USA, Information on Garrison Battalion has been provided to us by United Kingdom
7th May 2044 22:42:31, UK, Information on Garrison Battalion has been provided to us by United States of America
7th May 2044 22:42:31, USA, Information on Replacement Battalion has been provided to us by United Kingdom
7th May 2044 22:42:31, UK, Information on Replacement Battalion has been provided to us by United States of America
7th May 2044 22:42:31, Russia, Information on Replacement Battalion has been provided to us by United Kingdom
7th May 2044 22:42:31, PRC, Information on Replacement Battalion has been provided to us by United Kingdom
Ian
Isn't that an example of the tech osmosis?Not really. Nobody started with Garrison and Replacement battalions. When the US got Mobile Infantry, it gave it to the UK directly, and they both got Garrison and Replacement battalions from the other by osmosis from Mobile Infantry. I think I've seen this before, too.
I actually found a bug that I haven't seen reported in this thread, so here goes. Unfortunately, I did not grab any screen shots at the time.
I was researching Stellerator Fusion Reactor tech with my top Power & Propulsion expert. During an exploration of a ruin, I found a set of Stellerator Fusion Reactors. So, I load them up, haul them to Earth, and begin disassembly. I get that done, go look at my research, and the project is gone. I see Magneto-Fusion Drives in the available projects for Power and Propulsion, so the disassembly was enough to complete the project. However, my researcher was not in the available list. I tried several mechanisms, but I could not find her anywhere in the research tab. I could see her in the Officers window, and she showed to be assigned (white background). I ran a few turns, and she did not reappear.
WORKAROUND: I assigned the researcher to a Geology team that was available in the Officers window and disbanded the team. She then reappeared and functions normally.
When recovering items from alien ruin (Abandoned Colony, TL4) got the following messageI can confirm as this happened to me too a couple of times with varying amounts of "nothing". Maybe the game tries to give some components that have been barred currently. (plasma torpedoes, absorption shields, some higher tech version of casual weapons or something?)
14th September 2031 18:00:11,Sol,38th Construction Brigade has recovered 40x on Mars
Can confirm i don't have 40x anything (buildings, ship components, minerals) so it look like a bug in the item recovery code not the logging.
That killed my last game, too. Would be interested in that, as well.
Got that error in my game too, what i did was moved the ships to an other Task Force, and deleted the old task force that gave the error.Interesting.(and welcome to the Forum ;) ) You did something that worked, but I don't quite understand how you figured out which ships caused the problem. How did you learn which ships would produce that error on next increment?
In a other instance, i was not able to move them to a other Task Force, got errors there to, so i went to the Ship details, and Destroyed the onces with errors.
Made then a Salveger ship to pickup the wracks.
This way i could continue my game, i am still in my first campain. 44Years of playing now.
Interesting. (and welcome to the Forum ;) ) You did something that worked, but I don't quite understand how you figured out which ships caused the problem. How did you learn which ships would produce that error on next increment?
I myself have no suspicious objects left anymore from my point of view, since the these 3 that did behave strange were proven not to be the issue.
SFR-MFD class Fighter 332 tons 3 Crew 137.2 BP TCS 6.64 TH 150 EM 0
22590 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 0 Years MSP 0 AFR 66% IFR 0.9% 1YR 9 5YR 136 Max Repair 38 MSP
Intended Deployment Time: 0.1 months Spare Berths 1
MFD ME-0075EP T300x60 (2) Power 75 Fuel Use 925.96% Signature 75 Exp 30%
Fuel Capacity 15,000 Litres Range 0.9 billion km (10 hours at full power)
10cm Railgun V1/C3 (1x4) Range 10,000km TS: 22590 km/s Power 3-3 RM 1 ROF 5 1 0 0 0 0 0 0 0 0 0
FTR-BFC T40x5 M80x25 (1) Max Range: 80,000 km TS: 25000 km/s 88 75 62 50 38 25 12 0 0 0
MCF-3 (1) Total Power Output 3 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
SFR-8 class Fighter 307 tons 3 Crew 145.9 BP TCS 6.14 TH 192 EM 0
31270 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 0 Years MSP 0 AFR 61% IFR 0.9% 1YR 10 5YR 151 Max Repair 48 MSP
Intended Deployment Time: 0.1 months Spare Berths 1
INFD ME-0096EP T300x40 (2) Power 96 Fuel Use 617.3% Signature 96 Exp 30%
Fuel Capacity 10,000 Litres Range 0.9 billion km (8 hours at full power)
10cm Railgun V1/C3 (1x4) Range 10,000km TS: 31270 km/s Power 3-3 RM 1 ROF 5 1 0 0 0 0 0 0 0 0 0
FTR-BFC T48x6.25 M48x31.25 (1) Max Range: 48,000 km TS: 31250 km/s 79 58 38 17 0 0 0 0 0 0
MCF-3 (1) Total Power Output 3 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
SFR-8.2 class Fighter 307 tons 3 Crew 190 BP TCS 6.14 TH 192 EM 0
31270 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 0 Years MSP 0 AFR 61% IFR 0.9% 1YR 13 5YR 197 Max Repair 72 MSP
Intended Deployment Time: 0.1 months Spare Berths 1
INFD ME-0096EP T300x30 (2) Power 96 Fuel Use 462.98% Signature 96 Exp 30%
Fuel Capacity 10,000 Litres Range 1.3 billion km (11 hours at full power)
10cm Railgun V1/C3 (1x4) Range 10,000km TS: 31270 km/s Power 3-3 RM 1 ROF 5 1 0 0 0 0 0 0 0 0 0
FTR-BFC T60-8 M120x32 (1) Max Range: 120,000 km TS: 32000 km/s 92 83 75 67 58 50 42 33 25 17
SCAM-3.2 (1) Total Power Output 3.2 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
Just rename the missile? Maybe that'll help. Can do that in tech screen.In the tech screen i got errors too, and after that it was not listed.
I am currently stuck with one interval where a 5-day advance causes this window to appear:
(http://abload.de/img/unbenannt77sku.jpg)
Unhandled exception: page fault on write access to 0x6e91e000 in 32-bit code (0x7ea231dd).
Register dump:
CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
EIP:7ea231dd ESP:0033ce88 EBP:0033ced8 EFLAGS:00210202( R- -- I - - - )
EAX:0b63cd10 EBX:002b10bd ECX:6e91e000 EDX:803dc08d
ESI:79c3c390 EDI:001589db
Stack dump:
0x0033ce88: 80000000 692fc020 07626820 000039f5
0x0033ce98: 07626820 000039f5 002b10be 0015885f
0x0033cea8: 00ac43fd 001589db 0b63cd10 803dc08d
0x0033ceb8: 79c3c390 005624b1 fb9df850 20070e02
0x0033cec8: 7ea0e74d 7eaae000 002b10bf 002b10bf
0x0033ced8: 0033cf58 7ea26b6e 0033cf00 7bc36796
000c: sel=0067 base=00000000 limit=00000000 16-bit r-x
Backtrace:
=>0 0x7ea231dd in gdi32 (+0x231dd) (0x0033ced8)
1 0x7ea26b6e in gdi32 (+0x26b6d) (0x0033cf58)
2 0x7ea26eaa in gdi32 (+0x26ea9) (0x0033cf88)
3 0x7ea77f2a Ellipse+0x69() in gdi32 (0x0033cfd8)
4 0x66057bdd in msvbvm60 (+0x57bdc) (0x0033d058)
5 0x66082c6e in msvbvm60 (+0x82c6d) (0x0033d1e8)
6 0x66061ddc in msvbvm60 (+0x61ddb) (0x0033d30c)
7 0x66035afb in msvbvm60 (+0x35afa) (0x0033e7b4)
8 0x00ba948f in aurora (+0x7a948e) (0x0033e9e4)
9 0x00ba222c in aurora (+0x7a222b) (0x0033ebac)
10 0x00ba6650 in aurora (+0x7a664f) (0x0033eda4)
11 0x00b394e9 in aurora (+0x7394e8) (0x0033f020)
12 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033f02c)
13 0x004de9f7 in aurora (+0xde9f6) (0x0033f03c)
14 0x660522b4 in msvbvm60 (+0x522b3) (0x0033f088)
15 0x6605271b in msvbvm60 (+0x5271a) (0x0033f15c)
16 0x660528e7 in msvbvm60 (+0x528e6) (0x0033f180)
17 0x660a6fff in msvbvm60 (+0xa6ffe) (0x0033f1d4)
18 0x6606cd20 in msvbvm60 (+0x6cd1f) (0x0033f210)
19 0x6606d011 in msvbvm60 (+0x6d010) (0x0033f244)
20 0x6603aa42 in msvbvm60 (+0x3aa41) (0x0033f40c)
21 0x00b4c693 in aurora (+0x74c692) (0x0033f75c)
22 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033f768)
23 0x004dee14 in aurora (+0xdee13) (0x0033f778)
24 0x660522b4 in msvbvm60 (+0x522b3) (0x0033f7c4)
25 0x6605271b in msvbvm60 (+0x5271a) (0x0033f898)
26 0x660528e7 in msvbvm60 (+0x528e6) (0x0033f8bc)
27 0x66032477 in msvbvm60 (+0x32476) (0x0033f918)
28 0x6603216d in msvbvm60 (+0x3216c) (0x0033f938)
29 0x660647e1 in msvbvm60 (+0x647e0) (0x0033f98c)
30 0x66067124 in msvbvm60 (+0x67123) (0x0033fa8c)
31 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033fa98)
32 0x004b7f12 in aurora (+0xb7f11) (0x0033faa8)
33 0x660522b4 in msvbvm60 (+0x522b3) (0x0033faf4)
34 0x6605271b in msvbvm60 (+0x5271a) (0x0033fbc8)
35 0x660528e7 in msvbvm60 (+0x528e6) (0x0033fbec)
36 0x6607fe21 in msvbvm60 (+0x7fe20) (0x0033fc24)
37 0x6607ff1d in msvbvm60 (+0x7ff1c) (0x0033fc5c)
38 0x66083c76 in msvbvm60 (+0x83c75) (0x0033fc98)
39 0x6601c9d1 in msvbvm60 (+0x1c9d0) (0x0033fcc8)
40 0x6600a55d in msvbvm60 (+0xa55c) (0x0033fcf4)
41 0x6600a48b in msvbvm60 (+0xa48a) (0x0033fd38)
42 0x6600a41a in msvbvm60 (+0xa419) (0x0033fd7c)
43 0x6600a2f8 in msvbvm60 (+0xa2f7) (0x6601a098)
44 0x66006ba7 in msvbvm60 (+0x6ba6) (0x660c7f80)
45 0x0c2474ff (0x0424448b)
0x7ea231dd: movl %ebx,0x0(%ecx)
Modules:
Module Address Debug info Name (109 modules)
PE 400000- 19c0000 Export aurora
PE f9a0000- f9ab000 Deferred vbajet32
PE f9c0000- fa22000 Deferred expsrv
PE 1b000000-1b170000 Deferred msjet40
PE 1b5d0000-1b665000 Deferred mswstr10
PE 1b740000-1b7c8000 Deferred dao360
PE 1b810000-1b84a000 Deferred msjtes40
PE 202b0000-20345000 Deferred comctl32
PE 20da0000-20ddd000 Deferred msflxgrd
PE 21060000-21072000 Deferred sysinfo
PE 212f0000-21323000 Deferred tabctl32
PE 653c0000-653e6000 Deferred asycfilt
PE 66000000-66152000 Export msvbvm60
PE 77120000-771ac000 Deferred oleaut32
ELF 7b800000-7ba54000 Deferred kernel32<elf>
\-PE 7b810000-7ba54000 \ kernel32
ELF 7bc00000-7bcda000 Deferred ntdll<elf>
\-PE 7bc10000-7bcda000 \ ntdll
ELF 7bf00000-7bf04000 Deferred <wine-loader>
ELF 7d447000-7d45d000 Deferred libgpg-error.so.0
ELF 7d45d000-7d4d2000 Deferred libpcre.so.3
ELF 7d4d2000-7d581000 Deferred libgcrypt.so.20
ELF 7d581000-7d5a7000 Deferred liblzma.so.5
ELF 7d5a7000-7d635000 Deferred libsystemd.so.0
ELF 7d6b6000-7d6d3000 Deferred libgcc_s.so.1
ELF 7d6d3000-7d6dc000 Deferred librt.so.1
ELF 7d6dc000-7d702000 Deferred libselinux.so.1
ELF 7d702000-7d70b000 Deferred libffi.so.6
ELF 7d70b000-7d724000 Deferred libresolv.so.2
ELF 7d724000-7d729000 Deferred libkeyutils.so.1
ELF 7d729000-7d783000 Deferred libdbus-1.so.3
ELF 7d783000-7d80f000 Deferred libgmp.so.10
ELF 7d80f000-7d844000 Deferred libhogweed.so.4
ELF 7d844000-7d880000 Deferred libnettle.so.6
ELF 7d880000-7d895000 Deferred libtasn1.so.6
ELF 7d895000-7d8c9000 Deferred libidn.so.11
ELF 7d8c9000-7d92b000 Deferred libp11-kit.so.0
ELF 7d92b000-7d938000 Deferred libkrb5support.so.0
ELF 7d938000-7d93d000 Deferred libcom_err.so.2
ELF 7d93d000-7d96e000 Deferred libk5crypto.so.3
ELF 7d96e000-7da45000 Deferred libkrb5.so.3
ELF 7da45000-7da59000 Deferred libavahi-client.so.3
ELF 7da59000-7da67000 Deferred libavahi-common.so.3
ELF 7da67000-7dbbf000 Deferred libgnutls.so.30
ELF 7dbbf000-7dc11000 Deferred libgssapi_krb5.so.2
ELF 7dc11000-7dc98000 Deferred libcups.so.2
ELF 7dcc0000-7dcf5000 Deferred uxtheme<elf>
\-PE 7dcd0000-7dcf5000 \ uxtheme
ELF 7dcf5000-7dd31000 Deferred winspool<elf>
\-PE 7dd00000-7dd31000 \ winspool
ELF 7dd31000-7dda7000 Deferred shlwapi<elf>
\-PE 7dd40000-7dda7000 \ shlwapi
ELF 7dda7000-7dfd0000 Deferred shell32<elf>
\-PE 7ddb0000-7dfd0000 \ shell32
ELF 7dfd0000-7e0b5000 Deferred comdlg32<elf>
\-PE 7dfe0000-7e0b5000 \ comdlg32
ELF 7e0b5000-7e1aa000 Deferred comctl32<elf>
\-PE 7e0c0000-7e1aa000 \ comctl32
ELF 7e1f4000-7e235000 Deferred usp10<elf>
\-PE 7e200000-7e235000 \ usp10
ELF 7e23a000-7e254000 Deferred sxs<elf>
\-PE 7e240000-7e254000 \ sxs
ELF 7e254000-7e278000 Deferred imm32<elf>
\-PE 7e260000-7e278000 \ imm32
ELF 7e29a000-7e2a1000 Deferred libxfixes.so.3
ELF 7e2a1000-7e2ac000 Deferred libxcursor.so.1
ELF 7e2ac000-7e2bf000 Deferred libxi.so.6
ELF 7e2bf000-7e2c3000 Deferred libxcomposite.so.1
ELF 7e2c3000-7e2d0000 Deferred libxrandr.so.2
ELF 7e2d0000-7e2dc000 Deferred libxrender.so.1
ELF 7e2dc000-7e2e3000 Deferred libxxf86vm.so.1
ELF 7e2e3000-7e2e7000 Deferred libxinerama.so.1
ELF 7e2e7000-7e2ee000 Deferred libxdmcp.so.6
ELF 7e2ee000-7e2f2000 Deferred libxau.so.6
ELF 7e2f2000-7e318000 Deferred libxcb.so.1
ELF 7e318000-7e463000 Deferred libx11.so.6
ELF 7e463000-7e478000 Deferred libxext.so.6
ELF 7e4a0000-7e52d000 Deferred winex11<elf>
\-PE 7e4b0000-7e52d000 \ winex11
ELF 7e5a1000-7e5ca000 Deferred libexpat.so.1
ELF 7e5ca000-7e60e000 Deferred libfontconfig.so.1
ELF 7e60e000-7e639000 Deferred libpng12.so.0
ELF 7e639000-7e654000 Deferred libz.so.1
ELF 7e654000-7e704000 Deferred libfreetype.so.6
ELF 7e72c000-7e7db000 Deferred msvcrt<elf>
\-PE 7e740000-7e7db000 \ msvcrt
ELF 7e7db000-7e857000 Deferred rpcrt4<elf>
\-PE 7e7f0000-7e857000 \ rpcrt4
ELF 7e857000-7e986000 Deferred ole32<elf>
\-PE 7e870000-7e986000 \ ole32
ELF 7e986000-7e9f2000 Deferred advapi32<elf>
\-PE 7e990000-7e9f2000 \ advapi32
ELF 7e9f2000-7eb09000 Dwarf gdi32<elf>
\-PE 7ea00000-7eb09000 \ gdi32
ELF 7eb09000-7ec57000 Deferred user32<elf>
\-PE 7eb20000-7ec57000 \ user32
ELF 7ec57000-7ec6a000 Deferred libnss_files.so.2
ELF 7ec6a000-7ec85000 Deferred libnsl.so.1
ELF 7ef83000-7efd8000 Deferred libm.so.6
ELF 7efe7000-7f000000 Deferred version<elf>
\-PE 7eff0000-7f000000 \ version
ELF f7342000-f734f000 Deferred libnss_nis.so.2
ELF f7350000-f7355000 Deferred libdl.so.2
ELF f7355000-f7509000 Deferred libc.so.6
ELF f750a000-f7527000 Deferred libpthread.so.0
ELF f7544000-f754e000 Deferred libnss_compat.so.2
ELF f754f000-f7704000 Dwarf libwine.so.1
ELF f7706000-f772b000 Deferred ld-linux.so.2
ELF f772d000-f772e000 Deferred [vdso].so
Threads:
process tid prio (all id:s are in hex)
0000000e services.exe
0000001d 0
0000001c 0
00000018 0
00000016 0
00000014 0
00000010 0
0000000f 0
00000012 winedevice.exe
00000020 0
00000019 0
00000017 0
00000013 0
0000001a plugplay.exe
0000001f 0
0000001e 0
0000001b 0
00000021 explorer.exe
00000025 0
00000022 0
00000023 (D) C:\Games\Aurora\Aurora.exe
00000033 0
00000032 1
00000031 1
00000030 1
00000024 0 <==
00000026 rpcss.exe
0000002f 0
0000002e 0
0000002d 0
0000002c 0
0000002b 0
0000002a 0
00000028 0
00000027 0
System information:
Wine build: wine-1.6.2
Platform: i386
Host system: Linux
Host version: 4.4.0-15-generic
I'm getting a page fault error that forces Aurora to close. This only occurs when trying to bring up the System Map for a particular system (WISE 0146+4234). I think it's connected to the huge number of wrecks/life pods/ships (friendly and enemy) present in this heavily-contested system.
I haven't found any work-around to get me to the WISE System Map without a crash (other systems come up just fine), so I'm now fighting a huge system invasion solely through the Combat Overview and Events windows. :'(
Note: I'm running Aurora under Wine in Linux but I don't think that's the source of the error. . .
Here is one of my recent error reports:Code: [Select]Unhandled exception: page fault on write access to 0x6e91e000 in 32-bit code (0x7ea231dd).
Register dump:
CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
EIP:7ea231dd ESP:0033ce88 EBP:0033ced8 EFLAGS:00210202( R- -- I - - - )
EAX:0b63cd10 EBX:002b10bd ECX:6e91e000 EDX:803dc08d
ESI:79c3c390 EDI:001589db
Stack dump:
0x0033ce88: 80000000 692fc020 07626820 000039f5
0x0033ce98: 07626820 000039f5 002b10be 0015885f
0x0033cea8: 00ac43fd 001589db 0b63cd10 803dc08d
0x0033ceb8: 79c3c390 005624b1 fb9df850 20070e02
0x0033cec8: 7ea0e74d 7eaae000 002b10bf 002b10bf
0x0033ced8: 0033cf58 7ea26b6e 0033cf00 7bc36796
000c: sel=0067 base=00000000 limit=00000000 16-bit r-x
Backtrace:
=>0 0x7ea231dd in gdi32 (+0x231dd) (0x0033ced8)
1 0x7ea26b6e in gdi32 (+0x26b6d) (0x0033cf58)
2 0x7ea26eaa in gdi32 (+0x26ea9) (0x0033cf88)
3 0x7ea77f2a Ellipse+0x69() in gdi32 (0x0033cfd8)
4 0x66057bdd in msvbvm60 (+0x57bdc) (0x0033d058)
5 0x66082c6e in msvbvm60 (+0x82c6d) (0x0033d1e8)
6 0x66061ddc in msvbvm60 (+0x61ddb) (0x0033d30c)
7 0x66035afb in msvbvm60 (+0x35afa) (0x0033e7b4)
8 0x00ba948f in aurora (+0x7a948e) (0x0033e9e4)
9 0x00ba222c in aurora (+0x7a222b) (0x0033ebac)
10 0x00ba6650 in aurora (+0x7a664f) (0x0033eda4)
11 0x00b394e9 in aurora (+0x7394e8) (0x0033f020)
12 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033f02c)
13 0x004de9f7 in aurora (+0xde9f6) (0x0033f03c)
14 0x660522b4 in msvbvm60 (+0x522b3) (0x0033f088)
15 0x6605271b in msvbvm60 (+0x5271a) (0x0033f15c)
16 0x660528e7 in msvbvm60 (+0x528e6) (0x0033f180)
17 0x660a6fff in msvbvm60 (+0xa6ffe) (0x0033f1d4)
18 0x6606cd20 in msvbvm60 (+0x6cd1f) (0x0033f210)
19 0x6606d011 in msvbvm60 (+0x6d010) (0x0033f244)
20 0x6603aa42 in msvbvm60 (+0x3aa41) (0x0033f40c)
21 0x00b4c693 in aurora (+0x74c692) (0x0033f75c)
22 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033f768)
23 0x004dee14 in aurora (+0xdee13) (0x0033f778)
24 0x660522b4 in msvbvm60 (+0x522b3) (0x0033f7c4)
25 0x6605271b in msvbvm60 (+0x5271a) (0x0033f898)
26 0x660528e7 in msvbvm60 (+0x528e6) (0x0033f8bc)
27 0x66032477 in msvbvm60 (+0x32476) (0x0033f918)
28 0x6603216d in msvbvm60 (+0x3216c) (0x0033f938)
29 0x660647e1 in msvbvm60 (+0x647e0) (0x0033f98c)
30 0x66067124 in msvbvm60 (+0x67123) (0x0033fa8c)
31 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033fa98)
32 0x004b7f12 in aurora (+0xb7f11) (0x0033faa8)
33 0x660522b4 in msvbvm60 (+0x522b3) (0x0033faf4)
34 0x6605271b in msvbvm60 (+0x5271a) (0x0033fbc8)
35 0x660528e7 in msvbvm60 (+0x528e6) (0x0033fbec)
36 0x6607fe21 in msvbvm60 (+0x7fe20) (0x0033fc24)
37 0x6607ff1d in msvbvm60 (+0x7ff1c) (0x0033fc5c)
38 0x66083c76 in msvbvm60 (+0x83c75) (0x0033fc98)
39 0x6601c9d1 in msvbvm60 (+0x1c9d0) (0x0033fcc8)
40 0x6600a55d in msvbvm60 (+0xa55c) (0x0033fcf4)
41 0x6600a48b in msvbvm60 (+0xa48a) (0x0033fd38)
42 0x6600a41a in msvbvm60 (+0xa419) (0x0033fd7c)
43 0x6600a2f8 in msvbvm60 (+0xa2f7) (0x6601a098)
44 0x66006ba7 in msvbvm60 (+0x6ba6) (0x660c7f80)
45 0x0c2474ff (0x0424448b)
0x7ea231dd: movl %ebx,0x0(%ecx)
Modules:
Module Address Debug info Name (109 modules)
PE 400000- 19c0000 Export aurora
PE f9a0000- f9ab000 Deferred vbajet32
PE f9c0000- fa22000 Deferred expsrv
PE 1b000000-1b170000 Deferred msjet40
PE 1b5d0000-1b665000 Deferred mswstr10
PE 1b740000-1b7c8000 Deferred dao360
PE 1b810000-1b84a000 Deferred msjtes40
PE 202b0000-20345000 Deferred comctl32
PE 20da0000-20ddd000 Deferred msflxgrd
PE 21060000-21072000 Deferred sysinfo
PE 212f0000-21323000 Deferred tabctl32
PE 653c0000-653e6000 Deferred asycfilt
PE 66000000-66152000 Export msvbvm60
PE 77120000-771ac000 Deferred oleaut32
ELF 7b800000-7ba54000 Deferred kernel32<elf>
\-PE 7b810000-7ba54000 \ kernel32
ELF 7bc00000-7bcda000 Deferred ntdll<elf>
\-PE 7bc10000-7bcda000 \ ntdll
ELF 7bf00000-7bf04000 Deferred <wine-loader>
ELF 7d447000-7d45d000 Deferred libgpg-error.so.0
ELF 7d45d000-7d4d2000 Deferred libpcre.so.3
ELF 7d4d2000-7d581000 Deferred libgcrypt.so.20
ELF 7d581000-7d5a7000 Deferred liblzma.so.5
ELF 7d5a7000-7d635000 Deferred libsystemd.so.0
ELF 7d6b6000-7d6d3000 Deferred libgcc_s.so.1
ELF 7d6d3000-7d6dc000 Deferred librt.so.1
ELF 7d6dc000-7d702000 Deferred libselinux.so.1
ELF 7d702000-7d70b000 Deferred libffi.so.6
ELF 7d70b000-7d724000 Deferred libresolv.so.2
ELF 7d724000-7d729000 Deferred libkeyutils.so.1
ELF 7d729000-7d783000 Deferred libdbus-1.so.3
ELF 7d783000-7d80f000 Deferred libgmp.so.10
ELF 7d80f000-7d844000 Deferred libhogweed.so.4
ELF 7d844000-7d880000 Deferred libnettle.so.6
ELF 7d880000-7d895000 Deferred libtasn1.so.6
ELF 7d895000-7d8c9000 Deferred libidn.so.11
ELF 7d8c9000-7d92b000 Deferred libp11-kit.so.0
ELF 7d92b000-7d938000 Deferred libkrb5support.so.0
ELF 7d938000-7d93d000 Deferred libcom_err.so.2
ELF 7d93d000-7d96e000 Deferred libk5crypto.so.3
ELF 7d96e000-7da45000 Deferred libkrb5.so.3
ELF 7da45000-7da59000 Deferred libavahi-client.so.3
ELF 7da59000-7da67000 Deferred libavahi-common.so.3
ELF 7da67000-7dbbf000 Deferred libgnutls.so.30
ELF 7dbbf000-7dc11000 Deferred libgssapi_krb5.so.2
ELF 7dc11000-7dc98000 Deferred libcups.so.2
ELF 7dcc0000-7dcf5000 Deferred uxtheme<elf>
\-PE 7dcd0000-7dcf5000 \ uxtheme
ELF 7dcf5000-7dd31000 Deferred winspool<elf>
\-PE 7dd00000-7dd31000 \ winspool
ELF 7dd31000-7dda7000 Deferred shlwapi<elf>
\-PE 7dd40000-7dda7000 \ shlwapi
ELF 7dda7000-7dfd0000 Deferred shell32<elf>
\-PE 7ddb0000-7dfd0000 \ shell32
ELF 7dfd0000-7e0b5000 Deferred comdlg32<elf>
\-PE 7dfe0000-7e0b5000 \ comdlg32
ELF 7e0b5000-7e1aa000 Deferred comctl32<elf>
\-PE 7e0c0000-7e1aa000 \ comctl32
ELF 7e1f4000-7e235000 Deferred usp10<elf>
\-PE 7e200000-7e235000 \ usp10
ELF 7e23a000-7e254000 Deferred sxs<elf>
\-PE 7e240000-7e254000 \ sxs
ELF 7e254000-7e278000 Deferred imm32<elf>
\-PE 7e260000-7e278000 \ imm32
ELF 7e29a000-7e2a1000 Deferred libxfixes.so.3
ELF 7e2a1000-7e2ac000 Deferred libxcursor.so.1
ELF 7e2ac000-7e2bf000 Deferred libxi.so.6
ELF 7e2bf000-7e2c3000 Deferred libxcomposite.so.1
ELF 7e2c3000-7e2d0000 Deferred libxrandr.so.2
ELF 7e2d0000-7e2dc000 Deferred libxrender.so.1
ELF 7e2dc000-7e2e3000 Deferred libxxf86vm.so.1
ELF 7e2e3000-7e2e7000 Deferred libxinerama.so.1
ELF 7e2e7000-7e2ee000 Deferred libxdmcp.so.6
ELF 7e2ee000-7e2f2000 Deferred libxau.so.6
ELF 7e2f2000-7e318000 Deferred libxcb.so.1
ELF 7e318000-7e463000 Deferred libx11.so.6
ELF 7e463000-7e478000 Deferred libxext.so.6
ELF 7e4a0000-7e52d000 Deferred winex11<elf>
\-PE 7e4b0000-7e52d000 \ winex11
ELF 7e5a1000-7e5ca000 Deferred libexpat.so.1
ELF 7e5ca000-7e60e000 Deferred libfontconfig.so.1
ELF 7e60e000-7e639000 Deferred libpng12.so.0
ELF 7e639000-7e654000 Deferred libz.so.1
ELF 7e654000-7e704000 Deferred libfreetype.so.6
ELF 7e72c000-7e7db000 Deferred msvcrt<elf>
\-PE 7e740000-7e7db000 \ msvcrt
ELF 7e7db000-7e857000 Deferred rpcrt4<elf>
\-PE 7e7f0000-7e857000 \ rpcrt4
ELF 7e857000-7e986000 Deferred ole32<elf>
\-PE 7e870000-7e986000 \ ole32
ELF 7e986000-7e9f2000 Deferred advapi32<elf>
\-PE 7e990000-7e9f2000 \ advapi32
ELF 7e9f2000-7eb09000 Dwarf gdi32<elf>
\-PE 7ea00000-7eb09000 \ gdi32
ELF 7eb09000-7ec57000 Deferred user32<elf>
\-PE 7eb20000-7ec57000 \ user32
ELF 7ec57000-7ec6a000 Deferred libnss_files.so.2
ELF 7ec6a000-7ec85000 Deferred libnsl.so.1
ELF 7ef83000-7efd8000 Deferred libm.so.6
ELF 7efe7000-7f000000 Deferred version<elf>
\-PE 7eff0000-7f000000 \ version
ELF f7342000-f734f000 Deferred libnss_nis.so.2
ELF f7350000-f7355000 Deferred libdl.so.2
ELF f7355000-f7509000 Deferred libc.so.6
ELF f750a000-f7527000 Deferred libpthread.so.0
ELF f7544000-f754e000 Deferred libnss_compat.so.2
ELF f754f000-f7704000 Dwarf libwine.so.1
ELF f7706000-f772b000 Deferred ld-linux.so.2
ELF f772d000-f772e000 Deferred [vdso].so
Threads:
process tid prio (all id:s are in hex)
0000000e services.exe
0000001d 0
0000001c 0
00000018 0
00000016 0
00000014 0
00000010 0
0000000f 0
00000012 winedevice.exe
00000020 0
00000019 0
00000017 0
00000013 0
0000001a plugplay.exe
0000001f 0
0000001e 0
0000001b 0
00000021 explorer.exe
00000025 0
00000022 0
00000023 (D) C:\Games\Aurora\Aurora.exe
00000033 0
00000032 1
00000031 1
00000030 1
00000024 0 <==
00000026 rpcss.exe
0000002f 0
0000002e 0
0000002d 0
0000002c 0
0000002b 0
0000002a 0
00000028 0
00000027 0
System information:
Wine build: wine-1.6.2
Platform: i386
Host system: Linux
Host version: 4.4.0-15-generic
The Secondary Commander Name Themes percentages seem to change at random during the game. They sometimes even have negative numbers.
Do you have a salvenger with orders to salvage the nearest wrack?
Can't verify it at the moment, but it seems that building a secondary ship class at a shipyard (one that the yard isn't tooled for but that is similar enough to be build-able) does not lock the class in the design window.Correct, and this is how it is supposed to be.
Correct, and this is how it is supposed to be.No, it isn't. That opens up the mother of all exploits. Tool a shipyard for a very cheap FAC. Copy that design. Build a bunch of the copies. Because the design isn't locked, you can then turn it into the superdreadnought of doom.
No, it isn't. That opens up the mother of all exploits. Tool a shipyard for a very cheap FAC. Copy that design. Build a bunch of the copies. Because the design isn't locked, you can then turn it into the superdreadnought of doom.It builds the design as it exists when you click "Build" so if you change it during the building, it still produces the design when you click "Build".
I'm well aware that this can easily be duplicated using SM mode anyway, but I really can't see how you can claim that it's intentional that you can build an unlocked design. In fact, I'm in favor of disallowing any unlocked design from being built anywhere, to cut down on other exploits/bugs. Such as being able to build a large PDC with no bridge and no fire control.
It builds the design as it exists when you click "Build" so if you change it during the building, it still produces the design when you click "Build".No. No it does not. The characteristics of a ship are defined exclusively by the record you see in the F5 window. If you go in and change what's in that window, it will change ships already built to that design. If the ship is under construction, it will build as if it was the original design, but what comes out of the yard will be the new design. Go and try it yourself.
Crew amount per engine count error or display bug or ...?
I made a test plane of 8 engines.
At the Technology Report screen, the engine needs 3 Crew to operate.
The same engine in the "Class Design, tab -> Component Summary". Gives an ammount of 24 crew for the 8 engines (24/8=3)
All still looks fine.
When i look at the Design View of the fighter, it needs 4crew in total (3 for the engine, 1 default for the craft)
But not the 24(+default=25) Crew it would need in the component summary
Fighter crews are heavily reduced.
I think it's not just fighters. Anything with a short deployment time gets reduced crew. That's one of the reasons that commercial ships have to have at least 3 month deployment clocks.I missed the deployment time varriable versus the crew amount drop.
Not sure if im just doing something wrong, but i cannot seem to SM Add buildings and PDCs but can SM add ship components is this a bug or just me being an idiot and not realising a game mechanic?PDCs are added via Fast OOB.
I think in the calculation should be; IF deployment time is Lower then X, AND Unit is less then 500ton, then drop Crew amount, based on the current calculations.Why would we limit it to vessels less than 500 tons? What's the real difference between your 15-day fighter and my 15-day FAC? Why should they use different rules? For that matter, why can't I use the same level of automation on my 15-day planetary defense ship, even if it's 30,000 tons?
Why would we limit it to vessels less than 500 tons? What's the real difference between your 15-day fighter and my 15-day FAC? Why should they use different rules? For that matter, why can't I use the same level of automation on my 15-day planetary defense ship, even if it's 30,000 tons?
(I headcanon the reduction in crew as being due to elimination of lots of redundancy in crewing, and due to use of automation in place of crews. They get cranky after 15 days because they're having to do work that would normally be done by their ground crews.)
Well i can say at least the game gives me a headcanon, and i like it lol :DThat wasn't a PDC reference, actually. I was alluding to the coastal defense battleships that were built, most prominently by Sweden, IIRC. The point was that there's no logical reason why fighters should work differently from battleships, and Steve, to his credit, has gone a long way towards making that the case. A lot of games use different mechanics for fighters and bigger ships if you look closely, which leads to odd questions like 'why don't they just mount fighter weapons on their frigates'. I understand that when first introduced, fighters worked very differently from other ships, although that was before I started.
Never tought of it to reduce deployment time of PDC's btw. That would reduce 5000-10000 crew for al the pdc's deployed on diffrent planets.
Option "Hide Escorts on Map" gives an error, and starts looping.That only happens when there are no escorts in your empire.
Only way to kill Aurora is with the taskmanger.
I'm getting a page fault error that forces Aurora to close. This only occurs when trying to bring up the System Map for a particular system (WISE 0146+4234). I think it's connected to the huge number of wrecks/life pods/ships (friendly and enemy) present in this heavily-contested system.
I haven't found any work-around to get me to the WISE System Map without a crash (other systems come up just fine), so I'm now fighting a huge system invasion solely through the Combat Overview and Events windows. :'(
Note: I'm running Aurora under Wine in Linux but I don't think that's the source of the error...
Here is one of my recent error reports:Code: [Select]Unhandled exception: page fault on write access to 0x6e91e000 in 32-bit code (0x7ea231dd).
Register dump:
CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
EIP:7ea231dd ESP:0033ce88 EBP:0033ced8 EFLAGS:00210202( R- -- I - - - )
EAX:0b63cd10 EBX:002b10bd ECX:6e91e000 EDX:803dc08d
ESI:79c3c390 EDI:001589db
Stack dump:
0x0033ce88: 80000000 692fc020 07626820 000039f5
0x0033ce98: 07626820 000039f5 002b10be 0015885f
0x0033cea8: 00ac43fd 001589db 0b63cd10 803dc08d
0x0033ceb8: 79c3c390 005624b1 fb9df850 20070e02
0x0033cec8: 7ea0e74d 7eaae000 002b10bf 002b10bf
0x0033ced8: 0033cf58 7ea26b6e 0033cf00 7bc36796
000c: sel=0067 base=00000000 limit=00000000 16-bit r-x
Backtrace:
=>0 0x7ea231dd in gdi32 (+0x231dd) (0x0033ced8)
1 0x7ea26b6e in gdi32 (+0x26b6d) (0x0033cf58)
2 0x7ea26eaa in gdi32 (+0x26ea9) (0x0033cf88)
3 0x7ea77f2a Ellipse+0x69() in gdi32 (0x0033cfd8)
4 0x66057bdd in msvbvm60 (+0x57bdc) (0x0033d058)
5 0x66082c6e in msvbvm60 (+0x82c6d) (0x0033d1e8)
6 0x66061ddc in msvbvm60 (+0x61ddb) (0x0033d30c)
7 0x66035afb in msvbvm60 (+0x35afa) (0x0033e7b4)
8 0x00ba948f in aurora (+0x7a948e) (0x0033e9e4)
9 0x00ba222c in aurora (+0x7a222b) (0x0033ebac)
10 0x00ba6650 in aurora (+0x7a664f) (0x0033eda4)
11 0x00b394e9 in aurora (+0x7394e8) (0x0033f020)
12 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033f02c)
13 0x004de9f7 in aurora (+0xde9f6) (0x0033f03c)
14 0x660522b4 in msvbvm60 (+0x522b3) (0x0033f088)
15 0x6605271b in msvbvm60 (+0x5271a) (0x0033f15c)
16 0x660528e7 in msvbvm60 (+0x528e6) (0x0033f180)
17 0x660a6fff in msvbvm60 (+0xa6ffe) (0x0033f1d4)
18 0x6606cd20 in msvbvm60 (+0x6cd1f) (0x0033f210)
19 0x6606d011 in msvbvm60 (+0x6d010) (0x0033f244)
20 0x6603aa42 in msvbvm60 (+0x3aa41) (0x0033f40c)
21 0x00b4c693 in aurora (+0x74c692) (0x0033f75c)
22 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033f768)
23 0x004dee14 in aurora (+0xdee13) (0x0033f778)
24 0x660522b4 in msvbvm60 (+0x522b3) (0x0033f7c4)
25 0x6605271b in msvbvm60 (+0x5271a) (0x0033f898)
26 0x660528e7 in msvbvm60 (+0x528e6) (0x0033f8bc)
27 0x66032477 in msvbvm60 (+0x32476) (0x0033f918)
28 0x6603216d in msvbvm60 (+0x3216c) (0x0033f938)
29 0x660647e1 in msvbvm60 (+0x647e0) (0x0033f98c)
30 0x66067124 in msvbvm60 (+0x67123) (0x0033fa8c)
31 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033fa98)
32 0x004b7f12 in aurora (+0xb7f11) (0x0033faa8)
33 0x660522b4 in msvbvm60 (+0x522b3) (0x0033faf4)
34 0x6605271b in msvbvm60 (+0x5271a) (0x0033fbc8)
35 0x660528e7 in msvbvm60 (+0x528e6) (0x0033fbec)
36 0x6607fe21 in msvbvm60 (+0x7fe20) (0x0033fc24)
37 0x6607ff1d in msvbvm60 (+0x7ff1c) (0x0033fc5c)
38 0x66083c76 in msvbvm60 (+0x83c75) (0x0033fc98)
39 0x6601c9d1 in msvbvm60 (+0x1c9d0) (0x0033fcc8)
40 0x6600a55d in msvbvm60 (+0xa55c) (0x0033fcf4)
41 0x6600a48b in msvbvm60 (+0xa48a) (0x0033fd38)
42 0x6600a41a in msvbvm60 (+0xa419) (0x0033fd7c)
43 0x6600a2f8 in msvbvm60 (+0xa2f7) (0x6601a098)
44 0x66006ba7 in msvbvm60 (+0x6ba6) (0x660c7f80)
45 0x0c2474ff (0x0424448b)
0x7ea231dd: movl %ebx,0x0(%ecx)
Modules:
Module Address Debug info Name (109 modules)
PE 400000- 19c0000 Export aurora
PE f9a0000- f9ab000 Deferred vbajet32
PE f9c0000- fa22000 Deferred expsrv
PE 1b000000-1b170000 Deferred msjet40
PE 1b5d0000-1b665000 Deferred mswstr10
PE 1b740000-1b7c8000 Deferred dao360
PE 1b810000-1b84a000 Deferred msjtes40
PE 202b0000-20345000 Deferred comctl32
PE 20da0000-20ddd000 Deferred msflxgrd
PE 21060000-21072000 Deferred sysinfo
PE 212f0000-21323000 Deferred tabctl32
PE 653c0000-653e6000 Deferred asycfilt
PE 66000000-66152000 Export msvbvm60
PE 77120000-771ac000 Deferred oleaut32
ELF 7b800000-7ba54000 Deferred kernel32<elf>
\-PE 7b810000-7ba54000 \ kernel32
ELF 7bc00000-7bcda000 Deferred ntdll<elf>
\-PE 7bc10000-7bcda000 \ ntdll
ELF 7bf00000-7bf04000 Deferred <wine-loader>
ELF 7d447000-7d45d000 Deferred libgpg-error.so.0
ELF 7d45d000-7d4d2000 Deferred libpcre.so.3
ELF 7d4d2000-7d581000 Deferred libgcrypt.so.20
ELF 7d581000-7d5a7000 Deferred liblzma.so.5
ELF 7d5a7000-7d635000 Deferred libsystemd.so.0
ELF 7d6b6000-7d6d3000 Deferred libgcc_s.so.1
ELF 7d6d3000-7d6dc000 Deferred librt.so.1
ELF 7d6dc000-7d702000 Deferred libselinux.so.1
ELF 7d702000-7d70b000 Deferred libffi.so.6
ELF 7d70b000-7d724000 Deferred libresolv.so.2
ELF 7d724000-7d729000 Deferred libkeyutils.so.1
ELF 7d729000-7d783000 Deferred libdbus-1.so.3
ELF 7d783000-7d80f000 Deferred libgmp.so.10
ELF 7d80f000-7d844000 Deferred libhogweed.so.4
ELF 7d844000-7d880000 Deferred libnettle.so.6
ELF 7d880000-7d895000 Deferred libtasn1.so.6
ELF 7d895000-7d8c9000 Deferred libidn.so.11
ELF 7d8c9000-7d92b000 Deferred libp11-kit.so.0
ELF 7d92b000-7d938000 Deferred libkrb5support.so.0
ELF 7d938000-7d93d000 Deferred libcom_err.so.2
ELF 7d93d000-7d96e000 Deferred libk5crypto.so.3
ELF 7d96e000-7da45000 Deferred libkrb5.so.3
ELF 7da45000-7da59000 Deferred libavahi-client.so.3
ELF 7da59000-7da67000 Deferred libavahi-common.so.3
ELF 7da67000-7dbbf000 Deferred libgnutls.so.30
ELF 7dbbf000-7dc11000 Deferred libgssapi_krb5.so.2
ELF 7dc11000-7dc98000 Deferred libcups.so.2
ELF 7dcc0000-7dcf5000 Deferred uxtheme<elf>
\-PE 7dcd0000-7dcf5000 \ uxtheme
ELF 7dcf5000-7dd31000 Deferred winspool<elf>
\-PE 7dd00000-7dd31000 \ winspool
ELF 7dd31000-7dda7000 Deferred shlwapi<elf>
\-PE 7dd40000-7dda7000 \ shlwapi
ELF 7dda7000-7dfd0000 Deferred shell32<elf>
\-PE 7ddb0000-7dfd0000 \ shell32
ELF 7dfd0000-7e0b5000 Deferred comdlg32<elf>
\-PE 7dfe0000-7e0b5000 \ comdlg32
ELF 7e0b5000-7e1aa000 Deferred comctl32<elf>
\-PE 7e0c0000-7e1aa000 \ comctl32
ELF 7e1f4000-7e235000 Deferred usp10<elf>
\-PE 7e200000-7e235000 \ usp10
ELF 7e23a000-7e254000 Deferred sxs<elf>
\-PE 7e240000-7e254000 \ sxs
ELF 7e254000-7e278000 Deferred imm32<elf>
\-PE 7e260000-7e278000 \ imm32
ELF 7e29a000-7e2a1000 Deferred libxfixes.so.3
ELF 7e2a1000-7e2ac000 Deferred libxcursor.so.1
ELF 7e2ac000-7e2bf000 Deferred libxi.so.6
ELF 7e2bf000-7e2c3000 Deferred libxcomposite.so.1
ELF 7e2c3000-7e2d0000 Deferred libxrandr.so.2
ELF 7e2d0000-7e2dc000 Deferred libxrender.so.1
ELF 7e2dc000-7e2e3000 Deferred libxxf86vm.so.1
ELF 7e2e3000-7e2e7000 Deferred libxinerama.so.1
ELF 7e2e7000-7e2ee000 Deferred libxdmcp.so.6
ELF 7e2ee000-7e2f2000 Deferred libxau.so.6
ELF 7e2f2000-7e318000 Deferred libxcb.so.1
ELF 7e318000-7e463000 Deferred libx11.so.6
ELF 7e463000-7e478000 Deferred libxext.so.6
ELF 7e4a0000-7e52d000 Deferred winex11<elf>
\-PE 7e4b0000-7e52d000 \ winex11
ELF 7e5a1000-7e5ca000 Deferred libexpat.so.1
ELF 7e5ca000-7e60e000 Deferred libfontconfig.so.1
ELF 7e60e000-7e639000 Deferred libpng12.so.0
ELF 7e639000-7e654000 Deferred libz.so.1
ELF 7e654000-7e704000 Deferred libfreetype.so.6
ELF 7e72c000-7e7db000 Deferred msvcrt<elf>
\-PE 7e740000-7e7db000 \ msvcrt
ELF 7e7db000-7e857000 Deferred rpcrt4<elf>
\-PE 7e7f0000-7e857000 \ rpcrt4
ELF 7e857000-7e986000 Deferred ole32<elf>
\-PE 7e870000-7e986000 \ ole32
ELF 7e986000-7e9f2000 Deferred advapi32<elf>
\-PE 7e990000-7e9f2000 \ advapi32
ELF 7e9f2000-7eb09000 Dwarf gdi32<elf>
\-PE 7ea00000-7eb09000 \ gdi32
ELF 7eb09000-7ec57000 Deferred user32<elf>
\-PE 7eb20000-7ec57000 \ user32
ELF 7ec57000-7ec6a000 Deferred libnss_files.so.2
ELF 7ec6a000-7ec85000 Deferred libnsl.so.1
ELF 7ef83000-7efd8000 Deferred libm.so.6
ELF 7efe7000-7f000000 Deferred version<elf>
\-PE 7eff0000-7f000000 \ version
ELF f7342000-f734f000 Deferred libnss_nis.so.2
ELF f7350000-f7355000 Deferred libdl.so.2
ELF f7355000-f7509000 Deferred libc.so.6
ELF f750a000-f7527000 Deferred libpthread.so.0
ELF f7544000-f754e000 Deferred libnss_compat.so.2
ELF f754f000-f7704000 Dwarf libwine.so.1
ELF f7706000-f772b000 Deferred ld-linux.so.2
ELF f772d000-f772e000 Deferred [vdso].so
Threads:
process tid prio (all id:s are in hex)
0000000e services.exe
0000001d 0
0000001c 0
00000018 0
00000016 0
00000014 0
00000010 0
0000000f 0
00000012 winedevice.exe
00000020 0
00000019 0
00000017 0
00000013 0
0000001a plugplay.exe
0000001f 0
0000001e 0
0000001b 0
00000021 explorer.exe
00000025 0
00000022 0
00000023 (D) C:\Games\Aurora\Aurora.exe
00000033 0
00000032 1
00000031 1
00000030 1
00000024 0 <==
00000026 rpcss.exe
0000002f 0
0000002e 0
0000002d 0
0000002c 0
0000002b 0
0000002a 0
00000028 0
00000027 0
System information:
Wine build: wine-1.6.2
Platform: i386
Host system: Linux
Host version: 4.4.0-15-generic
Custer class Scout 9 100 tons 214 Crew 2060 BP TCS 182 TH 2040 EM 0
11208 km/s JR 3-50 Armour 2-38 Shields 0-0 Sensors 84/84/0/0 Damage Control Rating 1 PPV 0
Maint Life 0.3 Years MSP 141 AFR 662% IFR 9.2% 1YR 462 5YR 6935 Max Repair 336 MSP
Intended Deployment Time: 6 months Spare Berths 0
J9500(3-50) Military Jump Drive Max Ship Size 9500 tons Distance 50k km Squadron Size 3
120 EP Internal Fusion Drive (17) Power 120 Fuel Use 56.4% Signature 120 Exp 10%
Fuel Capacity 800 000 Litres Range 28.1 billion km (28 days at full power)
Active Search Sensor MR412-R77 (1) GPS 25872 Range 412.8m km Resolution 77
Thermal Sensor TH6-84 (1) Sensitivity 84 Detect Sig Strength 1000: 84m km
EM Detection Sensor EM6-84 (1) Sensitivity 84 Detect Sig Strength 1000: 84m km
ECCM-5 (1) ECM 50
When building fighters they do no use part from the stockpile.You forget the cheese, that when you dissamble the fighter, you get the alien technologie back.
A) Scrapping fighters produces parts, if the above behavior is intended really fighters should scrap to minerals and wealth directly to match up
B) Causes an issue with fighters that use alien parts.
- Design a fighter using alien part (e.g. advanced grav scanner that you do not have the tech for)
- Design a ship using the part
- Infinite fighters can be built with that part even if you don't have any in stock
- For ships can only build ships if parts are in stock and they are removed from stock when ship starts to build.
# Additional exploit in that you can built fighters with alien parts, scrap fighters to recover the alien parts, then build ships using the alien parts from the scrapped fighters.
10cm Advanced laser seems to be broken (tech found in alien base research centre)Nope, these are correct for now, though a couple people, including me have thought that to be weird in the past. My suspicion was once that they maybe lend some to-hit boni in exchange for their bad damage, but it turned out the technology just needs some time to ripe. At later levels you will see some amazing fruits, but you will have to invest.
------------------------
4cm C4 Infrared Laser (10cm advanced)
Damage Output 0 Rate of Fire: 0 seconds Range Modifier: 1
Max Range 0 km Laser Size: 2 HS Laser HTK: 0
Power Requirement: 0 Power Recharge per 5 Secs: 4
Cost: 1 Crew: 0
Materials Required: 0.2x Duranium 0.2x Boronide 0.6x Corundium
Development Cost for Project: 10RP
--------------------------
5cm C4 Infrared Laser (12cm advanced)
Damage Output 1 Rate of Fire: 5 seconds Range Modifier: 1
Max Range 10 000 km Laser Size: 2 HS Laser HTK: 1
Power Requirement: 1 Power Recharge per 5 Secs: 4
Cost: 4 Crew: 6
Materials Required: 0.8x Duranium 0.8x Boronide 2.4x Corundium
Development Cost for Project: 40RP
#WARNING: DB has been edited (values changed for bulding count in alien bases)#
Nope, these are correct for now, though a couple people, including me have thought that to be weird in the past. My suspicion was once that they maybe lend some to-hit boni in exchange for their bad damage, but it turned out the technology just needs some time to ripe. At later levels you will see some amazing fruits, but you will have to invest.
When I go through and got to my next event, I noticed that I had gone back in time. I thought that the event manager writes were one of the last things that happened in a phase before control returned, so I was surprised (to say the least) when I noticed that April 17th had become April 13th.This happens when Aurora cannot complete a turn because you close it down. The time advance is at the end of a turn, so when you close it down before the end (via task manager) its like you never advanced time (even though things changed as if you had).
I have two rather serious bugs relating to missiles:
1. Tracking speed research doesn't do anything.
2. Laser warheads are not immune to final defensive fire/CIWS, and are thus totally useless.
I just tested both of these in 7.1 after finding them in 6.4.
Could you elaborate on the Tracking speed thing? If it is what it sounds like this is a fairly major problem that would affect everyone who used or fought against missiles. (ie- everyone)I took two ships, and put them on different sides. I had one shoot at the other at nearly point-blank range, and shot at the missile with gauss weapons with insufficient tracking speed for the missiles, and noted the to-hit probability. I then moved the target out 8 times as far, and shot again. The to-hit probability was exactly the same. The missile in each case was tracked from launch onward. It does seem a major problem, and one I previously saw in 6.4.
I took two ships, and put them on different sides. I had one shoot at the other at nearly point-blank range, and shot at the missile with gauss weapons with insufficient tracking speed for the missiles, and noted the to-hit probability. I then moved the target out 8 times as far, and shot again. The to-hit probability was exactly the same. The missile in each case was tracked from launch onward. It does seem a major problem, and one I previously saw in 6.4.Ah, you're talking about the Tracking Time Accuracy Bonus tech, correct?
And just to be clear, I had 80% max tracking on the side being shot at.
(Actually, that was another proof. This was a test game, and I forgot to give the target side tracking speed for the point-blank shot and the first time I shot at long range. After I added it, the to-hit chance was exactly the same.)
Ah, you're the Tracking Time Accuracy Bonus tech, correct?Correct. I'm not sure what I was thinking when I initially wrote that. I've edited my original post to clarify what I meant.
To me that sounds like the tech might work, but the mechanic it's supposed to help with isn't there. Which results in the same thing.That's quite possible, but we can't distinguish between the two. Something is wrong with that system, and it would be nice to get it fixed.
I think you are confused. It has a life of 0, so as soon it is built it will die.
So, I'm now getting errors in my latest game..
As soon as I advance in any increment, I'm getting "Error in MoveToClosestItem", error 9 was generated, blabla...."subscript out of range".
When I spam enter, it'll eventually stop..but it will automatically advance time again (despite autoturns being OFF) and spam the error again. Can only quit Aurora via Task Manager.
Any ideas? I can't think of anything specific I did to cause it.
I think you are confused. It has a life of 0, so as soon it is built it will die.It's not. I've run into this before. When you build a military ship without breakable components (I'm not sure what he's doing with them. I built barges for ammo and MSPs.) it displays a maintenance life of 0. They certainly don't self-destruct, and basically don't care about maintenance lives. I didn't report it as a bug.
Hi.You pressed the wrong button to transfer fuel between ship and colony, try the other one. Also, you could just issue the order "Refuel at colony". If you are using this for a fuel harvester, if you set the design as a tanker it gets additional orders to do with fuel ("unload 90% of fuel at colony", etc). And to use the "To set level" command, you need to set a reserve level.
I was trying to refuel a tanker in the "ships>misc>manual transfer (pop)" menu and i didn't know why it was not working. so i entered a large NEGATIVE number, i. e -99999999, and it went overflow. oops. i tried deleting the tanker and creating a new one but it didn't work. I think it messed with some values in the planet or some number that I can't edit. so now every time I try to use the fleet order "Load/Unload Fuel (To Set Level)" it gives me an overflow error 6. I would be glad if this was fixed so it will not happen to anyone else and I would be even more happy if I could fix this in my save. Any way i could fix the overflowing value?
P. S. I searched for any related bug with "overflow" and "fuel" i couldn't find any.
Multi-tow does not seen to set the max speed correctly.The algorithm isn't 'mix all ships together'. Instead, each tug tractors one thing, and the overall speed is based on the slowest tug+payload combination. So this isn't a bug. Speed X is the speed of tug 1+station 1, and I guess that tug 2+station 2 is faster than that.
E.g.
Stations with built in tractor beams.
Give order for tow taskforce (with tractors) to tow one station, speed is X.
Give order for tow taskforce (with tractors) to tow second station, speed is still X.
If all vessels in a taskforce are linked together with tractor beams would expect the speed to be the same as a single ship with the same total EnginePower of taskforce and mass of sum of the taskforce.
The algorithm isn't 'mix all ships together'. Instead, each tug tractors one thing, and the overall speed is based on the slowest tug+payload combination. So this isn't a bug. Speed X is the speed of tug 1+station 1, and I guess that tug 2+station 2 is faster than that.
Aurora_Wrapper.exe - Entry Point Not Found
The procedure entry point GetFinalPathNameByHandleW could not be located in the dynamic link library KERNEL32.dll.
. . . after multiple installations.
I searched all the recent bug threads (as in, I was careful not to look into a 3+ year old thread), albeit not all of them I read every single page, and I couldn't find this one. Also, literally read every post in this thread just to make sure.
I can't assign anybody that's not a ground officer, no matter the job or position. Got a team that needs refilling, gotta disband the old on and remake it. Got a sector that needs governing, a system, a planet, or a task force that needs commanding, or offices that need staffing, too bad you're gonna have to go without them. It's annoyed me ever since I first started, but I've gone through nearly 500 accumulative years ignoring it cause I tend to play games that don't work properly due to me being on a toaster.
Currently running the game on good ol' Windows XP.
On a side note, Sol refuses to open in the System Information window. It doesn't affect any other system but Sol where if I press F9 the game crashes. There's one more bug for me, but I haven't finished my recon of the forum for this particular fix yet so I'll just say that the handy wrapper for the latest aurora gives me. . .Code: [Select]Aurora_Wrapper.exe - Entry Point Not Found
. . . after multiple installations.
The procedure entry point GetFinalPathNameByHandleW could not be located in the dynamic link library KERNEL32.dll.
Just a devil's advocate here, but can you replicate the first bug if you do not use the wrapper?It's impossible for me to use the wrapper. I have to use the base aurora(?) to play the game. Anytime I click on the wrapper's icon, the error previously mentioned pops up. Not once has it worked, so yes, I can easily reproduce everything mentioned by not using the wrapper, since it's without it to begin with.
I have s ship with most of it's crew quarters destroyed in battle. It is under repair at a colony with enough maintenance capacity. But it is still getting failures on remaining crew quarters due to overcrowding.Can confirm, happened in my game too.
Can confirm, happened in my game too.That is because Poshs of War demand to be accommodated in luxury quarter modules only.(http://orig04.deviantart.net/9330/f/2007/204/a/c/posh_msn_smiley_by_robopigg.jpg)
Also, cryogenic crew berths are not utilized to house POWs.
a new civilian mining complex will have a low tech infantry garrison if the TN Garrison unit has not yet been researched.
This is my first forum post ever, so here it goes:
I've been searching the forum for the last week or so for a fix to this "Error 9 Subscript out of Range" bug I've been getting. It has completely prevented any progress I can make in my game, as it opens dialogue windows that get replaced with an endless stream of more dialogue windows. It's so bad that I have to shut down Aurora 4x through the task manager to open anything else on my computer.
I have no idea what caused it, or how to reproduce it, but I do know that it only occurs when I try to move time forward any increment. Does anyone have a solution to this bug?
Don't know if this is correct.They are full of ship parts that aren't shown or counted for some reason.
After my big battle with a NPR, i made a Task Group of Salvagers.
The first 2 salvagers in the Task Group, get 0x materials.
The last salvager in the Task Group got the Materials.
Any last actions you did?
Any orders in your Task Group?
Could you paste a printscreen of the Log file, also with the option errors on. So the error will be present below the line of the order/task
see attachment.
Here ya go.
In your printscreen.
Turn this option ON.
Then we might see more
I think under the text "Increment Placeholder" there might be an error
Can you be sure it is related to ship count in the TF, and not some other value? I know this error from when the fuel limit of 2.15b liters is broken in a TF, where you indeed get 1 error window for each ship you add after this limit had been reached.
I am suspicious of the source, because I had fighter fleets of much larger counts running in a single TF without error. (albeit in older versions) We are speaking of 720 fighters + carrier and escorts here. :P
In this case it would be the Fuel Production. (Not the fuel storage)
When i add one more harvester i get the error.
Not really a bug. Steve is using a signed 32-bit integer to store that value, or 2,147,483,647.
if( max_int - cur_total > value_to_add ) { /* oops */ }
Make sure you are not using the comma as your decimal separator. You need to use the period for that.Is there official update for this already? So we can use comma as our decimal separator.
The void of admirals.Did you have SM mode on? You should be able to move any fleet this way with SM mode on.
I had my fleet command staff on the flag bridge of a capital ship which went into battle and blew up, all the survivors in the lifeboats died as I had no ships left. However using the Taskforces screen I could move them from <Unknown System> back to Earth and the entire staff was still alive
2. Attempting to duplicate a 1mt station class caused an error and the station didn't duplicate,didn't think much about it at the time so didn't record it.Tried to duplicate it now - attempting to copy design of a 1mt station causes an Error in cmdCopy_Click - Error 3163 in DAO. Field field is to small to accept the amount of data.
After that, opening the class design window started causing 2 errors that repeat several times, after which the class design screen works without any (noticeable) bugs.
The errors are: Error in PopulateClassList - Invalid use of Null and Invalid property array index.
I'm loving this game as a general rule, but each time I start a new game, it gets to a point where the game will lock on me, and I'll have to kill the processes to get it close, then I get the following errors. After that, the only thing I can do is re-install the game. Is there a way to fix this so i don't keep losing my games?What are you doing prior to the lock up?
What are you doing prior to the lock up?
I believe it was a 1x auto-increment 5-day time advance, with a 1-day subpulse. There was some fighting going on somewhere I couldn't see, so normal time advances were 10 seconds, and I wanted to get past it. I usually let it sit for a while to see if it's just processing in the background before killing the game.
Whenever I kill it seems to work fine, but while it is running I only use 5 day increments with auto subpulse. I use 7. 1 so I don't know why it wouldn't work for you. How do you stop it, I either use task manager or click the X and a pop-up will show about the program not responding and I tell it to close it? By the way I don't use the wrapper.
~snip~There is a primary order called "Move to Gas Giant with Sorium". Pair that with the conditional order Condition; "Fuel tanks Full" Order "Unload 90% of Fuel".
I'm not sure if this is a new bug report, but I couldn't find it anywhere and there wasn't anything about it on the wiki.
The Fuel Harvester-specific order "Unload Fuel at Colony and Move to Gas Giant With Sorium" (or something like that) very consistently does not work. The harvesters will travel to the nearest colony to unload fuel - usually an asteroid mining base, but that's fine, I can send tankers and the Harvesters should be harvesting anyway - but then they won't go back to the Gas Giant. They will inform me that they completed their orders and just sit there. I have to manually tell them to go back to the Gas Giant, and I really prefer a more automated system. A solution to my problem here is to leave the Harvesters sitting at the Gas Giant and send tankers back and forth directly to and from them, but that doesn't mean that the original order isn't broken.
I'm not sure why this is the case. I can only speculate that it has something specifically to do with my computer or my install of the game. I feel like someone else would have reported it if it affected other people. Pretty much everyone uses Fuel Harvesters, right?
My apologies if this has been reported by this topic has 31 pages, which is too much to check.From ruins or from wrecks?
In my current campaign two of my powers have recovered compressed fuel storage. In both cases however the devices failed to show themselves on the industrial tab, which meant I have not received them and cannot study them.
From ruins or from wrecks?
Absorption Shields are not shown in the "View Technology" tab. This also means you cannot make them obsolete so they clutter the design window.You can click "obsolete" with it selected in the ship design window. Also, they show up with the standard shields in the technology window.
You can click "obsolete" with it selected in the ship design window.
Also, they show up with the standard shields in the technology window.
Espionage teams.At least you know your counter-espionage is functional?
I created a colony on an alien held world and deployed an espionage team on it, it happily spied on the aliens and I forgot about it. I then conquered the aliens , I did not however close down my old colony or stop the espionage teams operating. Then I got a message that an espionage team had been killed in action and at the same time got a report that I had killed an espionage team of an unknown race on that planet. It looks like my espioange team continued to spy on the former alien colony even after it became one of my colonies, and then got killed by me
Half the team went rogue and counter espionaged the other half.
when fuel tank is full
Unless you actually put empty, that's part of your problem.
Also make sure you don't have any OTHER special orders that might conflict.
Hi!
Bug: AFR grows 100x for 10x increase in ship size. For a quick test create a new ship, slap a 1HS engine on, and keep adding armor. At 500t AFR is 2%, at 5000t 200% and at 50000t 20000%.
Also, at high tonnage, removing the engineering bay dramatically reduces the AFR, replacing it with a smaller one, especially the fighter version, makes the AFR become even more ridiculous.
Apart from that, computing the AFR just on the size of the ship is a bit too simplistic in my opinion, at least for a game like this. It means some huge carrier with some low power engines and otherwise pretty much just hangar and armor will have a very high AFR, while a small ship crammed full with high power components will have a low AFR. Or just replacing a big, low power engine with small, high power one will also decrease your AFR. But of course, that's just a minor gripe, keep doing what your doing!
Hi!
Bug: AFR grows 100x for 10x increase in ship size. For a quick test create a new ship, slap a 1HS engine on, and keep adding armor. At 500t AFR is 2%, at 5000t 200% and at 50000t 20000%.
Also, at high tonnage, removing the engineering bay dramatically reduces the AFR, replacing it with a smaller one, especially the fighter version, makes the AFR become even more ridiculous.
Not a bug. Your 5000t ship in the example above has 10x of stuff that can break but only 1/10th the maintenance crew per kTon to keep it running vs the 500t ship.
It's not part of the problem. The full text of the correct order (I know it's correct because I'm using it) is "Unload Fuel at Colony and Move to Sorium Gas Giant" on the condition "Fuel tanks full. "
No, the design marked as a "Comercial Vessel for maintenance purposes" in the ship design window.
No, the design marked as a "Comercial Vessel for maintenance purposes" in the ship design window.In the upper right corner of the ship design window, there is the word "Tanker" with a box next to it. Select te ship design that you are using (and getting these errors with) and check the box by clicking it. It should fix your problem.
No, the design marked as a "Comercial Vessel for maintenance purposes" in the ship design window.
Tried to search through, could find it.
Reproduction steps
Load colonists from earth
Select uncolonised planet
Unload colonists
set up a few repeats (haven't checked with cycle moves)
-snip-
Have you tried selecting the existing population as the destination for "Unload Colonists" instead of Luna?
(M) Shadow IV class Surveillance Frigate 20,000 tons 645 Crew 9496 BP TCS 400 TH 960 EM 0
15000 km/s JR 3-50 Armour 1-65 Shields 0-0 Sensors 720/1/0/0 Damage Control Rating 43 PPV 36
Maint Life 5.42 Years MSP 12760 AFR 74% IFR 1% 1YR 729 5YR 10936 Max Repair 3375 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 1188
J20400(3-50) Military Jump Drive Max Ship Size 20400 tons Distance 50k km Squadron Size 3
M3000-HS50 1.50x SCAM Drive (2) Power 3000 Fuel Use 34.45% Signature 480 Exp 15%
Fuel Capacity 2,950,000 Litres Range 77.1 billion km (59 days at full power)
Size 24 Missile Launcher (1) Missile Size 24 Rate of Fire 105
Size 12 Missile Launcher (1) Missile Size 12 Rate of Fire 55
ASFC FC552-R100 (1) Range 553.0m km Resolution 100
Size 12 Active Buoy (6) (47) Speed: 10,000 km/s End: 62.2d Range: 53782.7m km WH: 0 Size: 12 TH: 33/20/10
Size 24 Active Buoy (12) (26) Speed: 10,000 km/s End: 62.2d Range: 53782.7m km WH: 0 Size: 24 TH: 33/20/10
Thermal Sensor TH30-720 (1) Sensitivity 720 Detect Sig Strength 1000: 720m km
ECM 50
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
Error 94 was generated by Auroraand after OK
Invalid use of Null
Error 381 was generated by AuroraAfter OK both messages appears again and after then the menu opened. If I want to run time however, only the message "Error 93" appears twice.
Invalid use of Null
every time i progress the game i am hit 10 error 94 then an error 3021What does it say before error 94 or error 3021? The words help narrow down the cause.
i have no clue whats happening
Not sure how this works. One of my survey groups got jumped and one ship killed :'( Now there is a battle between two unknown combatants in that system and my life pod is "seeing" the energy fire at two different places, one is 650 million km from me and the second at a planet is over 900 million km.
Cant really see that my life pod is equipped with long range scanners or is it a bug.
My game brings up "Error in ExecuteOrders Error 5 was generated by Aurora Invalid procedure call or argument" messages very frequently.
I figured it was from my fleet, but deleting my fleets did not solve the issue.
The problem is frustratingly irregular-I can't figure out what is triggering it, and no action I've taken seems to change the apparent rate of this particular error. Worse, it doesn't happen at any regular interval I can identify.
Log included in the form of a .txt file.
Did you delete all your fleets? If so, I'd bet that it's an NPR fleet and there's nothing you can do.
Two bugs to report:There is a workaround but it's rather annoying, first ensure every planet image you want to use ends with a 3 letter code, then copy that image and rename the copy to exactly those last 3 letters.
Firstly, it seems that the game can't accept any images as planet images longer than 3 characters in length. So when I tried to set an image as one of the gas giant images (gg10), next time I opened the system window, the game crashed to desktop.
Secondly, I'm having an issue where if I click on any nested menu, the menu simply disappears and doesn't accept any clicks. To clarify I took some screenshots. This is what it looks like before I click:
[snip]
I'm running Windows 10. What might cause this?
That happened to me too.
Force-restarting the game several times got rid of it.
I've restarted dozens of times. No change.
For the tree issue, disable touch screen.
That seems to have fixed it. But why would having an active touch screen cause the tree menus to bug out?So many little things like this about visual basic, we all await the C+ rewrite with baited breath.
That seems to have fixed it. But why would having an active touch screen cause the tree menus to bug out?
So many little things like this about visual basic, we all await the C+ rewrite with baited breath.C# :)
VB6.Doh :p
C# :)
It's not a critical bug, but I have some troubles with non-english (german, dutch, swedish, norse) commander names - some of them displayed with spaces instead of some letters (letters with diacritical marks, maybe?)
So, is it possible to customize my game or system settings to avoid this trouble and, maybe, also to use chars of greek alphabet (that is very usefull at Galactic Map)?..
Interception Movement
In v6.40, movement of task groups toward non-stationary task groups and non-stationary contacts will use interception movement, plotting a course to rendezvous in the shortest time rather than heading straight for the target. This takes account of minimum distance settings, so where minimum distance is greater than zero, the course will be plotted as the shortest path to a point where the moving TG will be in range of the target TG.
For a target task group or contact to be classed as non-stationary, it must have:
1) Speed > 0.
2) At least one order in its order list.
3) Moved in the previous increment (because some orders don't involve movement or only partially involve movement).
EDIT: Also added interception movement for missiles vs. ships.
(added partially because this has been requested several times over the years but mainly because I am tired of the Russian Fleet (NPR) being dumb in its attempts to catch the raiding Belasco FACs :) )
~snip~Seems to me that the fighters are already loaded.
Nope. They cannot fire the same missile mines in the same manner, that they launched successfully several hous before. There is no reload time log message, but they still cannot fire.And how/what, pray tell, are you targeting and firing at for testing?
They stay here half an hour by now...There in lies the problem, that order simply doesn't work. Create a waypoint on the JP, target the waypoint with the firecontrols on the fighters, click fire, and delete the waypoints in the same increment.
but their reload timer is 30 times slower, then it must be without any bonuses at all!I've noticed the exact same thing and it's a definite bug.
In my latest save, I have encountered the "Gumpo Empire", who apparently do not care about research at all, for their capital has 19 labs that have yet to pick a research. As suggested by Icehawke on discord I gave them a research to do, but once this completed they didn't continue on their own. . :/
"[9:19 PM] Icehawke: It almost sounds as if they are set up as a player race"
Very upsetting surprise. In this campaign - my first long, thorough campaign in Aurora - I planned from the beginning to build fighter-centric fleet. And I built it finally, and at the same moment, when my nation faced with 3-times outnumbering enemy - I find out, that all my senior commanders and most of commanders at all must be thrown out, because they all have Fighter Operations bonuses (because I chose and train that quality for the best part of these 30 years), and that quality turned out to be injurious without any possibility to "make a face" with some RP?!
Very confusing.
Is it any way to patch this bug? Maybe with Spacemaster mode or any other way?
Because, as we found out, Fighter Operations bonus have an opposite effect. It decelerates rearming instead of accelerating it - up to increasing rearming counter (if acting Fighter Operations bonuses are strong enough) instead of decreasing it, so rearming may be infinite.
My firecontrols cant "see" a Matriarch Queen... Now I am at 17 million km from it and still nothing can lock on to it ??? Its big, 200000 tons got 1500 in shields and its practically glowing in space and my computers cant see it?ECM?
If you send a terraformer ship to a planet, but only THEN make a colony, the ship will move to the planet, but not the colony, and won't be counted as being in orbit for purposes of terraforming. Resending to colony works as a stopgap.
When you modify the percentage of the industry a queued task, that would enable it to be produced, it remains queued.
For example, if you have 40% unused industry, and have a queued task that is currently at 50% industry; if you then modify it to use 40% or less industry, it remains in the queue, it is not slotted into production.
If a theme is selected for a system and Real Stars are switched on, the theme will not be respected for adjacent systems - ie, the real name will be used, instead of the one generated according to theme, regardless of there being a theme set. I think this might be unintentional; after all, if you want the generic Wolf 235, Gliese 753, etc names, you would have switched the theme off. If themes were respected on Real Stars games, you could have real stars with automatic themed names, rather than the defaults.This is not a bug. Gliese ABC and so on are not generic names, they are real star names pulled from the Gliese star catalogue:
If you send a terraformer ship to a planet, but only THEN make a colony, the ship will move to the planet, but not the colony, and won't be counted as being in orbit for purposes of terraforming. Resending to colony works as a stopgap.This has already been fixed for C# version as per Steve's update here: http://aurora2.pentarch.org/index.php?topic=8495.msg97728#msg97728 (http://aurora2.pentarch.org/index.php?topic=8495.msg97728#msg97728)
Also, apparently making a 250 million ton ship (orbital hab) causes some overflows. When I try to look at the ship registry, it shows an "overflow" alert and hangs.@Vandermeer calculated the limit of things quite a while ago HERE (http://aurora2.pentarch.org/index.php?topic=6739.msg68950#msg68950). This is something known already, and the ship is too large for the Aurora database to handle.
I know they're real stars with real world names. I'm saying that if you set a theme anyway, that should override the real nameAh I see. You should post that in the Suggestions thread then.
I've encountered a strange bug where my ship is in one system, but the orders available are for another system
(http://puu.sh/s0frz/eec8217804.png)
As you can see Thor is in WISE but the available locations list shows as if it were in Sol
Sorry if this has been reported before, havent read the rest of the thread
Update: Remove all resets the available locations to the actual system.
Maximum Missile Size: 2 Rate of Fire: 400 seconds
Launcher Size: 0.66 HS Launcher HTK: 0
Cost Per Launcher: 3.96 [b]Crew Per Launcher: 0[/b]
Materials Required: 0.99x Duranium 2.97x Tritanium
Development Cost for Project: 40RP
Maximum Missile Size: 2 Rate of Fire: 2000 seconds
Launcher Size: 0.5 HS Launcher HTK: 0
Cost Per Launcher: 3 [b]Crew Per Launcher: 1[/b]
Materials Required: 0.75x Duranium 2.25x Tritanium
Development Cost for Project: 30RP
I tested this looking at a lot of different sizes, and the 1/3 size always requires less crew than the 1/4 size. The 1/3 size seems to require 1/2 as much crew as the 1/4 no matter the size of the missile, despite the size of the launcher is being reduced.
I know they're real stars with real world names. I'm saying that if you set a theme anyway, that should override the real name.
Also, apparently making a 250 million ton ship (orbital hab) causes some overflows. When I try to look at the ship registry, it shows an "overflow" alert and hangs.
know they're real stars with real world names. I'm saying that if you set a theme anyway, that should override the real name
Error in AddToRaceWealthThe other way round the recieving race still gains the money, but the game throws an error when trying to take the money from the deleted race:
Error 3201 was generated by DAO. Recordset
(Translation: The record can not be added or modified because a record in the Race table must be related to this record. )
Please report. . .
Error in DeductFromRaceWealthIn both ways, the aid contract can't be deleted, as the window only allows doing so when the correct race combination is selected, which is not possible anymore as one of the races got deleted and is thus unselectable. Is reproducable in new games.
Error 3201 was generated by DAO. Recordset
(Translation: The record can not be added or modified because a record in the Race table must be related to this record. )
Please report. . .
Error in IndustrialProjectsThe planet is heavily radiated and probably has little industry left (TH 805, EM 8047). The game is less than a year old.
Error 11 was generated by Aurora
Division by zero
Please report. . .
Accidentally clicked "hide escorts on map" in display 2 tab on systems map.
Getting an endless loop of "error 3420 was generated by DAO.recordset. Object invalid or no longer set"
EDIT: Lost my entire game when I had to kill the process. Why is that? Save please.
Ahh ok. game dead totally :(
Maybe delete this destructive chekbox from "display2" tab or rename to "BIG RED BUTTON - TOTAL DESTRUCTION"?
A good habit with Aurora: Save (copy database) early and often. There's a thread in the FAQ about save strategies, plus I think someone made a tool to do it (relatively) automagically.Why yes. Yes I did. :)
John
Heh. I can develop wrapper for Aurora with "save" function.. or delete aurora 7.1 and wait for Aurora 8.0 next few months.
I suppose this is a bug of some sort, but I'm mainly posting because I found a clue and a way to fix it so I thought I'd pass that along.
My game was at times starting to generate a lot of "error 5: Invalid call or proceedure" error messages. That may not be word for word, but it was something close to that. In resolving a 5 day block, I'd get something like 100 of those to click through before the turn could resolve. It worked, but it was an annoying number of clicks.
A hint earlier on this pages pointed towards a fleet set to meet another fleet. It wasn't exactly my error, but it was close enough to give me a hint.
In my game, I've had fleets refueling with a jump ship that is also set as a tanker. And I realized that I'd just been shuffling these around as one was out for too long and getting bad morale, while another wasn't big enough to handle the ships I wanted to sent through.
So, I went through my fleets, and sure enough there were a couple still set to refuel with fleets that no longer existed. I've got the habit of putting ships back into shipyard TG when they are home for awhile, so the fleet list is less cluttered and I've got one place to check to see if they've had enough shore leave.
So, I think I've solved the strings of error msgs by redoing the orders on those two fleets.
If someone else has the same sort of msgs, I hope that can help them out.
I have an NPR (which I made using the create empire button) without a racial flag. It has no flag in the diplomacy screen and a error 76 pops up when I open the Galaxy Map. It does not show which flag file it is trying to use. Any way to switch an NPR's flag?Look closely at the error message, it will tell you the name of the missing flag, so just copy any flag in the flag folder and give it that number.
Error 3705 was generated by DAO. Database
Syntax error (comma) in query expression 'NPRFleetType = 0 and RaceID = 133 and SystemID = 1052 and FleetID,. 6934 and Xcor = -26228835,8451 and Ycor = 86437771,576 '.
When advancing time 5 days and 30 days I get odd wealth income reports that don't make sense at all.
5 days time advancement yields +5 wealth
30 days time advancement yields -400 wealth ( expected +30 wealth ).
This was repeatable by alternating between them back and forth, so not some result of radical changes in income/expenditure.
Is it the trade ships of your civilian corporation making trades?
You may have construction and other things eating wealth at different rates. For example, if you did that 30 day in 5 day increments you may have seen +5 +5 -100 +10 -310 -10.
Exploring one ruins site in system explores them all at once or something like that.If both were of the same empire, that's the expected behavior. Once your teams have learnt their language and how they build sites, they don't have to learn it again.
I have two archaeological sites in one system. On one of those I dropped Xenology team. After some time only that one site was noted in even log as "exploited" but evidently both of them got explored as I now see the amount of installations at both of them.
If both were of the same empire, that's the expected behavior. Once your teams have learnt their language and how they build sites, they don't have to learn it again.Ah, OK. Yes, same civilization. I just though it behaves the same as geo team surveying.
Log output bug, 'Jump Point' shown twice in the log output when building a jump gate.Same doubling is in TG directions given via default commands: "Move To Sol Jump Point Jump Point" so that log could have possible be caused also by being made by a default command. Beside that, "T" in "Move To" should not be capitalized here.
28th January 2046 15:50:31,WD 1142-645 [BAA],Jump Gate Construction underway at Proxima Centauri [BA] Jump Point Jump Point
I was playing Aurora for the first time, and when I was done playing, I just closed the window. Now, every time I try to start the game, a pop-up says,Sounds you suddenly don't have enough rights to access the files
"Error in Form Load- Error 3051 was generated by DAO. Workspace The Microsoft Jet database engine cannot open the file 'C:\Users\Matthew14\Desktop\Logs\Aurora\Stevefire. mdb'. It is already opened- exclusively by another user, or you need permission to view its data. Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html"
What I think it's try to say is that stevefire is already running, and so the game can't start. I am not tech savvy, so I would like another opinion or instruction on how to deal with this. Sorry about the inconvenience if this is just a simple fix. (p. s. -I'm running a windows10 computer. )
No, I don't even get to the main window. I also forgot to add that when I click "OK" for the error, I get another error that says,
"Error in UpdateGameLog- Error 91 was generated by Aurora Object variable or With block variable not set Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html"
With this error, I cannot close it unless I go to task manager and tell it to end the program. And this time, I have absolutely no idea what it is saying.
Do you mean starting a new folder called "Logs" and putting Aurora in that file. If yes, then I already did that, and was what actually got the game up and running. If no. . . I'll need instruction(s) because I am terrible when working with computers unless I have instructions.
a directory called "logs" or "C:\Logs". And is the aurora file inside the logs directory or the other way around? I'm sorry if I'm confusing you. :-\
Ships keep bugging about "default order not possible, per secondary default orders current task set to" even while they are in shipyard.You're supposed to clear default orders when doing those things.
One of my survey ships keeps complaining there are no more locations to survey in this system even while it is being refitted.
Unhandled exception: page fault on write access to 0x72bef000 in 32-bit code (0x7eb0151d).
Register dump:
CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b
EIP:7eb0151d ESP:0033c270 EBP:0033c2b8 EFLAGS:00010202( R- -- I - - - )
EAX:00230874 EBX:7eba8000 ECX:72bef000 EDX:0015854f
ESI:e9181300 EDI:4534085b
Stack dump:
0x0033c270: 00000000 72bef000 d2302600 8a6810b7
0x0033c280: 5625c820 00002afa 5625c820 00002afa
0x0033c290: 00128adf 0015854f 125dc970 3b45735c
0x0033c2a0: 009457fd 00230874 5149b210 8000076f
0x0033c2b0: 0fa7cb24 002515bf 0033c338 7eb05897
0x0033c2c0: 6e1c3020 00000000 04a2b7e0 ffed76b4
Backtrace:
=>0 0x7eb0151d in gdi32 (+0x2151d) (0x0033c2b8)
1 0x7eb05897 in gdi32 (+0x25896) (0x0033c338)
2 0x7eb05c13 in gdi32 (+0x25c12) (0x0033c368)
3 0x7eb70256 Ellipse+0x65() in gdi32 (0x0033c3a0)
4 0x6aa46e79 in msvbvm60 (+0x76e78) (0x0033c414)
5 0x6aa0e222 in msvbvm60 (+0x3e221) (0x0033c5a4)
6 0x6a9f368c in msvbvm60 (+0x2368b) (0x0033c6c8)
7 0x6aa297c8 in msvbvm60 (+0x597c7) (0x0033db70)
8 0x00ba948f in aurora (+0x7a948e) (0x0033dda0)
9 0x00ba222c in aurora (+0x7a222b) (0x0033df68)
10 0x00ba6650 in aurora (+0x7a664f) (0x0033e160)
11 0x00b394e9 in aurora (+0x7394e8) (0x0033e3dc)
12 0x6a9faea0 in msvbvm60 (+0x2ae9f) (0x0033e3e8)
13 0x004de9f7 in aurora (+0xde9f6) (0x0033e3f8)
14 0x6a9fae7d in msvbvm60 (+0x2ae7c) (0x0033e444)
15 0x6a9f31a4 in msvbvm60 (+0x231a3) (0x0033e518)
16 0x6a9f3033 in msvbvm60 (+0x23032) (0x0033e53c)
17 0x6aa86637 in msvbvm60 (+0xb6636) (0x0033e590)
18 0x6a9ef8f7 in msvbvm60 (+0x1f8f6) (0x0033e5cc)
19 0x6a9fce0d in msvbvm60 (+0x2ce0c) (0x0033e600)
20 0x6aa2e6e4 in msvbvm60 (+0x5e6e3) (0x0033e7c8)
21 0x00b4c693 in aurora (+0x74c692) (0x0033eb18)
22 0x6a9faea0 in msvbvm60 (+0x2ae9f) (0x0033eb24)
23 0x004dee14 in aurora (+0xdee13) (0x0033eb34)
24 0x6a9fae7d in msvbvm60 (+0x2ae7c) (0x0033eb80)
25 0x6a9f31a4 in msvbvm60 (+0x231a3) (0x0033ec54)
26 0x6a9f3033 in msvbvm60 (+0x23032) (0x0033ec78)
27 0x6a9ede3e in msvbvm60 (+0x1de3d) (0x0033ecd4)
28 0x6a9edc5d in msvbvm60 (+0x1dc5c) (0x0033ecf4)
29 0x6a9edc22 in msvbvm60 (+0x1dc21) (0x0033ed48)
30 0x6a9edb97 in msvbvm60 (+0x1db96) (0x0033ede8)
31 0x6a9faea0 in msvbvm60 (+0x2ae9f) (0x0033edf4)
32 0x004f84bd in aurora (+0xf84bc) (0x0033ee04)
33 0x6a9fae7d in msvbvm60 (+0x2ae7c) (0x0033ee50)
34 0x6a9f31a4 in msvbvm60 (+0x231a3) (0x0033ef24)
35 0x6a9f3033 in msvbvm60 (+0x23032) (0x0033ef48)
36 0x6aa92e49 in msvbvm60 (+0xc2e48) (0x0033ef78)
37 0x6a9f178d in msvbvm60 (+0x2178c) (0x0033efa0)
38 0x6a9f08ab in msvbvm60 (+0x208aa) (0x0033effc)
39 0x6aa4a91b in msvbvm60 (+0x7a91a) (0x0033f020)
40 0x6aa064a0 in msvbvm60 (+0x3649f) (0x0033f08c)
41 0x6aa8ddd0 in msvbvm60 (+0xbddcf) (0x0033f104)
42 0x6a9f178d in msvbvm60 (+0x2178c) (0x0033f12c)
43 0x6a9f08ab in msvbvm60 (+0x208aa) (0x0033f188)
44 0x7ecbf0fa WINPROC_wrapper+0x19() in user32 (0x0033f1b8)
45 0x7ecbf7cc in user32 (+0x9f7cb) (0x0033f208)
46 0x7ecbfeda in user32 (+0x9fed9) (0x0033f6d8)
47 0x7ecc20f7 in user32 (+0xa20f6) (0x0033f728)
48 0x7ec7df2d in user32 (+0x5df2c) (0x0033f788)
49 0x7ec8589c in user32 (+0x6589b) (0x0033f7f8)
50 0x7ec85dc9 SendMessageW+0x58() in user32 (0x0033f848)
51 0x7ec2963b in user32 (+0x963a) (0x0033f918)
52 0x7ecbf14e WINPROC_wrapper+0x6d() in user32 (0x0033f948)
53 0x7ecbf0fa WINPROC_wrapper+0x19() in user32 (0x0033f978)
54 0x7ecbf7cc in user32 (+0x9f7cb) (0x0033f9c8)
55 0x7ecc2294 CallWindowProcA+0x63() in user32 (0x0033fa10)
56 0x6aa05cc2 in msvbvm60 (+0x35cc1) (0x0033fa7c)
57 0x6aa9311f in msvbvm60 (+0xc311e) (0x0033faa4)
58 0x6a9f178d in msvbvm60 (+0x2178c) (0x0033facc)
59 0x6a9f08ab in msvbvm60 (+0x208aa) (0x0033fb28)
60 0x7ecbf0fa WINPROC_wrapper+0x19() in user32 (0x0033fb58)
61 0x7ecbf7cc in user32 (+0x9f7cb) (0x0033fba8)
62 0x7ecc201b in user32 (+0xa201a) (0x0033fbf8)
63 0x7ec80037 DispatchMessageA+0xb6() in user32 (0x0033fd08)
64 0x6a9e4d53 in msvbvm60 (+0x14d52) (0x0033fd58)
65 0x6a9e4c8c in msvbvm60 (+0x14c8b) (0x0033fd9c)
66 0x6a9e4b6a in msvbvm60 (+0x14b69) (0x6a9ea870)
67 0x6a9e11d9 in msvbvm60 (+0x111d8) (0x6aaa5011)
68 0x0c2474ff (0x0424448b)
0x7eb0151d: movl %eax,0x0(%ecx)
Modules:
Module Address Debug info Name (104 modules)
PE 400000- 19c0000 Export aurora
PE f9a0000- f9ab000 Deferred vbajet32
PE f9c0000- fa22000 Deferred expsrv
PE 1b000000-1b170000 Deferred msjet40
PE 1b5d0000-1b665000 Deferred mswstr10
PE 1b740000-1b7c8000 Deferred dao360
PE 1b810000-1b84a000 Deferred msjtes40
PE 202b0000-20345000 Deferred comctl32
PE 20da0000-20ddd000 Deferred msflxgrd
PE 21060000-21072000 Deferred sysinfo
PE 212f0000-21323000 Deferred tabctl32
PE 6a9d0000-6ab24000 Export msvbvm60
ELF 7b400000-7b7e8000 Deferred kernel32<elf>
\-PE 7b410000-7b7e8000 \ kernel32
ELF 7bc00000-7bcf8000 Deferred ntdll<elf>
\-PE 7bc10000-7bcf8000 \ ntdll
ELF 7c000000-7c004000 Deferred <wine-loader>
ELF 7d195000-7d257000 Deferred windowscodecs<elf>
\-PE 7d1b0000-7d257000 \ windowscodecs
ELF 7d60d000-7d63d000 Deferred p11-kit-trust.so
ELF 7d73d000-7d746000 Deferred librt.so.1
ELF 7d746000-7d791000 Deferred libdbus-1.so.3
ELF 7d791000-7d7cd000 Deferred libp11-kit.so.0
ELF 7d851000-7d858000 Deferred libffi.so.6
ELF 7d858000-7d85d000 Deferred libgpg-error.so.0
ELF 7d85d000-7d875000 Deferred libresolv.so.2
ELF 7d875000-7d879000 Deferred libkeyutils.so.1
ELF 7d879000-7d88d000 Deferred libtasn1.so.6
ELF 7d88d000-7d914000 Deferred libgcrypt.so.11
ELF 7d914000-7d920000 Deferred libkrb5support.so.0
ELF 7d920000-7d950000 Deferred libk5crypto.so.3
ELF 7d950000-7da0e000 Deferred libkrb5.so.3
ELF 7da0e000-7da20000 Deferred libavahi-client.so.3
ELF 7da20000-7da2e000 Deferred libavahi-common.so.3
ELF 7da2e000-7daf4000 Deferred libgnutls.so.26
ELF 7daf4000-7db3a000 Deferred libgssapi_krb5.so.2
ELF 7db3a000-7dba7000 Deferred libcups.so.2
ELF 7dbb5000-7dbc8000 Deferred gnome-keyring-pkcs11.so
ELF 7dbc8000-7dc01000 Deferred uxtheme<elf>
\-PE 7dbd0000-7dc01000 \ uxtheme
ELF 7dc01000-7dc44000 Deferred winspool<elf>
\-PE 7dc10000-7dc44000 \ winspool
ELF 7dc44000-7dcbf000 Deferred shlwapi<elf>
\-PE 7dc50000-7dcbf000 \ shlwapi
ELF 7dcbf000-7df0f000 Deferred shell32<elf>
\-PE 7dcd0000-7df0f000 \ shell32
ELF 7df0f000-7e000000 Deferred comdlg32<elf>
\-PE 7df20000-7e000000 \ comdlg32
ELF 7e000000-7e10c000 Deferred comctl32<elf>
\-PE 7e010000-7e10c000 \ comctl32
ELF 7e12e000-7e175000 Deferred usp10<elf>
\-PE 7e130000-7e175000 \ usp10
ELF 7e175000-7e232000 Deferred msvcrt<elf>
\-PE 7e190000-7e232000 \ msvcrt
ELF 7e278000-7e27e000 Deferred libxfixes.so.3
ELF 7e27e000-7e289000 Deferred libxcursor.so.1
ELF 7e289000-7e299000 Deferred libxi.so.6
ELF 7e299000-7e29d000 Deferred libxcomposite.so.1
ELF 7e29d000-7e2a8000 Deferred libxrandr.so.2
ELF 7e2a8000-7e2b3000 Deferred libxrender.so.1
ELF 7e2b3000-7e2b9000 Deferred libxxf86vm.so.1
ELF 7e2b9000-7e2bd000 Deferred libxinerama.so.1
ELF 7e2bd000-7e2c4000 Deferred libxdmcp.so.6
ELF 7e2c4000-7e2c8000 Deferred libxau.so.6
ELF 7e2c8000-7e2ea000 Deferred libxcb.so.1
ELF 7e2ea000-7e41e000 Deferred libx11.so.6
ELF 7e41e000-7e431000 Deferred libxext.so.6
ELF 7e431000-7e436000 Deferred libcom_err.so.2
ELF 7e452000-7e4e4000 Deferred winex11<elf>
\-PE 7e460000-7e4e4000 \ winex11
ELF 7e4e4000-7e50a000 Deferred imm32<elf>
\-PE 7e4f0000-7e50a000 \ imm32
ELF 7e591000-7e5ba000 Deferred libexpat.so.1
ELF 7e5ba000-7e5f5000 Deferred libfontconfig.so.1
ELF 7e5f5000-7e61d000 Deferred libpng12.so.0
ELF 7e61d000-7e637000 Deferred libz.so.1
ELF 7e637000-7e6d7000 Deferred libfreetype.so.6
ELF 7e6d7000-7e6f9000 Deferred libtinfo.so.5
ELF 7e6f9000-7e71e000 Deferred libncurses.so.5
ELF 7e73f000-7e883000 Deferred oleaut32<elf>
\-PE 7e760000-7e883000 \ oleaut32
ELF 7e883000-7e909000 Deferred rpcrt4<elf>
\-PE 7e890000-7e909000 \ rpcrt4
ELF 7e909000-7ea52000 Deferred ole32<elf>
\-PE 7e920000-7ea52000 \ ole32
ELF 7ea52000-7eace000 Deferred advapi32<elf>
\-PE 7ea60000-7eace000 \ advapi32
ELF 7eace000-7ec04000 Dwarf gdi32<elf>
\-PE 7eae0000-7ec04000 \ gdi32
ELF 7ec04000-7ed67000 Dwarf user32<elf>
\-PE 7ec20000-7ed67000 \ user32
ELF 7ef67000-7ef74000 Deferred libnss_files.so.2
ELF 7ef74000-7ef80000 Deferred libnss_nis.so.2
ELF 7ef80000-7ef99000 Deferred libnsl.so.1
ELF 7ef99000-7efdf000 Deferred libm.so.6
ELF 7efe6000-7f000000 Deferred version<elf>
\-PE 7eff0000-7f000000 \ version
ELF b73da000-b73df000 Deferred libdl.so.2
ELF b73df000-b758d000 Deferred libc.so.6
ELF b758e000-b75aa000 Deferred libpthread.so.0
ELF b75c2000-b75cb000 Deferred libnss_compat.so.2
ELF b75cb000-b7782000 Dwarf libwine.so.1
ELF b7784000-b77a6000 Deferred ld-linux.so.2
ELF b77a6000-b77a7000 Deferred [vdso].so
Threads:
process tid prio (all id:s are in hex)
00000008 (D) C:\Program Files\Aurora\Aurora.exe
0000004a 1
00000049 1
00000048 1
00000009 0 <==
0000000e services.exe
0000003c 0
0000003b 0
0000001e 0
00000014 0
00000010 0
0000000f 0
00000012 winedevice.exe
00000024 0
00000019 0
00000018 0
00000013 0
0000001c plugplay.exe
00000021 0
00000020 0
0000001d 0
0000002f explorer.exe
00000034 0
00000033 0
00000032 0
00000031 0
00000030 0
00000039 rpcss.exe
00000045 0
00000044 0
00000043 0
00000042 0
00000041 0
0000003f 0
0000003e 0
0000003d 0
0000003a 0
System information:
Wine build: wine-1.9.23
Platform: i386
Version: Windows XP
Host system: Linux
Host version: 3.13.0-86-generic
"EDF Victory cannot carry out its squadron transit order as there are 55 ships in the task group and the highest jump rating is 3."
Found a small issue with using squadron transit. It appears that when attempting to squadron transit a task group, it only looks for a single ship with a jump drive.
I have a fleet of ~55 military ships with sizes of 10k tons, 20k tons, 30k tons, 40k tons, and 70k tons. Each ship is equipped with a jump drive large enough to jump itself. Each ship's jump engine also has the ability to jump 3 ships total, but that's largely irrelevant to me as this game's design philosophy is that every ship be jump-capable.
I'm engaging an NPR and we're having back-and-forth battles on a jump point. I know from scouts that the enemy has a smaller fleet than mine guarding the other side of the jump point, so I attempt to jump through the point using squadron transit, in order to minimize jump blindness on the other side (vs. standard transit). What I'm expecting to have happen is that each ship engages it's own correctly-sized jump drive and the entire fleet jumps through, and after the lower squadron-transit-jump-transit delay elapses I can begin engaging the enemy. However, when I attempt to do so, I get the error:
So it seems that even though every ship in the fleet is capable of jumping itself, the Squadron Transit logic is to try to jump the entire task group with one ship. If I try a Standard Transit, I have the longer jump-blindness delay and get pasted. I was able to bypass the bug by splitting the 55 ship fleet into 3 ship groups and squadron transit each individually, but that shouldn't be necessary.
I know that Old Controlling Race or whatever it's called in the galactic map isn't saved when the window is closed.
Fixed for v5.20
If weapons under one BFC manage to shot down all missiles in a salvo and there are still some weapons under this BFC which didn't fire yet, the "energy impact" message will not be generated for the last weapon firing.
For one interval amount of these "missing impacts" can be from 0, when all salvoes were finished by the last weapon under given BFC (could be there is only 1 weapon under 1 BFC), up to >>amount_of_groups * max_amount_of_guns_in_one_used_weapon<<, so >>4 * amount_of_groups<< at the most as one can have only quad turrets at max.
Trying to reinstall after some 3201 bugs, got
! C:\Users\Michael\AppData\Local\Temp\Aurora710-1.zip: Cannot open C:\Users\Michael\AppData\Local\Temp\Aurora710-1.zip
The system cannot find the file specified.
I thought I could just start over, cause I thought I did something wrong in the installation, but I keep getting bugs when I try to replace aurora.exe with a fresh copy.
How do you start over if you bugged something?
When you refit a ship which has a shuttle bay to a newer model, and the newer ship has a smaller shuttle bay, the update routine does not check when the ship still has a loaded shuttle inside, if that shuttl still fits into the newer model. So it stays inside - and when you send it out and later want to recover it, you get an obvious warning that is does not fit :oIsn't this so with all types of cargo? Basic cargo, troops, hangar space...
Frick, do you have 2 monitors? Bug happens when you're trying to switch locations on secondary display. I'm using right-left click to bypass this bug.
Is there a way to backup saves? Because I just completely lost a game because I accidentally triple clicked instead of double clicking when started, and the game froze so bad I had to reinstall it.Every few months / before and after each big action just copy Stevefire.mdb to some other folder. To load the save copy it back to the game folder, overwriting the current one, but rather close the game first.
It's just been pointed out to me that the default construction cycle time of 400,000 is 4.62 days. Perhaps it might be a good idea to set it to 432,000 so it equals 5 days.
So I had a scientist assigned, and removed his lab, so he had zero labs. Imagine my surprise when, after YEARS of no skill ups while assigned to a lab, he got a skill up when he was assigned zero labs.Scientists can skill up while even not doing anything. Not a bug, just RNG.
Imagine how good scientists we could have if we just assigned everybody, you know?
Error 30009 was generated by MSFlexGrid
Invalid Row value
When designing a ship, you are supposed to be unable to add more than one spinal weapon. But if you have advanced spinal mounts researched, you can add one weapon using advanced spinal mounting AND one using regular spinal mounting, which I do not believe is intended.I thought that is rather a feature. The advanced spinal weapon is wrapped around the spinal weapon and then around both of them is the rest of the ship. See the cuts of circular ships (X):
N N
NXXXN
XXXXX
S
XSX
XXSXX
AA
XAAX
XXAAXX
ASA
XASAX
XXASAXX
Tomlinson & Watts Stellarator Fusion Reactor Technology PB-1 P6 (3) Total Power Output 18 Armour 0 Exp 5%
Bring up a tug and tow it instead?Or big carrier :D
26th June 2177 11:29:06,UEA,Struve 2398,Caldos colony hit by 57 points of damage. Casualties: 5.7m. Industrial Damage:
26th June 2177 11:29:06,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 57 points of damage. Casualties: 5.7m. Infrastructure Loss: 0. Industrial Damage as follows:
26th June 2177 11:29:06,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 3365.31 Dust Level: 7216.275
26th June 2177 11:29:06,UEA,Struve 2398,As a result of the population surrender, the Lee Small C4 057 has surrendered as it was in orbit of the planet
26th June 2177 11:29:06,UEA,Struve 2398,As a result of the population surrender, the Chiang Small C7 001 has surrendered as it was in orbit of the planet
26th June 2177 11:29:06,UEA,Struve 2398,As a result of the population surrender, the Campbell Small C4 065 has surrendered as it was in orbit of the planet
26th June 2177 11:29:06,UEA,Struve 2398,The alien population on Caldos colony has surrendered!
26th June 2177 11:29:06,UEA,Sol,The supply of Duranium on Earth has been exhausted
26th June 2177 11:29:06,UEA,Ross 154,Mineral Shortage (Neutronium) in Production of Maintenance Facility at New Berlin
26th June 2177 11:29:06,UEA,Sol,A team on Mars led by Christelle Florit has completed research into Fuel Consumption: 0.25 Litres per Engine Power Hour
26th June 2177 11:29:06,UEA,Struve 2398,The civilian mining colony on Struve 2398-A VI - Moon 6 has been expanded to 45 civilian mining complexes
26th June 2177 11:29:06,UEA,Struve 2398,The civilian mining colony on Struve 2398-A Asteroid #98 has been expanded to 23 civilian mining complexes
26th June 2177 11:29:06,UEA,Struve 2398,The civilian mining colony on Struve 2398-A Asteroid #74 has been expanded to 18 civilian mining complexes
26th June 2177 11:29:06,UEA,Sol,Ensign Yu Yab Hua has joined your naval officer corps. Initiative 128 Fighter Ops 10% Logistics 10% Operations 10%: Promotion Score 170
26th June 2177 11:29:06,UEA,Unknown,Through training or experience, Civilian Administrator Leon Nash has increased his Mining Bonus to 55%
26th June 2177 11:29:06,UEA,Unknown,Through training or experience, Lieutenant Commander Mattie Bohner has increased his Training Bonus to 400
26th June 2177 11:29:06,UEA,Unknown,Through training or experience, Lieutenant Andre Sublett has increased his Fighter Combat Bonus to 64%
26th June 2177 11:29:06,UEA,Unknown,The Political Reliability Bonus of Civilian Administrator Hershel Perricone has increased to 5%
26th June 2177 11:29:06,UEA,Unknown,Through training or experience, Lieutenant Junior Grade Kay Seidman has increased his Fighter Combat Bonus to 33%
26th June 2177 11:29:06,UEA,Unknown,Colonel Xiao Yuan Yuan has died of natural causes. Assignment prior to death: Unassigned
26th June 2177 11:29:06,UEA,Unknown,Lieutenant Junior Grade Helmar Schütz has been assigned to Lee Small C4 057 (Crew Training 100)
26th June 2177 17:29:06,UEA,Struve 2398,Caldos colony hit by 1 points of damage. Casualties: 0.1m. Industrial Damage:
26th June 2177 17:29:06,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 1 points of damage. Casualties: 0.1m. Infrastructure Loss: 0. Industrial Damage as follows:
26th June 2177 17:29:06,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 3363.94 Dust Level: 7213.851
26th June 2177 19:29:11,UEA,Struve 2398,Caldos colony hit by 5 points of damage. Casualties: 0.5m. Industrial Damage:
26th June 2177 19:29:11,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 5 points of damage. Casualties: 0.5m. Infrastructure Loss: 10. Industrial Damage as follows:
26th June 2177 19:29:11,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 3363.94 Dust Level: 7218.851
26th June 2177 21:29:11,UEA,Struve 2398,Caldos colony hit by 85 points of damage. Casualties: 8.5m. Industrial Damage:
26th June 2177 21:29:11,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 85 points of damage. Casualties: 8.5m. Infrastructure Loss: 170. Industrial Damage as follows:
26th June 2177 21:29:11,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 3363.94 Dust Level: 7303.851
27th June 2177 05:24:11,UEA,Struve 2398,Caldos colony hit by 55 points of damage. Casualties: 5.5m. Industrial Damage:
27th June 2177 05:24:11,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 55 points of damage. Casualties: 5.5m. Infrastructure Loss: 110. Industrial Damage as follows:
27th June 2177 05:24:11,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 0 Dust Level: 55
Bring up a tug and tow it instead?
Or big carrier :D
If all else fails, store your save file sideways and SM the ship out of existence.
Gatekeeper class Mobile Jump Gate 45,000 tons 436 Crew 3024.4 BP TCS 900 TH 1800 EM 0
4000 km/s JR 3-50(C) Armour 3-112 Shields 0-0 Sensors 11/11/0/0 Damage Control Rating 0 PPV 0
MSP 11 Max Repair 286 MSP
Intended Deployment Time: 169 months Spare Berths 0
Ward International J15000(3-50) Military Jump Drive Max Ship Size 15000 tons Distance 50k km Squadron Size 3
Charlton Foundation 400 EP Commercial Magneto-plasma Drive (9) Power 400 Fuel Use 6.19% Signature 200 Exp 5%
Fuel Capacity 3,000,000 Litres Range 193.9 billion km (560 days at full power)
Stanley-Coles Systems CIWS-200 (6x6) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Pugh-Green Thermal Sensor TH1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
Pugh-Green EM Detection Sensor EM1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
This design is classed as a Commercial Vessel for maintenance purposes
whileError in UpdateMessages
Error 94 was generated by Aurora
Invalid use of Null
Error in UpdateGameLog
Error 3163 was generated by DAO.Field
The field is too small to accept the amount of data you attempted to add. Try inserting or pasting less data.
I've started to get bugs like that recently ...
Havent even left Sol, no pre generated NPR's, all spoilers on. :/ I have only one ship in the air - small geo scout that counts as fighter.
Its impossible to continue and bug like that appears anytime i try to open task group menu or ships menu.
EDIT : It dissapeared .. WTF.
So it's a Heisenbug.
So it's a Heisenbug.
I've noticed that some of my latest engine designs automatically create extra engine designs at half the size. My first thought after, "Why is the technology report for engines so crowded?" was, "Wow, free half-size engine designs!" Alas, although they crowd the tech report screen, they don't show up as components I can build on the Design Screen. Reviewing it just now, this only seems to occur with commercial engines.I guess those "hidden extra engines" may be what your shipping lines are putting in their ships so careful there.
I suppose I could delete the extraneous designs in SM? I've been obsoleting the designs so I have less to scroll through, so they aren't in my way at present, but I'd like to know deleting them outright won't cause me problems.
I guess those "hidden extra engines" may be what your shipping lines are putting in their ships so careful there.
Hi guys. I got a game breaking error, tried to start my game this morning and got the two following errors. The last one is endless... :'(
1. Error in cboGame
"Error 380 was generated by Aurora
Invalid property value"
2. Error in UpdateGame.log
"Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table `Game´ "
Any one knows a way to save this installation? Would be nice to keep the 2 games in it.
Modify message
This is very annoying, this is the third time in 4 weeks I get this error, all on new game installments, even on different hard drives... I am beginning to think its my computer, if that's even possible...
You don't have to research Minimum Cloak Size 25 to be able to make a cloaking device.
Min Cloak Size 25 should be a free tech anyway. I have fixed it for v5.20.
Steve
Minimum Cloak Size is still bugged (http://aurora2.pentarch.org/index.php?action=post;quote=27368;topic=2496.180;num_replies=252;sesc=9ad0fa4204dc72d0c701d4f647b1b91e). You don't have to research it to design a cloaking device, but you do have to to be able to research size 20.
Baldwin class Survey Ship 25 000 tons 403 Crew 2932.8 BP TCS 500 TH 2000 EM 300
4000 km/s Armour 4-76 Shields 10-300 Sensors 1/1/5/5 Damage Control Rating 32 PPV 0
Maint Life 5.92 Years MSP 2346 AFR 156% IFR 2.2% 1YR 114 5YR 1716 Max Repair 125 MSP
Intended Deployment Time: 60 months Spare Berths 0
Cryogenic Berths 400
Fuel Harvester: 1 modules producing 56000 litres per annum
500EP C-IFD (4) Power 500 Fuel Use 5.3% Signature 500 Exp 5%
Fuel Capacity 4 045 000 Litres Range 549.5 billion km (1590 days at full power)
DSR300 (4) Total Fuel Cost 60 Litres per hour (1 440 per day)
Phalanx VI CIWS (3x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Gravitational Survey Sensors (5) 5 Survey Points Per Hour
Geological Survey Sensors (5) 5 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
I'm getting a weird bug where clicking on an element on the populated systems tree on the Economics window or the tree on the naval organisation tab of the Task Groups window causes the element in question to vanish along with the tree root. The clicked on element is not selected and thus the game has become unplayable.
I'm using Windows 10.
Is the window on a monitor that is to the left of the main monitor?
I'm getting a weird bug where clicking on an element on the populated systems tree on the Economics window or the tree on the naval organisation tab of the Task Groups window causes the element in question to vanish along with the tree root. The clicked on element is not selected and thus the game has become unplayable.
I'm using Windows 10.
I think I remember a report like this that was tracked down to the touchscreen. Try finding that Windows option and turn it off? (Whether or not an actual touchscreen is involved. )
Touchscreen was one of the first settings I turned off when I installed Windows 10. :(Not just turning it off in settings, you have to go to your "Device Manager" and fully disable the touchscreen element under "Human Interface Devices". And yes, this was tracked down to the Touchscreen on Win10 computers (by me).
Gatebuilder class Construction Ship 45,000 tons 146 Crew 1439.5 BP TCS 900 TH 840 EM 0
1866 km/s Armour 2-112 Shields 0-0 Sensors 11/11/0/0 Damage Control Rating 0 PPV 0
MSP 5 Max Repair 54 MSP
Intended Deployment Time: 115 months Spare Berths 0
Jump Gate Construction Ship: 360 days
Sinclair International 240 EP Commercial Magneto-plasma Drive (7) Power 240 Fuel Use 1.73% Signature 120 Exp 3%
Fuel Capacity 500,000 Litres Range 115.6 billion km (716 days at full power)
Pugh-Green Thermal Sensor TH1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
Pugh-Green EM Detection Sensor EM1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
This design is classed as a Commercial Vessel for maintenance purposes
Scientist keep on researching also techs obtained from friendly NPRs:
- queued techs stay queued even after they are found in ruins
EDIT: ...and once the previous research is completed work on this tech starts without anyone noticing it is already listed in Completed techs
It seems the issue is in fact somewhere else and I have apparently missed there already was a JG:(Small) Jump Gate Construction Module allows jumping through JP without JG.
Maybe only for the construction ship and/or where there is a JG in construction on the starting side.
Or from the other point of view:
Jump gates under construction can be already used.
Situation:
I have just realized I don't need to send mobile jump gate with Gatebuilders. One of them just got through JP while his buddy started working on the JP from my side. And Gatebuilder are not jump capable (unless that's an undocumented feature of JG construction module).Code: [Select]Gatebuilder class Construction Ship 45,000 tons 146 Crew 1439.5 BP TCS 900 TH 840 EM 0
1866 km/s Armour 2-112 Shields 0-0 Sensors 11/11/0/0 Damage Control Rating 0 PPV 0
MSP 5 Max Repair 54 MSP
Intended Deployment Time: 115 months Spare Berths 0
Jump Gate Construction Ship: 360 days
Sinclair International 240 EP Commercial Magneto-plasma Drive (7) Power 240 Fuel Use 1.73% Signature 120 Exp 3%
Fuel Capacity 500,000 Litres Range 115.6 billion km (716 days at full power)
Pugh-Green Thermal Sensor TH1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
Pugh-Green EM Detection Sensor EM1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
This design is classed as a Commercial Vessel for maintenance purposes
After some investigation... Its my ships and PDC that somehow switch side... >:(
Oh no:https://en.wikipedia.org/wiki/Negative_temperature
(http://i.piccy.info/i9/5c94f9079381062f5c6e9c9907b2ff6b/1509873277/10265/1187336/MinusK.png)
The whole Mercury surface switched their velocities to imaginary values. :)
Hmm. That doesn't seem right..Working as intended comrade. Glorious Russian engineering at work.
"ERROR: WP link not found in GetWarpPointData" followed by a couple of "Error 5 was generated by Auroras".
This is a previously reported bug that can pop up when the player obtains system data via interrogation (in my case, espionage or salvaging might obtain it as well). The error messages display when attempting to navigate the galactic map. Apparently the game is hiccupping on WP (is that the same as JP? why call it two things?) links that exist, but can't display because the systems in question haven't been surveyed.
My question: how do I fix it? I didn't quite follow the explanation I found previously, perhaps because of ambiguously named buttons under the F9, jump point tab. In my case, I've obtained data on two systems that are linked in a chain to a system I previously surveyed and, apparently, also linked to a system I know of, but haven't surveyed. If I'm supposed to use "Enter/Explore" under SM as suggested in other posts, I'm not doing it right or that isn't enough.
I'd like to know what the fix is, using SM, and where to carry out the fix. Do I only make changes in the new systems? What changes do I make?
Hi
I get error3075 followed by infinite loop of errors91 right as i hit 5days turn or whatever on the beginning of the game, no matter the settings. I feel like its something about this decimal system or something, or comma problem? not sure. . . I am from Poland if that matters and use win10
You need to use the period as a decimal separator, not a comma.Well where do I change that?
Well where do I change that?
. . . I'm getting an "Error 9 - Subscription out of Range" "MoveToClosestItem" error in a (probably) infinite cycle, so I can't continue the game.
Campaig is at ~121 years. . . .
Found the problem.
Bunch of NPR ships somehow had an order to transit a JP that didn't exist. Each one was throwing mass errors.
Designer and deleted the TGs and now it works.
Added SMEventLog dumped after the fix for anyone to review if they want. DB is available from original link.
My main campaign now (85 years) is stuck with "Error in MoveToClosestItem, Error 9, Script out of range". I had already cancel everything (industry, normal and conditional orders) without success. Using a previous backup and just passing days end in the same problem.
Something like:
The best shot to solve is:
Is it possible to share the magical powers to look and change NPR fleet orders?
I've sent the password by private message.
Getting some Error 3021's.Not sure what's causing it. On Apply Maintenance.Might be the cargo pod loaded with fighters that is being hauled to one of my planets. Not sure how to deliver fighters otherwise.
I also got a slew of Error 5's.
Additional info: after this happened, I started a new game within the same stevefire.mdb, 250 systems, non spoilers, 0 NPRs, and this game is terribly slow right at the start when it should fly. 30day turns used to take only a fraction of a second, now a 5 day turn takes somewhere from 5 to 30 seconds.One should delete previous games in given DB after making a copy of it, especially after long games. I think that was the case in one of the recent versions which was supplied without usual Steve's game. Those Stevefire.mdb-s are not that big, try to make a copy every few years at least.
One should delete previous games in given DB after making a copy of it, especially after long games. I think that was the case in one of the recent versions which was supplied without usual Steve's game. Those Stevefire.mdb-s are not that big, try to make a copy every few years at least.I tried this yesterday (and made backups of that already broken db). I deleted EVERYTHING from the db. there were three games init: the example game, this broken game, and a new one i just started after the long one broke. after deleting all three games, the db size remained exactly the same as before. created a new game in this now-empty db, with 0 NPRs and no spoilers and nothing, at it was the same slow as before.
Do you notice faster processing after leaving just your current game in Aurora DB?
I tried this yesterday (and made backups of that already broken db). I deleted EVERYTHING from the db. there were three games init: the example game, this broken game, and a new one i just started after the long one broke. after deleting all three games, the db size remained exactly the same as before. created a new game in this now-empty db, with 0 NPRs and no spoilers and nothing, at it was the same slow as before.
so I ended up deleting that db and starting fresh from the stevefire.mdb included in the 5.4 installer, deleted example game from it, started a new one, and it's stupidly fast. gone through alsmost a 100 years in a couple hours of playing yesterday!
edit: I used to have some predictable error messages (e.g. at creation of a survey team), these are now gone. but I did get some serious looking error popups once, something about the db engine cannot readsomething and then the game crashed. but it still runs fine and no error messages so far...
I've run into "Error: WP Link not found in GetWarpPointData" while opening the galaxy screen. Also, when I do anything in the galaxy screen, such as zooming or moving systems, I get an Error 5. What I think happened is that I found a new system and started to grav survey, completing some points. I then discovered that it was inhabited by a new NPR, so I pulled out pending diplomacy, leaving the system's survey incomplete.
Well, I certainly didn't touch the DB.
If you can figure out which system, you can break the link in SM mode and correct the error.
Error 339
Ok, so I've just downloaded the game again, I used the Full Installer from http:aurora2. pentarch. org/index. php?topic=5663. 0 , and tried making a new game. The game engine said it was working on the generation of NPRs before this appeared. (https://imgur. com/a/6Cf3f)
Duplication bug: missiles/buoys
I've designed a size 6 thermal buoy for surveillance purposes and constructed 100 of them.
Didn't want to design another ship, so I just used my fighters for placing the buoys, since they also use size 6 missiles (two size 6 box launchers).
Loaded all 100 buoys and 49 fighters into my carrier.
I used the "Ordnance Management" tab in "Individual Unit Details" window to load a single buoy into one of the fighters (missile capacity 6 of 12 used) from the carriers magazines.
Clicked "Para - MS", "Para - CO", "ALL Para - MS" or "All Para - CO" to copy the loadout for all fighters on the same carrier (don't remember which button exactly).
After a bit of playing I noticed I've more buoys than I should.
After counting there are now 139 buoys in total.
Edit:
I'm unable to reproduce the bug.
Not sure what I did different from before.
Did you have any fighters in production after you changed the fighter loadout?
I've recently noticed a bug as I was working on my campaign. I don't know if it is a known bug, as I've been away for a while. I'm concerned that it may cross over to the C# Aurora, so I thought I'd report it.
This is the situation: Race A is defending a planet against a missile attack from Race B. Race B's missiles are size 5. Race A detects the incoming missiles at approximately 40,000,000 kilometers on thermal sensors. Race A's best planet-based anti-missile sensor has a maximum detection range of 37,000,000 kilometers, but of course, since size 5 missiles are much smaller than 50 tons (resolution 1), the incoming missiles don't get detected by active sensors until they are around 4,000,000 kilometers away. Once they've been detected by active sensors Race A's planet based missile defenses can begin launching AMM's. All good so far.
The glitch, if it is one, comes after the leading edge of the incoming missile wave is detected by the planet-based sensors. Race A's PDC's will begin launching against the closest of Race B's missiles, as they should, but then they will go on to launch against all other missiles within their programed engagement range, whether the missiles have been detected by active sensors or just thermal sensors.
This is certainly a help to the defense, as they immediately gain defense-in-depth, but given the defenses were unable to engage the incoming missiles until the leading edge of the missile stream was detected on active sensors, why then can the rest of the missiles be engaged whether they've been detected on actives or thermal?
Kurt
built a fun game with SM but about 10 years in I had a system with two planets with the same number. I changed one to an unused number and since then the planet is no longer accessible game wise but can be looked at but no landings, no destination listed for it. Now I have been getting a cascade of errors 91,94,13,381. Darnit I like this game but when it gets off on an angle I loose two real days of time having to rebuilt the game from scratch. I wish there was some save that allowed me to go back before this but there is not which means the game if it continues to pile up multiples of the same error over and over will make it impossible to play. I am really leery of having to put two more of my free days aside to redo it all over with a random new galaxy. I wish there were some where to save files like ships and research so i would not have to do it over and over. fun but overall really irritating.
built a fun game with SM but about 10 years in I had a system with two planets with the same number. I changed one to an unused number and since then the planet is no longer accessible game wise but can be looked at but no landings, no destination listed for it. Now I have been getting a cascade of errors 91,94,13,381. Darnit I like this game but when it gets off on an angle I loose two real days of time having to rebuilt the game from scratch. I wish there was some save that allowed me to go back before this but there is not which means the game if it continues to pile up multiples of the same error over and over will make it impossible to play. I am really leery of having to put two more of my free days aside to redo it all over with a random new galaxy. I wish there were some where to save files like ships and research so i would not have to do it over and over. fun but overall really irritating.
You could just delete that system through SM?
tried that. all warp points realigned and system colony was lost. Having 94 and 381 errors in new game (1.5 real days to set up). Seems to be from the Combat Assignment Overview (I think)
Help,
it says
Error in cboControlRace
Error 53 was generated by Aurora
File not found: 'Planetjpeg\ted.jpg'
Please report to http;//aurora2. pentarch. org/index. php/board. 11. 0. html
Then when i press ok it says,
Aurora
caution symbol Run-time error '53';
Here File not found; 'Planetjpeg\ted.jpg'
Then i think it exits or it crashes!
which i am pls help i dont know what to do and yes i was trying to put pictures in.
i also tried to reinstall but it was saved in the save i made
so it does the same
Downloaded the wrapper, v7. 10, started a conventional game.
Suddenly, starting in november 2036, my increment buttons became corrupted.
If I press "30 days" the game advances exactly 6 hours (21600 s)
If I press "5 days" the game advances exactly 2 hours (7200 s)
1 day becomes 30 mins
8 hours becomes 15 mins
3 hours becomes 5 mins
1 hour becomes 2 mins
20 mins becomes 1 min
5 mins becomes 15 secs
2 mins becomes 10 s
30 secs becomes 5 s
5 secs stays 5 s
These results are reliable; I tried many buttons many times.
If I set sub-pulse length to 1 day, most game advance buttons work correctly again, except that the 5 day and 30 day buttons
only advance 1 day. If I set sub-pulse length back to automatic, the above corrupted state resurfaces (can't advance the game more than 6 hours per button click).
I reverted to a backup 2 game years earlier, played the game, but in november 2036 the same problem resurfaces. . .
Rebooting my computer did not help.
How do I fix this?
Quote from: sisso link=topic=8144. msg105797#msg105797 date=1514486110My main campaign now (85 years) is stuck with "Error in MoveToClosestItem, Error 9, Script out of range". I had already cancel everything (industry, normal and conditional orders) without success. Using a previous backup and just passing days end in the same problem.
Something like:
The best shot to solve is:
Is it possible to share the magical powers to look and change NPR fleet orders?
I've sent the password by private message.
I had an odd scenario where my meson fighters were able to use final fire PD mode, but my railgun fighters, which were otherwise identical, could not.
So I created a player race (pirates) just to test out my point defense, because I couldn't understand why my railguns weren't firing.
They still aren't firing, but now they are giving annoying error messages.
"ErrorInPointBlankPDFire"
"Error 3021 was generated by DAO.Field"
"No current record."
Interestingly, I actually had to set the relations to hostile to even DETECT the missile launch. I started the experiments with decoy missiles with no warhead. Not eager to start experiments with live ammo without understanding why the point blank mode isn't working.
Does the AI of our civilian freighters decide on a new colony? twice so far in my game (which is awesome otherwise) I find
the independent freighters and colonists installing infrastructure and colonists on worlds that have only Automines on them.
I can't seem to clear their orders. The only way I could stop is last time was to abandon the moon and remake it thru SM.
First day install, so might be my bad (take it with a grain of salt). The Commanders/personnel GUI extends below my monitor's view and the window is not configurable/resizeable. Looked for options menu and none existed. Have to move on to auto assign I guess?
when i fixed error 3075 by changing the comma to a dot i had the game open and i acedently started a new one while the other one wasstill runing
Error in PopulateHullDescriptions:
Error 94 was generated by Aurora
Invalid use of Null
Please report to <long link>
Error in PopulateHullDescriptions:
Error 381 was generated by Aurora
Invalid property array index
Plz report
Using one-day turns delay research indefinitely, both with standard aurora and portable one
Using one-day turns delay research indefinitely, both with standard aurora and portable one
Yep, same problem.Using one-day turns delay research indefinitely, both with standard aurora and portable oneNot indefinitely for me, just for 2X, where X is the 'construction cycle'. So with the standard 5 day build cycle (wihich is actually a few minutes short of five full days), when I advance time by 1 day research and shipbuilding and construction and so on fail to advance. Keep advancing by 1 day increments for 9 days and still no progress is made. Then on the tenth day of 1 day increments, Aurora finally realizes it has passed a construction cycle and 'backfills' all the missing progress.
fresh start, conventional, no pre-assigned tech
SM mode, gifted myself all the engine techs, to produce a single size 50 photonic engine, gifted the design tech.
Then SM Added the component to the stockpile. Then removed all tech, returning me to Conventional start.
Confirmed with checking the design tech, can't build anything but starter tech.
Then designed a new ship, really just a small cargo hold in a hull. It fits 0.4 of a 50HS engine. That leaves 0.6 in the planet stockpile.
Stockpile now shows 0x engines. Disassembly gets me to -1x, etc.
A couple hundred repeated disassemblies gets me the complete engine tech line. I can now build photonic drives, while still being conventional... can't even make reactors yet.
My event update is blank... Or more to the truth, its doesn't open correctly, I can see it totally white in the "toolbar" of Aurora but cant open it...In the main window, open the "Miscellaneous" menu and select "Reset Window Positions".
No effect...
Since this also seems to be the place to get help on bugs...
Fresh Aurora install using the Aurora All in One tool, Aurora_Wrapper.exe and Aurora.exe are set to run with Administrator privileges on a Windows 10 Pro system.
I create a basic fighter, quick add it to a taskgroup and go to the Battle Control Window (F8), also called the Combat Assignments Overview window. The list object on the left lists the fighter type in its task group, but it's impossible to open the list further to select the individual fighter.
Any ideas on how to fix this? It's currently impossible for me to run battles.
I have recently installed portable aurora v7. 10. But when i am running Aurora_Wrapper, It's just loading in 5 minuttes where nothing happens. Then after 5 minuttes, it shows me an error where it says "Windows could not gain access to the path or file. You have possibly not the necessary rights to gain access to the element". How do i fix that?
Fighters: Enemy fighters don´t do anything, they have fired their missiles at me, but after that they are staying put, not even sure if I should kill them all. Reason is probably because I killed their carriers so they have nowhere to go...This is not a bug. Any AI-controlled ship that has no method to re-arm will remain passive as it cannot do anything. Especially if they also lack sensors. Send a ship close and see if they try to ram you.
It's a 'divide-by-zero' error. Do any of the weapons or fire controls involved have less than 10,000km range? Are you using reduced-size gauss cannon? Any crew XP penalties?Maximum range for the designated turret firecontrol is 120,000 km, gauss-cannon range 50,000, size 2. No crew penalties, all crews have gone through task force training.
I've also noticed that area-defence PD mode doesn't work, tested several times, same outcome; turrets won't engage incoming missiles unless manually given targets
There's a problem with Final Defencive Fire too, I have two turrets for a beam firecontrol, but in the missile strike phase, only one of the turrets shootI've also noticed that area-defence PD mode doesn't work, tested several times, same outcome; turrets won't engage incoming missiles unless manually given targets
Yeah. . . Area Mode never worked well (some people would say 'at all') and from the beginning was almost always the tactically sub-optimal choice, so it kind of got ignored. FDF and FDF(SO) got all the tinkering and fixing, as they were 99.99% of what players and NPRs used.
I clicked the "Hide escorts" checkbox on the "display2" tab on the system map.
The game gave me error popup "Error 380 was generated by Aurora, invalid property value".
Clicking OK then generated another error popup "Error 3201 was generated by DAO. Recordset, You cannot add or change a record because a related record is required in table 'Game'".
This has completely locked me out of the game, is there any way to fix this?
Quote from: sabreman link=topic=8144. msg114703#msg114703 date=1559062355I clicked the "Hide escorts" checkbox on the "display2" tab on the system map.
The game gave me error popup "Error 380 was generated by Aurora, invalid property value".
Clicking OK then generated another error popup "Error 3201 was generated by DAO. Recordset, You cannot add or change a record because a related record is required in table 'Game'".
This has completely locked me out of the game, is there any way to fix this?
I assume you tried closing and restarting?
Quote from: Steve Walmsley link=topic=8144. msg114705#msg114705 date=1559072179Quote from: sabreman link=topic=8144. msg114703#msg114703 date=1559062355I clicked the "Hide escorts" checkbox on the "display2" tab on the system map.
The game gave me error popup "Error 380 was generated by Aurora, invalid property value".
Clicking OK then generated another error popup "Error 3201 was generated by DAO. Recordset, You cannot add or change a record because a related record is required in table 'Game'".
This has completely locked me out of the game, is there any way to fix this?
I assume you tried closing and restarting?
Yep. I also run the portable wrapper and all the backups it made where broken too. I made a backup of the broken database in case someone comes up with a solution, wants to take a look at the problem, or wants to help me fix it. For now though I like the game too much so I just made a fresh install.
Cross posting from my thread in the Academy since Father Tim indicated that I may have discovered a novel bug:
I pre-fabbed ten 275 ton PDCs based on Resident Evil's design seen here: http://aurora2.pentarch.org/index.php?topic=10394.0 (http://aurora2.pentarch.org/index.php?topic=10394.0) The PDCs have a final build cost of 41.4 each so Earth could easily build several of them per 5 day increment. After the order for 10 completed I had 3 PDC sections. Another order of 10 yielded 4 sections. Each section assembles into one PDC. Putting in multiple orders for 1 PDC each works, but is a bit slow/cumbersome. I did not test slowing down an order for 10 to make sure only one completes every 5 days.
The internal logic doesn't seem to properly handle building PDCs that are less than 1/2 of a standard PDC section.
Don't know if this has been reported before, but in 7.1, passing time increases the TFPoints for Ships across ALL Games in your save file, not just the game you're currently playing.
Sorry if this has been reported before, just returned to Aurora after many years away and my searches for found nothing. . .
Problem: If the folder related to the user variable "TMP" has been deleted, Aurora will crash on start. First with an "invalid picture" error. Then if you try to open again, with an "Aurora returned -1". This crash also appears to corrupt the database.
Background: Another game I play frequently apparently also uses the "TMP" folder. When I exit that game it not only deletes the contents of the "TMP" folder but also deletes the "TMP" folder itself. If I then try opening Aurora, the missing "TMP" folder causes the crash above. If I manually recreate the "TMP" folder prior to opening Aurora, then no issues are found.
Recommended Fixes
1) Check for presence of the "TMP" folder prior to accessing it. If the folder is not present, then create the folder. (As said above, I am manually doing this now and it seems to be an effective work around. )
2) Use a different user variable name to something less obvious / more specific to Aurora. Something like "Aurora_TMP" would have much less potential overlap than "TMP" or "Temp", I'd imagine. (Just a friendly suggestion, as #1 fixes it. )
Thanks
I have no idea what the TMP folder is. Are you using some form of third-party tool with Aurora?
Quote from: Steve Walmsley link=topic=8144. msg115046#msg115046 date=1561325523I have no idea what the TMP folder is. Are you using some form of third-party tool with Aurora?
I originally found the issue with portable Aurora, so yes to 3rd party tool. . . but I confirmed it occurs with vanilla Aurora as well (v5. 54 and v7. 10), so I thought I should report it here.
To clarify "TMP" isn't the folder name, it is the name of the user variable that has a temporary folder path associated with it. For example, in my system environment variables I have a user variable named "TMP" that has a value of "C:\Users\[UserName]\AppData\Local\Temp".
When you launch Aurora that folder has some files loaded to it (file names ~DFDBAF90C1113D4F66. TMP and JETFC9C. tmp). If that folder is not present (because some other program deleted it. . or because I deleted it for testing) you get the crash I mentioned above. Once you close Aurora these temporary files are deleted.
Does this make "TMP" seem more familiar? Maybe it's actually a bug with some dependent code working in the background?
My search didn't find this one.
If a ship starts loading colonists, it will immediately fill up with colonists rather than spreading out the loading over the full duration of the loading time. You can delete the fleet order and it will still be fully loaded, skipping the loading time.
Another one:Oh, that's beautiful.
If you tell a fleet with 2 ships with a total capacity of 20000 MaxColonists to load colonists, the time required will be 2550 minutes (after 1.15 tf logis bonus applied) as expected
But if you instead tell the same fleet to load a maximum of 15000 colonists, the time required will be 51000 minutes, exactly 20 x longer than it would take to load 20000 of them.
So the Load Colonists order with a specified number of colonists isn't usable if you care how long it takes.
Unless I'm misunderstanding how hangar space works, it seems like you can land as many ships as you want on a mothership regardless of hangar size. (Method: 1 TG of many parasites, target a second TG containing the mothership assigned to all these parasites, and tell the parasite TG to Land On Assigned Mothership)
There is no error assigning more parasites, but actually attempting to land them fails as you describe. In my current game I assigned and landed a critically damaged 9.7kt ship on my 10kt capacity carrier for emergency field repairs. It worked perfectly, but I had to launch my fighters first.Unless I'm misunderstanding how hangar space works, it seems like you can land as many ships as you want on a mothership regardless of hangar size. (Method: 1 TG of many parasites, target a second TG containing the mothership assigned to all these parasites, and tell the parasite TG to Land On Assigned Mothership)
You can certainly issue that order, but it shouldn't work the way you're suggesting. The mother will land as many parasites (in order of initiative) as it can hold, then throw an error about being unable to complete the order. Also, trying to assign more parasites to a mothership than it can hold should give an error.
Here's the bug in actionThere is no error assigning more parasites, but actually attempting to land them fails as you describe. In my current game I assigned and landed a critically damaged 9.7kt ship on my 10kt capacity carrier for emergency field repairs. It worked perfectly, but I had to launch my fighters first.Unless I'm misunderstanding how hangar space works, it seems like you can land as many ships as you want on a mothership regardless of hangar size. (Method: 1 TG of many parasites, target a second TG containing the mothership assigned to all these parasites, and tell the parasite TG to Land On Assigned Mothership)
You can certainly issue that order, but it shouldn't work the way you're suggesting. The mother will land as many parasites (in order of initiative) as it can hold, then throw an error about being unable to complete the order. Also, trying to assign more parasites to a mothership than it can hold should give an error.
Just curious, given that VB6 is no longer getting updates (right?), how useful is it to even report bugs here? Does any of the stuff reported in the last couple pages help with the C# development?
Just curious, given that VB6 is no longer getting updates (right?), how useful is it to even report bugs here? Does any of the stuff reported in the last couple pages help with the C# development?There is also a clone reprogramming in progress (Quasar 4x), which will be a one on one copy of V7.1 (just lot quicker); so also good to find these bugs so they don't transfer to Q4x.
Bug confirmed.Here's the bug in actionThere is no error assigning more parasites, but actually attempting to land them fails as you describe. In my current game I assigned and landed a critically damaged 9.7kt ship on my 10kt capacity carrier for emergency field repairs. It worked perfectly, but I had to launch my fighters first.Unless I'm misunderstanding how hangar space works, it seems like you can land as many ships as you want on a mothership regardless of hangar size. (Method: 1 TG of many parasites, target a second TG containing the mothership assigned to all these parasites, and tell the parasite TG to Land On Assigned Mothership)
You can certainly issue that order, but it shouldn't work the way you're suggesting. The mother will land as many parasites (in order of initiative) as it can hold, then throw an error about being unable to complete the order. Also, trying to assign more parasites to a mothership than it can hold should give an error.
Errors 3020 AND 3021
My intelligence service has gotten an enemy blueprint. There's something fishy about 0cm lasers.
Game version 7.1.0.Off-Topic: show
Fighters which move faster than the target are unable to fire at it (or stick on top of it) while it's moving.
Quote from: DFNewb link=topic=8144. msg118373#msg118373 date=1580258045Fighters which move faster than the target are unable to fire at it (or stick on top of it) while it's moving.
This is almost certainly the result of the fighter losing initiative.
Quote from: Father Tim link=topic=8144. msg118375#msg118375 date=1580263454Quote from: DFNewb link=topic=8144. msg118373#msg118373 date=1580258045Fighters which move faster than the target are unable to fire at it (or stick on top of it) while it's moving.
This is almost certainly the result of the fighter losing initiative.
Could you explain a bit more on this.
Have you modified industrial cycle length?
Construction cycle won't run in two situations; space time bubble in effect or an active missile with a warhead and less than 12 hours endurance.
Having a strange issue with treeview elements.
Any time I make a change to, or select something found in a treeview (eg. the populated systems list) it stops rendering the contents, and closing and re-opening the window doesn't seem to clear the issue
Officers in a diplomatic team gain diplomacy bonus even while doing nothing. It is possible to put every commander on a Diplomatic team at the start of a game and let it run on auto-turns until everyone is at 60%.
Transferring ground units between brigade HQs without clearing the HQ assignment HQ first halves the unit's morale.
Easy to reproduce in my game - I have a planet with a division of troops. When I was reshuffling the units to put together an assault brigade I noticed morale plummeted. After a bit of experimentation I determined that if you clear a battalion's HQ then reassign it everything works as intended. But if you transfer from one brigade HQ to another within the same division the morale is halved. Repeated transfers back and forth will cut morale in half over and over again.
Please let me know if you'd like a copy of my current game for ease of reproduction.
Quote from: Steve WalmsleyThe HQ division becomes a Brigade HQ and you will be able to attach battalions to a Brigade HQ. This will be done on a more permanent basis rather than the ad hoc situation at the moment. You will be able to transfer battalions between Brigade HQs with some penalty yet to be decided; probably a morale loss that will recover over time.I have added the penalty I mentioned above. When you move a unit to a new HQ, its morale drops by half. In most cases morale will take less than 3 months to increase to 100. This penalty only applies to the unit itself though and doesn't affect subordinate units, so if you move a brigade HQ from one division to another, the brigade HQ suffers a morale loss but any units attached to the brigade are unaffected. Brigade level integrity in Aurora is more important than divisional level. Bear in mind that units can (fairly rarely) increase their morale above 100. If this is the case, transferring them is generally a bad idea as their morale will stop rising post-transfer at 100.
In case you are wondering why I am bothering with this detail, it is to avoid the unrealistic situation of an army being completely and instantly re-organised after taking heavy casualties as a result of combat or a boarding attempt and not suffering any penalty.
Steve
I'm not trying to be mean or anything but why is everybody suddenly reporting 7.1 bugs when C# version is seemingly right around the corner?
I noticed in my most recent game that LP transits break when using repeat orders, whatever TG with repeating orders skips transit orders, leading to year long trips to secondary systems.
While playing with the Turret Design window, I discovered that you can put a negative number in for "Desired Tracking Speed"... and the resultant "turrets" get bonus space savings based on how far negative you set the speed. See attached.Now that is how you optimize space... Hawing Negative Space 😂😉
Yup, that's a quad 80cm laser turret (25HS per laser), that thanks to liberal application of Loctite, somehow only needs 1HS of space for its 270 operators.
Going to need a little more detail than that.
Quote from: Garfunkel link=topic=8144. msg119905#msg119905 date=1584898722Going to need a little more detail than that.
below the error it says;
object variable or |With block variable not set
hopefully, this helps. this happens on any change of any kind from the example game.
Quote from: Rondor link=topic=8144. msg119911#msg119911 date=1584903032Quote from: Garfunkel link=topic=8144. msg119905#msg119905 date=1584898722Going to need a little more detail than that.
below the error it says;
object variable or |With block variable not set
hopefully, this helps. this happens on any change of any kind from the example game.
That usually means something is missing from the database, which is usually caused by running incompatible versions of the database and exe. Are you definitely running v7. 1 for both DB and EXE?