Author Topic: Official v5.42 Bugs Thread  (Read 69454 times)

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Offline Beersatron

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Re: Official v5.42 Bugs Thread
« Reply #60 on: March 27, 2011, 12:20:34 AM »
Here it is. It's the early May '78 backup. You should run into the issue a couple of construction cycles in. Possibly not the exact same 5-second increment, but who knows.

We can't rule out an .exe bug, either, but thanks and good luck. :)

Oh, and by the way, I had added a custom flag to my installation, so you might get an error about it in the Race Details screen.

Got it, looking at it now - this might be a spoiler to you so I will put this in tags (it is what your NPRs are doing)


One NPR has ran out of some TN minerals so that is causing issues with production - it also has something scheduled to come out in 5 days but that might just be coincidence. I don't notice anything else obvious.

Another NPR will finish construction of something in 10 days. Don't notice anything else obvious although it is in debt.

There is one NPR in your game that has nothing but population on one planet and then an empty colony on another - the population has construction and research queues but nothing to actually work with. That could be a problem. In fact, judging by the number of wrecks it may be an NPR that just got stomped on and is now down to a colony and couple of survey ships but the events for the NPR don't show any combat and no radiation or dust is in the atmosphere.


I do not see anything saying that any race is in combat or just about to enter combat so it probably isn't a fight-yo-yo.

You have demand for research facilities on Earth, were is the supply coming from?

Nothing else is jumping out to me as being wrong except for the fact that 8hour increment is taking quite a long time - although it is a large galaxy you have now.
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #61 on: March 27, 2011, 07:07:33 AM »
I have a conditional order for my GEV ships to join the parent fleet when their fuel is low. When the condition is triggered the ship is getting the order "Join ", without a target. This of course throws errors. The parent fleet is "GEV Team" which is in the same system and currently consists of a jump scout. GEV Team is listed as the superior and it lists both GEV ships as subordinates. The GEV ships were manually detached from GEV Team when they arrived in the system. Edit: Also, after the conditional order is added, the default orders are also added.

I'm not sure you realize this because you typed "of course", but it sounds like you're mixing up Task Forces (fleets, controlled by the 4th tab) and responsible for organization) with Task Groups (collections of ships which move around, controlled by the 1st tab).  TG can be created from branches of the TF tree, but they have their own parent/child structure.  IIRC, the "Join" conditional command is "Join with parent TG"; if you haven't set a parent TG for the TG then this command will have problems.

John
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #62 on: March 27, 2011, 07:12:56 AM »

One NPR has ran out of some TN minerals so that is causing issues with production - it also has something scheduled to come out in 5 days but that might just be coincidence. I don't notice anything else obvious.


My experience in the past has been that having NPR out of minerals causes this sort of hang.  I thought Steve had solved this a while back.  When I have an NPR run out of minerals and it hangs like this, I just give them some more - I think this can be done in designer+SM mode - and it usually solves the problem.  You might try it and send the DB back to him.  The other option would be to delete the NPR race in SM mode.  I tend to go for the one that leaves the NPRs around, though :-)


John
 

Offline Steve Walmsley (OP)

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Re: Official v5.42 Bugs Thread
« Reply #63 on: March 27, 2011, 09:00:58 AM »
I did that as well a number of times, to no avail. :-\

Well, I tried to close the program normally. Windows 7 would tell me it's not responding and then prompt me to force-close it, which is what I did. And then when I restarted there was that increment placeholder (though it didn't say "placeholder" anywhere), but Aurora would get stuck again if I told it to process the turn.

EDIT: It seems it's not the construction cycle after all. The cycle takes place around 07:47 of May 17th, 2078, but apparently it was processed just fine (I got reports of a new officer and someone else's promotion at that time). However, I can't get much farther than that. I went on testing with smaller and smaller increments, down to 5-second ones, and found out the game can't progress after 11:32:01 or 11:32:06, May 17th, 2078. So it's probably something tiny yet critical enough to kill my game. :(

EDIT2: I've also noticed that the DB is growing beyond its usual size as I test further. My early May '78 backup is 80 MB, and my DB at the problematic increment is 92 MB, and it was 90 MB before the last test.

I've found it and the good news is that I can fix it and return your DB :). I am emailing it now. The reason involves information that some players may not want to know about as it involves how the swarm operates in interaction with something new in v5.42.

The Swarm use wrecks to incubate their young. In v5.42 there is the possibility of finding a 25 million ton object, or wreck in some cases. In this game, the swarm used the 25m ton wreck to incubate over 31,000 soldiers. The game wasn't actually hanging. It was just taking a really long time to create all those individual ships. My advice is to stay out of that system :). For the next version I have restricted the max number of soldiers per wreck to 100.

Steve

« Last Edit: March 27, 2011, 09:02:48 AM by Steve Walmsley »
 

Offline Shadow

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Re: Official v5.42 Bugs Thread
« Reply #64 on: March 27, 2011, 11:42:59 AM »
Fantastic! :D

Thanks a lot, Steve. I've a few questions:

Could the previously unlimited Star Swarm procreation be also responsible for the gradually enlarging DBs? I noticed you've slimmed down my DB, so does that mean you've curtailed their numbers in my game to some extent? Have you implemented the 100-hatchlings-per-wreck limitation on my DB or could this happen again if the Swarm ever finds another 25-megaton wreck in this version?

Thank you for your input as well, Beersatron and sloanjh. The research lab demand on Earth must be the remnant of something I tried some time ago. I wanted to divide my research efforts between Earth and Mars, but when I realized project progress is planet-based (and I keep a lot of scientists working on a lot of projects to build up their experience), I immediately reversed the contract. I also had government freighters helping, so I guess all the labs were returned to Earth before the contract actually ran out.
 

Offline Ziusudra

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Re: Official v5.42 Bugs Thread
« Reply #65 on: March 27, 2011, 12:27:34 PM »
I'm not sure you realize this because you typed "of course", but it sounds like you're mixing up Task Forces (fleets, controlled by the 4th tab) and responsible for organization) with Task Groups (collections of ships which move around, controlled by the 1st tab).  TG can be created from branches of the TF tree, but they have their own parent/child structure.  IIRC, the "Join" conditional command is "Join with parent TG"; if you haven't set a parent TG for the TG then this command will have problems.

John
No, I'm talking only about groups here. In fact, in this game I haven't yet used the 4th tab "Naval Organization" at all. When I say they are listed as superior and subordinate I mean on the second tab "Special Orders / Organization".

When you detach a ship from a group (in this case using the Detach button at the bottom of the window) it gets a new group that is automatically set as a subordinate of the group it was detached from.

Edit: Maybe it was because the GEV Team group had the Shipyard TG group as superior, which was in another system. So, the GEV Discovery group might have been trying to join Shipyard TG instead of GEV Team.

Which would mean the conditional order "Join Parent Fleet if in System" generates a targetless join order if the parent is not "in System".

Edit 2: No that's not it. The "GEV Team" group has no superior group on the "Special Orders / Organization" tab and lists the "GEV Mark Aaronson" as subordinate. Both groups are in the same system and the Aaronson is trying to set the conditional order "Join Parent Fleet if in System". An error is displayed, a targetless "Join " order is set and an event is generated: "11th September 2039 22:13:06,Shaka,GEV Marc Aaronson  has been given a conditional order to join GEV Team".
Code: [Select]
---------------------------
Error in CheckConditionalOrders
---------------------------
Error 5 was generated by Aurora
Invalid procedure call or argument
Please report to http://aurora2.pentarch.org/viewforum.php?f=11
---------------------------
OK   
---------------------------
« Last Edit: March 27, 2011, 01:41:36 PM by Ziusudra »
 

Offline Shadow

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Re: Official v5.42 Bugs Thread
« Reply #66 on: March 27, 2011, 03:14:27 PM »
Ran into two more unusually long turns, in November '78 and January '79, but I could carry on by killing and restarting Aurora, and telling it to process again. The Events log showed it had processed at least some of my construction cycle to some extent despite the 'hanging'.

Shortly after, I got the following errors a few times each.

Error in SetClassObsolete
Error 3021 was generated by DAO.Recordset
No active registry (translated from Spanish)

Error in CreateDesign
Error 3201 was generated by DAO.Recordset
Cannot add or change the registry because a registry related to
the 'TechSystem' table is required (translated from Spanish)

EDIT: Oh, and each hang increased my DB size by a few MBs. Might be related to Star Swarm reproduction?
« Last Edit: March 27, 2011, 03:53:12 PM by Shadow »
 

Offline Shadow

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Re: Official v5.42 Bugs Thread
« Reply #67 on: March 28, 2011, 10:56:24 AM »
Minor name bug: Claudine Desjardins (surname). It actually says "(surname)".
 

Offline Cassaralla

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Re: Official v5.42 Bugs Thread
« Reply #68 on: March 28, 2011, 07:38:44 PM »
Had a ship being built and assigned to a fleet. Prior to construction, said fleet was removed via the Task Force Organization. Ship completes and is assigned to "Unknown". Also throws a couple errors in CreateShip and AddToShipHistory. Ship is vaporized. Does not exist on the f6 screen. Ship does not exist in the database either.

Had this one happen to me tonight.  Lost 3 brand new Destroyer Escorts due to accidentally deleting the fleet they were due to join between starting and ending construction.
 

Offline antofdeath

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Re: Official v5.42 Bugs Thread
« Reply #69 on: March 29, 2011, 08:25:49 AM »
I'm using the most recent patch so I assume this is the right place to explain this.  I created a ship, and sent it through a one way wormhole there where the NPCs put up a small ambush because of their dislike of my existence.  This ship is relatively big so I get to watch it painfully die a slow death.  My enemies like Kenetic weapons (big ones) and missiles.  Onto the bug.  I was getting spammed with

"Error 6 generated by Aurora, Overflow, Please contact swalmslay@drizzt. demon. co. uk"

So after the 12th time of getting that everytime I hit next second I rebooted the client and now receive

"Error 94 generated by Aurora, Invalid use of Null, Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11"
The address doesn't exist.

Onto why this annoys me.  I cannot shoot these ships.  Before when I attempted to fight them I would get "Targeting" infinitely I assume that had to do with the inexperience of my ship, now I gave it 100% experience to potentially get past that issue, and now it can't target their ships, period.  Just nothing happens when I open the ships individual status box.  They show up on the map which means the actives sensors know of their existence but they do not exist to my ship.

/Ship specs dump
Sovremenny class Heavy Cruiser    86,150 tons     11248 Crew     15125. 4 BP      TCS 1723  TH 9040  EM 0
5246 km/s     Armour 6-173     Shields 0-0     Sensors 80/80/0/0     Damage Control Rating 224     PPV 440
Annual Failure Rate: 265%    IFR: 3. 7%    Maint Capacity 24578 MSP    Max Repair 396 MSP    Est Time: 6. 34 Years

Magneto-plasma Drive E5 (113)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 800,000 Litres    Range 33. 4 billion km   (73 days at full power)

35cm C3 Plasma Carronade (40)    Range 192,000km     TS: 5246 km/s     Power 32-3     RM 1    ROF 55        32 16 10 8 6 5 4 4 3 3
Fire Control S16 96-16000 (1)    Max Range: 192,000 km   TS: 16000 km/s     95 90 84 79 74 69 64 58 53 48
Stellarator Fusion Reactor Technology PB-1 AR-0 (12)     Total Power Output 1584    Armour 0    Exp 5%

Active Search Sensor MR9-R50 (1)     GPS 800     Range 9. 1m km    Resolution 50
Thermal Sensor TH10-80 (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km
EM Detection Sensor EM10-80 (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km

This design is classed as a Military Vessel for maintenance purposes
/End

The enemy ships have thermal readings of 800 and the ship I have most data on is size 6700

They also seem to like to use missiles at point blank range for some reason.  So my ship has 6 of these things it can't hit at point blank shooting somewhat dangerous missiles.

I can scrounge up more details if needed but hopefully this can help someone figure out WTF is going on with my game.
 

Offline Shadow

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Re: Official v5.42 Bugs Thread
« Reply #70 on: March 29, 2011, 08:50:10 AM »
Wow, that's a gigantic ship. With a wildly excessive power supply (should only need a total output of 120), but design aside...

Contacts on the map aren't necessarily active ones. The enemy could've been detected by your huge passive sensors, but you need an active contact to be able to target your weapons on it. If you don't have that, the enemy won't exist for your weapons. Have you turned your active sensors on? They're off by default.

Also, have you assigned your carronades to the fire control on the Combat Overview (crosshair button between the TIE Fighter and the sun, on the System Map screen) window?
 

Offline antofdeath

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Re: Official v5.42 Bugs Thread
« Reply #71 on: March 29, 2011, 09:11:32 AM »
All sensors are on, i'll past something else that should help.

Fire Control S16 96-16000 #1:  - Weapons Firing
35cm C3 Plasma Carronade #1 (Ready To Fire)
35cm C3 Plasma Carronade #2 (Ready To Fire)//
//35cm C3 Plasma Carronade #30 (Ready To Fire)



Active Sensors On

The ships are engaging me at point blank and a second group who I think are using the kenetic weapons is at about 60million meters (60k km) I don't know how to properly see the distance so pointing me to that would be cool.

As for the ship design make note this thing was designed to have 40 plasma cannonades not 1.  I might be off still and yes it is a massive ship xD I like big.
 

Offline Shadow

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Re: Official v5.42 Bugs Thread
« Reply #72 on: March 29, 2011, 09:23:33 AM »
60k km is 60,000 km. And a total power output of 120 (means 120 power units every 5 seconds) is what your 40 carronades require, since each consume 3 power units every 5 seconds. I would also have had installed a total of four fire control modules or so: with that kind of rate of fire, your ship might obliterate one target, but then be subject to 55 seconds of enemy fire before she could fire again. With more FCs, you'd be able to divide your fire and engage more targets simultaneously.

It doesn't look like the fire control is targeting anything. Have you assigned a contact to it (a list of them should appear on the box to the left of what you pasted) or did you say you can't see any targets? Might be better to post a screenshot of your Combat Overview window.
 

Offline antofdeath

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Re: Official v5.42 Bugs Thread
« Reply #73 on: March 29, 2011, 09:29:17 AM »
I'm bad with screenshots but i'll see what I can do.    Skiffshort yes the entire list is empty, i'll edit this post with some screenshots plunked on tiny URL or something.   

hxxp: tinypic. com/r/zt93ly/7

hxxp: tinypic. com/r/28s5861/7
« Last Edit: March 29, 2011, 09:38:28 AM by antofdeath »
 

Offline Shadow

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Re: Official v5.42 Bugs Thread
« Reply #74 on: March 29, 2011, 09:55:06 AM »
Hmm. The only reason I can think of with the available information is that your active sensor was shot off by the enduring barrages of enemy fire.

As for showing ranges, I think you have to tick the Distances box on the Contacts tab.