Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on November 25, 2012, 07:45:50 PM

Title: Official v6.20 Bugs Thread
Post by: Steve Walmsley on November 25, 2012, 07:45:50 PM
Please post confirmed bugs for v6.20 in this thread. However, please read the guidelines below on reporting bugs before posting. If you had a bug in v6.00 or v6.10 and it still isn't fixed, please report it again in this thread.

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

Steve
Title: Re: Official v6.20 Bugs Thread
Post by: davidr on November 26, 2012, 02:16:45 AM
Steve,

As reported for v6.1 but still in 6.2 in Design mode the drop down menus do not all convert to show weight in tons (e.g. engines and missile engines ) when the "show size in tons" box is ticked. Is this a bug or WAD?

DavidR
Title: Re: Official v6.20 Bugs Thread
Post by: CharlieChap on November 26, 2012, 04:24:39 AM
a small one.

Brand new game, starting with Sorium Harvesters.
When the Harvesters are given a default 'Move to Gas Giant with Sorium' order it throws out an error that requires ctl/alt/del to recover from. 

I have not yet surveyed the gas giant. 
I am guessing  that probably the moment that a gas giant is confirmed by a survey to have Sorium all would be ok, this order possibly just needs a little bit more qualification for pre-surveyed condition ?. 
Title: Re: Official v6.20 Bugs Thread
Post by: Catty Nebulart on November 26, 2012, 08:44:42 AM
Error in FindSoriumSite

Error 3039 was generated by DAO.Database
ORDER BY clause (s.Accessibility) conflicts with DISTINCT


Observed in Linux and persists after restart. Clicking ok will cause endless Error 91 about an unset variable.
Title: Re: Official v6.20 Bugs Thread
Post by: TheDOC on November 26, 2012, 08:49:45 AM
Opening the system view menu the game crashed.

Error 76: was generated by Aurora

Path not found (images of the planetjpeg folder)

After some of these the game crashes always, errors going on loop on image a5. I need the Sys view as i'm going to run a game in a forum.

I had aurora 5.60 and updated now to 6.20, and i did put the images in the folder.

EDIT: also exists in 6.10.
Title: Re: Official v6.20 Bugs Thread
Post by: Jumpp on November 26, 2012, 09:30:41 AM
New game.  Whenever I bring up the System Map, I get this dialog:

Error in ShowMinerals

Error 35602 was generated by Nodes
Key is not unique in collection
Please report to http...

Possibly interesting: While this dialog is up, there's some kind of borderless empty window that briefly exists.  It's about the same width and height as the Sub-pulse Length button bar, and it's right under that.  The signs of its presence are that it cuts hole in the display behind it, and it's got vertical scroll controls on the far right edge.  That empty window vanishes when the dialog is gone.

Edit: Small correction.  This only happens in the Sol system.
Title: Re: Official v6.20 Bugs Thread
Post by: Charlie Beeler on November 26, 2012, 01:56:51 PM
Opening the system view menu the game crashed.

Error 76: was generated by Aurora

Path not found (images of the planetjpeg folder)

After some of these the game crashes always, errors going on loop on image a5. I need the Sys view as i'm going to run a game in a forum.

I had aurora 5.60 and updated now to 6.20, and i did put the images in the folder.

EDIT: also exists in 6.10.

The a5.jpeg should be part of the base zip you used for installation.  You just need to extract and re-copy to your planets sub-directory again.
Title: Re: Official v6.20 Bugs Thread
Post by: Rendap on November 26, 2012, 02:32:42 PM
Quote from: Catty Nebulart link=topic=5651. msg57952#msg57952 date=1353941082
Error in FindSoriumSite

Error 3039 was generated by DAO. Database
ORDER BY clause (s. Accessibility) conflicts with DISTINCT


Observed in Linux and persists after restart.  Clicking ok will cause endless Error 91 about an unset variable.

Also observed in Windows and persists, but not every week.
Title: Re: Official v6.20 Bugs Thread
Post by: TheDOC on November 26, 2012, 02:39:38 PM
The a5.jpeg should be part of the base zip you used for installation.  You just need to extract and re-copy to your planets sub-directory again.

Downloaded the 5.54 setup, extracted the planetjpeg folder, added the 6.20 new images, and replaced the folder with my old one. Still the same error.
Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on November 26, 2012, 02:56:34 PM
Error in FindSoriumSite

Error 3039 was generated by DAO.Database
ORDER BY clause (s.Accessibility) conflicts with DISTINCT


Observed in Linux and persists after restart. Clicking ok will cause endless Error 91 about an unset variable.

I've released a v6.21 patch that fixes this problem. It won't affect your saved games.

Steve
Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on November 26, 2012, 02:57:20 PM
Also observed in Windows and persists, but not every week.

Fixed in the newly released v6.21 patch.

Steve
Title: Re: Official v6.20 Bugs Thread
Post by: bean on November 26, 2012, 05:01:40 PM
Something's wrong with the range calculation on multi-stage missiles.  Apparently, the program is including the fuel of the upper stages with the fuel of the lower stages when calculating range in the design window.  I haven't found out if it does so when the missile is actually fired yet (I'm setting up a big game).
Edit:
I've confirmed that a lower stage will burn fuel from the tanks of an upper stage.  
Also, the stage continues to burn even after the upper stage is separated.  I tested this with a lower stage containing no fuel at all.  Also, the upper stage does not suffer fuel depletion due to this.
Title: Re: Official v6.20 Bugs Thread
Post by: Conscript Gary on November 26, 2012, 10:42:24 PM
Code: [Select]
Error in AutomatedDesign
Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'TechSystem'.
Please report to ...
Popped up while I was engaged in ground combat with some robots on my homeworld. I haven't explored any other systems, but there are 2 starting NPRs active.
Title: Re: Official v6.20 Bugs Thread
Post by: schroeam on November 27, 2012, 01:16:47 AM
Something is wrong with changing a commander's race in the Leader's screen.  I transferred several officers to another race (both mine) and they either ended up as Admiral's of the Fleet (naval officers) or in limbo (seen in the list on the left, but not on the right).

Adam.
Title: Re: Official v6.20 Bugs Thread
Post by: bean on November 27, 2012, 12:25:14 PM
Error in CheckCrewMorale
Error 3021 was generated by DAO.Field
No current record

followed by
Error in CheckCrewMorale
Error 3021 was generated by DAO.Recordset
No current record

Repeat ad infinum.  The game is a new one, conventional start, 5 powers in one system, and I think one NPR.
Title: Re: Official v6.20 Bugs Thread
Post by: bean on November 27, 2012, 01:05:09 PM
The event log has provided insight into my problem. 
Quote
6th January 2025 00:00:06,Boskone,Human,Due to the complete failure of the life support systems on board Missile Complex 003, -778464 crew members have died. The remaining 763200 crew members are struggling to stay alive
Not quite sure what happened here.
Title: Re: Official v6.20 Bugs Thread
Post by: Mailo on November 27, 2012, 01:13:55 PM
Quote from: byron link=topic=5651.  msg58036#msg58036 date=1354040714
Error in CheckCrewMorale
Error 3021 was generated by DAO.  Field
No current record

followed by
Error in CheckCrewMorale
Error 3021 was generated by DAO.  Recordset
No current record

Repeat ad infinum.    The game is a new one, conventional start, 5 powers in one system, and I think one NPR. 

I can confirm this one, happened on my first attempt to advance time by 5 days.   2 NPRs, only me in Sol, conventional start, all military officers assigned to PDCs. 
When clicking through the messages, I also get

Error in CheckCrewMorale
Error 3020 was generated by DAO.  Recordset
Update or CancelUpdate without AddNew or Edit. 

on every seventh or so message. 

Edit:
After clicking through about a hundred messages with no end in sight, I rightclicked on the main window on the windows taskbar and chose "Close Window".  Now I get a slew of

Error in UpdateGameLog
Error 3420 was generated by DAO. Database
The object is no longer valid, or it is not defined.  (??? translated from the german message "Das Objekt ist ungültig, oder es ist nicht mehr festgelegt. ")
Title: Re: Official v6.20 Bugs Thread
Post by: bean on November 27, 2012, 01:50:24 PM
It appears that some PDCs are being classes as ships, and the life support fails, which causes a mass of casualties.  I'm trying to find a fix.
I checked and it turns out that during Steve's test campaign, he never built any PDCs.  In fact, there are only two classes of that type in the campaign, and both were built by an NPR.  And the game thinks they're ships.
Title: Re: Official v6.20 Bugs Thread
Post by: draanyk on November 27, 2012, 02:50:50 PM
While experimenting with how to manage civilian economy, I ran a year in 1-day increments, and now I'm running a year in 5-day increments, versus my usually 30-day increment when nothing interesting is happening. I've noticed that even with auto turns checked, the processing stops every 5 or 10 days. Nothing shows up in my filtered player event log, but checking the SM view shows some events. It appears that only some of the filtered events are causing the auto turns to stop processing. For example, two New Officer events and an Exceptional New Officer event didn't cause Auto Turns to stop, but two New Officer events, a Civilian Construction event, and a Civilian Mining Colony event did cause the auto turns to stop.

I think it would be better if the auto turns didn't stop on events that I've filtered out.


EDIT: Further testing shows that either Civilian Construction or Civilian Mining Colony events happening, even when both are filtered out of the player view, cause Auto Turns to stop. Tried this with SM mode on and off, with the same results.

EDIT 2: Mineral Exhausted (when filtered) also appears to stop Auto Turns.

EDIT 3: Ship Scrapped (when filtered) also stops Auto Turns.
Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on November 27, 2012, 03:36:09 PM
It appears that some PDCs are being classes as ships, and the life support fails, which causes a mass of casualties.  I'm trying to find a fix.
I checked and it turns out that during Steve's test campaign, he never built any PDCs.  In fact, there are only two classes of that type in the campaign, and both were built by an NPR.  And the game thinks they're ships.

PDCs are treated as ships in the sense that they need to be deployed on a planet with a population, or need a visit from a recreational ship occasionally. However, I'm not sure why they are causing errors. I am looking into it.

Steve
Title: Re: Official v6.20 Bugs Thread
Post by: bean on November 27, 2012, 03:54:08 PM
PDCs are treated as ships in the sense that they need to be deployed on a planet with a population, or need a visit from a recreational ship occasionally. However, I'm not sure why they are causing errors. I am looking into it.

Steve
I input the designer password on your 'Space 1899' game, and a couple of classes of NPR ships (Beam Defense Base and Missile Defense Base, can't remember which of the two NPRs it was looked like they should have been PDCs, but the game said they were ships.  They had speed and everything (1 km/s and so on.)  When deployed, the Missile Bases also showed a failure rate. 
Title: Re: Official v6.20 Bugs Thread
Post by: Conscript Gary on November 27, 2012, 11:01:31 PM
I ran into the PDC life support bug being discussed when I spawned a new conventional empire, and the automatically-added missile bases were the culprit.
Interestingly, after deleting the missile bases and replacing them through the Fast OOB window, everything was just peachy.
Something might not be getting set properly in a conventional setup routine.
Title: Re: Official v6.20 Bugs Thread
Post by: bean on November 27, 2012, 11:31:28 PM
I ran into the PDC life support bug being discussed when I spawned a new conventional empire, and the automatically-added missile bases were the culprit.
Interestingly, after deleting the missile bases and replacing them through the Fast OOB window, everything was just peachy.
Something might not be getting set properly in a conventional setup routine.
That's odd.  I didn't try that, but I did try modifying them using SM mode.  I'll have to give it a try.
Title: Re: Official v6.20 Bugs Thread
Post by: Prince of Space on November 27, 2012, 11:46:17 PM
Minor bug:

The Create Research Project window is displaying phantom duranium requirements on my engines and some other designs. If I design a 1 HTK magazine and then flip to engines it tells me the engine will require the same amount of duranium as the magazine. If I design a 3 HTK magazine and then flip to engines it continues to display the 3 HTK mag's duranium cost. The problem doesn't seem to get passed on to actual construction costs, though. Seems like it's just not clearing the old value from the display.
Title: Re: Official v6.20 Bugs Thread
Post by: Jumpp on November 28, 2012, 02:01:04 AM
I designed an early antimissile:

Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 21
Speed: 25600 km/s    Engine Endurance: 3 minutes   Range: 4.0m km
Cost Per Missile: 0.7876
Chance to Hit: 1k km/s 537.6%   3k km/s 168%   5k km/s 107.5%   10k km/s 53.8%
Materials Required:    0.25x Tritanium   0.5376x Gallicite   Fuel x25

The engine is a Magneto-Plasma Drive of size 0.4 and power 1.28.  The listed Gallicite cost here on the missile design pane is 0.5376.  Here's the bill of materials on the Industry tab of the Population and Production window:

Code: [Select]
Cost: 0.7876 Size: 1
0.25 x Tritanium
16 x Uridium
80 x Gallicite

I can confirm that it's actually consuming the BOM costs when the manufacturing happens.

I designed an identical missile and the costs came out fine.  Possibly relevant: I used SM mode instant to gift myself the second (correct cost) model.  I used regular research to do the original too-expensive one.
Title: Re: Official v6.20 Bugs Thread
Post by: Vordarian on November 28, 2012, 12:57:49 PM
I got a strange Message in the Event Updates:

Quote
Through training or experience, Korvettenkapitän Lorenz Schmied has increased his Fighter Combat Bonus to 3. 2

Said officer, when I looked, has now a FCB of 220% and a Promotion Score of 12323! I wouldn't object, if the guy were a farmboy from Mars who managed to blow up an enemy PDC, but he's just stationed aboard my PDC with his Lohner scout fighter, designed as a stealthy passive-sensor vehicle to send into systems where alien activity is suspected, doing nothing, so i feel vaguely offended.   ;)
Title: Re: Official v6.20 Bugs Thread
Post by: ardem on November 28, 2012, 06:28:06 PM
I got a strange Message in the Event Updates:

Said officer, when I looked, has now a FCB of 220% and a Promotion Score of 12323! I wouldn't object, if the guy were a farmboy from Mars who managed to blow up an enemy PDC, but he's just stationed aboard my PDC with his Lohner scout fighter, designed as a stealthy passive-sensor vehicle to send into systems where alien activity is suspected, doing nothing, so i feel vaguely offended.   ;)
He was playing the last starfighter in his offtime and clocked the computer.
Title: Re: Official v6.20 Bugs Thread
Post by: Hawkeye on November 28, 2012, 10:47:54 PM

Inspired by your Space 1899 game, I stated a 3 races game (Flash Gordon themed) in Sol. Two of the races sent out survey ships and started to geo-survey Sol. After finding some nice comets, they set up some mining colonies, then I shut down the game.

I fired the game up again today and everything seemed to be fine. I looked at the mineral report (mining/maintenance, F2 screen) for earth, and the minerals were listet normaly.

Then I formed a geo-team on earth and three days later, it reported "Geo survey complete - Gemma Chan Geology Team does not believe any new..."
While this was darn fast, I didn´t think much about it (except for: ´Crap, no new minerals´)

I then opened the F9 screen to look at Luna and if it makes sense to put the geo-team there. In that screen, every body for every race is listed as unsurveyed.

Going back to the F2 screen, even the homeworlds of all three races are unsurveyed now.

 
Title: Re: Official v6.20 Bugs Thread
Post by: bean on November 28, 2012, 11:07:24 PM
I can't help with the second part of your problem, but the homeworld is listed as surveyed automatically, which is why you got the message so fast.
Title: Re: Official v6.20 Bugs Thread
Post by: davidr on November 29, 2012, 05:23:31 AM
Steve,

Ongoing bug :- the eta's shown on the Task Force Organisation Screen (Ctl + F4) are incorrect by a factor of about 10 compared to the actual eta for vessels shown on the main system map screen (F3).

Also using Win 7 some of the CTL + F screens only seem to pop up if the index screen is minimised to a corner of the main map screen. However if the index screen is minimised to the computer task bar then pressing CTL + F will not make the screens appear ( e.g for me CTL +F8 does not appear if the index bar is on the Task Bar - only appears if it is minimised in a corner of the screen. Has anyone else noticed this ?

DavidR
Title: Re: Official v6.20 Bugs Thread
Post by: draanyk on November 29, 2012, 02:45:28 PM
Error in CreateOfficer
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.

26 years into my game, this has started popping up every now and then. Tracked two cases to new officers whose Education field are not populated. When loading the officers screen, a series of Error 94 / Invalid use of Null errors are generated. They were both educated at different military academies in different systems. Other officers created in the same increment are being created properly.
Title: Re: Official v6.20 Bugs Thread
Post by: nadia911 on November 29, 2012, 05:23:18 PM
Brief Summary Display empty!!

When designing a new ship and keep adding components, surprisingly all Brief summary display's information disappears  :o

Excuse my english

Regards
Title: Re: Official v6.20 Bugs Thread
Post by: Nathan_ on November 29, 2012, 08:59:06 PM
I'm seeing +1000% Fighter combat bonuses, so I think that the cap for them doesn't work. this is on 6.2, haven't bothered with 6.21 since I don't use the sorium site order yet.
Title: Re: Official v6.20 Bugs Thread
Post by: Jikor on November 30, 2012, 10:53:29 AM
Seems that crewmorale issue is from a missile Complex in conventional start with 1000m starting pop:

Code: [Select]
Missile Complex class ICBM Launch Base 14200 tons     419760 Crew     412.2 BP      TCS 284  TH 0  EM 0
Armour 5-52     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 240
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 0 MSP
Magazine 240   Spare Berths -419550   

Only one of the bases is like this. The rest all show -2 berths with a -5% penalty.


This gives a Crew Morale Bonus of -1100%
Title: Re: Official v6.20 Bugs Thread
Post by: bean on November 30, 2012, 10:58:58 AM
Seems that crewmorale issue is from a missile Complex in conventional start with 1000m starting pop:

Code: [Select]
Missile Complex class ICBM Launch Base 14200 tons     419760 Crew     412.2 BP      TCS 284  TH 0  EM 0
Armour 5-52     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 240
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 0 MSP
Magazine 240   Spare Berths -419550   

Only one of the bases is like this. The rest all show -2 berths with a -5% penalty.


This gives a Crew Morale Bonus of -1100%

Known bug.  Delete them all and SM in new ones.
Title: Re: Official v6.20 Bugs Thread
Post by: Anarade Relle on November 30, 2012, 04:40:34 PM
6.21.  Everytime I open the class design (or modify a design) I get "Error 3265" "Error in UpdateDesign". Using a 6.20 game.
Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on December 01, 2012, 12:13:23 PM
I've finally found and fixed the bug that occasionally shows a dark blue dot on the galactic map for a system without a habitable world.

Steve
Title: Re: Official v6.20 Bugs Thread
Post by: bean on December 01, 2012, 04:14:14 PM
Some civilian components seem to react very poorly to being placed in military ships.  As an example of this:
Code: [Select]
Pyro class Ammunition Ship    30,000 tons     530 Crew     5388.8 BP      TCS 600  TH 3960  EM 0
6600 km/s    JR 3-50     Armour 2-86     Shields 0-0     Sensors 40/40/0/0     Damage Control Rating 27     PPV 15.74
Maint Life 4.56 Years     MSP 7031    AFR 266%    IFR 3.7%    1YR 550    5YR 8252    Max Repair 990 MSP
Intended Deployment Time: 8 months    Flight Crew Berths 15   
Hangar Deck Capacity 1000 tons     Magazine 6272    Cryogenic Berths 200   

Radiant Dynamics K609-50     Max Ship Size 30450 tons    Distance 50k km     Squadron Size 3
Rocketdyne AMS-1980 (2)    Power 1980    Fuel Use 13.96%    Signature 1980    Exp 11%
Fuel Capacity 1,280,000 Litres    Range 55.0 billion km   (96 days at full power)

Turret, Single, Gauss Cannon, Mk1 Mod0 (2x5)    Range 50,000km     TS: 50000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
GE CIWS Mk1 Mod0 (2x10)    Range 1000 km     TS: 50000 km/s     ROF 5       Base 50% To Hit
Sperry OWG-3 (1)    Max Range: 50,000 km   TS: 50000 km/s     80 60 40 20 0 0 0 0 0 0

Lockheed Martin OPS-4 (1)     GPS 80     Range 32.0m km    Resolution 1
TI OAR-3 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km
TI OPR-3 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

ECM 40

Strike Group
1x U-2 Shuttle   Speed: 15200 km/s    Size: 10
2x U-1 Shuttle   Speed: 15200 km/s    Size: 5

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Haven class Hospital Ship    30,000 tons     438 Crew     4447.8 BP      TCS 600  TH 3960  EM 0
6600 km/s    JR 3-50     Armour 2-86     Shields 0-0     Sensors 40/40/0/0     Damage Control Rating 27     PPV 15.74
Maint Life 2.22 Years     MSP 6502    AFR 266%    IFR 3.7%    1YR 1782    5YR 26728    Max Repair 990 MSP
Intended Deployment Time: 8 months    Flight Crew Berths 12   
Hangar Deck Capacity 1000 tons     Cryogenic Berths 65000   

Radiant Dynamics K609-50     Max Ship Size 30450 tons    Distance 50k km     Squadron Size 3
Rocketdyne AMS-1980 (2)    Power 1980    Fuel Use 13.96%    Signature 1980    Exp 11%
Fuel Capacity 1,270,000 Litres    Range 54.6 billion km   (95 days at full power)

Turret, Single, Gauss Cannon, Mk1 Mod0 (2x5)    Range 50,000km     TS: 50000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
GE CIWS Mk1 Mod0 (2x10)    Range 1000 km     TS: 50000 km/s     ROF 5       Base 50% To Hit
Sperry OWG-3 (1)    Max Range: 50,000 km   TS: 50000 km/s     80 60 40 20 0 0 0 0 0 0

Lockheed Martin OPS-4 (1)     GPS 80     Range 32.0m km    Resolution 1
TI OAR-3 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km
TI OPR-3 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

ECM 40

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Merrimack class Oiler    30,000 tons     370 Crew     4435.8 BP      TCS 600  TH 3960  EM 0
6600 km/s    JR 3-50     Armour 2-86     Shields 0-0     Sensors 40/40/0/0     Damage Control Rating 27     PPV 15.74
Maint Life 2.19 Years     MSP 6495    AFR 266%    IFR 3.7%    1YR 1814    5YR 27216    Max Repair 990 MSP
Intended Deployment Time: 8 months    Flight Crew Berths 15   
Hangar Deck Capacity 1000 tons     Cryogenic Berths 200   

Radiant Dynamics K609-50     Max Ship Size 30450 tons    Distance 50k km     Squadron Size 3
Rocketdyne AMS-1980 (2)    Power 1980    Fuel Use 13.96%    Signature 1980    Exp 11%
Fuel Capacity 17,600,000 Litres    Range 756.4 billion km   (1326 days at full power)

Turret, Single, Gauss Cannon, Mk1 Mod0 (2x5)    Range 50,000km     TS: 50000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
GE CIWS Mk1 Mod0 (2x10)    Range 1000 km     TS: 50000 km/s     ROF 5       Base 50% To Hit
Sperry OWG-3 (1)    Max Range: 50,000 km   TS: 50000 km/s     80 60 40 20 0 0 0 0 0 0

Lockheed Martin OPS-4 (1)     GPS 80     Range 32.0m km    Resolution 1
TI OAR-3 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km
TI OPR-3 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

ECM 40

This design is classed as a Military Vessel for maintenance purposes
The three designs are as alike as I could make them, but for some reason, the Haven class and Merrimack classes have half the maintainence life of the Pyro class, despite the fact that the failure rates are the same, and the main components on the Merrimack and Haven classes are civilian components. 
Title: Re: Official v6.20 Bugs Thread
Post by: Cpt Drake on December 02, 2012, 12:53:48 PM
Hi, this is my first attempt at playing Aurora and, after working through the tutorials/setup, came across the following error reports.  (Using version 6. 21) I had given orders to a Task Group/Battle Group - I think it was a default order 'Refuel at Colony'.  Then used the time increment button and these popped up (approx 13 times):

Error in PopulateMoves
Error 94
Invalid use of Null

Error in PopulateMoves
Error 381
Invalid property array index

I noticed that:
   The display for Battle Group on the System Map had parentheses without anything between them.
   Selecting Task Group window triggered the same errors.
   In the TG window the Battle Group ship names had (A) after their names.

I did delete the (corrupt?) Battle Group and inserted a replacement using SM.
The game appeared to function fine for a while but placing orders:
   Move to Mars
   Pick up Team
   Move to Venus
   Drop Team

I got the these error reports:

Error in CheckSpecialOrders
Error 3021 was generated by DAO. Field
No current record

Error in LoadOrders
Error 94
Invalid use of Null

Thanks for a very interesting and challenging game.  I hope the above helps.
Title: Re: Official v6.20 Bugs Thread
Post by: deoved on December 02, 2012, 02:51:11 PM
New "Highly Rated" button does not exist on Officers Screen if Reduced Height option turned on. (Intelligence and Foreign also missed Tolerances panel..)
Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on December 02, 2012, 03:48:45 PM
Fixed a problem with fighter combat bonuses. Commanders were getting massive experience increases.

Steve
Title: Re: Official v6.20 Bugs Thread
Post by: Nathan_ on December 02, 2012, 08:50:14 PM
Some civilian components seem to react very poorly to being placed in military ships.  As an example of this:
The three designs are as alike as I could make them, but for some reason, the Haven class and Merrimack classes have half the maintainence life of the Pyro class, despite the fact that the failure rates are the same, and the main components on the Merrimack and Haven classes are civilian components. 

Maint life is just an estimate, though i've yet to see a civ component fail. That said big cheap components(cyro bays) are probably worse on maint life than big expensive ones(magazines), if the big cheap ones drive up the failure rate of the more expensive per size components and don't provide the corresponding MSP boost that the big expensive ones do.
Title: Re: Official v6.20 Bugs Thread
Post by: bean on December 02, 2012, 10:26:36 PM
Maint life is just an estimate, though i've yet to see a civ component fail. That said big cheap components(cyro bays) are probably worse on maint life than big expensive ones(magazines), if the big cheap ones drive up the failure rate of the more expensive per size components and don't provide the corresponding MSP boost that the big expensive ones do.
It's not just the fact that they don't provide MSP.  Look at the 1 and 5 year MSP estimates.  I may build the ships anyway and SM them if I have to.
Title: Re: Official v6.20 Bugs Thread
Post by: vonduus on December 03, 2012, 05:47:38 AM
When I tick the "Show All Pops" button in the TG orders screen, the fleet very often ends up on the central star in stead of on the targeted planet.

Example: I am on Procyon, I push "Show all Pops" and choose "Earth". The game puts in intermediary orders, with the final order "move to Earth" -  and the ship is on its way. When it arrives, I get no message (because it is has not arrived on the correct planet), instead it sits on Sol. I don't think this happens all the time, but pretty often.

Still on 6.1, but this is not mentioned among the bug fixes for 6.21, so I guess it is still there.
Title: Re: Official v6.20 Bugs Thread
Post by: Feujak on December 03, 2012, 08:56:14 AM
Small bug :
New game with sol system.
Add like 0. 2 greenhouse gas to earth and build infrastructures.  Now you get random number in Summary/ Current Infrastrucutre.

Title: Re: Official v6.20 Bugs Thread
Post by: Nathan_ on December 03, 2012, 11:31:21 AM
Advanced Caronades above 20cm don't seem to be linked to the advanced Carronade tech, after researching 20cm, 25cm doesn't appear.
Title: Re: Official v6.20 Bugs Thread
Post by: Charlie Beeler on December 03, 2012, 12:18:37 PM
Advanced Caronades above 20cm don't seem to be linked to the advanced Carronade tech, after researching 20cm, 25cm doesn't appear.

I just looked at the database,  the RuinOnly flag is turned on for the 25cm Advanced Carronade.  It's an easy fix if you have the database password.
Title: Re: Official v6.20 Bugs Thread
Post by: draanyk on December 03, 2012, 01:56:53 PM
Bug with recreation modules. I created a jump gate defence base (military) with recreational facilities and a 3-month deployment time, and deployed it alone on a jump point. A few months later, I received a message that it's morale was dropping due to lack of shore leave. I designed a bare-bones civilian "ship" that only contains recreational facilities and used Fast OB to add it to the task group with my JG defence base. After running an increment, the defence base is now reporting that it has had shore leave.

I used SM mode to unlock my defence base design to remove the recreational facilities, since it clearly isn't working in my military base, and updated my deployed base by viewing it in the Ships screen. Some time later, I happened to look at the JG defence task group and noticed morale was at 23%! I had received no notifications. I also had a separate task group stationed at the same location whose Crew Months counter was increasing. Again through SM mode, I updated the defence base to include the recreational facilities, updated in Ships screen, incremented, and now both the defence base and my fleet are happy.

It seems that, in order to gain the benefit of the recreational facilities, at least two ships in one TG need to have one of these monstrous facilities installed. I haven't tested further than this.


EDIT: I ran into additional problems with my third JG defence base deployed, assumed it had something to do with using Fast OB to add my recreation facility "ship" to the task group. I used a tug to haul the rec facility a few hours away from the JG task group, then hauled it back and added it to the JG task group. Everyone is happy. For my fourth base, i also built the rec facility "ship", and hauled both out to a jump point. Unfortunately, I can't find the secret ceremony to make it work for this group. I've hauled the rec facility ship a few hours away and hauled it back, I've sent a fleet task group away and back to the jump point, I've hauled the rec facility all the way back to a planet and kept it there for a month before hauling it back and adding it to the JG task group, and I've tried keeping the rec facility ship in my tug task group at the same location as my JG task group and fleet task group. Nothing seems to make the crew happy and morale continues to drop.

EDIT 2: Meanwhile, the fifth defence base deployed happily provides it's rec facilitiy benefit to itself without any other facilities or ships present, including the rec facility "ship" I had to make the first time I deployed a JG defence base on its own. I'm having trouble finding a repeatable series of steps that will help in isolating this error.

EDIT 3: Tug group grabbed the fourth defence base and it's rec facility companion "ship" and started hauling them back to Earth. 30 days into the trip, still at least 250 Mkm from Earth and with either 7 or 11 months on the crew months counter, the defence base crew have somehow now had their shore leave, and their crew counter is at 0, while the companion ship, whose clock was somewhat higher than the defence base's clock, has had it's clock reduced to 2.07 months. Hopefully this seemingly-random series of events makes sense to you and points you to the offending piece of code.
Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on December 03, 2012, 03:24:02 PM
I just looked at the database,  the RuinOnly flag is turned on for the 25cm Advanced Carronade.  It's an easy fix if you have the database password.

Fixed for next version

Steve
Title: Re: Official v6.20 Bugs Thread
Post by: AcidWeb on December 03, 2012, 04:04:23 PM
Abandoning colonies don't correctly unlink planetary governors.
In Officer Corps they are marked as assigned and Assignment field show "Governor of ".

It is small bug - they can be reassigned without any error.
Title: Re: Official v6.20 Bugs Thread
Post by: praguepride on December 03, 2012, 05:14:04 PM
I too encountered the hundreds of errors regarding crew morale.

Started up a conventional start with PDCs. As soon as I hit the 30-day advance it popped up with the crew morale error mentioned earlier.

In addition, the game seems to be overriding my decisions on start up. I select Conventional start and it gives me some random 1-10 number of research stations. I up this to 50 but when I start, I'm back down to 1-10.

I tried it again without PDCs and there wasn't any issue. ICBM bases seem to be bugged.
Title: Re: Official v6.20 Bugs Thread
Post by: bean on December 03, 2012, 05:43:32 PM
I too encountered the hundreds of errors regarding crew morale.

Started up a conventional start with PDCs. As soon as I hit the 30-day advance it popped up with the crew morale error mentioned earlier.

In addition, the game seems to be overriding my decisions on start up. I select Conventional start and it gives me some random 1-10 number of research stations. I up this to 50 but when I start, I'm back down to 1-10.

I tried it again without PDCs and there wasn't any issue. ICBM bases seem to be bugged.
They are.  Delete them and SM them back in, as it's apparently only the ones spawned by the game start that have issues.
Title: Re: Official v6.20 Bugs Thread
Post by: AcidWeb on December 04, 2012, 10:38:01 AM
---------------------------
Error in RecoverSurvivors
---------------------------
Error 3421 was generated by DAO.  Field
Error converting data type. 

Seen it multiple times during wars between two NPR.   Can't tell that extractly trigger it. 

EDIT:
And another one during NPR turn.
---------------------------
Error in GetMaxPotentialSensorRange
---------------------------
Error 6 was generated by Aurora
Overflow

Title: Re: Official v6.20 Bugs Thread
Post by: DoktorV on December 05, 2012, 01:00:30 AM
The Expand Civilian Economy technology seems to have gone missing for me.  It's not on the available research list, and it's not in the research queue.  The game I'm in used automatic starting tech.  The 10,000RP instance of the tech is in the list of completed research.
Title: Re: Official v6.20 Bugs Thread
Post by: Sloshmonger on December 05, 2012, 12:07:56 PM
The Expand Civilian Economy technology seems to have gone missing for me.  It's not on the available research list, and it's not in the research queue.  The game I'm in used automatic starting tech.  The 10,000RP instance of the tech is in the list of completed research.

This bug is old - I've reported it multiple times on multiple verisons.

To fix: Go into SM Mode, Show completed Research.  Select Expand Civilian Economy, and select Remove.  Then, SM it back to yourself and the 20k version is there now for research.
Title: Re: Official v6.20 Bugs Thread
Post by: Malicus on December 05, 2012, 02:10:00 PM
I started a spacemaster empire and generated a starting system that happens to have some conveniently-placed LPs, so I've noticed a few bugs involving them.  I don't know how long the first bug has been around, but the second should be at least as recent as 6. 00.  For reference, my starting system has two stars.  The secondary star orbits the primary a bit further out than the Uranus orbit comparison.  I'm using an LP around the primary star between an Earth orbit and Venus orbit, and an LP around the secondary star that is closer to the star than a Mercury orbit.

1) When using the repeat button in the task group window to duplicate orders, LP transit orders don't seem to be getting duplicated properly.  The original orders execute fine, but when the ship executes the duplicated order to go from the primary star's LP to the secondary star's LP, the ship emerges at the secondary star's LP's position relative to its star, but around the primary star instead.  The transit from the secondary star's LP to the primary star's LP does not seem to have this problem.  Cycled orders don't seem to have this problem at all.

2) Civilian freighters with the "Move to X Trade Location" task seem to be ignoring LPs and flying straight to their destination.  I haven't seen them doing this with other tasks, nor have I seen colony ships or liners doing this at all.  I haven't seen a civilian fuel harvester in this game, so I don't know if they have a similar problem.
Title: Re: Official v6.20 Bugs Thread
Post by: Person012345 on December 05, 2012, 03:17:23 PM
There appears to be a problem with the display of star types - from the system view, some stars are labelled as "VII" stars (which I gather are white dwarfs/stellar remnants), but the same stars on the system map are labelled "VIII", which I'm not aware is an actual classification.

Example:
(http://puu.sh/1xwkD) (http://puu.sh/1xwkD)
(http://puu.sh/1xwln) (http://puu.sh/1xwln)
Title: Re: Official v6.20 Bugs Thread
Post by: Traveler on December 05, 2012, 06:24:05 PM
Minor bug:

Research Cost in RP

Combat Drop Module-Battalion 3000

Combat Drop Module-Company 6000

Shouldn't that be reversed because a battalion is larger than a company?
Title: Re: Official v6.20 Bugs Thread
Post by: Conscript Gary on December 05, 2012, 06:42:08 PM
It's probably going by the logic of 'miniaturization is more complicated' logic that a lot of other things use
Title: Re: Official v6.20 Bugs Thread
Post by: Nathan_ on December 06, 2012, 06:00:58 PM
Error 5: Error in CenterOnSystemID.

The game is centering on Gliese 1, ID:195, no idea what the issue is otherwise. It may have had something to do with the galaxy map, clicking on sol(focus was on gliese 1) seems to have resolved the issue. but the focus is back on gliese 1 now(and working).
Title: Re: Official v6.20 Bugs Thread
Post by: ChantillySay on December 06, 2012, 11:34:20 PM
Just downloaded and installed today after reading about the game on a different website.  Started it up with the default 1899 campaign to start feeling my way around, and I'm in August 1902 instead of 1899; it looks like the AI had run things three years forward, since there's already ships built and research done.  Did I do something wrong installing or starting the game? Is this a known issue?
Title: Re: Official v6.20 Bugs Thread
Post by: Conscript Gary on December 07, 2012, 12:03:51 AM
It wasn't the AI, that was Steve. It's not so much a default campaign as it is the creator's game he was playing while testing the new version
Title: Re: Official v6.20 Bugs Thread
Post by: ChantillySay on December 07, 2012, 12:15:16 AM
Okay, thanks.  Sorry to ask about something that's not really a bug.
Title: Re: Official v6.20 Bugs Thread
Post by: IanD on December 07, 2012, 02:48:58 AM
Getting the occasional "Error in UpdateSensorIntelligence, Error 3201was generated by DAO.Recordset, You cannot add or change a record because a related record is required in 'AlienClass'. Please report to etc.

I have two player races on Earth, but it may be related to two aliens fighting, as I have seen a few 5 second increments and it doesn't appear to any player race activity. 
Title: Re: Official v6.20 Bugs Thread
Post by: sloanjh on December 07, 2012, 08:37:04 AM
Okay, thanks.  Sorry to ask about something that's not really a bug.

This is why we ask that people post in The Academy when they first start out :)

For details please read the "Where should I post?" FAQ thread.

Have Fun!
John
Title: Re: Official v6.20 Bugs Thread
Post by: Jeltz on December 07, 2012, 08:40:14 AM
One TF in training, 3 months DT, after 3 months the TF training is 0%  ???... ok, end the training and setup for the TF a Default primary order "Refuel in current system", then turn: "error 3021 generated by DAO file..." and "Error 94 invalid use of Null"... Restart, delete the Default order for the FT and resume training, then turn: no error. End the training and no order, then turn: ok. Now setup a move to Earth order then turn: it seems ok

J.
Title: Re: Official v6.20 Bugs Thread
Post by: bean on December 07, 2012, 10:05:06 AM
One TF in training, 3 months DT, after 3 months the TF training is 0%  ???... ok, end the training and setup for the TF a Default primary order "Refuel in current system", then turn: "error 3021 generated by DAO file..." and "Error 94 invalid use of Null"... Restart, delete the Default order for the FT and resume training, then turn: no error. End the training and no order, then turn: ok. Now setup a move to Earth order then turn: it seems ok

J.
Do you have a commander with crew training in charge of the fleet in question?  To check, go to the Task Force Organization window, and look at the Training box.  If it's 0, that's the problem, and the fleet needs a new commander.
Title: Re: Official v6.20 Bugs Thread
Post by: Jeltz on December 07, 2012, 12:34:46 PM
Do you have a commander with crew training in charge of the fleet in question?  To check, go to the Task Force Organization window, and look at the Training box.  If it's 0, that's the problem, and the fleet needs a new commander.

Ach, the fleet!!!   Each one of those ships have a commander (with CrewTrainingRatio=200) but I haven't assigned any official in the Fleet panel. Thank's! But now another question: the fleet is on Earth, in the TaskGroup summary the morale is 43% (and increasing each turn), if I double click on the single ship the Individual Unit Detail appear and here Crew Morale is 0%.
Title: Re: Official v6.20 Bugs Thread
Post by: bean on December 07, 2012, 01:37:36 PM
Ach, the fleet!!!   Each one of those ships have a commander (with CrewTrainingRatio=200) but I haven't assigned any official in the Fleet panel. Thank's! But now another question: the fleet is on Earth, in the TaskGroup summary the morale is 43% (and increasing each turn), if I double click on the single ship the Individual Unit Detail appear and here Crew Morale is 0%.
I'm not sure what's going on here.  The morale is increasing because of shore leave, but I don't know what's going on with the Individual Units window.  Also, things like this should go in the Academy, not here.
Title: Re: Official v6.20 Bugs Thread
Post by: draanyk on December 07, 2012, 03:29:39 PM
When building multiple Naval Shipyard Complexes at a planet, only one is built, and the order is removed after the build (i.e. if you want to build 3 naval yards, you need 3 "build 1 naval yard" orders).
Title: Re: Official v6.20 Bugs Thread
Post by: Nathan_ on December 09, 2012, 12:01:42 AM
Disassembling tech that is currently being researched is acting wierdly. I disassembled an internal fusion engine getting Nuclear pulse finished, but the game for some reason gave me capacitor 12(had cap 2 before), and reset nuclear pulse engine research. Likewise the researcher disappeared from the list, and I had to unassign him via the f4 menu to get him back.
Title: Re: Official v6.20 Bugs Thread
Post by: Twistshock on December 09, 2012, 02:30:14 PM
Recently installed Aurora on my new PC, and whenever the game performs the update every 5 days it gets stuck with the following errors:
Running version 6. 21


Error 3021 was generated by DAO.  Recordset
There is no actual post. 

Error 3020 was generated by DAO.  Recordset
The method Update or CancelUpdate is used without AddNew or Edit. 

If the writing of the errors vary it's because they were translated. 

I've tried using the portable version, but it returns the same errors.   I'm able to use the normal and portable aurora on my laptop.   The portable Aurora is located in my Dropbox. 


Edit: Oh right, both my PC and laptop are using 64-bit windows home.
Title: Re: Official v6.20 Bugs Thread
Post by: DoktorV on December 10, 2012, 09:53:16 PM
6. 21 on Windows 7-64.

I think an entire fleet in my game has just disappeared.  There are no combat messages suggesting they were destroyed in a surprise attack, they just ceased to be listed on the fleet screen and are not showing on the system map.  I suspect it may have had something to do with reassembling a fleet which had been split into survey and non-survey groups, because that was the last order I gave them.  I haven't touched the game since I noticed the problem, no more than a few in-game hours later.  I can provide the save if need be, but I don't know how.
Title: Re: Official v6.20 Bugs Thread
Post by: Maltay on December 13, 2012, 11:54:06 AM
ICBM PDC are sometimes bugged.  It is faction specific.  When I start a new game, it sometimes happens and sometimes does not happen.  When I start a multi faction game it happens for some factions but not for other factions.  I have not yet figured out the pattern to which factions it impacts in a multi faction game or what otherwise triggers it in a single faction game.

The bug causes the ICBM PDC generated when you create a pre-TN faction or create them via Fast OB Creation (Shift + F9) to use the pre-v6.00 ICBM PDC design.  The pre-v6.00 ICBM PDC design does not account for berthing or morale.  When you try to play with these pre-v6.00 ICBM PDC they generate numerous errors.

For the faction, or factions, that are impacted I can view the Design screen to try and correct the ICBM PDC design errors.  However, the ICBM PDC designs in the Design screen are correct.  This means that the ICBM PDC in the Design screen and the ICBM PDC generated do not match each other.

I have not yet figured out how to get around this bug and it is preventing me from starting my new multi faction game.  I cannot seem to get past six generated factions before at least one of them is impacted.
Title: Re: Official v6.20 Bugs Thread
Post by: IanD on December 14, 2012, 09:46:26 AM
If you transfer a scientist to another race while they show up on the research screen and are available for assigning to projects they do not appear on the main list of leading scientists on the Leaders screen and you cannot transfer them back to their original race. However they do show up on the search by ability or location box on the F4 screen. This plays hell with my sabbatical plot line ;)
Title: Re: Official v6.20 Bugs Thread
Post by: Andrew on December 15, 2012, 07:46:15 AM
When creating a new species in the create research project window I get the error
'Unnable to design new species without species name technology'

I have all the genetics research techs to change temperature , oxygen etc. I have some genetic modification centers

The only odd point is that the empire creating the new race has no actual population at all, however it has a base species of Human

Please ignore as it turns out that if you add a population of your baseline humans you can create new races. Should have tested that before posting
Title: Re: Official v6.20 Bugs Thread
Post by: viperfan7 on December 15, 2012, 04:49:49 PM
Just got a new laptop, its running windows 8, for some reason even though the resolution is higher then the minimum require (1920x1080), its cutting off the bottom of most windows, I didn't have this issue with a netbook connected to a monitor of the same resolution with the same OS, anyone else have this issue?

Never mind, turns out lenovo had the default settings for sizes at 125%, leaving this here incase anyone else has this issue
Title: Re: Official v6.20 Bugs Thread
Post by: Brian Neumann on December 16, 2012, 03:04:37 PM
*****************************Spoiler Alert************************************************







There is a minor bug with plasma torpedo's.  When designing a ship with them they do not register as missile launchers.  You need missile fire control to target them, but as they don't register as a missile you get an error message which also means you can't lock the design in.  I have been getting around this by building a size 1 box launcher in the ship which is fine for large ships.  If you want to mount them on a small ship however the space is sorely missed.

This has been present in the last couple of updates (I think from 5.6 at least) and is not a new issue.  I just kept forgetting to post it.

Edit:
I just tried to fire a plasma torpedo at a test target.  A size 4 plasma torp ran out of fuel as soon as it was launched.  The target was at 100k km while the torpedo had a range of 800k km.  This is odd as they have worked in previous versions.

Brian
Title: Re: Official v6.20 Bugs Thread
Post by: Stephan on December 25, 2012, 01:43:28 PM
I just tried to fire a plasma torpedo at a test target.  A size 4 plasma torp ran out of fuel as soon as it was launched.  The target was at 100k km while the torpedo had a range of 800k km.  This is odd as they have worked in previous versions.

Brian
I had this same problem the plasma torp ran out of endurance and exploded in the 5sec increment after firing without moving towards the target
I'm using 6.21
Title: Re: Official v6.20 Bugs Thread
Post by: Nathan_ on December 27, 2012, 03:34:12 PM
On the subject of spoiler errors I believe that wormholes don't close when they disappear, and that ships may still use them. These ships are about 200M km apart, and they appeared around the same game tick. I think that there was infact a wormhole down where the southmost group spawned, but it "disappeared". This contributes to spoilers being more dangerous than they otherwise would be(in terms of ship counts, and being able to appear in unexpected places), though the latest change to how they work has somewhat nerfed them in my opinion.

And on the subject of combat, while not technically an error, npr ships that are out of ammunition can still force 5 second increments by attempting to fire(players can do this as well, but we get an error message). I've seen anti-missile ships attempt to do this when I've targetted them with missiles of my own, only to have the 5 second increment problem go away when the missiles targeted on the ship hit it.
Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on December 28, 2012, 07:37:15 AM
I've been investigating a lot of interrupts in my own game. It appears that precursor minefields have been setup in systems that don't show up if you look at the precursor map. Not only that, but these mines don't seem to be detected by player ships in those systems yet are causing hostile contact detection interrupts. So, as precursor minefields are not a significant part of the game and even if they were working perfectly would still result in a lot of interrupts, I have removed them from v6.30. I think this will cut out a lot of shortened increments in the game.

If you want to fix this in current games, you can go into the MissileSalvo table in the database and delete Captor Mine records that relate to the Precursor RaceID. If you have no idea what I just said, don't try it :)

EDIT: This has resulted in a dramatic improvement in my game in terms of a lack of interrupts.

Steve
Title: Re: Official v6.20 Bugs Thread
Post by: Nathan_ on December 28, 2012, 11:12:26 AM
Quote
I've been investigating a lot of interrupts in my own game. It appears that precursor minefields have been setup in systems that don't show up if you look at the precursor map. Not only that, but these mines don't seem to be detected by player ships in those systems yet are causing hostile contact detection interrupts. So, as precursor minefields are not a significant part of the game and even if they were working perfectly would still result in a lot of interrupts, I have removed them from v6.30. I think this will cut out a lot of shortened increments in the game.

I think that I have been noticing these actually. I think I even managed to see a precursor reset a minefield that I destroyed, but I have to leave a sensor unit in the area of the mines for a tick before they are detected.

[edit]
looks like they work.
[/edit]

There is one problem though, precursors are turned off for this game. They could be an NPR minefield, but I've had other games with precursors on and NPRs off and have seen these.
Title: Re: Official v6.20 Bugs Thread
Post by: Jorgen_CAB on December 30, 2012, 05:36:22 PM
I noticed in the log after a missile attack that "Max Tracking time bonus versus Missiles" don't seem to work or at least are not displayed or included in the numbers of the log.

In this instance I have a race that researched the 20% tracking bonus tech.

As an example, the log told me that my beam weapon had a hit rate of 111% after crew grade was calculated and 56% after tracking speed was added. The missile in question had 23600km/s in speed and the tracking speed of the gauss cannon turret and fire-control is both 12000km/s. which gives me a 56% chance to hit. But I also should have had an 18% bonus to my tracking speed and so I was expecting my hit chance to have been closer to 67%.

Perhaps there is something that I don't know about how this works, but it seems as if something is not right.
Title: Re: Official v6.20 Bugs Thread
Post by: Jorgen_CAB on December 31, 2012, 06:59:19 AM
Another thing that I noticed since I probed the logs this time was that armour as fractions of a whole integer does not seem to be applied, at least not below one.

Of 60 missiles in the first batch only four managed to get past the screen of Railguns and Gauss guns. These missiles had an armour rating of 0.4 and not a singe missile were protected by its armour although it should have a decent chance at 33% chance per gauss cannon shot to be stopped. 1/1.4 = 71.43% chance to destroy the missile and about 30% chance to survive since a Gauss cannon only have 1 point of damage.

The next batch of 60 missiles had an armour value of 2 and managed to get 27 missiles through the same PD defence screen and here I could see armour stopping many hits.

So please look into this if we are suppose to be able to use other than whole numbers of armour on missiles.
Title: Re: Official v6.20 Bugs Thread
Post by: Garfunkel on January 03, 2013, 05:25:41 PM
I've been investigating a lot of interrupts in my own game. It appears that precursor minefields have been setup in systems that don't show up if you look at the precursor map. Not only that, but these mines don't seem to be detected by player ships in those systems yet are causing hostile contact detection interrupts. So, as precursor minefields are not a significant part of the game and even if they were working perfectly would still result in a lot of interrupts, I have removed them from v6.30. I think this will cut out a lot of shortened increments in the game.

If you want to fix this in current games, you can go into the MissileSalvo table in the database and delete Captor Mine records that relate to the Precursor RaceID. If you have no idea what I just said, don't try it :)

EDIT: This has resulted in a dramatic improvement in my game in terms of a lack of interrupts.

Steve

I'm about to start a massive multi-faction game in 6.21. Should I be worried or do these interruptions only show up in a system once it has been found by player or NPR? Should I create a new game without Precursors - as they are currently turned on? Or is it better to wait for 6.3 before starting? Or should I beg for Designer password and fix this myself?
Title: Re: Official v6.20 Bugs Thread
Post by: FreddeX on January 06, 2013, 05:50:53 AM
This is my first time posting on this forum so i am sorry if i post this message in the wrong place, but every time i try to add an task in the "manage shipyard" screen this message shows up:

"Error in cmdTask

Error 381 was generated by Aurora
Invalid property array index
Please report to (addres to the bugs forum)"

Just in case it is related to the bug, I downloaded version 5. 54, followed by version 6. 20 and 6. 21.
Title: Re: Official v6.20 Bugs Thread
Post by: ExChairman on January 06, 2013, 02:09:48 PM
Presume this is not a bug but maybee a design flaw, several of my ships is overcrowded and are suffering malfunctions to crew areas... I started with pre generated ressearch and ships and several of those designs is having that problem... ???

Why cant I place more crew areas in designing my ships?
Title: Re: Official v6.20 Bugs Thread
Post by: Hawkeye on January 07, 2013, 03:02:13 AM
Presume this is not a bug but maybee a design flaw, several of my ships is overcrowded and are suffering malfunctions to crew areas... I started with pre generated ressearch and ships and several of those designs is having that problem... ???

Why cant I place more crew areas in designing my ships?

you have to check the "keep excess Q" tag on the upper right to do this
Title: Re: Official v6.20 Bugs Thread
Post by: se5a on January 08, 2013, 05:09:05 AM
on a somewhat related note, if you copy a carrier, it looses the extra CQ. the 'keep excess ' check does not carry over to the copy.
Title: Re: Official v6.20 Bugs Thread
Post by: ExChairman on January 09, 2013, 01:01:27 AM
Not sure if this is a spoiler so don't look under if you want it to bee a secret error in setup Pirates error 3201 and something about a Race??

In the same game I noticed that my cargo carriers are having different fuel consumption, they are the same type of cargo ships...  ??? Experience??
Title: Re: Official v6.20 Bugs Thread
Post by: Nathan_ on January 10, 2013, 07:43:55 PM
Public relations bonuses for PPV don't seem to be taken into account. I have a planet demanding 17 protection, and a military force providing 23.2(16 without the public relations bonus), and the planet is getting unrest.
Title: Re: Official v6.20 Bugs Thread
Post by: Cassaralla on January 11, 2013, 07:59:58 PM
Minor error.  I am unable to rename the first Ground Force unit on the list.  All the others I can rename just fine.  I deliberately renamed one to take top spot and push the original top one down to second and it then let me rename it in turn . . . but now the new top unit can't be renamed . . .
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on January 12, 2013, 07:41:18 AM
Minor error.  I am unable to rename the first Ground Force unit on the list.  All the others I can rename just fine.  I deliberately renamed one to take top spot and push the original top one down to second and it then let me rename it in turn . . . but now the new top unit can't be renamed . . .

You can, it just takes a bit of patience to force the focus onto the top one. I usually click something lower, then the first and that works most of the time.
Title: Re: Official v6.20 Bugs Thread
Post by: Marski on January 15, 2013, 09:37:08 AM
When landing ships into hangar decks while having shuttles in their boat bays makes those said shuttles or any onboard smallcraft disappear
Title: Re: Official v6.20 Bugs Thread
Post by: MagusXIX on January 15, 2013, 11:04:46 PM
When landing ships into hangar decks while having shuttles in their boat bays makes those said shuttles or any onboard smallcraft disappear

Your ships are like matryoshka dolls!  That's awesome!
Title: Re: Official v6.20 Bugs Thread
Post by: Cocyte on January 17, 2013, 01:30:40 AM
Like a lot of people, I have a lot of "Error in CheckCrewMorale"

Like a lot of people, it is a conventional start

but unlike most people, it's 40 years after the start of the game, and half my fleet now have "-0.01 month" for crew deployment...

It may be linked to the first "fuel module" built. As it is a crewless ship composed of fuel tanks (supposed to be carried when needed), it might trouble the game a bit...

Update:
After killing the process, scrapping the module and building a few ones with a "symbolic" crew quarter, the errors went away and the deployment duration was back in the non negative after one or 2 five-days cycles

-----------------------------------------------
I also have the already reported "Asteroids considered as habitable in the galactic map" bug.
Seems like the report is only based on the gravity range, as the temperature on the only "gravity adequate" 'roid is a scorching 584°C
Title: Re: Official v6.20 Bugs Thread
Post by: MagusXIX on January 19, 2013, 05:03:12 AM
A bug in diplomacy for multi-nation games.

In a game where I control four different nations, I can only have 4 diplomacy teams assigned in total.  If I assign more than 4 in total, diplomatic teams from my other races are automatically unassigned so that the number of assigned diplomatic teams is 4.  Another user reported a similar problem.  Here is a link to the original thread:  http://aurora2.pentarch.org/index.php/topic,5827.0.html (http://aurora2.pentarch.org/index.php/topic,5827.0.html)
Title: Re: Official v6.20 Bugs Thread
Post by: James Patten on January 20, 2013, 01:38:30 PM
I built prefabbed several PDCs, and had them shipped to a colony, then went to assemble them.  There were seven PDCs to assemble, so I entered Assemble PDC with 7 as the number of items.  7 PDCs were assembled, but only 1 was removed from the list.  I had to list Assemble PDC 7 different times.
Title: Re: Official v6.20 Bugs Thread
Post by: Blades on January 22, 2013, 08:36:34 PM
I had Aurora 6.  1 working (Win 7). 
I installed 6.  2 and 6.  21 over the 6.  1
Now when i try to create a new game I get
Error 3265 Error in Get Promotion Score and have to reboot to get control back.   
I will try a full reinstall to see it that helps

A full installation seems to have fixed it.
Title: Re: Official v6.20 Bugs Thread
Post by: davidb86 on January 28, 2013, 12:12:30 PM
Playing Aurora 6. 21.   22 years in I defeat a major fleet in Procyon resulting in 14 enemy ships wrecked.   I send my salvage ships to clean and up and end up with loads of Ship components and tech data ;D.   

I send the ship components back in freighters, but the tech data does not arrive on earth until the salvage ships return.   Between the time I salvaged a wreck and got 800 RP toward ECM-1 and the salvage ship returns to earth, my scientist complete research on salvage 1, aided in part by the ship components brought by the freighters as they were recovered.   

When the salvage ship got to earth and tried to download the 800 RP on ECM-1, Aurora deleted my colony on Earth (my capital, home to 850 million people, nearly all of my industrial capacity, research capacity and ship yards) :o.   This happened yesterday afternoon after a long weekend of play (approximately 2 years of game time since my last back up).

I made a copy of the stevefire file and tried to set earth back up, but all of my ongoing research and researchers have disappeared.
Title: Re: Official v6.20 Bugs Thread
Post by: CheaterEater on January 28, 2013, 05:04:23 PM
I have a system loop in my game with the connecting jumpgates all built. I only have colonies in Sol. For some reason my civilian traffic decides to go all the way around the loop (4 jumps) to end up back in Sol. The route is most definitely not shorter or anything like that, they're going from Earth to Mercury or Mars (and back). I ended up deleting one of the jumpgates so that they wouldn't go through it anymore, which seemed to have fixed the problem but suboptimally.
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on January 28, 2013, 05:58:51 PM
I have a system loop in my game with the connecting jumpgates all built. I only have colonies in Sol. For some reason my civilian traffic decides to go all the way around the loop (4 jumps) to end up back in Sol. The route is most definitely not shorter or anything like that, they're going from Earth to Mercury or Mars (and back). I ended up deleting one of the jumpgates so that they wouldn't go through it anymore, which seemed to have fixed the problem but suboptimally.

You know that is due to Union rules. Union rules state all commercial ships must transit via jump gate when available.

;)
Title: Re: Official v6.20 Bugs Thread
Post by: CheaterEater on January 28, 2013, 06:55:09 PM
You know that is due to Union rules. Union rules state all commercial ships must transit via jump gate when available.

;)

That certainly explains why when I made my first extrasolar colony the civies all dropped the Sol bodies and lavished attention on that one other colony. Very interesting unionization in the future!
Title: Re: Official v6.20 Bugs Thread
Post by: IanD on February 06, 2013, 11:43:53 AM
Aurora v6.21, using either Windows XP or Windows 8-64.

20 years into game I just got
 
"Error in System Body Check
Error 3464 was generated by DOA.Database
Please report etc"

When cancelled it was followed by many repeats of

"Error in System Body Check
Error 91 was generated by Aurora
Object variable or With block variable not set
Please report etc"

This locks up Aurora and have to use Task Manager to close it.  

Anyone got any idea on how to fix it? I can only access database.
If not will have to abandon latest fiction project.

Edit
Compact database gives following errors and locks up

"Error in Compact DB
Error 3204 was generated by DOA.DbEngine
Database already exists
Please report etc"

followed by

"Error in Compact DB
Error 3420 was generated by DOA.Database
Object invalid or no longer set
Please report etc"

Finally I noticed that the system map date is 4th October 2062 while the Event log has a date of 9th October 2062. I guess this is what upset the system bodies check. Anyone know were to correct the error?

Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on February 06, 2013, 02:03:18 PM
Aurora v6.21, using either Windows XP or Windows 8-64.

20 years into game I just got
 
"Error in System Body Check
Error 3464 was generated by DOA.Database
Please report etc"

When cancelled it was followed by many repeats of

"Error in System Body Check
Error 91 was generated by Aurora
Object variable or With block variable not set
Please report etc"

This locks up Aurora and have to use Task Manager to close it.  

Anyone got any idea on how to fix it? I can only access database.
If not will have to abandon latest fiction project.

Edit
Compact database gives following errors and locks up

"Error in Compact DB
Error 3204 was generated by DOA.DbEngine
Database already exists
Please report etc"

followed by

"Error in Compact DB
Error 3420 was generated by DOA.Database
Object invalid or no longer set
Please report etc"

Finally I noticed that the system map date is 4th October 2062 while the Event log has a date of 9th October 2062. I guess this is what upset the system bodies check. Anyone know were to correct the error?



SystemBodyCheck is used by ships that have default orders to carry out geological surveys. It shouldn't be affected by the date. If you have any ships with those type of orders, trying clearing the orders and see if that fixes the immediate problem. After that we can try to figure out the reason the error is occuring.

Steve
Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on February 06, 2013, 02:05:17 PM
Playing Aurora 6. 21.   22 years in I defeat a major fleet in Procyon resulting in 14 enemy ships wrecked.   I send my salvage ships to clean and up and end up with loads of Ship components and tech data ;D.   

I send the ship components back in freighters, but the tech data does not arrive on earth until the salvage ships return.   Between the time I salvaged a wreck and got 800 RP toward ECM-1 and the salvage ship returns to earth, my scientist complete research on salvage 1, aided in part by the ship components brought by the freighters as they were recovered.   

When the salvage ship got to earth and tried to download the 800 RP on ECM-1, Aurora deleted my colony on Earth (my capital, home to 850 million people, nearly all of my industrial capacity, research capacity and ship yards) :o.   This happened yesterday afternoon after a long weekend of play (approximately 2 years of game time since my last back up).

I made a copy of the stevefire file and tried to set earth back up, but all of my ongoing research and researchers have disappeared.

The ship should automatically download the tech as soon as it entered the Sol system (or any system with research labs) - is that what happened in this case?

Steve
Title: Re: Official v6.20 Bugs Thread
Post by: IanD on February 06, 2013, 02:27:53 PM
SystemBodyCheck is used by ships that have default orders to carry out geological surveys. It shouldn't be affected by the date. If you have any ships with those type of orders, trying clearing the orders and see if that fixes the immediate problem. After that we can try to figure out the reason the error is occuring.

Steve

Thanks for your swift response Steve.
Neither of the two player factions have any fleet with default orders to carry out geological surveys. However there are 1 - 3 NPRs which have spawned others/Star Swarm etc as there have been the occasional slow down due to NPR combat. (I do not have the new designer password). Invaders are off.
I have gone back to a previous save but whenever I get to 4th October the fault re-occurs.
Thanks
Ian

Edit.
I did have a geology team and loaded them on a freighter. That did not cure the problem, that remained, but the effect on the game log was interesting, see attached.

Second Edit
I reran the game from 24th September to the error. No NPR or player race has any geosurvey ships operating, the player races had no geo teams operating either. The system screen shows the date of 4th October 2062 21:25 and the Event log 9th October 2062 21:25.
Title: Re: Official v6.20 Bugs Thread
Post by: sloanjh on February 07, 2013, 08:16:54 AM
When the salvage ship got to earth and tried to download the 800 RP on ECM-1, Aurora deleted my colony on Earth (my capital, home to 850 million people, nearly all of my industrial capacity, research capacity and ship yards) :o.   This happened yesterday afternoon after a long weekend of play (approximately 2 years of game time since my last back up).

This problem (tech downloads/discoveries deleting the colony) has been around for years.  I was under the impression Steve has squashed it, but it sounds like it's still there.  I know it doesn't do you any good at this point, but for the benefit of all:

Always always always back up just before a ship with tech data enters a system with research labs, OR before disassembling components for tech info.  My recollection of the dissassembly problem is that if it results in completing a project that you're currently working on, bad things happen.  So in addition, IIRC it's best to cancel all research projects (in the relevant fields at least) before disassembling, then restart them afterwards.

John
Title: Re: Official v6.20 Bugs Thread
Post by: davidb86 on February 07, 2013, 01:51:39 PM
Quote
The ship should automatically download the tech as soon as it entered the Sol system (or any system with research labs) - is that what happened in this case?

Steve

Yes the tech data downloaded as the ship jumped into the Sol system, and when I went to check on my research progress at the end of the 5-day period, I discovered that Earth was gone.
Title: Re: Official v6.20 Bugs Thread
Post by: sloanjh on February 08, 2013, 08:15:40 AM
Yes the tech data downloaded as the ship jumped into the Sol system, and when I went to check on my research progress at the end of the 5-day period, I discovered that Earth was gone.

On the bright side:  Aurora IS supposed to generated interesting SF story backgrounds?  What could be better than Earth (or the Nantucket colony) getting disintegrated or swapped with another dimension's version? :)

John
Title: Re: Official v6.20 Bugs Thread
Post by: Execrated1 on February 08, 2013, 05:07:59 PM
I just had an issue with robotic defenders. I had attacked and destroyed them on the 25th of April, and then on the 30th of April my game went into an error loop.

Code: [Select]
30th April 85 10:34:16,SA,Sol,General ground attack on Europa. No defending units are present and no garrisoned enemy PDCs remain in operation. The Precursors ground forces on Europa have been destroyed
30th April 85 10:34:16,SM Only,System 0,Error in GroundCombat
Error 3167 was generated by DAO.Field
Record is deleted.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
30th April 85 10:34:16,SM Only,System 0,Error in GroundCombat
Error 3020 was generated by DAO.Field
Update or CancelUpdate without AddNew or Edit.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
30th April 85 10:34:16,SM Only,System 0,Error in GroundCombat
Error 3167 was generated by DAO.Field
Record is deleted.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
30th April 85 10:34:16,SM Only,System 0,Error in GroundCombat
Error 3061 was generated by DAO.Database
Too few parameters. Expected 2.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
30th April 85 10:34:16,SM Only,System 0,Error in GroundCombat
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
30th April 85 10:34:16,SM Only,System 0,Error in GroundCombat
Error 3167 was generated by DAO.Field
Record is deleted.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
30th April 85 10:34:16,SM Only,System 0,Error in GroundCombat
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
30th April 85 10:34:16,SM Only,System 0,Error in GroundCombat
Error 3167 was generated by DAO.Field
Record is deleted.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
30th April 85 10:34:16,SM Only,System 0,Error in GroundCombat
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
30th April 85 10:34:16,SM Only,System 0,Error in GroundCombat
Error 3167 was generated by DAO.Field
Record is deleted.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
30th April 85 10:34:16,SM Only,System 0,Error in GroundCombat
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
30th April 85 10:34:16,SM Only,System 0,Error in GroundCombat
Error 3167 was generated by DAO.Field
Record is deleted.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
30th April 85 10:34:16,SM Only,System 0,Error in GroundCombat
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
30th April 85 10:34:16,SM Only,System 0,Error in GroundCombat
Error 3167 was generated by DAO.Field
Record is deleted.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html

By force closing the game and then restarting it I was able to get the errors to stop. I didn't lose my ground troops or anything I just had the errors popping up. I'll update if I find that the issue has actually harmed anything.
Title: Error in SetupDefenders...
Post by: Jeltz on February 10, 2013, 09:27:29 AM
A new JP was found; I open the System Generation and Display windows, select the new unexplored JP, click the button Enter/Explore and the error message is generated:

Code: [Select]
Error in SetupDefenders
Error 91 was generated by Aurora
Object variable or With block variable not set
Please report...

I click Ok in the error message, no other errors messages came out and the new explored system appear... All seems ok for the moment

Title: Re: Official v6.20 Bugs Thread
Post by: IanD on February 10, 2013, 04:43:25 PM
Aurora v6.21, using either Windows XP or Windows 8-64.

20 years into game I just got
 
"Error in System Body Check
Error 3464 was generated by DOA.Database
Please report etc"

When cancelled it was followed by many repeats of

"Error in System Body Check
Error 91 was generated by Aurora
Object variable or With block variable not set
Please report etc"

This locks up Aurora and have to use Task Manager to close it. 

Anyone got any idea on how to fix it? I can only access database.
If not will have to abandon latest fiction project.


Checked out all player races and NPRs no one is running any geological survey except a player race has a survey team out of Sol. I restarted from a save two saves away from the original fault. I pushed the generation of the fault back two days to 6th October 2062 and it then repeated the error. The only survey related activity was the Survey team in Herschel 5173 which just got an increase in survey/Geology bonus.  Any ideas welcome.
Ian
Title: Re: Official v6.20 Bugs Thread
Post by: Paul M on February 11, 2013, 02:43:35 AM
Not really a "bug" but the description under energy weapons, Laser Wavelength Technology is wrong.  It states that range increases with wavelength, but IR lasers are longer wavelength than visible light lasers.

The word wavelength should be replaced by frequency.

I would actually suggest, for realism sake, that the two chains have reversed effect.  The larger the focus the longer the range, the higher the frequency the greater the damage.  That more properly reflects the physical situation.  I know "Fusion, Fire and Steel" the traveller tech book had a nice section on laser range dependancies with focal strength so that would be worth looking at.  From my understanding of the way lasers operate you should need larger focal arrays to fire the beam longer distances and you can pack more power in each pulse with shorter wavelength higher frequency lasers.
Title: Re: Official v6.20 Bugs Thread
Post by: ArchRylen on February 11, 2013, 08:49:24 PM
Bugs for two different games, with saves available if you can tell me where to put them.

1) A 3201 error in IndustrialProjects because of something an NPR is doing with missiles.  I have a screenshot of the error.  It occurred a few times before I backed things up so I expect it will happen again if the game is run forward.

2) I have a system with the moons in the wrong places.  An NPR was genned in a 3 star system, with the two outer stars orbiting at a considerable distance.  The innermost star has several planets with moons, according to the System View display and lists them correctly (i. e.  Haen A-III Moon 1).  The Task Group Orders lists them with the correct primary but names them wrong.  (Haen A-III has Haen B-III Moon 1. ) Any attempt to reach the mislabeled moon involves heading outsystem.  The system map has the moons in the outer system, but trying to zoom in on them triggers an Error 5, Error in DisplaySystemBodies.

Thanks.
Title: Re: Official v6.20 Bugs Thread
Post by: ollobrains on February 11, 2013, 09:51:31 PM
Error 3420 was generated By DAO. Database
Object invalid or no longer set
6.2 error
Title: Re: Official v6.20 Bugs Thread
Post by: stamasd on February 12, 2013, 05:37:33 AM
Error in CheckCrewMorale
Error 3021 was generated by DAO.Field
No current record

followed by
Error in CheckCrewMorale
Error 3021 was generated by DAO.Recordset
No current record

Repeat ad infinum.  The game is a new one, conventional start, 5 powers in one system, and I think one NPR.


I can confirm this. I get this error in a fresh install of 6.21, conventional start with no ICBM bases, one starting nation. Showstopper.
Title: Re: Official v6.20 Bugs Thread
Post by: Execrated1 on February 12, 2013, 02:41:41 PM
So I decided to prefab a PDC on Earth and move it to a colony a system away. When I went to assemble it, I needed minerals I didn't have on that world. So I set a freighter to carrying them and cancelled the assembly until they got there. Well, my prefab PDC parts have now disappeared. Which isn't a big deal but it sucks. So yea, that's the bug. Cancelling an assemble PDC job, even when it hasn't begun, causes the PDC components to disappear from my stockpile.
Title: Re: Official v6.20 Bugs Thread
Post by: IanD on February 13, 2013, 12:17:06 PM
In every 6.0, 6.1 and 6.21 game I have played so far there is the inevitable
"Error in CreateCommanderName
Error 3159 was generated by DOA.Recordset
not a valid bookmark
Please report etc."

Not a game breaker and appears to be an NPR problem, OK it and the game coniues apparently without problems.
Title: Re: Official v6.20 Bugs Thread
Post by: TheDeadlyShoe on February 13, 2013, 03:07:10 PM
Using 'Unassign All' in the Commanders screen will strip scientistsout of research projects, necessitating manual project cancellation and re-setup.
Title: Re: Official v6.20 Bugs Thread
Post by: ollobrains on February 14, 2013, 06:29:09 PM
Civilans loosing infustructure move orders, 1000 at earth in one of my games.  Sent it one system over the deliveries were completed but the infustructure isnt showing on the planetary screen at the recieving colony its as if its gone poof into thin air
Title: Re: Official v6.20 Bugs Thread
Post by: Nightstar on February 17, 2013, 06:23:07 AM
I had a fleet of fighters. Two squadrons (20 ships each) were accidentally assigned to the same PDC mothership. When the task group (containing both squads) was given an order to 'land on assigned mothership' 24 fighters landed on the mothership (Which can only hold 20. It actually showed 'Hanger Capacity Available: -40' in individual unit details) the other 16 fighters disappeared.

Code: [Select]
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 005 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 037 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 066 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 039 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 040 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 003 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Unknown,Through training or experience, Commander George Riley has increased his Fleet Movement Initiative Rating to 206
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 004 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 036 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 038 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 060 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 061 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 062 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 063 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 065 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 068 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger - Eye 001 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 069 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 033 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 058 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 042 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 047 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 064 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 013 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 008 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 012 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 032 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 031 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 030 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 029 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 028 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 027 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 026 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 025 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 017 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 016 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 001 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 006 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 002 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 007 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 011 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 010 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 024 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 023 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 022 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 021 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 020 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 019 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 018 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 009 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 014 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 067 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 015 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 054 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 043 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 044 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 059 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 046 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 048 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 049 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 050 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 051 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 035 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 053 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 052 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Minerals Discovered on Herschel 5173-B II: Duranium 41,477,830 (0.1)  Neutronium 278,784 (0.1)  Corbomite 527,076 (0.1)  Boronide 2,509,056 (1)  Vendarite 20,142,140 (0.7)  Sorium 30,735,940 (0.1)  
26th October 2033 06:09:31,Unknown,Attempting communication with Herschel 5173 Aliens #220: Trivial Progress: +1 to future communication rolls.
26th October 2033 06:09:31,Sol,Colonel Bethany Wallace has joined your army officer corps.  Ground Combat 5%:  Promotion Score 25
26th October 2033 06:09:31,Sol,Stinger 081 (Stinger) built on Earth and assigned to Shipyard TG
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 041 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Geo3 has completed orders
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 055 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 045 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 034 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 057 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Herschel 5173,Crew morale on board Stinger 056 has fallen to 95.74%. The ship has exceeded its planned deployment time by 4.45%.
26th October 2033 06:09:31,Sol,Stinger 080 (Stinger) built on Earth and assigned to Shipyard TG
26th October 2033 10:09:31,Lacaille 8760,Jump Gate Construction underway at Herschel 5173 Jump Point Jump Point
27th October 2033 12:09:31,Herschel 5173,Population Detected! Thermal Signature  5  Race ID: Herschel 5173 Aliens #220
3rd November 2033 12:09:31,Sol,Stinger 083 (Stinger) built on Earth and assigned to Shipyard TG
3rd November 2033 12:09:31,Sol,Stinger 082 (Stinger) built on Earth and assigned to Shipyard TG
3rd November 2033 12:09:31,Unknown,Attempting communication with Herschel 5173 Aliens #220: No Progress: The contact team is advising you that communication might prove impossible. -3 to future communication rolls
5th November 2033 00:09:31,Herschel 5173,Population Detected! Thermal Signature  5  Race ID: Herschel 5173 Aliens #220
5th November 2033 00:09:31,Herschel 5173,A strength-5 thermal contact associated with  has been lost
5th November 2033 03:47:31,Herschel 5173,FB Stinger - Eye 001 has completed orders
5th November 2033 03:49:31,Herschel 5173,Population Detected! Thermal Signature  5  Race ID: Herschel 5173 Aliens #220
5th November 2033 03:49:31,Herschel 5173,FB Stinger - Eye 001 has completed orders
5th November 2033 05:49:31,Herschel 5173,A strength-5 thermal contact associated with  has been lost
7th November 2033 01:49:31,Herschel 5173,Geo3 has completed orders
7th November 2033 01:49:31,Herschel 5173,Minerals Discovered on Herschel 5173-B III: Duranium 14,862,150 (0.1)  Neutronium 39,664,800 (0.8)  Boronide 3,896,676 (0.1)  Mercassium 5,089,536 (0.1)  Sorium 12,096,480 (0.1)  
7th November 2033 01:49:31,Unknown,As a result of experience gained in the performance of his duties, Lieutenant Commander Kai Price has increased his Survey Bonus to 15.2%
7th November 2033 01:49:31,Herschel 5173,FS Vanguard - Geo 020 is unable to set up all five of its special survey orders as there are not enough acceptable destinations within ten billion kilometers
7th November 2033 07:49:31,Herschel 5173,A strength-5 thermal contact associated with  has been lost
9th November 2033 19:49:31,Herschel 5173,Minerals Discovered on Herschel 5173-B III: Duranium 14,862,150 (0.1)  Neutronium 39,664,800 (0.8)  Boronide 3,896,676 (0.1)  Mercassium 5,089,536 (0.1)  Sorium 12,096,480 (0.1)  
16th November 2033 13:49:31,Herschel 5173,Minerals Discovered on Herschel 5173-B IV: Sorium 114,000 (0.9)  
16th November 2033 13:49:31,Unknown,As a result of experience gained in the performance of his duties, Commander Freya Page has increased his Survey Bonus to 11%
17th November 2033 07:49:31,Sol,The crew of Stinger 048 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 043 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 049 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 050 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 051 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 052 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 013 has completed shore leave and is fully rested
17th November 2033 07:49:31,Unknown,Attempting communication with Herschel 5173 Aliens #220: No Progress: The contact team is advising you that communication might prove impossible. -3 to future communication rolls
17th November 2033 07:49:31,Unknown,Through training or experience, Lieutenant Commander Morgan Bailey has increased his Training Bonus to 125
17th November 2033 07:49:31,Sol,The crew of Stinger 007 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 047 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 046 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 045 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 044 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,Stinger 023 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Lieutenant Commander Taylor Kirby has joined your naval officer corps.  Initiative 114  Survey 10%  Xenology 15%  Espionage 25%:  Promotion Score 113
17th November 2033 07:49:31,Sol,Stinger 018 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 019 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 020 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 017 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 015 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 022 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 014 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 024 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 084 (Stinger) built on Earth and assigned to Shipyard TG
17th November 2033 07:49:31,Sol,Stinger 085 (Stinger) built on Earth and assigned to Shipyard TG
17th November 2033 07:49:31,Sol,Stinger 086 (Stinger) built on Earth and assigned to Shipyard TG
17th November 2033 07:49:31,Sol,Stinger 087 (Stinger) built on Earth and assigned to Shipyard TG
17th November 2033 07:49:31,Sol,The crew of Stinger 002 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,Stinger 021 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 007 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Missile attackl has completed orders
17th November 2033 07:49:31,Sol,Stinger 001 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 002 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 003 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 004 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 016 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 006 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,The crew of Stinger 001 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,Stinger 008 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 009 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 010 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 011 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 012 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 013 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,Stinger 005 (Stinger) has reloaded Size 3 Box Launcher
17th November 2033 07:49:31,Sol,The crew of Stinger 053 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,Phillips Container Lines has launched a new Phillips Small F4 class Freighter
17th November 2033 07:49:31,Sol,The crew of Stinger 057 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 058 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 059 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 060 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 014 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 012 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 005 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 042 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 015 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 016 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 017 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 041 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 055 has completed shore leave and is fully rested
17th November 2033 07:49:31,Proxima Centauri,Crew morale on board Stinger - Eye 001 has fallen to 70.71%. The ship has exceeded its planned deployment time by 41.42%.
17th November 2033 07:49:31,Sol,The crew of Stinger 020 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 003 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 004 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 006 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 008 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 009 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 056 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 019 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 054 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 021 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 022 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 023 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 024 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 010 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 011 has completed shore leave and is fully rested
17th November 2033 07:49:31,Sol,The crew of Stinger 018 has completed shore leave and is fully rested
Stingers 25-40 just went poof sometime in there.

EDIT: So did Stingers 61-69, with NO assigned mothership. Didn't notice that at first.
Title: Re: Official v6.20 Bugs Thread
Post by: TheDeadlyShoe on February 17, 2013, 07:19:26 AM
The other fighters all pancaked into the mountain instead >_<

Oh the humanity!

****

My Civilian ships, when trying to get to Luna, are routing to the Sol-Sirius JP, then Sirius-Proxima Centauri, then through a LP in Proxima, then Proxima-Sol, thence to Luna.  Hell of a detour.  I SM'd out the Sirius-Proxima JG and manually cleared the orders of the ships.
Title: Re: Official v6.20 Bugs Thread
Post by: Phobos on February 17, 2013, 08:45:34 AM
Hi, yep, I'm the new one, :)

I've read a lot of posts on this forum the last few days, but I can't read everything.  So, bear with me, when I don't fully grasp the philosophy of the game or ask stupid/already asked questions.  ::)
I installed Aurora a few days ago on a Windows 7 machine and after solving some issues to get it running, man, I liked what I saw.      But at the same time a lot of bugs were jumping right into my face.  That was the main reason to open this account, to at least let you know what I found so far.
Here we go:

- When I go through the flags folder with Irfan View, I get a message that flag 268 has a wrong extension.     
- Clicking on system view from system map window brings up error message.      (Already solved in this thread).     
- Clicking on 5 days or 30 days increment buttons from system map gives me Error 3021 crash as some have already reported here as well.     
- When I click on "Asteroids" in the tab "All Bodies" in system map window, I get Error 13 Type mismatch followed by 3061 "1 param was expected. . . " and 91 "Object variable or With block variable not set" (several times).     
- My IE9's menu bar changes colors to yellow and popup boxes change to game theme when running Aurora.      (Not very important, just saying:)).     

That's all I remember for now (it took some time to get my account activated, I'm sure I forgot one or two).     

BTW: I read somewhere on this forum that acounts which don't provide anything for 30 days get banned.      If this is the case I might not last long, but maybe I just got it wrong?
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on February 17, 2013, 09:55:27 AM
BTW: I read somewhere on this forum that acounts which don't provide anything for 30 days get banned.      If this is the case I might not last long, but maybe I just got it wrong?

If you spam links and such, you get banned. If I activate your account and you don't click the link in the email, I tend to delete it after a month or two, but no ban. If you register and lurk for 3 years, it's fine.
Title: Re: Official v6.20 Bugs Thread
Post by: Phobos on February 17, 2013, 11:09:44 AM
OK, got it.
Title: Re: Official v6.20 Bugs Thread
Post by: ExChairman on February 18, 2013, 01:04:14 AM
An irritating one, gets it once every month.... >:(

Error in orbital movement

error 11 division by zero
Title: Re: Official v6.20 Bugs Thread
Post by: Zatsuza on February 20, 2013, 10:59:27 AM
Hey guys.    Running v6.  21 on windows 7 x64, never had a problem installing it.   

However I've noticed 3 bugs so far.   

"Error 94 Null value" -- I've checked other threads about this but they look a bit old and it looks like they had a different problem.   
 Sometimes my GSVs will appear on the display as instead of having an order displayed, AKA: GSV Boris (Move to Earth) ends up as
GSV Boris (), even though it still follows the order-- and it can be any order too, survey, load supplies etc.    It's just annoying to keep clicking that error box.   

"Error 381" Can't quite remember the description of this one, but it hasn't happened often.   

"Error 3021.   DAO" Again, not a common one.   

Error 94 is by far the most annoying of the errors I get, if one of my ships is bugged like the GSVs then I get the error after every time increment.  I think I fixed it once by refitting the ship or it might have been shifting them to a different taskgroup but I'll try again and report back if it does.
Title: Re: Official v6.20 Bugs Thread
Post by: Rogtuok on February 22, 2013, 04:02:37 PM
Ther seam to be a bug in the gravitational survay .  as soon as i creat a gravitational survay ship i start geting errors all over

when i use the military tab and klick on the ship having a gravitational scaning modual i get this error

error 3075 was generated by DAO. Database
syntax error (comma) in query expression 's. SystemID = 146 and s. Xcor =
22039,2306 and s. Ycor = -1999999999,8786 and p. SystemBodyID =s. SystemBodyID
and p. RaceID = 195

Followed by

Error 91 was generated by Aurora
Object variable or With block variable not set

this followes by repeating of error 91 and i have to kill of aurora with task manager

o do get other errors also when i created a gravitational survay ship with a gravitational survay modual
forst what hapends if that all JP get survayed instant in the hole system without the ship actualy going ther
and then errors start popoing up.

It is similar to the first error 3075 and it allso follows by the error 91 but it can be klicked away by klicking OK and you can keep playing.

a nother problem that keeps showing up is that in some way aurora
do change the theam of windows when an error hapends

Runing windows 7
Using the aurora 6. 21

hope this helps solv the problem or if anyone can tell me if i have done anything whrong with the instalation or something.

Title: Re: Official v6.20 Bugs Thread
Post by: Beersatron on February 22, 2013, 04:31:22 PM
Ther seam to be a bug in the gravitational survay .  as soon as i creat a gravitational survay ship i start geting errors all over

when i use the military tab and klick on the ship having a gravitational scaning modual i get this error

error 3075 was generated by DAO. Database
syntax error (comma) in query expression 's. SystemID = 146 and s. Xcor =
22039,2306 and s. Ycor = -1999999999,8786 and p. SystemBodyID =s. SystemBodyID
and p. RaceID = 195

Followed by

Error 91 was generated by Aurora
Object variable or With block variable not set

this followes by repeating of error 91 and i have to kill of aurora with task manager

o do get other errors also when i created a gravitational survay ship with a gravitational survay modual
forst what hapends if that all JP get survayed instant in the hole system without the ship actualy going ther
and then errors start popoing up.

It is similar to the first error 3075 and it allso follows by the error 91 but it can be klicked away by klicking OK and you can keep playing.

a nother problem that keeps showing up is that in some way aurora
do change the theam of windows when an error hapends

Runing windows 7
Using the aurora 6. 21

hope this helps solv the problem or if anyone can tell me if i have done anything whrong with the instalation or something.



This is because your decimal separator is a comma (,) but Aurora needs it to be a fullstop (.)

This needs set in your windows preferences, Aurora can't set it for you unfortunately.
Title: Re: Official v6.20 Bugs Thread
Post by: Lunarex on February 23, 2013, 11:49:35 AM
Quote from: puylanitar link=topic=5448.  msg58010#msg58010 date=1354018544
I don't know if this is a bug but, when I'm at the class design view, I don't see anything else than the ship's name and the size in Ktons of the class in the summary window.   

For example I should see
Code: [Select]
Fletcher class Geological Survey Vessel    3 500 tons     50 Crew     338.8 BP      TCS 70  TH 240  EM 0
3428 km/s     Armour 1-20     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 1     PPV 0
MSP 61    Max Repair 100 MSP
Intended Deployment Time: 24 months    Spare Berths 2    

Commercial Massive Ion Drive (1)    Power 240    Fuel Use 3.54%    Signature 240    Exp 4%
Fuel Capacity 100 000 Litres    Range 145.3 billion km   (490 days at full power)

Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

But I only see
Code: [Select]
Fletcher class Geological Survey Vessel    3
That didn't happen in previous versions and it's very annoying since I don't have a general vision of what I am doing. 

This bug was posted in the 6. 10 thread, but I'm reposting it here seeing as I've got the same problem on 6. 21.  Anything below 1000 tons shows up normally, but above that it just shows that first number and nothing after it.
Title: Re: Official v6.20 Bugs Thread
Post by: kks on February 23, 2013, 12:19:21 PM
Hello Lunarex,

are you using "," as an decimal-seperator?
That bug also happend to me. 

I changed the "," to an ".  " but not the seperator for thousend, million, etc.   from ".  " to ",".   I couldn't see how many minerals were on bodies and other things, too.   It always cut off behind the first ","(that's, why after 1,000, altought its 1 000).   Then I changed both seperators and now I shows all properly. 

I hope I could help and please don't mind my bad english,
kks
Title: Re: Official v6.20 Bugs Thread
Post by: Lunarex on February 23, 2013, 12:26:23 PM
Ah, changing that made it work perfectly.  Thank you!
Title: Re: Official v6.20 Bugs Thread
Post by: alex_brunius on February 25, 2013, 01:55:06 PM
I'm having a really really weird bug that has ruined both my epic games so far after having played over 40+ hours on each of them  :'(


The problem is that some of the windows (mostly the F2 Economics) get bugged and won't show. Other windows like (F3 System map) always works fine.

I have a setup with Two Nvidia GPUs Powering 3 Monitors through DVI and one Projector through HDMI. I suspect that either when disabling/enabling the projector or switching to Nvidia Surround (3 screens merged to a single virtual 5760x1080 screen in widescreen) while Aurora is running something goes wrong.

The critical Economics screen is launched, but it's permanently stuck just outside the left edge of the screen.

Forcing the window to change screen through using Winkey + right arrow does not work (actually this Win7 feature only works for the Aurora windows that can be re-sized like the F3 map).
Using the Aurora "Reset Windows Position" option or restarting Aurora does not work either.

Sadly I have not been able to reproduce the error reliably, so I am not sure exactly what is going on. If someone can solve this you have my eternal gratitude :)
Title: Re: Official v6.20 Bugs Thread
Post by: Nightstar on February 25, 2013, 06:09:39 PM
If you disable your Surround, moving a monitor over might let you pull the window back onto your screen?
Title: Re: Official v6.20 Bugs Thread
Post by: TheDeadlyShoe on February 25, 2013, 06:20:36 PM
There's a windows shortcut to bring your windows to heel.  I used it when I couldn't get a particular version of Aurora to work because the windows were offscreen.  I'll be damned if I can remember what it is though... Google's not helping.
Title: Re: Official v6.20 Bugs Thread
Post by: Conscript Gary on February 25, 2013, 07:54:48 PM
Reset window positions only works for windows that aren't already launched I believe, so if you haven't already try it before you try opening the offending windows
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on February 25, 2013, 08:15:49 PM
Reset window positions only works for windows that aren't already launched I believe, so if you haven't already try it before you try opening the offending windows

You can also hit alt-space, an arrow key, then use the mouse to move it back into visibility.
Title: Re: Official v6.20 Bugs Thread
Post by: zatomic on February 25, 2013, 09:41:52 PM
I'm running 6. 21 under wine in OS X (I understand that's unsupported).  Every couple of game years I get

Error in CreateGameLog
Error 429 was generated by Aurora
ActiveX component can't create object

It's then followed by a few dozen

Error in CreateGameLog
Error 424 was generated by Aurora
Object required

which must be clicked through.  Then the game proceeds normally for a few more years.

I found one other reference to this error in the v5. 56/v5. 60 Official Bugs Thread with no further comment or resolution(that reference did not specify a platform).

In playing around with it, I also discovered that selecting the Text File button in the Event Updates window produces the same errors (only from 'cmdTextFile_Click' instead of 'CreateGameLog').  It also occurs from the Text File button in the Class Design window (from cmdTF_Click).

It seems to be an issue with creating or opening a file to output text.  I'm not sure where it's trying to put the files.  Not being able to output the files under wine is not an issue, but having to click through several dozen errors every so often is annoying.  Even if it was just 1 error that the file couldn't open without the followup errors would be great.  I've read that the files are put in C:\logs and I've tried creating a logs folder under both the wine drive_c directory and my mac's root directory with write privileges to no avail.  Maybe it's trying some other path, or maybe the file output functionality being used is simply not available in wine.

Thanks

Title: Re: Official v6.20 Bugs Thread
Post by: MagusXIX on February 27, 2013, 06:35:42 AM
Unsure why, but every construction cycle I get a popup that reads "No ranks found. Please set up ranks before creating commanders."  It really sucks having your auto-turns interrupted every 5 days.  :(

EDIT:  Immediately after posting this, the problem seems to have sorted itself out.  I guess all I had to do was threaten it.
Title: Re: Official v6.20 Bugs Thread
Post by: TheDeadlyShoe on February 27, 2013, 10:34:25 AM
definitely getting some sort of XP bug.

After running a scrimmage between two identical battlegroups,  both major warships maxed out their grade points (from 100 to 2000) and at least some of the fighter pilots have absurd fighter combat bonuses (800% and 1000%) that I've seen.   The XP gains occured when the vessels were struck by hostile weapons fire. 
Title: Re: Official v6.20 Bugs Thread
Post by: davidb86 on February 27, 2013, 12:06:14 PM
definitely getting some sort of XP bug.

After running a scrimmage between two identical battlegroups,  both major warships maxed out their grade points (from 100 to 2000) and at least some of the fighter pilots have absurd fighter combat bonuses (800% and 1000%) that I've seen.   The XP gains occured when the vessels were struck by hostile weapons fire. 

The fighter combat bonus is broken in 6.21.  The additions are added as whole numbers rather than as percents (100% increase rather than a 1% increase)  this happens for normal xp checks and faster for combat ops.  It really messes up promotions as all of my rear admirals and higher have 1000% fighter combat bonus.  I have not had the problem with combat ramping up ships too quickly, but I have a small fleet and most battles have been resolved with only a few volleys.
Title: Re: Official v6.20 Bugs Thread
Post by: IanD on March 01, 2013, 02:20:20 AM
Just got the following set of errors.

Error in ReadinessRecovery
Error3167 was generated by DAO.Field
Record is deleted
Please etc.

followed by
Error in ReadinessRecovery
Error 3021 was generated by DAO.Recordset
No current record
Please etc.

These repeated approximately 6 times. It may have something to do with the ground action occurring on an alien planet in Alpha Centauri, where the defenders just lost their first ground unit, or possibly the consumption of a Replacement unit by the attackers.

Edit Another error message is associated with this error.
Error in ReadinessRecovery
Error 3020 was Generated by DAO.Field
Update or CancelUpdate without AddNew or Edit
Please etc.

Definitely appears related to disbanding of Replacement Battalions to increase strength of combat battalions. It has happened every time a Replacement Battalion has been used up.
Title: Re: Official v6.20 Bugs Thread
Post by: IanD on March 01, 2013, 08:02:35 AM
I am seeing a problem with ships being overmanned. such as the one below. It had picked up survivors (POWs) and unloaded them, but still retained the record of them on the SDD. I checked the ships cargo and there are no survivors left. It is impossible to return the ship to its regular complement, unless someone out there knows better?

Cedar Creek class Tanker    25000 tons     134 Crew     2183.6001 BP      TCS 500  TH 2000  EM 0
4000 km/s     Armour 1-76     Shields 0-0     Sensors 11/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 55 MSP
Spare Berths -29    

Packard 200 EP Commercial Magneto-plasma Drive (10)    Power 200    Fuel Use 10.61%    Armour 0    Exp 5%
Fuel Capacity 11,785,000 Litres    Range 799.7 billion km   (2314 days at full power)

Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Signature 1000: 11m km
Active Search Sensor MR12-R100 (1)     GPS 1600     Range 12.8m km     Resolution 100


Repair Cost: 11.5


This ship is classed as a commercial vessel for maintenance purposes
Title: Re: Official v6.20 Bugs Thread
Post by: davidb86 on March 01, 2013, 09:22:45 AM
I am seeing a problem with ships being overmanned. such as the one below. It had picked up survivors (POWs) and unloaded them, but still retained the record of them on the SDD. I checked the ships cargo and there are no survivors left. It is impossible to return the ship to its regular complement, unless someone out there knows better?

Cedar Creek class Tanker    25000 tons     134 Crew     2183.6001 BP      TCS 500  TH 2000  EM 0
4000 km/s     Armour 1-76     Shields 0-0     Sensors 11/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 55 MSP
Spare Berths -29    

Packard 200 EP Commercial Magneto-plasma Drive (10)    Power 200    Fuel Use 10.61%    Armour 0    Exp 5%
Fuel Capacity 11,785,000 Litres    Range 799.7 billion km   (2314 days at full power)

Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Signature 1000: 11m km
Active Search Sensor MR12-R100 (1)     GPS 1600     Range 12.8m km     Resolution 100


Repair Cost: 11.5


This ship is classed as a commercial vessel for maintenance purposes

Your display indicated a repair cost of 11.5, did you burn out one or more crew quarters while the survivors were on board, that leaves the ship short on berths now that they are off?  I would look at the damage control display to see what is damaged.  You could probably make repairs with the 55 MSP on board.
Title: Re: Official v6.20 Bugs Thread
Post by: alex_brunius on March 02, 2013, 03:15:00 AM
Reset window positions only works for windows that aren't already launched I believe, so if you haven't already try it before you try opening the offending windows
Ooooh so that's how it works... :)

Thanks for your help!
Title: Re: Official v6.20 Bugs Thread
Post by: RusAnon on March 02, 2013, 09:24:11 PM
Version 6. 21
Other civ contact bug:

1.  Meet ship of other civ, in my case it was [Pro] ship which was creating JGs around.
2.  Open contact screen (Intelligence and Foreign Relations, right click on other civ ship, contacts -> ship name).
3.  After that most of windows will produce errors when opened:
3. 1 For example, Leaders (F4) window will show empty string as empire in top-left combo box, rest of forms blank.  When switching to my current empire in combo box, it generates
Error in FilterCommanders
Error 380 was generated by Aurora
Invalid property value
Clicking ok several times helps, it finally loads correct values.

3. 2 Fuel screen will produce upon opening it:
Error in cboRace_Click
Error 3078 was generated by DAO. Database
bla bla query 'and s. ShipType = 0 and s. FleetID = f. FleetID and c. ShipClassID = s. ShipClassID and s. ShipID NOT IN (select ShipID from ShipyardTask) and FuelCapacity > 49000'

Error in cboRace_Click
Error 91 was generated by Aurora
Object variable or With block variable not set

Error in cboRace_Click
Error 381 was generated by MSFlexGrid
Subscript out of range

Error in cboRace_Click
Error 30009 was generated by MSFlexGrid
Invalid Row Value

It will then loop through errors, game has to be closed via task manager.

4.  Restarting game clears errors, all windows work fine till next time I use Foreign Relations screen.
Title: Re: Official v6.20 Bugs Thread
Post by: IanD on March 04, 2013, 05:18:28 AM
Your display indicated a repair cost of 11.5, did you burn out one or more crew quarters while the survivors were on board, that leaves the ship short on berths now that they are off?  I would look at the damage control display to see what is damaged.  You could probably make repairs with the 55 MSP on board.

Sorry used the wrong ship, see below. These were generated at the start of the game using fast OB Creation.

Upholder class Patrol Craft    6650 tons     138 Crew     1232.4 BP      TCS 133  TH 480  EM 0
3609 km/s     Armour 4-31     Shields 0-0     Sensors 33/1/0/1     Damage Control 3     PPV 25
Annual Failure Rate: 99%    IFR: 1.4%    Maintenance Capacity 347 MSP
Magazine 396   Spare Berths -4    

GE/Rolls Royce 160 EP Magneto-plasma Drive (3)    Power 160    Fuel Use 72%    Armour 0    Exp 10%
Fuel Capacity 610,000 Litres    Range 22.9 billion km   (73 days at full power)

Size 4 Missile Launcher (25% Reduction) (20)    Missile Size 4    Rate of Fire 3000
Size 1 Missile Launcher (5)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC124-R100 (1)     Range 124.7m km    Resolution 100
Missile Fire Control FC5-R1 (1)     Range 5.5m km    Resolution 1
Nike (54)  Speed: 24,000 km/s   End: 71.8m    Range: 103.4m km   WH: 5    Size: 4    TH: 80 / 48 / 24
Dart (140)  Speed: 24,000 km/s   End: 3.7m    Range: 5.4m km   WH: 1    Size: 1    TH: 104 / 62 / 31

Thermal Sensor TH3-33 (1)     Sensitivity 33     Detect Signature 1000: 33m km
Active Search Sensor MR115-R100 (1)     GPS 10500     Range 115.5m km     Resolution 100
Active Search Sensor MR5-R1 (1)     GPS 47.25     Range 5.2m km     Resolution 1
Geological Survey Sensors (1)   1 Survey Points

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Title: Re: Official v6.20 Bugs Thread
Post by: TheDeadlyShoe on March 04, 2013, 05:12:38 PM
unlock the design in SM mode and add some crewquarters
Title: Re: Official v6.20 Bugs Thread
Post by: IanD on March 05, 2013, 11:17:18 AM
unlock the design in SM mode and add some crewquarters

Of course that's what I did, its the work around, but it shouldn't have been possible in the first place with the auto addition of crew quarters.
Title: Re: Official v6.20 Bugs Thread
Post by: Vynadan on March 05, 2013, 04:52:41 PM
I abandoned a colony with 0.1m population while three civilian freighters were ferrying infrastructure in (stupid civvies settling my archeological dig site). The civilian freighters continued their journey towards the now-empty planet, clicking the Clear Orders button in the shipping line screen didn't delete their orders (but those of other civilian ships) and they're now stuck in an infinite "Unload trade goods at" order (no planet specified). They're not getting scrapped by age (as they all carry 10 units of infrastructure) and just hover there over the empty planet.
Title: Re: Official v6.20 Bugs Thread
Post by: Maharava on March 07, 2013, 04:42:04 PM
When I click Create Game, I get a never-ending stream of Error in GetPromotionScore
Error 3265 was generated by DAO.Fields

It requires a ctrl+alt+del out
Title: Re: Official v6.20 Bugs Thread
Post by: Vynadan on March 08, 2013, 10:27:55 AM
I'm not sure if this counts as a bug, or is just a known consequence of how civilian ship names are hidden.
(http://img189.imageshack.us/img189/5526/mapbx.jpg)
This image shows civilian ship names displayed (left) and civilian ship names hidden (right). Both times the Rideth Installations TG are PDCs on the planet's surface.
Playing with civilian names hidden, I thought my PDCs had bugged out and taken off into deep space for a while, rendering me quite confused xD
Title: Re: Official v6.20 Bugs Thread
Post by: Thundercraft on March 09, 2013, 10:45:38 PM
Quote from: Phobos link=topic=5651.   msg60318#msg60318 date=1361112334
[snip]
.   .   .   
- My IE9's menu bar changes colors to yellow and popup boxes change to game theme when running Aurora.         (Not very important, just saying:)).   

And here I thought I'd be the first to report this.     :P

I'm running Windows XP Pro with SP3 and I can confirm this bug.    But for me it is much worse than what Phobos implies.   

Here's how to reproduce it:

Start Aurora and on the gen window just click the [X] in the upper right corner to terminate the program.   

(http://hxxp: hxxp: hxxp: i49.   tinypic.   com/33zbgxk.   png)

However, instead of terminating, the program assumes a galaxy was already generated.    A narrow horizontal game menu bar appears.    Next, click on the [X] of this menu bar to terminate the program.   

(http://hxxp: hxxp: hxxp: i45.   tinypic.   com/b8pn6g.   png)

The result? The Windows' menu color is permanently changed to Aurora's dark grayish-beige color.    This is not just for IE, but for all Windows programs and applications that use the Windows' theme.   

(http://hxxp: hxxp: hxxp: i45.   tinypic.   com/2a94knl.   png)

I can also confirm that terminating the program prematurely with the [X] button is not the only way to cause this behavior.    Merely starting the program as normal and then selecting the "Exit" option from the "Game" menu will do the same thing!

(Personally, I feel like Aurora should not even attempt to mess with the menu color at all.    We all have our own preferences for Windows' themes, don't we? But if this is a must, it should save the user's original color, change it for Aurora, and then automatically restore user's default color right before exit.   )

In Windows XP, this is what is necessary for me to fix the messed up menu color:

1.    Right click on desktop
2.    Click "Appearance" tab
3.    In bottom right corner, click "Advanced" button
4.    In the "Advanced Appearance" window, under the "Item:" list, scroll down to select "Menu".   
5.    To the right of this Item: > Menu, under "Color 1:", scroll down to select whatever old color your menus used.    (For me it was the Windows XP default 'Beige' [R:236, G:233, B:216].   )

Also, I have another "bug" to report, of sorts.    It's merely a grammar error, though.   

In "Game Details" window, the pop-up text for hovering over "Construction Cycle Time" says,
Quote
The time in seconds between production cycles (i.   e.   , everything but movement/combat) in seconds.    Default is 400,000.    Warning: Reducing this may have a significant effect on performance.   

I highlighted the typo in red.    It would be more appropriate to say,
Quote
The time between production cycles (i.   e.   , everything but movement/combat) in seconds.    Default is 400,000.    Warning: Reducing this may have a significant effect on performance.   
Title: Re: Official v6.20 Bugs Thread
Post by: Aldaris on March 10, 2013, 06:17:51 AM
I had this exact same bug earlier in 5.6:

When in the economics screen, clicking on different colonies has zero effect. The screen remains locked on the species capital, effectively rendering my incapable of doing anything in my empire.

Fortunately this time it happened before even a second of game time passed, instead of after several decades, but it still makes the game unplayable.
Title: Re: Official v6.20 Bugs Thread
Post by: davidb86 on March 11, 2013, 09:14:06 AM
I had this exact same bug earlier in 5.6:

When in the economics screen, clicking on different colonies has zero effect. The screen remains locked on the species capital, effectively rendering my incapable of doing anything in my empire.

Fortunately this time it happened before even a second of game time passed, instead of after several decades, but it still makes the game unplayable.
Aldaris,

Are you playing on a dual screen system?  If so Aurora (actually Visual Basic) has trouble if the secondary screen is left of the primary screen.  Steve said that this causes the cursor tracking algorithm to return negative x coordinates, which VB cannot interpret, so it does not know where you are clicking.  Try moving the economics screen onto your primary screen,  if this fixes the problem then you can consider whether you want to switch your screens around so that the primary screen is on the left, which makes all screen coordinates positive.  if you are playing single screen then it really is a bug.
Title: Re: Official v6.20 Bugs Thread
Post by: Aldaris on March 11, 2013, 12:33:32 PM
I am indeed playing on a dual screen system with secondary left of primary, and your solution works. Thank you very much indeed.
Title: Re: Official v6.20 Bugs Thread
Post by: OJsDad on March 19, 2013, 09:08:01 PM
Quote from: Steve Walmsley link=topic=5651. msg59346#msg59346 date=1356701835
I've been investigating a lot of interrupts in my own game.  It appears that precursor minefields have been setup in systems that don't show up if you look at the precursor map.  Not only that, but these mines don't seem to be detected by player ships in those systems yet are causing hostile contact detection interrupts.  So, as precursor minefields are not a significant part of the game and even if they were working perfectly would still result in a lot of interrupts, I have removed them from v6. 30.  I think this will cut out a lot of shortened increments in the game.

If you want to fix this in current games, you can go into the MissileSalvo table in the database and delete Captor Mine records that relate to the Precursor RaceID.  If you have no idea what I just said, don't try it :)

EDIT: This has resulted in a dramatic improvement in my game in terms of a lack of interrupts.

Steve

I tired you fix but it did not work.
Title: Re: Official v6.20 Bugs Thread
Post by: OJsDad on March 20, 2013, 06:32:49 AM
One thing I've noticed on the increment issue, is that no matter which Time Control button I push, it increments 10 seconds, except if I click the 5 second button, which increments the game 5 seconds.   If I click the 5 second button once the games advances 5 seconds, then I click any other time button the game increments another 5 seconds.   If I then hit any time button, except for the 5 second one, the game goes back to incrementing 10 seconds.

I did go back into the DB and confirmed the mine fix from earlier was done.
Title: Re: Official v6.20 Bugs Thread
Post by: largotuek on March 20, 2013, 04:27:20 PM
Quote from: Steve Walmsley link=topic=5651. msg59346#msg59346 date=1356701835
I've been investigating a lot of interrupts in my own game.  It appears that precursor minefields have been setup in systems that don't show up if you look at the precursor map.  Not only that, but these mines don't seem to be detected by player ships in those systems yet are causing hostile contact detection interrupts.  So, as precursor minefields are not a significant part of the game and even if they were working perfectly would still result in a lot of interrupts, I have removed them from v6. 30.  I think this will cut out a lot of shortened increments in the game.

If you want to fix this in current games, you can go into the MissileSalvo table in the database and delete Captor Mine records that relate to the Precursor RaceID.  If you have no idea what I just said, don't try it :)

EDIT: This has resulted in a dramatic improvement in my game in terms of a lack of interrupts.

Steve

Hi,

could someone please give me the database password, so that I can try Steve's workaround ?

I'm currently experiencing interrupts every 900 and 21600 seconds, in the beginning of a new game. . .

Thanx in advance !
Title: Re: Official v6.20 Bugs Thread
Post by: sloanjh on March 20, 2013, 11:15:23 PM
Hi,

could someone please give me the database password, so that I can try Steve's workaround ?

I'm currently experiencing interrupts every 900 and 21600 seconds, in the beginning of a new game. . .

Thanx in advance !

It's best to ask Steve for it through a PM.  He doesn't like having people spread the password around because he's afraid of getting bug reports from people who've hacked their databases.

John
Title: Re: Official v6.20 Bugs Thread
Post by: Karmag on March 21, 2013, 10:30:39 PM
A rather interesting bug I've found: Towards the end of a long running battle between my fleet and an NPR fleet, my computer crashed, I believe in the midst of processing for Aurora.  (The crash wasn't Aurora's fault, my computer is just derpy). 

When I restarted the computer, I found that the enemy ships that I had been fighting had disappeared from the map - they had been almost within beam range, so they didn't just run out of sensor range.  Now, when I tried to increment the time, I get several errors:

"Error in AssignWeapons
Error 3159 was generated by DAO. Recordset
Not a valid bookmark.
Please report,etc,etc. "

"Error in AssignWeapons
Error 3167 was generated by DAO. Recordset
Record is deleted. "

"Error in SelectNPRTarget
Error 3159 was generated by DAO. Database
Not a valid bookmark. "

"Error in SelectNPRTarget
Error 91 was generated by Aurora
Object variable or With block variable not set. "

These repeat infinitely, alternating between each of the 4 errors, without end.  I have to use Task Manager to end the Aurora process to escape.  Quite interestingly, when I re-start Aurora, the event-log shows that the game did, indeed, process a 5 second increment, where it lists 3 new Thermal signatures - those belonging to the enemy ships which disappeared.  These contacts do not, however, show on the map, or anywhere else.

At this point, I figure that my computer crashing in the middle of an increment process meant that the enemy ships were deleted from the record (those poor, poor souls aboard them, they've been deleted from existence!) and my ships, which were targeting them, now throw an error when trying to target an object that no longer exists.  When I navigate to the Combat-control screen, as soon as I select any of the 6 warships of mine that were targeting the enemy, that also throws the same errors at me, again repeating infinitely.  I tried to manually delete the TGs that my ships belonged to (figuring that I'd take the loss, even though that *was* my entire military at the time. . . ), but while the delete button seems to work, the TG is not actually deleted, so I'm stuck.

Thankfully, I can say that this is probably a very rare bug (I assume it requires the entire computer to crash at just the wrong moment), so it's a low-priority fix.  Unfortunately for me, I'm a noob and didn't make any backups, even 54 game-years into the game. . . 
Title: Re: Official v6.20 Bugs Thread
Post by: MagusXIX on March 22, 2013, 10:19:28 AM
Started a new game.  Haven't even left Sol yet.  All I've been doing is setting up colonies and surveying system bodies and grav sites.  Get this error every time I advance time or open up the map.

Error in ShowMinerals

Error 35602 was generated by Nodes
Key is not unique in collection

Some kind of mineral generation error, maybe?

EDIT: Only seems to happen when I have the system map open in the Sol system.  Every time I move to that system or advance time in that system the error pops up.
Title: Re: Official v6.20 Bugs Thread
Post by: Doren on March 23, 2013, 09:05:01 AM
In all games I have started so far my "62.   5 EP Commercial Nuclear Thermal Engine"s with power mod of 0.   5x and size of 25hs multiply.   

Most of the games has gone with 2 same engines in my technology report (I have never researched more than one), but one of my games has 8 of these engines in my tech report.    This particular game has 4 races, 2 races has designed and researched engine with power mod of 0.   5x and 25hs size, but all of the duplicates appear in the tech report of my selected default race. 

Oh yeah, forgot to mention that none of these duplicates appear in the design screen. 
Title: Re: Official v6.20 Bugs Thread
Post by: TheRowan on March 25, 2013, 04:27:33 AM
Whilst re-organising my Ground Units, I accidentally clicked to assign a Brigade HQ to itself as an HQ (ie.  I clicked on 9 Infantry Brigade, 9 Infantry Brigade was already selected in the dropdown menu, and I clicked "Assign HQ").  The Brigade vanished from the Ground Units list on the F2 screen along with all its subordinate units.  The brigade is still present on planet - I can pick it up on troop transports etc. , but it doesn't show in the Ground Units tab on the F2 screen.
Title: Re: Official v6.20 Bugs Thread
Post by: GL on March 27, 2013, 01:19:48 PM
Hi, I discovered Aurora a couple month ago and until recently, I didn't have any problem.

But since last week-end (after 1-2 week without playing), I can't use the Commander screen.

If I choose a Naval Rank, go to Civilian Administrator or Leading Scientist:
Error in grdCommanders_SelChange
Error 3061 was generated by DAO. Database
Too few parameters.  Expected 1.

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

The weird thing is that if i first go to Ground Force there's no error, and I can then go to Administrators/Scientists but not to Naval Officers

In each case, i have to force close the program.

Any ideas?
Title: Re: Official v6.20 Bugs Thread
Post by: Doren on March 28, 2013, 10:35:49 AM
I have encountered system that has following planets orbiting the star:
Planet I
Planet II
Planet III
Planet IV
Planet VI
Planet VII

Where has the Planet V gone?
Title: Re: Official v6.20 Bugs Thread
Post by: Charlie Beeler on March 28, 2013, 10:59:51 AM
I have encountered system that has following planets orbiting the star:
Planet I
Planet II
Planet III
Planet IV
Planet VI
Planet VII

Where has the Planet V gone?

Planet numbers are based on orbital sequence.  Not all orbits have planetary bodies.  Buried around here somewhere Steve has a moderately detailed explanation of the programming mechanic.
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on March 28, 2013, 02:14:55 PM
Planet numbers are based on orbital sequence.  Not all orbits have planetary bodies.  Buried around here somewhere Steve has a moderately detailed explanation of the programming mechanic.

Is there an asteroid field in orbit 5?
Title: Re: Official v6.20 Bugs Thread
Post by: Doren on March 28, 2013, 04:23:01 PM
Quote from: Erik Luken link=topic=5651. msg61899#msg61899 date=1364498095
Is there an asteroid field in orbit 5?
Only thing system has are these planets and 3 moons.  VI has 2 and VII has 1.
Title: Re: Official v6.20 Bugs Thread
Post by: Zed 6 on March 28, 2013, 05:57:59 PM
Was it named Alderaan?
Title: Re: Official v6.20 Bugs Thread
Post by: Doren on March 29, 2013, 12:59:13 AM
Quote from: Zed 6 link=topic=5651. msg61904#msg61904 date=1364511479
Was it named Alderaan?

No, galaxy is randomly generated.  No sol, No known galaxy.
Title: Re: Official v6.20 Bugs Thread
Post by: Hawkeye on March 29, 2013, 07:12:09 AM
Was it named Alderaan?


No, galaxy is randomly generated.  No sol, No known galaxy.


LOL!

Never assume someone else is a fan of the same stuff as you are  ;D

@Doren, google "Alderaan" and you understand
Title: Re: Official v6.20 Bugs Thread
Post by: Cocyte on March 31, 2013, 04:52:37 AM
Bug in missile series creation : if the name of the serie is too long, then two errors are triggered :
Error in cmdAddSeries_Click : Error 3163 generated by DAO.Field, Field too small
Error in PopulateSeries : Error 94 - Invalid use of Null
The serie is not created.



The later error is then reported everytime a new serie (even with a normal name) is created.
Despite this error, this new serie is created if its name is normal.

EDIT : this error also appears everytime the Missile design window is opened. Quite annoying...
May I ask for the DB password in order to try to find and fix this issue?
Title: Re: Official v6.20 Bugs Thread
Post by: oldark on April 01, 2013, 06:23:01 PM
"Error in cmdDelete_Click.    Error 3420.   Object Invalid or no Longer Set" being spammed since I tried to abandon an empty colony.   

Details: Was marked as a colony due to a geosurvey team on planet.   Picked up the team in a ship then tried to abandon colony. 


Edit: On a related note, are the minerals FAR more scarce in 6. 21? I have several planets in inner Sol with no minerals at all and after surveying over 15 planets/moons my survey team as yet to discover a single deposit.  They have a skill of 122 currently and I have been seeing messages of them skilling up occasionally.
Title: Re: Official v6.20 Bugs Thread
Post by: MagusXIX on April 03, 2013, 01:13:18 AM
"Load/Unload Minerals to Reserve Level" does not seem to be working.  Whenever my freighters try to drop something off, I get ...

Quote
Error in UnloadCargo

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

After clicking okay, the freighter will report that it has 10 hours left on the task, but this time will never actually count down.
Title: Re: Official v6.20 Bugs Thread
Post by: alex_brunius on April 03, 2013, 04:38:15 AM
"Load/Unload Minerals to Reserve Level" does not seem to be working.  Whenever my freighters try to drop something off, I get ...

After clicking okay, the freighter will report that it has 10 hours left on the task, but this time will never actually count down.
Same problem here.



Another bug:
I received knowledge of a starsystem through espionage and now I get two error messages that pop up every time I try to generate (or move) the galaxy star map with it's location visible.
Title: Re: Official v6.20 Bugs Thread
Post by: HartLord on April 03, 2013, 08:23:02 PM
Minor irritant of a bug that's probably been lurking for years: I have some engine-less military orbital habitats, and if the original suffers a maintenence failure while another one is being towed somewhere, the towed one reports that it has slowed due to damage and shifts only itself to a new task group, but it's still attached to the ship towing it.

Simply moving it back into the original task group fixes it, but it does cause unnecessary micromanagement.

Should probably test to see if the orbital habitat will still be towed despite being in a different task group. . .
Title: Re: Official v6.20 Bugs Thread
Post by: Kirkegaard on April 04, 2013, 05:36:41 AM
6.21

I tried to run it on win 7 and xp but do sometimes get different errors, but I have a massive problems with the way these errors are handled. It gives a error message that can't be removed. Just keep spamming it, and the only way to close the program is throu task manager - end process. If and error is critical, why not close the program instead of creating a never ending error message loop?
Title: Re: Official v6.20 Bugs Thread
Post by: alex_brunius on April 07, 2013, 06:54:39 AM
So how long time does "NPRs fighting each other" normally last?

I had 2345 five second increments now in a row... (yes over 3 hours).

It started out being longer the five second increments. Here are the important parts of the text log from SM mode:


14th December 2097 04:10:21,Precursors,Terbruggen,Size 5 Box Launcher (x11) has launched a Mode Anti-ship Missile. Reload Time: 2250 seconds.
15th December 2097 17:47:31,Precursors,Terbruggen,Size 5 Box Launcher (x11) reloading.  195 seconds until next missile launch.
15th December 2097 17:51:31,Precursors,Terbruggen,Size 5 Box Launcher (x11) reloading.  171 seconds until next missile launch.
...
15th December 2097 18:12:56,Precursors,Terbruggen,Size 5 Box Launcher (x11) reloading.  43 seconds until next missile launch.
15th December 2097 18:13:39,Precursors,Terbruggen,Size 5 Box Launcher (x11) reloading.  39 seconds until next missile launch.




15th December 2097 18:03:31,Precursors,Terbruggen,Size 5 Box Launcher (x11) reloading.  99 seconds until next missile launch.
15th December 2097 18:05:10,Precursors,Terbruggen,Size 5 Box Launcher (x11) reloading.  89 seconds until next missile launch.
15th December 2097 18:06:39,Precursors,Terbruggen,Size 5 Box Launcher (x11) reloading.  80 seconds until next missile launch.
...
15th December 2097 18:18:49,Precursors,Terbruggen,Size 5 Box Launcher (x11) reloading.  9 seconds until next missile launch.
15th December 2097 18:18:59,Precursors,Terbruggen,Size 5 Box Launcher (x11) reloading.  8 seconds until next missile launch.
15th December 2097 18:19:29,Precursors,Terbruggen,Size 5 Box Launcher (x11) reloading.  5 seconds until next missile launch.
...
...
...
15th December 2097 20:52:14,Precursors,Terbruggen,Size 5 Box Launcher (x11) reloading.  5 seconds until next missile launch.

This started occurring when there were two simultaneous fights in two different systems. In one system I am fighting the NPR and in another system yet to be discovered by me the same NPR appears to be fighting the precursors and causing this loop.


Feels like som bug is involved.  ;D
Title: Re: Official v6.20 Bugs Thread
Post by: Sloshmonger on April 09, 2013, 12:57:02 PM
This is in 6.2.1

Due to some interesting system generation in a non-real-stars game, I  have a system which is showing a 2.0 and under colony cost planet on the Galactic Map, but there are no planets with that under the System Generation and Display or Available Colony windows.

The system is a quaternary system, and my guess is that it was initially generated with a nice planet or moon, which was gobbled up by a sun during cleanup. 

In this there is also a planet where the moons start at Moon 9, so the generation issue which was causing planet names to be out of sequence is also affecting Moons.

I have the save file available if needed.
Title: Re: Official v6.20 Bugs Thread
Post by: idefelipe on April 09, 2013, 01:19:21 PM
Hi there,

This is my first bug report, I apologyze for my poor english. 

In 6.  21, I have developed a fighter and after build it I assign an officer to it.   Some officers increase their fighter combat bonus a lot in only one increase. 

I mean, for example, Chuck Norris ( ;D ) is assigned to a fighter and he has a 10% in combat fighter bonus.   After some time in the event screen you can read he has improved his Fighter Combat bonus in X, where X is a value between 1 and 10 (well, perhaps is higher).   When I check Chuck's profile, his combat fighter bonus is X-1*100, so if he increase in 8 his new skill will be 710%!!

Obviously his Promotion Value is increased in some thousands points.  .  .   yes, thousands.  I attach an image with the details.

Thanks for this awesome game!!

Title: Re: Official v6.20 Bugs Thread
Post by: Paul.B on April 10, 2013, 01:38:56 PM
decided to go back to Aurora and try it again, but I am getting spammed to death with this error message every few turns

Quote
Error in CreateGameLog

Error 5 was generated by Aurora
Invalid procedure call or argument
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html

Have to repeatedly press the ok button about 6-7 times for it to go away and then it happens again a few turns later.  repeat Ad infinitum.

Heres screenshot:

http://i.imgur.com/mMEPMax.jpg

Title: Re: Official v6.20 Bugs Thread
Post by: Konisforce on April 11, 2013, 03:46:29 PM
"Load/Unload Minerals to Reserve Level" does not seem to be working.  Whenever my freighters try to drop something off, I get ...

After clicking okay, the freighter will report that it has 10 hours left on the task, but this time will never actually count down.

Same(ish) thing here with perhaps a bit more on it:

I had a cycle of orders set up to load/unload to reserve level, transit 2 jump points, drop off at Sol, then return 2 jump points and repeat.  It moved to the load/unload order site and said 10 hours left on the task.  Advanced by 15 minutes (auto-incremented and stopped) to say the freighter group had finished its task, then it headed off for the first transit, all the while showing on the map that it was following the load/unload order and had 10 hours left.  Also note that it had in fact loaded minerals.  It transited both jump points, arrived at Sol, and then threw the error.  When I went to look at it again, it was back in orbit of the original planet (2 systems away) and had cancelled all orders.
Title: Re: Official v6.20 Bugs Thread
Post by: FyrenEyce on April 11, 2013, 10:01:14 PM
First off, awesome game.  I hope you keep up the great work. 

I have an annoying bug that pops up every year or two, usually in January although it's happened as early as December and as late as March.  Sometime during that time frame most years I get a message saying;

Error in CreateGameLog

Error 429 Was generated by Aurora
ActiveX component can't create object.

This is followed by several dozen messages saying;

Error in CreateGameLog

Error 424 was generated by Aurora
Object required.

I know this issue has been reported at least 2 other times hxxp: aurora2. pentarch. org/index. php/topic,5651. msg60555. html#msg60555 and hxxp: aurora2. pentarch. org/index. php/topic,4487. msg48177. html#msg48177, but haven't read any threads indicating a solution.  I am playing version 6. 2. 1 on Windows Vista.  Also I have had this happen since January 2026, so doesn't seem to be related to anything I am doing at the time.

As a side note, when I pressed the text file button in the event updates screen I got another error 429 followed by alot of error 424 messages (maybe 200?).  This leads me to believe this bug has something to do with Aurora attempting to write to a text file.  I was trying to export a log dump for an unrelated bug (see below).  For this bug the error messages do not show up in the event updates window even when the show errors box is checked.


-------------------------------------------------------------------------------------------


I'm having the same issue Phobos posted here hxxp: aurora2. pentarch. org/index. php/topic,5651. msg60318. html#msg60318.  When I click the entry showing as "asteroids" in the system map screen, all bodies tab I get the following series of errors:

Error in tvView_NodeClick
Error 12 was generated by Aurora
Type mismatch

Error in tvView_NodeClick
Error 3061 was generated by DAO. Database
Too few parameters.  Expected 1.

(4x)Error in tvView_NodeClick
Error 91 was generated by Aurora
Object variable or With block variable not set[sic]

Not sure if it's relevant or not but I have the options for asteroids in system bodies checked, orbital paths and names unchecked in the display tab and asteroids with colonies only and with minerals only unchecked in the display 2 tab.  Also in the system view screen I have asteroids set to show.  I've since deleted this game and haven't had the issue reproduced in any other games I've played so not sure what the cause may be.

--------------------------------------------------------------------------------------------

I just had the following error message:

Error in GroundCombat
Error 3021 was generated by DAO. Field
No current record.

This happened after fighting some robotic troops from some ruins I SM'ed onto Earth.  It was placed in the events log list just after destroying one of their units.
Title: Re: Official v6.20 Bugs Thread
Post by: El Bandano on April 12, 2013, 05:35:24 PM
Playing with 6. 2. 1, I got 2 bugs right now:

1) Suddenly every tech has been unlocked for research, even the ones I already have.  For example for missiles I can now research both ICBM silos and gravatonic warheads.  No idea what will happen when I research a tech I already have, or when I research a tech without the previous ones, I haven't tried that.  I haven't touched the database and I haven't messed with SM apart from getting some instant designs at the start.

2) In the polpulation and production screen (industry, research, shipyards etc) clicking on a colony in the left panel does not work.  For example if I click on Mars the text will be selected (blue background), but the main screen will still show information from earth.  However, if I now press the up or down keys on my keyboard, it will select other colonies normally.

Doing a clean intall now, I'll keep a backup of the database in case anyone is interested.
Title: Re: Official v6.20 Bugs Thread
Post by: FyrenEyce on April 12, 2013, 10:45:23 PM
In my newest game (v6. 21) I built a couple massive fuel harvesters with orbital habitats early on and when I tow them into orbit around a gas giant with fuel I get the following messages:

(6x)Error in ExecuteOrders
Error 5 generated by Aurora
Invalid procedure call or arguement

I get this series of errors then no further messages about it.  I'm guessing that it's the OH being parked where no colony is possible thats generating the errors.  I've searched the forums and haven't found any other mentions of this bug.
Title: Re: Official v6.20 Bugs Thread
Post by: Hawkeye on April 12, 2013, 11:41:50 PM
Playing with 6. 2. 1, I got 2 bugs right now:

1) Suddenly every tech has been unlocked for research, even the ones I already have.  For example for missiles I can now research both ICBM silos and gravatonic warheads.  No idea what will happen when I research a tech I already have, or when I research a tech without the previous ones, I haven't tried that.  I haven't touched the database and I haven't messed with SM apart from getting some instant designs at the start.

Are you sure you didn´t hit the "All Projects" button at the bottom of the tech screen?
Title: Re: Official v6.20 Bugs Thread
Post by: El Bandano on April 13, 2013, 07:09:17 AM
Quote from: Hawkeye link=topic=5651. msg62433#msg62433 date=1365828110
Are you sure you didn´t hit the "All Projects" button at the bottom of the tech screen?

SM was off while it happened.  I was rearanging my research projects, shuffling labs around between various projects.  I may have hit a button by mistake, but I am 100% sure SM was disabled.  And the projects were not researched, they were just available for research.

To add to the mistery, the bug seems to be gone now. .  I did not reinstall or touch anything since last night but somehow the tech screen is back to normal.  No idea what's going on, I'll post again if it happens again.
Title: Re: Official v6.20 Bugs Thread
Post by: Dutchling on April 13, 2013, 09:34:18 AM
Errors D:.

I get these at 5+ days increments. I have not done anything else yet. Decimal separator is correct. Have not messed with the database.
Any idea what it could be?


(http://img.ie/imkh3.jpg)
(http://img.ie/g1ig9.jpg)
(http://img.ie/gdauq.jpg)
Stream of errors in seemingly endless.
Title: Re: Official v6.20 Bugs Thread
Post by: Brian Neumann on April 13, 2013, 09:41:24 AM
Errors D:.

I get these at 5+ days increments. I have not done anything else yet. Decimal separator is correct. Have not messed with the database.
Any idea what it could be?

If you have just started a conventional start game with missile bases then there is a know bug that crops up.  You are going to want to enter sm mode, go to the F6 screen count how many bases you have (highest number in name) and then delete all the bases.  Then go to the ship design screen (F5) unlock the missile bases and change the deployment time.  I usually just make it 4 months and then lock the design down.  This is because for some reason the icbm bases you start with have no crew quarters and will actually start to blow up due to the flaw.  Once all this is done go to the sm pulldown menu and select the fast-ob (shift-F9).  Select the design, the destination task group and then enter how many of them you should have.  Don't worry if this gives you a negative number of build points, you are repairing a computer fault not cheating extra bases/ships that you wouldn't normally get. 

Brian
Title: Re: Official v6.20 Bugs Thread
Post by: hubgbf on April 13, 2013, 02:25:41 PM
Hi,

Playing with 6.2.1 I noticed that if you send an asteroid miner ship on a body with a colony (and a mass driver), then send another with the join order, the mining tab doesn't count the mining capacity of the new ship, even one year later.

If you order the fleet to move to the same body, then the new ship mining capacity appear in the mining tab.

It seems that a move order triggers mining capacity calculation, but not a join order.

Bye,
Hubert
Title: Re: Official v6.20 Bugs Thread
Post by: kmod on April 14, 2013, 05:26:58 PM
Couple tug bugs:
- if you're towing a ship with higher total engine power than the tug (which I tried since I had my fuel-efficient tugs pull my fast-but-fuel-hungry warships around), the towed ship will actually end up towing the tug, by which I mean that the speed is set to towed_ship_epwr / (towed_ship_size + tug_ship_size), and the towed ship will start using fuel.
- I was unable to tow a damaged warship that had all its fuel storage facilities destroyed, since the TG would complain that the towed ship had run out of fuel
- if a towed ship takes damage while being tugged, which reduces its speed, it can be ejected from the tug TG because its speed is too low ("As [ship] has slowed to 1km/s due to damage, it has been detached from [TG]")

And a random bug: refitting a ship doesn't seem to trigger the "is this ship slower than the TG speed" check, so you can refit a fast ship to be slower, and it will still travel at its old speed.   at some random point in the future sometimes they will reset to the correct speed, but say incorrectly that the ship took damage.
Title: Re: Official v6.20 Bugs Thread
Post by: Kof on April 17, 2013, 03:08:41 AM
Event updates window is blank
No error message
By blank I mean that it's an empty form - no form elements/controls are displayed.  
Game is working fine other than that (can progress time etc).  
I've been playing for about 50 years in-game with no problems prior to this.   Version 6.  2.  
Is there an error log I can look at?

Edit: I reverted to a backup of SteveFire. mdb and this issue doesn't happen, so it's something in the DB.  Any ideas how to progress this?

Edit - No error message. I can provide the DB file if required.
Title: Re: Official v6.20 Bugs Thread
Post by: Kof on April 18, 2013, 07:37:23 AM
About the Asteroid miner bug, it seems that this issue occurs even if the arriving task group of asteroid miners doesn't join the existing TG, so the total asteroid mining capacity is only calculated when asteroid miners arrive on an asteroid that has no asteroid miners present.
Title: Re: Official v6.20 Bugs Thread
Post by: Konisforce on April 18, 2013, 09:11:00 AM
About the Asteroid miner bug, it seems that this issue occurs even if the arriving task group of asteroid miners doesn't join the existing TG, so the total asteroid mining capacity is only calculated when asteroid miners arrive on an asteroid that has no asteroid miners present.

I've found the same bug if I try have a group of asteroid miners (or terraformers, same issue) join a task group already in orbit of a colony, but with both miners and terraformers if I send the incoming fleet to the colony first with a "move to" and then have them join the TG, it works fine.  Are you having the incoming fleet move to the current fleet w/o joining, or to the colony?
Title: Re: Official v6.20 Bugs Thread
Post by: Kof on April 19, 2013, 04:56:42 AM
Konisforce is correct, this only happens when you set the fleet as the move to target, if you move to the planet/asteroid then join, there's no problem.

Thanks for the work-around, I was having to make the fleets move away from the planet and move back which was annoying (to say the least).
Title: Re: Official v6.20 Bugs Thread
Post by: Varee on April 19, 2013, 07:59:59 AM
I am getting error 6, Error in CheckMissileInterceptions
Error 6
Overflow

There a missle targeted at a fleet but then another fleet mov into the path of the missle and active there sensors, i guess there are trying to shoot down the missile but failing or something
so i turn auto turn on and click 1 hour and walk away for a bit but when i come back it keep throwing error 6 nad proceeding 5 sec at a time
Title: Re: Official v6.20 Bugs Thread
Post by: FyrenEyce on April 19, 2013, 01:56:16 PM
Got a different asteroid miner bug here in v6. 21.  I made an AM with it's own engines and ordered it out to a nearby comet along with a frieghter to drop off a mass driver (2 separate fleets of 1 ship each).  The frieghter finished it's orders just fine but when i went to check on the AM the ship was reported as being at the comet, while it's task group was still at Earth (remember this is the only ship in the TG).  I restarted Aurora and the ship was back in it's TG, but back at earth and now it doesn't respond to any orders at all. 
Title: Re: Official v6.20 Bugs Thread
Post by: Cocyte on April 20, 2013, 05:18:29 AM
I have some... strange civilian issues.

Here is a map of the region :

(http://www.petit-creux.fr/vrac/aurora/WackyCivis.png)

Sol, Barnards, Wolf 1061 and 70 Ophiuchi are the only populated systems.
There's only one NPR with trade access, 5 jumps away from Sol & Barnard (down the Lalande/Luyten 674-15/YZ Canis Min. chain) so it's probably not relevant

* On a Sol-Wolf 1061 run, a lot (maybe all?) of the civilians takes the "scenic" route of Sol -> Barnards -> Lalande -> 61 Cygni -> Barnards (AGAIN!) -> Wolf 1061.

* On an internal Sol run (6 habitable planets on the same system makes for a lot of trade opportunities), Civilians takes the Sol -> Luyten 726-8 -> Lacaille -> Sirius -> Sol route...

Now, It's not like i'm against sightseeing, but the shipping lines should fire those ship captains for wasting company ressources. Unless they're paid by travelled miles instead of the true trip distance, like some unscrupulous taxi drivers...

I suppose there's somewhere in the source code a part supposed to prioritize long distance hauls, but don't works as expected... The algorithm seems to be on the lines of :
- Look at all trade opportunities
- Compute the *longest* route for each trade deal
- Choose the deal with the longuest route.
- Use the computed route

While the second step should always be "compute the *shortest* route"

--------------------------------------

Again about civilians : my propulsion expert discovered Magneto-plasma drives 4 years ago, a new shipping line happily build L4, C4 and F4, but the 3 olders lines still build older Ion-propelled ships, even after I made those designs obsolete manually...
Title: Re: Official v6.20 Bugs Thread
Post by: AcidWeb on April 20, 2013, 10:46:29 AM
Decimal separator is not only thing that need to be set correctly to fix database problems.

Thousand separator have to be comma or space. If it will be set to dot it will break ship designer (Almost empty summary display).
Title: Re: Official v6.20 Bugs Thread
Post by: s20dan on April 21, 2013, 09:20:16 AM
I started getting this error every month or so after I had built a 1.  5 Mton ship and 500 fighters:
Code: [Select]
11th November 2052 12:01:31,SM Only,System 0,Error in ApplyMaintenanceFailure
Error 6 was generated by Aurora
Overflow
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html
But after docking all the fighters and running maintenance on the large ship it seems to have gone away. 

Edit:  And then it came back again :)  Every month it happens.

 
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on April 21, 2013, 01:29:08 PM
I have some... strange civilian issues.

Here is a map of the region :

(http://www.petit-creux.fr/vrac/aurora/WackyCivis.png)

Sol, Barnards, Wolf 1061 and 70 Ophiuchi are the only populated systems.
There's only one NPR with trade access, 5 jumps away from Sol & Barnard (down the Lalande/Luyten 674-15/YZ Canis Min. chain) so it's probably not relevant

* On a Sol-Wolf 1061 run, a lot (maybe all?) of the civilians takes the "scenic" route of Sol -> Barnards -> Lalande -> 61 Cygni -> Barnards (AGAIN!) -> Wolf 1061.

* On an internal Sol run (6 habitable planets on the same system makes for a lot of trade opportunities), Civilians takes the Sol -> Luyten 726-8 -> Lacaille -> Sirius -> Sol route...

Now, It's not like i'm against sightseeing, but the shipping lines should fire those ship captains for wasting company ressources. Unless they're paid by travelled miles instead of the true trip distance, like some unscrupulous taxi drivers...

I suppose there's somewhere in the source code a part supposed to prioritize long distance hauls, but don't works as expected... The algorithm seems to be on the lines of :
- Look at all trade opportunities
- Compute the *longest* route for each trade deal
- Choose the deal with the longuest route.
- Use the computed route

While the second step should always be "compute the *shortest* route"

--------------------------------------

Again about civilians : my propulsion expert discovered Magneto-plasma drives 4 years ago, a new shipping line happily build L4, C4 and F4, but the 3 olders lines still build older Ion-propelled ships, even after I made those designs obsolete manually...


It's all about the distances. The Barnards Star-Lalande JP is closer to Barnard-Sol than Barnard-70 Ophiuchi. And it is possible that the 61 Cygni-BS JP is closer to BS-70 JP than the others. It is the distances between the JP that is the important bit.

Compare the distances between the JP and verify that BS-70 is closer to BS-Sol than the others. If it is, this is a bug, otherwise it is functioning as normal.

You can manually plot the same routes and look at the distance/time on the F12 screen, see which is longer.
Title: Re: Official v6.20 Bugs Thread
Post by: Cocyte on April 26, 2013, 02:01:44 AM
It's all about the distances. The Barnards Star-Lalande JP is closer to Barnard-Sol than Barnard-70 Ophiuchi. And it is possible that the 61 Cygni-BS JP is closer to BS-70 JP than the others. It is the distances between the JP that is the important bit.

Compare the distances between the JP and verify that BS-70 is closer to BS-Sol than the others. If it is, this is a bug, otherwise it is functioning as normal.

You can manually plot the same routes and look at the distance/time on the F12 screen, see which is longer.

Good idea, but already checked and wrong.

Here are the (rough) distances :
(In Barnards) Sol-Lalande     : 2.9b
(In Lalande) Barnards-61    : 4.7b
(In 61Cygni) Lalande-Barnards : 3.5b
(In Barnards) 61-70      : 2.1b

Let's compare to the direct trip :
(In Barnards) Sol-70      : 3.3b

Even if only the distance between JP in one given system is checked and the others are assumed as being 0, it gives a 2.9+2.1=5b trip for the sol-lalande and 61-70 legs - so the direct trip should be selected instead.

Beside, this does not explain the presence of the civilians in Luyten 726-8, Lacaille and Sirius.
Title: Re: Official v6.20 Bugs Thread
Post by: CharonJr on April 27, 2013, 04:01:51 AM
Yup, got the civilian issue as well, and very easy to see in my game.

When some (not all - 1 TR and 1 COL at the moment) civ ships are trying to reach Luna from Earth they decided to take the scenic route and visit 2 other Systems (first Hannover then Hamburg in my game) before heading back to Sol and finally reach Luna ;) I have already reset the transport once, but it is fairly adamant about taking the scenic route.

Concerning the Final Defensive Fire bug discussed in another thread I still have to check this thread if it was mentioned before, but scanning 14 pages takes a bit of time.
Title: Re: Official v6.20 Bugs Thread
Post by: phillycheese254 on April 28, 2013, 01:45:47 PM
Just installed version 6. 21 and I get the following error when I try to open the system menu.  (F9)

Error 713 was generated by Aurora
Class not registered
You need the following file to be installed on your machine.  MSSTDFMT. dll.


I have looked in all of my game files and cannot find this file.
Title: Re: Official v6.20 Bugs Thread
Post by: metalax on April 28, 2013, 04:57:33 PM
MSSTDFMT.dll is a microsoft file that isn't automatically installed on newer versions of windows.

Easiest way of getting it installed is to download and install the program below, no need to ever actually use it.
http://www.pcwintech.com/simple-shutdown-timer (http://www.pcwintech.com/simple-shutdown-timer)
Title: Re: Official v6.20 Bugs Thread
Post by: phillycheese254 on April 28, 2013, 05:17:03 PM
Thanks for the quick reply!
Title: Re: Official v6.20 Bugs Thread
Post by: Varee on April 29, 2013, 06:14:48 AM
Ok a bug just cause my fleet to disappear? so i have a figheter assign to a mother ship as a scout. then when i recalled it it keep giving me "the selected fleet does not exist" error. so i ordered the scout to "land at assigned mothership" then "absorb" task. which i meant to use "join". after i advance the time the ship landed and all my fleet disappeared  :'(. both the main task group and the scout task group also disappear. so i guess it a bug right, i think i will summon the fleet back with fast OOB as it just randomly disapppear so i will only lost my experience crew and the captain is in (Unknown System) but i guess i can reassign him
Title: Re: Official v6.20 Bugs Thread
Post by: BigJoke on May 01, 2013, 07:50:13 PM
Hello,

I've got a weird problem launching the game.

Everything went well the first two times I launched the game (last saturday and sunday), but today I have "THIS IS A COPY!" appended to the name of the game at the top of the tool bar and the "New" button is greyed out.  I can select a game (both the original one and my own saved game), but F3 and some other windows are greyed out in the menu.

I tried many things with no luck.  Since I'm using the all-in-one/portable release v4, I downloaded and installed the original version, patched it into 6. 21, but the problem is the same.  I then tried a fresh download of the all-in-one on my girlfriend's computer, same problem.

I'm lost and I need help.  I can't understand what has changed on my computer between sunday and today, and I certainly can't figure why it is not working on another computer either.  Any idea ?

Windows 7 Ultimate 32 bits (& W7 Home 64bits on my gf's computer)
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on May 01, 2013, 09:14:13 PM
Hello,

I've got a weird problem launching the game.

Everything went well the first two times I launched the game (last saturday and sunday), but today I have "THIS IS A COPY!" appended to the name of the game at the top of the tool bar and the "New" button is greyed out.  I can select a game (both the original one and my own saved game), but F3 and some other windows are greyed out in the menu.

I tried many things with no luck.  Since I'm using the all-in-one/portable release v4, I downloaded and installed the original version, patched it into 6. 21, but the problem is the same.  I then tried a fresh download of the all-in-one on my girlfriend's computer, same problem.

I'm lost and I need help.  I can't understand what has changed on my computer between sunday and today, and I certainly can't figure why it is not working on another computer either.  Any idea ?

Windows 7 Ultimate 32 bits (& W7 Home 64bits on my gf's computer)

If you do a full reboot, does the issue persist? And is it installed in more than one location?
Title: Re: Official v6.20 Bugs Thread
Post by: BigJoke on May 02, 2013, 06:13:35 AM
Quote from: Erik Luken link=topic=5651. msg62758#msg62758 date=1367460853
If you do a full reboot, does the issue persist? And is it installed in more than one location?

Thank you for your quick reply Erik.

The issue persists after a full reboot, even when I launch Aurora before anything else at startup.
I did a full search on my hard drive, looking for "aurora. *" and "stevefire. *" to be sure, and I found nothing.  I did the same in the registry, nothing (besides the usual keys).
I tried the 5. 54 full version, same problem (with the included db, note mine with my saved game).
I tried with my antivirus (BitDefender 2012) on game setting.
I made sure the last windows update, whose I installed on my computer yesterday before trying to play and encountering the problem, was not yet installed on my gf's computer.
I tried with the date set to 29/04/2013 (since it worked flawlessly for hours on my computer that day)
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on May 02, 2013, 09:55:37 AM
That issue is caused when you attempt to run multiple instances of Aurora.
Title: Re: Official v6.20 Bugs Thread
Post by: BigJoke on May 02, 2013, 10:40:06 AM
Quote from: Erik Luken link=topic=5651. msg62763#msg62763 date=1367506537
That issue is caused when you attempt to run multiple instances of Aurora.

And that's the problem : I don't attempt to run multiple instances of Aurora.  In the task manager, there is only one instance of Aurora. exe running.
As I said, I have this problem even after a full reboot, and with just one launch of Aurora. exe.  Hence my search of any other Aurora. exe or Stevefire. mdb on my system that Windows could've copied and used without telling me.  But as far as I can tell, that's not the case.

And that's why I have no idea why Aurora tells me "This is a copy!" on two different computers, while it's been working flawlessly on two separate occasions on one of these computers.  And why I'm asking for help.
Title: Re: Official v6.20 Bugs Thread
Post by: s20dan on May 03, 2013, 01:08:48 PM
Hello,

 I've run into some bugs while fighting invaders
  Keep getting these error messages:

Code: [Select]
24th March 2087 17:22:11,SM Only,System 0,Error in ExecuteOrders
Error 6 was generated by Aurora
Overflow
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html

24th March 2087 18:14:31,SM Only,System 0,Error in SetNPRMoveOrders
Error 6 was generated by Aurora
Overflow
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html

24th March 2087 16:25:31,SM Only,System 0,Error in CheckMissileDetectionRange
Error 6 was generated by Aurora
Overflow
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html

24th March 2087 16:25:31,SM Only,System 0,Error in CheckMissileInterceptions
Error 6 was generated by Aurora
Overflow
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html

24th March 2087 16:25:46,SM Only,System 0,Error in MaxMissileRange
Error 6 was generated by Aurora
Overflow
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html

 Some of them I have gotten up to 197 times in increment. 

 All thats happening is the Invaders are moving towards my scattered fleet and firing long range misiles (Longer range than mine, the cheeky gits). 
 They still move and they still fire their missiles, so I don't really understand whats going on with these error messages. 
 Is there a way to turn them off? Silent logging of the errors would be so much nicer in this case as all the error messages make it very difficult to play, as holding down the enter key leads to running another turn unintentionally, the only way around it is a force close of the solar system view (f3) screen and re-opening it after the turn has finished. 

P.  S.   I also had errors about 50% of the time when a wormhole moved inside a system, but I can't seem to find that error message now in the logs. 

P.  P.  S FWIW this is not the first time I have fought these guys during this game, the first time was the same wormhole but only against two low-tech ships instead of a whole high-tech fleet.   There were no errors that time. 

Cheers.
Title: Re: Official v6.20 Bugs Thread
Post by: Shemar on May 08, 2013, 09:39:13 AM
Twice now I have gotten the GetMaxPotentialSensorRange Error 6 Overflow error popping up once every impulse, regardless of whether it is 5 seconds or 5 days. By process of elimination I have traced it to invader ships. By removing the offending fleet the error has gone away every time. I have kept a backup of the database with the error and can identify the offending ship type and components if that is useful.

Three additional minor bugs:
- When removing a colony that has a team (survey team for example) on it, the team does not disband and stays in limbo, always appearing as potential assignment on the officer window.
- When selecting an officer from the right (filter) section and that officer happens to be the top (first) officer for their rank and the current rank is not the one currently selected on the left, an error pops up. Don't have the exact error with me but it is very easy to replicate.
- When a flagship is destroyed the task force and its members are in limbo. They do not take casualties and can be reassigned but the only way to get rid of the task force in limbo is to remove it (after removing each ship) and re-create it with a new flag ship. It would be nice if the flag could just me moved to another ship or population.
Title: Re: Official v6.20 Bugs Thread
Post by: Molotof on May 09, 2013, 01:17:18 PM
I had a 3021 Check Crew Morale error, and i manage to fix it.
It was because i had lost my crew quater on a fighter and didn't fixed it quick right after.
Title: Re: Official v6.20 Bugs Thread
Post by: Omnivore on May 09, 2013, 08:56:05 PM
Had a secondary default order of 'follow higher fleet in system' cause non-stop error spam (had to kill the process to recover) after I accidentally merged the target 'higher fleet' into another fleet.  I was able to recover by restarting and removing all the orders that were causing the problem.
Title: Re: Official v6.20 Bugs Thread
Post by: Omnivore on May 09, 2013, 11:26:31 PM
Deleting 0% complete shipyard (ship build) task does not return prebuilt components to stockpile.  Just lost 6 engines that way.  I expected that since no time had passed, that the construction task would not have consumed the components.
Title: Re: Official v6.20 Bugs Thread
Post by: Hawkeye on May 10, 2013, 12:04:15 PM
Deleting 0% complete shipyard (ship build) task does not return prebuilt components to stockpile.  Just lost 6 engines that way.  I expected that since no time had passed, that the construction task would not have consumed the components.

This is not a bug, but working as designed - well, you _could_ consider it a bug (as you say, the work didn´t even start) but I doubt Steve will see it as a bug.

You simply have to be careful what you order your shipyards to build ;)
Title: Re: Official v6.20 Bugs Thread
Post by: Vival on May 13, 2013, 12:01:06 AM
Every time i try to load a ground unit into my troop transport i get this error:

Error in GetAvailableTroopSpace
Error 3061 was generated by DAO.   Database

followed by this:

Error in GetAvailableTroopSpace
Error 91 was generated by Aurora

which then forces me to close Aurora via the task manager.   
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on May 13, 2013, 04:01:17 AM
Every time i try to load a ground unit into my troop transport i get this error:

Error in GetAvailableTroopSpace
Error 3061 was generated by DAO.   Database

followed by this:

Error in GetAvailableTroopSpace
Error 91 was generated by Aurora

which then forces me to close Aurora via the task manager.   

Can you post your troop transport design?
Title: Re: Official v6.20 Bugs Thread
Post by: Vival on May 13, 2013, 08:07:13 AM
Here it is:

Code: [Select]
Fletcher Mk2 class Troop Transport    32 500 tons     199 Crew     717 BP      TCS 650  TH 980  EM 0
1507 km/s     Armour 1-90     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 14    Max Repair 40 MSP
Intended Deployment Time: 48 months    Spare Berths 0    
Troop Capacity: 5 Battalions    Cargo Handling Multiplier 10    

140 EP Commercial Nuclear Pulse Engine (7)    Power 140    Fuel Use 2.9%    Signature 140    Exp 3%
Fuel Capacity 550 000 Litres    Range 105.0 billion km   (806 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

/edit

In addition when i try to select the pdcs i build in either the F6 unit screen or the F8 combat screen i get:

Error in PopulatePDModes
Error 3061 was generated by DAO.  Database

and then the error 91 flood

design:
Code: [Select]
Morningstar class Missile Base    6 350 tons     246 Crew     730 BP      TCS 127  TH 0  EM 0
Armour 8-30     Sensors 1/0     Damage Control Rating 0     PPV 75
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 225   

PDC Size 15 Missile Launcher (5)    Missile Size 15    Rate of Fire 115
Missile Fire Control FC182-R160 (1)     Range 182.1m km    Resolution 160
Size 7.1 Anti-ship Missile (30)  Speed: 11 800 km/s   End: 188.5m    Range: 133.4m km   WH: 9    Size: 7.1    TH: 43/26/13

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 Planetary Defence Centre and can be pre-fabricated in 3 sections

I guess i'm kinda screwed because starting a new game with a fresh database didn't help.   I've Win 7 64bit and Aurora isn't installed in the
program files folder. 
Title: Re: Official v6.20 Bugs Thread
Post by: IanD on May 14, 2013, 07:15:31 AM
Just had a 3021 Check Crew Morale Error come up which had to be killed with the Task Manager.

The cause was an NPR was using a ship with one small quarter to rescue life pods. It suffered a loss of life support and was without maintenance to repair it. The event record shows that 572 crew were killed and the remaining -561 crew were struggling to survive  ;D. I assume the negative number of crew produced the error. See attached file.

Edit
I see the numbers seesaw every subsequent event interval alternating between real and imaginary numbers increasing at every step (see second attachment). Without the designer password its a game killer.

Edit 2
If you eject the survivors/POWs into space it does not prevent the terminal "3012 Check Crew Morale Error". You have to delete/destroy the ship.
Title: Re: Official v6.20 Bugs Thread
Post by: Arwyn on May 18, 2013, 05:15:06 PM
Got a nasty surprise today.

Running a muli-faction earth start. Western Alliance (PC Race) went to war with the New Caliphate. Caliphate lost and surrendered ships (2 grav survey ships) to the Alliance.

First Message:
Mitteleuropaischen Staten (another NPR faction): Due to worsening diplomatic relations, our intelligence services have reclassified the military cooperation level with the New Caliphate to hostile.

Ok, no problem there. The other faction is friendly to me, allies are good. But the next thing that happens is that the Mitteleuropaischen Staten OPENS FIRE on the two captured ships I OWN!  Destroying one and heavily damaging the 2nd. :-X

Despite the ships showing as surrendered and now Alliance ships, the NPR is still seeing them as hostile.

Think we have a bug... :)
Title: Re: Official v6.20 Bugs Thread
Post by: IanD on May 21, 2013, 12:25:47 PM
Just had a 3021 Check Crew Morale Error come up which had to be killed with the Task Manager.

The cause was an NPR was using a ship with one small quarter to rescue life pods. It suffered a loss of life support and was without maintenance to repair it. The event record shows that 572 crew were killed and the remaining -561 crew were struggling to survive  ;D. I assume the negative number of crew produced the error. See attached file.

Edit
I see the numbers seesaw every subsequent event interval alternating between real and imaginary numbers increasing at every step (see second attachment). Without the designer password its a game killer.

Edit 2
If you eject the survivors/POWs into space it does not prevent the terminal "3012 Check Crew Morale Error". You have to delete/destroy the ship.

Just a thought but I did not think NPR's used the maintenance rules?
Title: Re: Official v6.20 Bugs Thread
Post by: SpikeTheHobbitMage on May 25, 2013, 01:56:59 PM
Quote from: BigJoke link=topic=5651. msg62765#msg62765 date=1367509206
And that's the problem : I don't attempt to run multiple instances of Aurora.   In the task manager, there is only one instance of Aurora.  exe running. 
As I said, I have this problem even after a full reboot, and with just one launch of Aurora.  exe.   Hence my search of any other Aurora.  exe or Stevefire.  mdb on my system that Windows could've copied and used without telling me.   But as far as I can tell, that's not the case. 

And that's why I have no idea why Aurora tells me "This is a copy!" on two different computers, while it's been working flawlessly on two separate occasions on one of these computers.   And why I'm asking for help. 


I see you found a fix in another thread (disable BitDefender).   This cowboy isn't so lucky.

This hit me upgrading from 554 to 560.   621 is also affected, hence the post here.

As I am running Linux, I will post the details under the 'Bugs observed in Linux' thread.
Title: Re: Official v6.20 Bugs Thread
Post by: GodEmperor on May 27, 2013, 10:39:34 AM
Aurora All-in-one Portable 6.  21.   

1.   Turning on " Max weapon range ( ships ) " from Display 2 and having ships with weapons but without fire control component will result in Error 6 : Overflow ( DisplayFleets ) everytime you navigate a map with that ship on screen.   Its not fatal or gamebreaking but simply annoying as hell.  Okay , something other is on the table here coz even after refit i get this bug . . .   :-[ :-X
2.   If you are building ship that is destined to join an existing TG , that TG will freeze and will not carry any order until that ship is build and join TG.   Also annoying as hell.   

1st one i discovered because i'm a dumbass :P
2nd one was discovered by mistake and im not sure if its an actual bug.   Is it ?


P.  s.   First Post - welcome and i love this game :D <3
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on May 27, 2013, 12:54:06 PM
Aurora All-in-one Portable 6.  21.   

1.   Turning on " Max weapon range ( ships ) " from Display 2 and having ships with weapons but without fire control component will result in Error 6 : Overflow ( DisplayFleets ) everytime you navigate a map with that ship on screen.   Its not fatal or gamebreaking but simply annoying as hell.  Okay , something other is on the table here coz even after refit i get this bug . . .   :-[ :-X
2.   If you are building ship that is destined to join an existing TG , that TG will freeze and will not carry any order until that ship is build and join TG.   Also annoying as hell.   

1st one i discovered because i'm a dumbass :P
2nd one was discovered by mistake and im not sure if its an actual bug.   Is it ?


P.  s.   First Post - welcome and i love this game :D <3

Number 2 is on purpose. If your shipyard is on earth, and your TG is in Alpha Centauri when the ship you are building is complete, it would teleport there.
Title: Re: Official v6.20 Bugs Thread
Post by: GodEmperor on May 27, 2013, 03:37:35 PM
Quote from: Erik Luken link=topic=5651.  msg63108#msg63108 date=1369677246
Number 2 is on purpose.   If your shipyard is on earth, and your TG is in Alpha Centauri when the ship you are building is complete, it would teleport there. 
How about first one ??

Code: [Select]
Orzel mk3 class Frigate    5 850 tons     122 Crew     473 BP      TCS 117  TH 150  EM 0
1282 km/s     Armour 1-28     Shields 0-0     Sensors 1/10/0/0     Damage Control Rating 1     PPV 20
Maint Life 0.87 Years     MSP 51    AFR 273%    IFR 3.8%    1YR 59    5YR 883    Max Repair 25 MSP
Intended Deployment Time: 6 months    Spare Berths 1    
Magazine 320    

50 EP Nuclear Thermal Engine (3)    Power 50    Fuel Use 90%    Signature 50    Exp 10%
Fuel Capacity 1 000 000 Litres    Range 34.2 billion km   (308 days at full power)

Size 5 Missile Launcher (4)    Missile Size 5    Rate of Fire 150
Missile Fire Control FC13-R20 (1)     Range 13.4m km    Resolution 20
S5 RPO Mlot (64)  Speed: 2 000 km/s   End: 13.9d    Range: 2398.5m km   WH: 2    Size: 5    TH: 9/5/2

Active Search Sensor MR5-R20 (1)     GPS 480     Range 5.4m km    Resolution 20
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

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

This design is classed as a Military Vessel for maintenance purposes

This is the only deployed type of my military vessels.   
And i get Overflow error 6 ( DisplayFleets ) every time i move around system map ( zoom, move to any side etc.   ) after switching on Max Weapon Range ( Ships ) from the Display2 map menu.  .  .  .  .   
Is something wrong about that missile ( S5 RPO Mlot a.  k.  a.   Hammer in english ) ?
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on May 27, 2013, 04:16:47 PM
How about first one ??

Code: [Select]
Orzel mk3 class Frigate    5 850 tons     122 Crew     473 BP      TCS 117  TH 150  EM 0
1282 km/s     Armour 1-28     Shields 0-0     Sensors 1/10/0/0     Damage Control Rating 1     PPV 20
Maint Life 0.87 Years     MSP 51    AFR 273%    IFR 3.8%    1YR 59    5YR 883    Max Repair 25 MSP
Intended Deployment Time: 6 months    Spare Berths 1    
Magazine 320    

50 EP Nuclear Thermal Engine (3)    Power 50    Fuel Use 90%    Signature 50    Exp 10%
Fuel Capacity 1 000 000 Litres    Range 34.2 billion km   (308 days at full power)

Size 5 Missile Launcher (4)    Missile Size 5    Rate of Fire 150
Missile Fire Control FC13-R20 (1)     Range 13.4m km    Resolution 20
S5 RPO Mlot (64)  Speed: 2 000 km/s   End: 13.9d    Range: 2398.5m km   WH: 2    Size: 5    TH: 9/5/2

Active Search Sensor MR5-R20 (1)     GPS 480     Range 5.4m km    Resolution 20
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

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

This design is classed as a Military Vessel for maintenance purposes

This is the only deployed type of my military vessels.   
And i get Overflow error 6 ( DisplayFleets ) every time i move around system map ( zoom, move to any side etc.   ) after switching on Max Weapon Range ( Ships ) from the Display2 map menu.  .  .  .  .   
Is something wrong about that missile ( S5 RPO Mlot a.  k.  a.   Hammer in english ) ?

Well, other than the missile will be completely ineffective against anything except undefended planetary targets, the only thing I can think of is that the variable in use on the system map is a 16-bit integer rather than a 32 bit.

Some critiques on your missile. Speed - way to slow. Endurance - 2 weeks? Way too much. Your fire control can see targets out to 13.3m km. Your missile has 178x this range. Drop the missile range to 3-5x the MFC range. Put the excess into engines and warhead. You might also want to look into improving your missile cycle time. You are firing 4 missiles that move at 2000km/s every 2.5 minutes. I think even a newly TN race with minimal defenses could swat those down with no trouble at all.

Starting tech (which is what it looks like you have) should give you 8-10km/s missiles.

I realize that is not quite the question you asked, but the only thing that I know of that causes overflow errors is having a too large a number try to be shoved into a variable that's too small.
Title: Re: Official v6.20 Bugs Thread
Post by: GodEmperor on May 27, 2013, 05:11:49 PM
Quote
Well, other than the missile will be completely ineffective against anything except undefended planetary targets, the only thing I can think of is that the variable in use on the system map is a 16-bit integer rather than a 32 bit. 

Some critiques on your missile.  Speed - way to slow.  Endurance - 2 weeks? Way too much.  Your fire control can see targets out to 13. 3m km.  Your missile has 178x this range.  Drop the missile range to 3-5x the MFC range.  Put the excess into engines and warhead.  You might also want to look into improving your missile cycle time.  You are firing 4 missiles that move at 2000km/s every 2. 5 minutes.  I think even a newly TN race with minimal defenses could swat those down with no trouble at all. 

Starting tech (which is what it looks like you have) should give you 8-10km/s missiles. 
Well yeah , i know that whole design is probably complete crap :P Its my first game and i simply have no idea how to do smeg, i lack any benchmark/example on creating things etc and i have a deeeeep aversion to any tutorials so i have to learn everything by myself :) And i was "wise" enough to start as a conventional empire xD
Ok nevermind ;P
Title: Re: Official v6.20 Bugs Thread
Post by: Shipright on May 29, 2013, 07:16:51 PM
Gents,

I am receiving the following error when trying to star the "all in one portal 6. 21"

1.  "Cannot create some of your include files MSSTDFMT. DLL continue?"

after which I press okay and get. . .

2.  "Error 3024 was generated by DAO.  Workspace.  Could not find file Stevefire. mdb.  Please report to pentarch"

followed by. . .

3.  Error 91 was generated by Aurora.  Object variable of with block variable not set.  Please contact pentarch"

which then repeats into infinity when you hit okay, I have to task manager out of the program to get it to stop.

Any ideas? I was able to play it once and played a few decades over a few days with it running that whole time so I know the program work, maybe its a log issue from that game?
Title: Re: Official v6.20 Bugs Thread
Post by: SpikeTheHobbitMage on May 29, 2013, 09:49:31 PM
Quote from: Shipright link=topic=5651. msg63143#msg63143 date=1369873011
Gents,

I am receiving the following error when trying to star the "all in one portal 6.  21"

1.   "Cannot create some of your include files MSSTDFMT.  DLL continue?"

after which I press okay and get.  .  . 

2.   "Error 3024 was generated by DAO.   Workspace.   Could not find file Stevefire.  mdb.   Please report to pentarch"

followed by.  .  . 

3.   Error 91 was generated by Aurora.   Object variable of with block variable not set.   Please contact pentarch"

which then repeats into infinity when you hit okay, I have to task manager out of the program to get it to stop. 

Any ideas? I was able to play it once and played a few decades over a few days with it running that whole time so I know the program work, maybe its a log issue from that game?

Those errors seem to say it can't find its files.   I see three possibilities:
1) Running from the wrong directory.   This could happen if you are using a Start Menu entry or Desktop link that has a wrong working directory.   Try opening the C:\Program Files\Aurora directory and clicking on AW_Aurora. exe, or start it from cmd. exe.

2) MSSTDFMT. DLL and Stevefire. mdb somehow got deleted.   Again, look in the C:\Program Files\Aurora directory.   If these files are missing, you need to reinstall Aurora.   If you are running Windows more recent than XP try installing to a non-system directory.   May be related to 3)

3) Permissions problem.   There are reports that Windows 7 (maybe others too?) has strange permission settings in the C:\Program Files directory.   Reinstall into another (non-system) directory, then, if you want to continue your game, copy (not move!) Stevefire. mdb to your home directory, check its permissions, then copy to the new directory.

Good luck
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on May 29, 2013, 10:50:52 PM
Gents,

I am receiving the following error when trying to star the "all in one portal 6. 21"

1.  "Cannot create some of your include files MSSTDFMT. DLL continue?"

after which I press okay and get. . .

2.  "Error 3024 was generated by DAO.  Workspace.  Could not find file Stevefire. mdb.  Please report to pentarch"

followed by. . .

3.  Error 91 was generated by Aurora.  Object variable of with block variable not set.  Please contact pentarch"

which then repeats into infinity when you hit okay, I have to task manager out of the program to get it to stop.

Any ideas? I was able to play it once and played a few decades over a few days with it running that whole time so I know the program work, maybe its a log issue from that game?

If you run it without the portable installer, do you get the same errors?
Title: Re: Official v6.20 Bugs Thread
Post by: Darkminion on June 06, 2013, 02:59:16 AM
Without fail I get one of these every time I start Aurora. 
Code: [Select]
Error in Form Load

Error -2147024770 was generated by Aurora
Automation error
The specified module could not be found
Please Report to http://aurora2.pentarch.org/index.php/board,11.0.html

followed by a whole bunch of of these
Code: [Select]
Error in UpdateGameLog

Error 91 was generated by Aurora
Object variable or With Block variable not set
Please Report to http://aurora2.pentarch.org/index.php/board,11.0.html

It worked before I lost a HD, but after I got a new one and reinstalled Win7 x64.   I just tried to access it again (aurora was on another HD) and it gave me those errors.   I have tried reinstalling a fresh copy of aurora and updating it to no avail.   


EDIT: Fixed with sfc /scannow
Title: Civilian Shipping Woes
Post by: SpikeTheHobbitMage on June 10, 2013, 01:31:37 PM
I've noticed some very odd behaviour with how my Civilian Freighters are assigned jobs.

Situation:  Due to mineral crunch, I had to relocate 2 mass drivers and some automines to an asteroid.  I had 40 Automines on Earth, ready for delivery, and 2 mass drivers on different asteroids to reposition.  I'll call the asteroids A, B, and C.

I made the following contracts in this order:
Mass driver A -> C
Mass driver B -> C
40 AM Earth -> C

Half of my freighters were parked at Earth doing nothing.  Most of the rest were on the Earth<->Luna route, with a few on runs to Mars or out of system.

All of my idle civilian freighters immediately headed for Asteroid A to pick up the lone Mass Driver there.  As each working freighter finished its current job, they also headed for A.  The first to arrive, which had a head start as it started at Luna, took that job and headed for C.  As each following freighter arrived at A, they went to B to pick up the other lone Mass Driver.  Again, the first to arrive took the job and headed for C.  The rest then went back to Earth (where they started!) and started loading Automines.

I had expected one freighter each to be dispatched to A and B, with the rest loading Automines at Earth where they started.  Alternatively, I would have expected the Automines to be shipped first, as that was closer.

As it stands, setting up any manual job that starts somewhere other than Earth sends the entire civilian fleet running.  It seems that jobs aren't reserved for a ship until it arrives, which means multiple ships will respond to a single item request.  It also seems that jobs are taken in the order created, with no consideration of distance.  This means that even with multiple jobs, all ships will try to take the first job, then when it is gone, all ships will try for the second.

This may also be related to the bug where a supply order without a destination causes all Freighters to stop working.  It may also be related to the report about Colonizers stampeding when a new colony opens up.
Title: Re: Official v6.20 Bugs Thread
Post by: SpikeTheHobbitMage on June 11, 2013, 01:34:28 PM
The Galactic Map reports that I have 620 out of 618 bodies surveyed in the Sol system.
Title: Re: Official v6.20 Bugs Thread
Post by: Person012345 on June 14, 2013, 07:43:55 PM
6th January 2000 00:00:01,Momo,Due to the complete failure of the life support systems on board Missile Complex 012, 4876 crew members have died. The remaining -4664 crew members are struggling to stay alive

Yeeeeah...

Even if we ignore the 2300% casualty rate, should the life support on conventional missile silos even fail? Is that intentional? Because I really don't think it should. Even if it is, I'm not sure "The remaining -4664 crew members are struggling to stay alive" even makes sense (and it certainly caused an error when it tried to make the next morale check).
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on June 15, 2013, 12:56:26 AM
6th January 2000 00:00:01,Momo,Due to the complete failure of the life support systems on board Missile Complex 012, 4876 crew members have died. The remaining -4664 crew members are struggling to stay alive

Yeeeeah...

Even if we ignore the 2300% casualty rate, should the life support on conventional missile silos even fail? Is that intentional? Because I really don't think it should. Even if it is, I'm not sure "The remaining -4664 crew members are struggling to stay alive" even makes sense (and it certainly caused an error when it tried to make the next morale check).

Were those automatically added at the beginning? Or did you Fast OOB them in? In the first case, there is a known bug with them, that one in fact.
Title: Re: Official v6.20 Bugs Thread
Post by: SpikeTheHobbitMage on June 15, 2013, 01:55:36 AM
F9 System Generation and Display
New systems are always generated with all jump points visible.  'No JP Survey' button does not work.

Pre-TN, non-Sol start. Game created with starting System Body and Jump Point surveys turned off.

[edit]
Also occurs creating a new system in an TN game.
[/edit]

[edit2]
This applies to both Jump Survey and Planet Survey, but it seems to only happen sometimes.  I'm not quite sure of the pattern, but Aurora seems to get confused about which empire it should apply the survey buttons to.  Also, sometimes some buttons will work but not others.  Changing the default race, restarting Aurora, and renaming the system all seem to have effects.  Oddly, it worked once in a custom start game with two player empires, but didn't work in a single empire, normal start game.
[/edit2]
Title: Re: Official v6.20 Bugs Thread
Post by: Person012345 on June 16, 2013, 12:53:56 AM
Were those automatically added at the beginning? Or did you Fast OOB them in? In the first case, there is a known bug with them, that one in fact.

Automatic. Is the over-loss of crew a separate bug?
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on June 16, 2013, 02:42:01 AM
Automatic. Is the over-loss of crew a separate bug?

It's related. For a conventional start, don't automatically add the missile bases. Use the Fast OOB to add them, after making sure they are okay in the design screen.
Title: Re: Official v6.20 Bugs Thread
Post by: SpikeTheHobbitMage on June 17, 2013, 12:53:24 PM
Building a PDC does not lock the design.  The design can then be modified while the PDC is being built without affecting the build cost.  Adding new construction sees the new build cost.  The design can also be deleted while under construction.  If both the Industry tab and the Ship Design window are open, it is then possible to add new construction at 0 cost.
Title: Re: Official v6.20 Bugs Thread
Post by: SpikeTheHobbitMage on June 17, 2013, 04:59:34 PM
Refitting a ship does not update its speed to the new [edit]lower[/edit] maximum.
Title: Re: Official v6.20 Bugs Thread
Post by: SpikeTheHobbitMage on June 18, 2013, 01:37:54 PM
Error 3201 in AutomatedDesign
"You cannot add or change a record because a related record is required in table 'Tech Systems'"

This occurred about 5 months after I researched Nuclear Thermal Engine when my shipping companies tried to build their first ships.  The second line build their first F1 Freighter, but the first line failed to build anything.

I suspect my civs were trying to build a C1 Colonizer before I researched Cryogenic Transport.

[edit]And again 2x 5 day steps later, Error 3201, line 2 build another F1 Freighter and line 1 failed to build anything.[/edit]
[edit2]That is 3 for 3 now.  This time line 1 built an L1 Liner.  Line 2 is broke, so they couldn't build anything.[/edit2]
[edit3]My lack of Cargo Handling System might be a factor too ;D[/edit3]
Title: Re: Official v6.20 Bugs Thread
Post by: SpikeTheHobbitMage on June 19, 2013, 12:32:54 AM
Teams can be moved onto civilian ships, but cannot be moved off.  The only way to recover is to find and individually remove each member from the team using the Leaders screen.
Title: Re: Official v6.20 Bugs Thread
Post by: shoobs on June 19, 2013, 12:36:01 AM
Is there any way to figure out what is causing the OrbitalMovement divide by Zero bugs?
Title: Re: Official v6.20 Bugs Thread
Post by: SpikeTheHobbitMage on June 19, 2013, 01:48:26 AM
Time and distance display when heading to a Lagrange Point is wrong.  This occurs both on F3 System Map and in F12 Task Groups.  It appears to be showing the distance from the ship to the primary instead of to the LP.  All Orders distance and time is calculated correctly.
Title: Re: Official v6.20 Bugs Thread
Post by: ChubbyPitbull on June 25, 2013, 02:06:19 PM
Bug #1: Found this accidentally, playing a game with an NPR and I in adjacent systems. AI sent a large invasion fleet early on, then only 1-2 ships every few months, for a few years. They sent a new one through, and I was getting stuck with the 60 second "increment adjusted due to ship in firing range" bug, despite having no ship in firing range (and no message about NPRs fighting). I turned on SM mode and even looked around in designer mode, but couldn't find any combat. In fact, I made myself every race, and had no contacts in any system for any race, other than the one ship the NPR had jumped through. I was defending the jump point with 2 stations, each with 19 12 cm lasers on turrets, range 160,000 km, and 13 Particle Beams, range 200,000 km. Additionally, the stations each have 12 missile launchers with an MFC good out to about 50m km. The enemy ship moved out of beam range but I still got the 60 second increment, was the MFCs causing this? I was saving missile and did not want to fire them. EDIT: After a protracted fight, my defensive stations were destroyed in a hail of size 1 missile fire; however, I am still stuck at 60 second increments because "Increment length adjusted as a ship is within firing range."

Bug #2. While poking around trying to find the reason for Bug #1, I saw the NPR race had for every increment getting an error (it's scrolled out of the log so I don't have the exact quote) "2nd Alpha Squadron is attempting to transit Jump Point with a task group size of 7, but the highest jump rating is 5." I changed over to controlling the NPR, and split 2nd Alpha Squadron into a task group of 5 and a task group of 2 ships. I switched back to my player race, and after advancing time the NPR jumped 30 ships into my system. So the AI getting stopped from jumping the one task group through was apparently holding up its entire fleet.

Bug #3. After the enemy fleet finally transited, my 2 defense stations opened fire trying to do what they could. I only have one ECCM on each station, so I assign it to the Particle Beam Fire control when they fire, then assign it to the 12 cm lasers fire control while the Particle Beams recharge. After the first volley, when it came time to fire again I didn't see the log message that the Particle Beams fired, hit, or missed. In the F8 Combat Assignments Window, I saw the fire control on both stations no longer had any Particle Beams assigned to it. Figuring I mis-clicked, I reassigned them all back to the Fire Control. However, I still didn't see the Particle Beams shooting. Looking through the logs, I get the log message of the Particle Beam fire control targeting the enemy, within range. I see the log message "Particle Beam (x13) recharging, 5 power in capacitor, 15 power required to fire", but the only hit/miss messages are for the 12 cm lasers. On the next 15 second cycle, it does appear that the particle beams fire again.
Title: Re: Official v6.20 Bugs Thread
Post by: ChubbyPitbull on June 26, 2013, 03:14:19 PM
"Error in ExecuteOrders: Error 5 was generated by Aurora. Invalid procedure call or argument."

Current game is hosed due to this, hitting "OK" on this error causes it to pop up again forever; pretty sure I know how I caused it though.

I had 3 wings of bombers trying to chip away at the enemy fleet from my previous post. To speed reloads, I had a task group of Colliers "CO Peregrine-B 001" set to move to a nearby asteroid. After the 3 bomber wings had expended their ordnance, I had set the first one to empty to "Absorb CO Peregrine-B 001", for eventual reload, and the other two bomber wings were set to "Move to CO Peregrine-B 001". After some time passed, the first bomber wing reached and absorbed "CO Peregrine-B 001", which I assume deleted the task group. Without advancing the time increment, I reloaded each bomber from the F6 window from the TG Colliers. I then detached the first collier, "CO Peregrine-B 001", thus recreating the previous task group "CO Peregrine-B 001", and used the Task Group window to add the remaining colliers in the bomber wing task group to "CO Peregrine-B 001". The bomber wing was ordered to again pursue the enemy fleet, and "CO Peregrine-B 001" was ordered to "Join" the second bomber wing incoming for reloads. I did not change the "Move to CO Peregrine-B 001" orders of the other two bomber wings. When I advanced time (1 hour increment I believe), the Error in Execute Orders: Error 5 popped up and now will not go away. I had to kill Aurora.exe in Task Manager to exit.

I am able to recreate this infinite ExecuteOrders error reliably by absorbing a fleet other fleets have move orders to, and detaching a ship re-creating a fleet of the same name as the move orders on the same increment. I loaded up the Space 1899 game that comes in the DB, incremented time to ensure everything was smooth, and detached OWP Khan 001-004 from the Battle Task Group into their own task groups. I used SM mode to put OWP Khan 001 and OWP Khan 002 on Mercury, then gave OWP Khan 003 and OWP Khan 004 move orders to OWP Khan 001. I incremented time 5 seconds to ensure everything was still good, I then gave OWP Khan 002 orders to absorb OWP Khan 001. Incrementing time an hour, OWP Khan 002 absorbed OWP Khan 001, removing the OWP Khan 001 task group. On the same turn I then detached OWP Khan 001 from OWP Khan 002, re-creating the OWP Khan 001 task group. Incrementing time again an hour, I now get the "Error in ExecuteOrders: Error 5" forever until I use task manager to kill Aurora.exe.


EDIT: If I resume the game after force quitting Aurora due to this error and increment time, the ExecuteOrders Error 5 returns and I have to force quit again. If I resume the game, and remove the "Move to OWP Khan 001" orders from the OWP Khan 003 and OWP Khan 004 task groups, I can increment time normally, and then re-add the "Move to OWP Khan 001" order without issue.
Title: Re: Official v6.20 Bugs Thread
Post by: Charlie Beeler on June 26, 2013, 04:00:17 PM
@ChubbyPitbull   That's not a bug, it's a user error.  Even though you "recreated" the TG name it's not the same TG.  The tables store id's numericly and each new TG gets the next sequenial id. 
Title: Re: Official v6.20 Bugs Thread
Post by: ChubbyPitbull on June 26, 2013, 05:00:37 PM
@ChubbyPitbull   That's not a bug, it's a user error.  Even though you "recreated" the TG name it's not the same TG.  The tables store id's numericly and each new TG gets the next sequenial id.  

I believe that is what's happening as well. The reason this is a bug is because these actions cause the program to get stuck in an infinite error loop that requires a force-quit of the program to recover from, in addition to the user having to manually fix the error condition to continue playing the specific game.

My expectation would have been that in this situation the deleted task group would have caused a "Destination Not Found" message for the task groups with move orders, rather than the error loop. Similar to how task groups with orders to follow an enemy contact respond to said contact being destroyed or falling out of contact.
Title: Re: Official v6.20 Bugs Thread
Post by: shoobs on June 27, 2013, 02:07:48 AM
Getting a constant "No ranks found" error upon year 42 in a conventional start game.  I also had an overflow bug some time back, could this be related?
Title: Re: Official v6.20 Bugs Thread
Post by: Charlie Beeler on June 27, 2013, 08:02:53 AM
I believe that is what's happening as well. The reason this is a bug is because these actions cause the program to get stuck in an infinite error loop that requires a force-quit of the program to recover from, in addition to the user having to manually fix the error condition to continue playing the specific game.

My expectation would have been that in this situation the deleted task group would have caused a "Destination Not Found" message for the task groups with move orders, rather than the error loop. Similar to how task groups with orders to follow an enemy contact respond to said contact being destroyed or falling out of contact.

This gets reported from time to time and it's been around since inception.  Steve has not considered it to be a big enough issue to murphy proof the occurance. Thus when it is posted as a bug the response is that it is a user error.  No, that is not an ideal response. 
Title: Re: Official v6.20 Bugs Thread
Post by: ChubbyPitbull on June 27, 2013, 10:07:27 AM
This gets reported from time to time and it's been around since inception.  Steve has not considered it to be a big enough issue to murphy proof the occurance. Thus when it is posted as a bug the response is that it is a user error.  No, that is not an ideal response.  

Roger that! Thanks for the explanation. I'm just reporting the bugs as I find them with as much detail as I can provide, I'm not investing emotionally in the priority that gets assigned to them. :)
Title: Re: Official v6.20 Bugs Thread
Post by: shoobs on June 27, 2013, 04:44:14 PM
Any idea on how to fix that No ranks/can't create commanders bug?
Title: Re: Official v6.20 Bugs Thread
Post by: DAW69 on June 30, 2013, 10:46:47 AM
There is a bug with issuing repeating orders that involve intra-system jumps such as

pick up stuff
jump from L1 to L3
drop off stuff
jump from L3 to L1

If I the repeat button, the route fails the second time it is run with your TG emerging somewhere crazy from L3 and in my case setting off on a half light year journey to refuel. . . .  :o I also get an error 6: overflow

But if I set the repeats up manually it works ok, so I guess the bug is in the routine that repeats orders somewhere.
Title: Re: Official v6.20 Bugs Thread
Post by: Saibot on July 06, 2013, 02:41:08 AM
I think my civilian mining colonies are frozen.  The mining tab has been showing a stockpile for years even though they're supposed to have unlimited mass driver.
Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on July 06, 2013, 08:05:05 AM
I think my civilian mining colonies are frozen.  The mining tab has been showing a stockpile for years even though they're supposed to have unlimited mass driver.

Have you set a target for the mass driver?

Title: Re: Official v6.20 Bugs Thread
Post by: Saibot on July 06, 2013, 07:15:54 PM
Yes, I set the target and set the orders to buy production.
Title: Re: Official v6.20 Bugs Thread
Post by: Saibot on July 06, 2013, 11:43:23 PM
Ok, I just checked them both and they have mineral packets going out.  I noticed something about a reserve rate, maybe that's why the stockpiles aren't moving.  How do I change that?
Title: Re: Official v6.20 Bugs Thread
Post by: Saibot on July 10, 2013, 09:29:40 PM
The game is randomly assigning supply orders to empty asteroid colonies. I get an interrupt for failure to load, then go and see that it's marked as a supply point for hundreds of mines and several deep space tracking stations.
Title: Re: Official v6.20 Bugs Thread
Post by: Rolepgeek on July 12, 2013, 07:08:45 PM
I've seen it before after searching, and running the game as administrator did not fix it.   I recently had combat with an NPR(he was stationed around a Jump point, I didn't know, had a hell of a hard time and lost some ships, but obliterated all his), and am heading home to refuel and repair, and while I'm in the intervening system, I get this:
Error in CheckCrewMorale

Error 3021 was generated by DAO.  Field
No current record
Please report to.  .  .  etc. 
When I click OK, it comes back.   And then again.   And then it changes to
Error 3021 was generated by DAO.  Recordset
No current record
Please report to.  .  .  etc. 
And then back to the first, and then to
Error 3021 was generated by DAO.  Recordset
Update or CancelUpdate without AddNew or Edit. 
Please report to.  .  .  etc. 
and then cycles back through.

EDIT: When I close the game, I get this, which doesn't go away until I task manager the aurora. exe process into oblivion.

Error in UpdateGameLog
Error 3420 was generated by DAO. Database
Object invalid or no longer set
Please report. . .
Title: Re: Official v6.20 Bugs Thread
Post by: Dr. Toboggan on July 13, 2013, 06:00:26 PM
Started new game, 1000 systems, 50 system gen chance, 15 system spread, npr gen chance 30, conventional, and every time I press 30 days it gives me this error or a small variation of it and it will not go away.


Error 3021 was generated by DAO. Field, recordset,
No current record.
Please report to the forum
Title: Re: Official v6.20 Bugs Thread
Post by: joeclark77 on July 15, 2013, 11:57:34 AM
I had a bunch of errors trying to launch a fighter squadron in a recent game.  (Sorry, I should have posted right away, now I'm at work.)  I figured out the problem was an apostrophe in the squadron's name, and removing the apostrophe solved the problem.  It was a default name, "Lindbergh's Own".  I see this bug has been reported before for version 3.0 and for version 5.20, but I did not find it mentioned in this thread.
Title: Re: Official v6.20 Bugs Thread
Post by: Icefire on July 15, 2013, 03:20:28 PM
It seems I'm not the only one getting this problem?

Error 3021 was generated by DAO. Recordset -(after hitting ok a few times, . Recordset changes to . Field)
No current record
Please report to the forum

I get this almost immediately following game creation, provided I hit any of the increment buttons (5 or more, 1 and below doesn't seem to cause an instant issue, but likely would)

If I continue to hit enter, I get

Error 3020 was generated by DAO. Recordset
Update or CancelUpdate without AddNew or Edit
Please report etc

Effectively makes the game unplayable.  I've tried a fresh install to a new folder, no luck.  Considering deleting all relative files and then retrying.
Title: Re: Official v6.20 Bugs Thread
Post by: joeclark77 on July 15, 2013, 03:56:47 PM
Icefire, are you doing a non-TN start? If you start with the default ICBM bases you will get this kind of error and it kills your game.  Just delete the missile bases and fast-OB them back if you really want them.
Title: Re: Official v6.20 Bugs Thread
Post by: Rolepgeek on July 15, 2013, 05:17:47 PM
I got a very similar bug in a trans-newtonian game.  Not at the start though.
Title: Re: Official v6.20 Bugs Thread
Post by: Icefire on July 15, 2013, 05:37:48 PM
Quote from: joeclark77 link=topic=5651. msg64180#msg64180 date=1373921807
Icefire, are you doing a non-TN start? If you start with the default ICBM bases you will get this kind of error and it kills your game.   Just delete the missile bases and fast-OB them back if you really want them.

I am doing non-TN start.  I considered that being the problem briefly, but never the missile bases.  Thanks :)

It worked as well! I can finally begin my actual game :D
Title: Re: Official v6.20 Bugs Thread
Post by: joeclark77 on July 15, 2013, 08:09:22 PM
Glad I could help.  I've had a similar error when I had a fighter with damage to its crew quarters that I didn't bother to repair after the battle.  It has something to do with the routines for checking morale.  It'll give you a message (among several other messages) saying there was insufficient life support and 14,000 crew members have died [or any arbitrary number].  The other -13,999 crew members... something something.
Title: Re: Official v6.20 Bugs Thread
Post by: Evanissimo on July 19, 2013, 01:27:53 PM
I am having a bit of a problem as I just got a new computer running windows 8.   The problem with Aurora seems to be with the expandable/collapsable lists in the sidebars of the combat overview, colony summary, and OOB organizer windows.   Whenever I got to expand them, they visually do not expand, leading to the game being completely unplayable.   However, while the visual aspect seems to be broken, if I click around enough I will eventually select something, as if the list actually had been expanded.   I am also wondering if this has anything to do with the fact that this computer is also a touchscreen. 

Edit: I tried using a second monitor to overcome the touchscreen problem, however this did not fix anything.
Title: Re: Official v6.20 Bugs Thread
Post by: Icefire on July 26, 2013, 05:35:07 PM
I get a random error 91 now everytime I zoom, or try to time increment.  Might happen with other things, but that's all I've tried so far.  This is also 28 years into the game.

Exact message:

Error 91 was generated by Aurora
Object variable or With block variable not set
Please report
Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on August 03, 2013, 12:03:15 PM
I get a random error 91 now everytime I zoom, or try to time increment.  Might happen with other things, but that's all I've tried so far.  This is also 28 years into the game.

Exact message:

Error 91 was generated by Aurora
Object variable or With block variable not set
Please report

Try clicking the Min Zoom button if you run into this problem (near the top left)

Steve
Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on August 03, 2013, 12:08:58 PM
6th January 2000 00:00:01,Momo,Due to the complete failure of the life support systems on board Missile Complex 012, 4876 crew members have died. The remaining -4664 crew members are struggling to stay alive

Yeeeeah...

Even if we ignore the 2300% casualty rate, should the life support on conventional missile silos even fail? Is that intentional? Because I really don't think it should. Even if it is, I'm not sure "The remaining -4664 crew members are struggling to stay alive" even makes sense (and it certainly caused an error when it tried to make the next morale check).

The code is supposed to kill a percentage of the crew. However, it was multiplying by 1-100 instead of 0.01 to 1 :)

Fixed for v6.30

Steve
Title: Re: Official v6.20 Bugs Thread
Post by: Aloriel on August 03, 2013, 05:39:26 PM
I thought for sure I'd find this bug reported considering the popularity of box launchers, but a search produced unrelated results. . .  *shrug*

It would seem that the box launcher has issues with its reload times.  I was given a reload time of 37. 5 minutes on the description of the launcher, and the number of seconds initially listed in the combat display corresponds to this figure.  My box launchers have taken hours to reload at this point (they still aren't loaded).  It wouldn't be such a problem, except that I have a major enemy fleet bearing down on me LOL.

A little experimentation gave me these results: if I hit 5 seconds, 1 second is marked off.  If I hit 30 seconds, 6 seconds are marked off.  This seems to follow a pattern, but it breaks down at higher numbers.  5 minutes only marks off 40 seconds instead of the expected 60 by the above pattern.  I'd keep testing, but the fleet is getting pretty close.  I don't think I can hit larger times without hitting weapons range of my other craft.

It's definitely not following 1:1 time.

Additional info:
Fleet at 100% training.  Mothership at 34% grade bonus.  Fighters at variable grades from 2% to 15%.
It's trying to reload 45 fighters with 2 box launchers each.  Box launchers are size 5.  Missiles are size 5.

Worst comes to worst, I have a lot of PD. . .  so I'll just kite them with my longer beam weapons range.  I'll still win, but not the way I wanted to LOL
Title: Re: Official v6.20 Bugs Thread
Post by: sloanjh on August 04, 2013, 09:45:36 AM
The code is supposed to kill a percentage of the crew. However, it was multiplying by 1-100 instead of 0.01 to 1 :)

So you're saying it was a case of over-kill? :)

:: ducks and runs for cover::

John
Title: Re: Official v6.20 Bugs Thread
Post by: joeclark77 on August 05, 2013, 09:23:42 AM
The code is supposed to kill a percentage of the crew. However, it was multiplying by 1-100 instead of 0.01 to 1 :)

Fixed for v6.30

Steve
That explains why the calculation is wrong.  But... why do the missile complex crews need to die in the first clock-tick to begin with?  Is this a subtle anti-war easter egg?
Title: Re: Official v6.20 Bugs Thread
Post by: Bgreman on August 05, 2013, 12:24:06 PM
Think I sussed out a long-running bug (which may actually have already been fixed in 6.0+, but I haven't seen anything about it that I remember).

The ETA listed on the Task FORCE screen is almost always wrong when compared to the ETA listed on the Task Group screen.  The Task Group screen is correct, the Task Force screen has ETEs that are off by a factor of ten.

Code: [Select]
Dist (M km) Speed (km/s) ETE (s)         ETE (h:m:s) TF ETE Ratio
215.5         984         219004.065 60:50:04 6:05 10.00018265
394.3         477         826624.7379 229:37:05 22:57 10.00514403
476.7         1600         297937.5 82:45:38 8:16 10.01135753
117         990         118181.8182 32:49:42 3:17 9.998477157

The third column is the time en-route (in seconds) calculated by simply dividing the distance remaining by the speed of the task group.  The fourth column is this same value expressed as hours:minutes:seconds (and matches up with what the Task Group screen displays in each case).  The fifth column is the ETA listed for each task group on the Task Force Organization (Ctrl+F4) window.  The last column is the calculated en-route time divided by the TFO screen displayed time.  It is close to 10 for all cases.

Does the code for generating the line in the TFO screen maybe have an extra factor of ten dividing something?
Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on August 06, 2013, 05:17:39 PM
That explains why the calculation is wrong.  But... why do the missile complex crews need to die in the first clock-tick to begin with?  Is this a subtle anti-war easter egg?

It's a known bug that is fixed in v6.30

Steve
Title: Re: Official v6.20 Bugs Thread
Post by: ZimRathbone on August 08, 2013, 09:14:41 PM
Cloaking Device bug

I recently decided to try doing a Stealth Scout, and so for the 1st time since v2.1,  I researched cloaking devices in more than a cursory fashon, and got it up to Eff 5 & 85% reduction.

I created a corvette sized Shadow device (for 5Kt ships) but then realised that my 10Kt fleet scout would be a better platform to use so while I was waiting for the Destroyer Shadow to be developed I thought I'd test the design using 2x Corvette Shadows.

Here is the summary of the class before mods
Code: [Select]
Beholder-II class Scout    10,000 tons     196 Crew     2340.5 BP      TCS 200  TH 1800  EM 0
9000 km/s    JR 4-1000     Armour 2-41     Shields 0-0     Sensors 84/84/0/0     Damage Control Rating 3     PPV 0
Maint Life 1.23 Years     MSP 439    AFR 266%    IFR 3.7%    1YR 301    5YR 4521    Max Repair 600 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 18    
Hangar Deck Capacity 500 tons     Cryogenic Berths 1000    

StarShifter    10Kv2     Max Ship Size 10200 tons    Distance 1000k km     Squadron Size 4
Hi-Power MagFus SpaceDrive (6)    Power 300    Fuel Use 70.98%    Signature 300    Exp 12%
Fuel Capacity 2,985,000 Litres    Range 75.7 billion km   (97 days at full power)

Guardian Mk2 r778(s) (1)     GPS 51600     Range 779.0m km    Resolution 86
HeatSens s6r84 (1)     Sensitivity 84     Detect Sig Strength 1000:  84m km
ElectroSens s6r84 (1)     Sensitivity 84     Detect Sig Strength 1000:  84m km

ECM 20

and after adding the two undersized cloaks
Code: [Select]
Beholder-III class Scout    10,000 tons     253 Crew     3031.5 BP      TCS 30  TH 525  EM 0
7500 km/s    JR 4-1000     Armour 4-41     Shields 0-0     Sensors 84/84/0/0     Damage Control Rating 4     PPV 0
Maint Life 1.64 Years     MSP 758    AFR 200%    IFR 2.8%    1YR 331    5YR 4972    Max Repair 600 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Cryogenic Berths 400    

StarShifter    10Kv2     Max Ship Size 10200 tons    Distance 1000k km     Squadron Size 4
Whisper MagFus SpaceDrive (6)    Power 250    Fuel Use 36%    Signature 87.5    Exp 10%
Fuel Capacity 1,280,000 Litres    Range 64.0 billion km   (98 days at full power)

Guardian Mk2 r778(s) (1)     GPS 51600     Range 779.0m km    Resolution 86
HeatSens s6r84 (1)     Sensitivity 84     Detect Sig Strength 1000:  84m km
ElectroSens s6r84 (1)     Sensitivity 84     Detect Sig Strength 1000:  84m km
Cloaking Device: Class cross-section reduced to 15% of normal

ECM 30

I was surprised that the TCS had dropped but I thought perhaps that it was treating the devices as cumulative, so I removed one of the cloaks.
Code: [Select]
Beholder-III class Scout    8,950 tons     213 Crew     2819.5 BP      TCS 26.85  TH 525  EM 0
8379 km/s    JR 4-1000     Armour 4-38     Shields 0-0     Sensors 84/84/0/0     Damage Control Rating 4     PPV 0
Maint Life 2.01 Years     MSP 788    AFR 160%    IFR 2.2%    1YR 259    5YR 3887    Max Repair 600 MSP
Intended Deployment Time: 12 months    Spare Berths 40    
Cryogenic Berths 400    

StarShifter    10Kv2     Max Ship Size 10200 tons    Distance 1000k km     Squadron Size 4
Whisper MagFus SpaceDrive (6)    Power 250    Fuel Use 36%    Signature 87.5    Exp 10%
Fuel Capacity 1,280,000 Litres    Range 71.5 billion km   (98 days at full power)

Guardian Mk2 r778(s) (1)     GPS 51600     Range 779.0m km    Resolution 86
HeatSens s6r84 (1)     Sensitivity 84     Detect Sig Strength 1000:  84m km
ElectroSens s6r84 (1)     Sensitivity 84     Detect Sig Strength 1000:  84m km
Cloaking Device: Class cross-section reduced to 15% of normal

ECM 30

Basically Aurora gives the TCS reduction regardless of the tonnage that the device is rated for.  There needs to be a check similar to the one for Jump Engines to ensure that the cloak rating is big enough for the class before the TCS is reduced, and an error message displayed if you have too small a cloak installed.
Title: Re: Official v6.20 Bugs Thread
Post by: canshow on August 14, 2013, 06:26:29 PM
V6.   21
Quote
Error in SetupWrecks

Error 3265 was generated by DAO.    FIELDS
Item not found in this collection.   
Please report to blahblahblah.    .    .    .   

When I try to close the game from the taskbar I get this message right after

Quote
Error in UpdateGameLog

Error 3420 was generated by DAO.    DATABASE
Object invalid or no longer set.   
Please report to blahblahblah

Both errors are infinite.     I get 1 other error before the 1st one though, which isn't infinite.     Forgot what its called though.   


Anyways, this happens occasionally when I run into a new system.     I'm forced to restart the game so it seeds a different system without wrecks.     This has only happened on my current game which I set up differently;

150 Max systems
200% difficulty
2 NPRs generated (AI controlled only)
99mil RP auto-dis in designs and tech
No overhauls needed
No extra-galactic invaders

I also have encountered a similar finite-error with pirate generation.   

And in this game I met 1 NPR race that had 3 colonies.     There were no ships in the system, its homeworld was undefended, and the 2 moons it had colonies on (55 thermal and 55 EM) had several infantry units on it.     I couldn't attack either moon colony with missile ships, and was forced to capture them.     When I did, they had human populations (and not the alien population (what the hell?)) Just found that to be highly unusual. 

Additional quirks I've noticed;
Systems overlap eachother in systems map
No way to read running text in textboxes.   (like whether continual expansion is paused or not)
Title: Re: Official v6.20 Bugs Thread
Post by: lord of waffles on August 15, 2013, 10:19:34 PM
I just got an error 11 divide by zero  in orbital paths

time and orbits will increase but its an infinite error and happens at each increment now.
Title: Re: Official v6.20 Bugs Thread
Post by: Rolepgeek on August 19, 2013, 03:15:17 PM
The game stops working if I try to do a Space Master start. Usually. I got it to work once. But only by not touching my computer or doing anything for ten minutes or so while it did stuff. It stops responding, and such.
Title: Re: Official v6.20 Bugs Thread
Post by: Aloriel on August 20, 2013, 11:31:32 PM
Further information on the box launcher reload bug:

As you can see here, my fighter is listing approximately a 15 day reload time. This is after spending months on the carrier since the last time it fired.
(http://i225.photobucket.com/albums/dd86/aneiraelf/Boxlauncherreloadtime_zps274c6727.jpg)

This is the fighter in question:
Code: [Select]
B-1 Tiger class Bomber    220 tons     1 Crew     36 BP      TCS 4.4  TH 40  EM 0
9090 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.5
Maint Life 10.37 Years     MSP 10    AFR 3%    IFR 0.1%    1YR 0    5YR 3    Max Repair 10 MSP
Intended Deployment Time: 0.1 months    Spare Berths 9    
Magazine 10    

20 EP Magneto-plasma Drive (2)    Power 20    Fuel Use 69.18%    Signature 20    Exp 12%
Fuel Capacity 5,000 Litres    Range 5.9 billion km   (7 days at full power)

Size 5 Box Launcher (2)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours
Missile Fire Control FC5-R100 (50%) (1)     Range 5.0m km    Resolution 100
Tomahawk ASM Mk 2 (2)  Speed: 22,400 km/s   End: 121.2m    Range: 163m km   WH: 8    Size: 5    TH: 74/44/22
As you can see above, the reload time is supposed to be 37.5 minutes, or worst case 6.2 hours. Yet somehow, the box launcher is listing the aforementioned 15 days. Some of the more recent ones that I fired have less (merely 869503 seconds).

I'm not really sure what is going on, but my box launchers have essentially made my fighters one offs.

EDIT:
After posting this, I noticed something. They are counting UP. 869503 became 869504 after a 5 second tick. Something tells me that this value is actually negative right now. :/ Worse yet, it counted only 1 second, for a 5 second tick.

EDIT2:
I figured it might be helpful to add more information about my system and current status of the game:
System:
Win 7 64 bit
AMD Phenom X4 9950 Black Edition (Quad core)
4GB RAM DDR2
120GB SSD HD (contains Aurora and Windows among other things)
1.5TB HD (the rest of my stuff ;) )

Game:
25 star systems (17 explored by me)
1 starting NPR 75% difficulty
Most other things default
Current year 2105 (start year 2025)

EDIT3:
Swapped out box launchers for 25% size reduction standard launchers. They appear to be working.
Title: Re: Official v6.20 Bugs Thread
Post by: metalax on August 26, 2013, 08:17:24 AM
This was brought up in a thread (http://aurora2.pentarch.org/index.php/topic,6396.0.html) over in the academy.

If a design specified as a PDC is 500 tons or less, it appears in the list of designs to be built by fighter factories in the industry tab.

This is likely an effect of it only checking for size, now that it is not required to have a fighter-type engine to be eligible to be built in the fighter factories.

In addition to this, said PDC's show up as viable option on the ordnance/fighters tab of the class design screen for the default loadout to be loaded into the hangar bay of carriers.
Title: Re: Official v6.20 Bugs Thread
Post by: joeclark77 on August 27, 2013, 10:21:03 AM
I am experiencing the problem I've seen reported before, where civilian colony ships are taking an infinite (or at least very LOOOONG) route from Earth to Mars that has them passing through remote star systems.  Somebody has reported before that this occurs when you have jumpgate connections that form a loop.  What I'd like to know is: is this on the bug fix list for version 6.3?  Or should I just plan in future games to always use a hub-and-spoke layout for my jumpgate networks?
Title: Re: Official v6.20 Bugs Thread
Post by: wobbly on August 28, 2013, 01:11:01 PM
I designed an early antimissile:

Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 21
Speed: 25600 km/s    Engine Endurance: 3 minutes   Range: 4.0m km
Cost Per Missile: 0.7876
Chance to Hit: 1k km/s 537.6%   3k km/s 168%   5k km/s 107.5%   10k km/s 53.8%
Materials Required:    0.25x Tritanium   0.5376x Gallicite   Fuel x25

The engine is a Magneto-Plasma Drive of size 0.4 and power 1.28.  The listed Gallicite cost here on the missile design pane is 0.5376.  Here's the bill of materials on the Industry tab of the Population and Production window:

Code: [Select]
Cost: 0.7876 Size: 1
0.25 x Tritanium
16 x Uridium
80 x Gallicite

I can confirm that it's actually consuming the BOM costs when the manufacturing happens.

I designed an identical missile and the costs came out fine.  Possibly relevant: I used SM mode instant to gift myself the second (correct cost) model.  I used regular research to do the original too-expensive one.

I've got a different version of this. I have missiles that are costing me 80 Uridium to build. When I check the missile in my technology report it shows up as having 80 active sensor (is this even possible on a size 4 missile?). When I check it in previous designs on the missile page, it has no sensors on the design. I used instant to research the design. Interestingly enough 2 of my missile designs have this bug (both 80 uridium & 80 active).

Edit: Version is 6.21

Edit 2: One thing I just thought of. I did design the missile while fiddling with an active sensor in another window. Don't know if that would of made any difference.
Title: Re: Official v6.20 Bugs Thread
Post by: Paul M on August 31, 2013, 02:43:51 AM
When I attempt to launch fighters from the fighter mangement panel I get the following error (in version 6.1)

Upon Clicking the Launch button:
Error in cmdLaunch_click
Error 3163 was generated by DAO.field
"The field is too small to accept the amount of data you attempted to add."

I then click OK to remove the error message and get the following error message window

Error in cmdLaunch_click
Error 94 was generated by Aurora
"Invalid use of null."

When I click ok to remove this error window then the first shows up again, and when I click on that the second shows up.  I have to use Cntr-alt-del to open up the manager and manual terminate the fighter management panel.

When I then look in the TG list of the TG control panel I find the TG "Guardian Early Warning Pinnance-Big Ears" is present with the fighters I just attempted to launch.  Only this is the wrong squadron name...it is the first squadron name in my list of squadron names but it is not the squardon I attempted to launch.

Subsiquently when I got back to the fighter management panel I find the correct squadron is in space and can recover it.

This is completely reproducable, and is independent of which squadron I attempt to launch first.  That one will mess up, but after ending the fighter management pannel and reopening it things function normally.
Title: Re: Official v6.20 Bugs Thread
Post by: Kurt on September 01, 2013, 04:02:28 PM
Steve -

I am encountering this bug in 6.21.  Some of the missile stats given in the Technology Report screen are incorrect.  The ones I have noticed being consistently wrong are the warhead strength and maneuver ratings.  Range and speed both appear to be correct, and the others I haven't checked. 

Kurt
Title: Re: Official v6.20 Bugs Thread
Post by: Kurt on September 02, 2013, 05:28:05 PM
Steve -

I am encountering this bug in 6.21.  Some of the missile stats given in the Technology Report screen are incorrect.  The ones I have noticed being consistently wrong are the warhead strength and maneuver ratings.  Range and speed both appear to be correct, and the others I haven't checked. 

Kurt

Whoops - answering my own question (statement?).  I screwed up, ignore the above bug report. 

Kurt
Title: Re: Official v6.20 Bugs Thread
Post by: Gyorn on September 04, 2013, 02:50:36 PM
I dont think it realy is a bug, however its surely is too anyoing to be WAD:

In my current game im suffering from massive amounts of interrupts, most of them happen daily.  This has been going on for at least 1 ingame year, probably more like close to 3 (in the beginning i thought it would pass by and didnt keep track).
What i think is causing this is a whole lot of swarm ships in the home system of the NPC race.  Using Spacemaster + exporting the event files shows an awefull lot of stuff like this:

9th March 2042 19:29:46,Star Swarm,Halitherses,Hostile Ship Contact!  Contact ID: Canberra 007, Class ID: Canberra, Race ID: Herzberg Aliens #202, TCS 154  Active Sensor S112/R74 (Existing)
11th March 2042 19:29:46,SM Only,System 0,Sub-pulse length adjusted due to potential fleet interception
27th March 2042 05:44:46,Orkney,Sol,A new ship of the Nollaig class from the Sao Paulo Aliens #204 has been detected in Sol.  Our intelligence service has designated the new ship as the Nollaig 933.
27th March 2042 05:44:46,Orkney,Sol,New Thermal Contact!  Contact ID: Nollaig 925 (New), Class ID: Nollaig, Race ID: Sao Paulo Aliens #204, Strength 160

Also stuff like this, however less common:
1st April 2042 19:29:46,Orkney,Sol,An alien ship in orbit of Sol-A Asteroid #111 is emitting significant radiation.  Planetary Radiation Level is now 413


Sometimes in between actual fighting takes place, however 99% of the time this is not the case.  Is it possible that the NPC race's homeworld is not attacked but the ships hover next to it? Is there anything i can do? I can upload the entire log (and savegame) if it is of any help.
Title: [6.21] bug report: crash at start
Post by: Nibelung44 on September 08, 2013, 02:35:39 AM
Hi,

Sorry, I'm not allowed to post in the bug forum.

Here is a new game I started. I can't even process the first days, I immediately get tons of crash on 'can't update crew morale'.

Here is the attached DB as a wetransfer file . Tell me if you need more, but the bug is totally reproducible. (generate 5 or 30 days at once)
http://we.tl/KDaNuZEtbW
Title: Re: [6.21] bug report: crash at start
Post by: Erik L on September 08, 2013, 07:12:39 AM
Hi,

Sorry, I'm not allowed to post in the bug forum.

Here is a new game I started. I can't even process the first days, I immediately get tons of crash on 'can't update crew morale'.

Here is the attached DB as a wetransfer file . Tell me if you need more, but the bug is totally reproducible. (generate 5 or 30 days at once)
http://we.tl/KDaNuZEtbW


That's because you should post in the thread for the version you have the bug in.
Title: Re: [6.21] bug report: crash at start
Post by: Erik L on September 08, 2013, 07:14:28 AM
Hi,

Sorry, I'm not allowed to post in the bug forum.

Here is a new game I started. I can't even process the first days, I immediately get tons of crash on 'can't update crew morale'.

Here is the attached DB as a wetransfer file . Tell me if you need more, but the bug is totally reproducible. (generate 5 or 30 days at once)
http://we.tl/KDaNuZEtbW


Without looking at the db, it sounds like you are doing a conventional start and you left the missile bases in. Remove the missile bases and the error should go away.
Title: Re: Official v6.20 Bugs Thread
Post by: Nibelung44 on September 08, 2013, 07:59:09 AM
Yes, I have missiles bases and I started conventional... But are missiles bases not legit in conventional start (not that they can be of great use).

Thanks anyway!
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on September 08, 2013, 09:16:57 AM
Yes, I have missiles bases and I started conventional... But are missiles bases not legit in conventional start (not that they can be of great use).

Thanks anyway!

That's what I am saying. There is a known bug when you start conventional and have missile bases. You need to remove the bases and the error goes away.
Title: Re: Official v6.20 Bugs Thread
Post by: Gyorn on September 10, 2013, 07:40:03 AM
I managed to fix my interruption problem (see 6 posts above), it was indeed the swarm sitting in the NPR system.  I would wish for some kind of mechanic that prevents or solves a problem like this (e. g.  killing of the attacker or defender completely after 1 year of "system occupation").  I dont think that without my intervention this would have stopped at all. . .
Title: Re: Official v6.20 Bugs Thread
Post by: Nibelung44 on September 11, 2013, 01:25:12 AM
I get this message each time a civilian freighter is launched.

(http://s23.postimg.org/jodga76ff/error.jpg)

Should I upload the db and backup db?

What can I do to not have it anymore?

Is this screwing my game?
Title: Re: Official v6.20 Bugs Thread
Post by: MarcAFK on September 11, 2013, 09:27:24 AM
I saw something related to this earlier in this thread, try using spacemaster mode to make one of your own civilian shipyards larger than the size of the ships your civilian shipping companies has been launching.
http://aurora2.pentarch.org/index.php/topic,5448.msg56563.html#msg56563 (http://aurora2.pentarch.org/index.php/topic,5448.msg56563.html#msg56563)
Title: Re: Official v6.20 Bugs Thread
Post by: Nibelung44 on September 12, 2013, 05:57:03 AM
ok thanks...
Title: Re: Official v6.20 Bugs Thread
Post by: coyote on September 14, 2013, 05:18:15 PM
Quote from: Evanissimo link=topic=5651. msg64341#msg64341 date=1374258473
I am having a bit of a problem as I just got a new computer running windows 8.    The problem with Aurora seems to be with the expandable/collapsable lists in the sidebars of the combat overview, colony summary, and OOB organizer windows.    Whenever I got to expand them, they visually do not expand, leading to the game being completely unplayable.    However, while the visual aspect seems to be broken, if I click around enough I will eventually select something, as if the list actually had been expanded.    I am also wondering if this has anything to do with the fact that this computer is also a touchscreen.  

Edit: I tried using a second monitor to overcome the touchscreen problem, however this did not fix anything. 

Hey, I'm having this same issue with pretty much the same setup, did anyone ever figure out a solution to this?
Title: Conventional start
Post by: Rajhin on September 15, 2013, 11:13:13 AM
I have a problem with playing a conventional empire as it is goes into 3021 3021 DAO. field  No current record. error loop after 3 days of in-game time progress.  I searched around and people point it to missile bases if their decimal symbol is , but I have my set to .  so I'm clueless, anyone know why might I get this error?

On the side note: how do I go around Aurora messing up my OS design elements? (Browser/OS drop-down menus)
Title: Re: Conventional start
Post by: Erik L on September 15, 2013, 01:41:42 PM
I have a problem with playing a conventional empire as it is goes into 3021 3021 DAO. field  No current record. error loop after 3 days of in-game time progress.  I searched around and people point it to missile bases if their decimal symbol is , but I have my set to .  so I'm clueless, anyone know why might I get this error?

On the side note: how do I go around Aurora messing up my OS design elements? (Browser/OS drop-down menus)

When you start with conventional start, uncheck the "Create Missile Bases" box. This should clear up the errors.

On the side note, Aurora is supposed to revert the colors if it exits gracefully.
Title: Re: Official v6.20 Bugs Thread
Post by: Rajhin on September 16, 2013, 11:45:00 AM
Thanks, just so I know is it a standing problem right now and I shouldn't build/invest in particular things in this version or is it exclusively game start problem?
I also noticed I have 713 MSSTDFMT.  DLL Error while accesing System View and redownloading dll doesn't solve it unlike in the threads where this error is mentioned.  Fixed with downloading a software that installs it instead of redownloading dll itself.
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on September 16, 2013, 05:59:57 PM
Thanks, just so I know is it a standing problem right now and I shouldn't build/invest in particular things in this version or is it exclusively game start problem?
I also noticed I have 713 MSSTDFMT.  DLL Error while accesing System View and redownloading dll doesn't solve it unlike in the threads where this error is mentioned.  Fixed with downloading a software that installs it instead of redownloading dll itself.

It's a game start issue.
Title: Re: Official v6.20 Bugs Thread
Post by: coyote on September 16, 2013, 07:30:06 PM
No one has any idea as to why expandable/collapsible lists don't work on Windows 8?  This makes the game basically unplayable.
Title: Re: Official v6.20 Bugs Thread
Post by: Charlie Beeler on September 18, 2013, 07:22:29 AM
No one has any idea as to why expandable/collapsible lists don't work on Windows 8?  This makes the game basically unplayable.

Verify that you set compatability to XP.  If that doesn't work you're probably SOL.  To my knowledge Steve maintains an XP platform to Aurora development.
Title: Re: Official v6.20 Bugs Thread
Post by: Nibelung44 on September 18, 2013, 03:26:26 PM
I have Ground training facilities on Mercury with a +20% Ground units speed governator ;) and yet, I see no change in recruitment speed?
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on September 18, 2013, 03:31:12 PM
I have Ground training facilities on Mercury with a +20% Ground units speed governator ;) and yet, I see no change in recruitment speed?

From the wiki:
Quote
Ground Combat Bonus: Used by ground unit commanders. Increases the combat strength of a ground unit by the bonus. Bonuses stack for division, brigade, and unit commanders.
 
Ground Forces Training Rating: Non-HQ Units subordinate to this officer get a chance to improve their Morale over time. Officer must command an HQ with units attached. If the officer commands a division, this bonus is halved, but applied to all non-HQ units in that division.
 
Ground Unit Construction Speed Bonus: Used by planetary or sector governors. A bonus to the rate at which ground troops are trained at the population if this officer is the planetary governor. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus.
 

So which bonus does he have?
Title: Re: Official v6.20 Bugs Thread
Post by: Mel Vixen on September 18, 2013, 07:17:46 PM
Ok guys i just crashed my games on a "devision by zero" i guess. The ordeal started when i created a Hangar PDC for my Fighters. Not wanting to waste crew or minerals on it i had set the deployment time to a fraction of one (something around 0.000001).  

This then happened:

(http://sv576.farm.vos-systems.net/a88acf4bd58ee8633fc83b2515adc461.png)

Uppon building the PDC i get an error 3020, 3021 loop on crew morale. Restarting the game and deleting the PDC helps thought.


*edith* well it should work now.
Title: Re: Official v6.20 Bugs Thread
Post by: Nibelung44 on September 19, 2013, 12:53:19 AM
At Erik:

No bug in the end. The +20% is on recruitment speed. The planned time is not using it to calculate the end of training, but I do see the estimated date shrink regularly though, so the bonus is applied.
Title: Re: Official v6.20 Bugs Thread
Post by: Charlie Beeler on September 19, 2013, 07:18:17 AM
Ok guys i just crashed my games on a "devision by zero" i guess. The ordeal started when i created a Hangar PDC for my Fighters. Not wanting to waste crew or minerals on it i had set the deployment time to a fraction of one (something around 0.000001).  

This then happened:

(http://sv576.farm.vos-systems.net/a88acf4bd58ee8633fc83b2515adc461.png)

Uppon building the PDC i get an error 3020, 3021 loop on crew morale. Restarting the game and deleting the PDC helps thought.


*edith* well it should work now.

This is a self inflicted wound.  IIRC the code will truncate past 4 decimal places.  The truncation left your zero time which appears to be your divide by zero.  The calc that is throwing the error is the one for adding crew berths for deployment.
Title: Re: Official v6.20 Bugs Thread
Post by: AbuDhabi on September 19, 2013, 11:52:16 AM
I have a weird bug concerning a purportedly colonizable gas giant.  The system of Altair has a false report of a CC 0 uninhabited world on the Galactic Map.  This world is not visible in Potential Colonies.  It is not visible in System View, but the clipboard dump from there gives the local gas giant a CC of 0.  

More details: http://aurora2.pentarch.org/index.php/topic,6430.0.html
Title: Re: Official v6.20 Bugs Thread
Post by: Mel Vixen on September 19, 2013, 01:19:35 PM
This is a self inflicted wound.  IIRC the code will truncate past 4 decimal places.  The truncation left your zero time which appears to be your divide by zero.  The calc that is throwing the error is the one for adding crew berths for deployment.

I know and i actually expected something like that (still had to try). IMHO Aurora should handle and check the inputs for plausibility for cases like that or disallow ships without quarters. I did post it here to document this behavior for Steve.
Title: Re: Official v6.20 Bugs Thread
Post by: Mr.Bananza on September 21, 2013, 10:57:49 PM
I'm playing with the 6. 21 version and this bug came up with commanders having a astronomical (pun intended) fighter bonus after being assigned to a fighter for about a year.

This fighter does not have a mothership and has efficient enough engines to only be useful in the inner planets of Sol (I designed them thus so I could have a cheap way to make the appearance of protection for my colonies) As such there are 10 fighters all in one task group that I have fly around survey/xenology groups (using the tutorial setup to have a ruin on mars).

Here are the stats of one of my Captains:
Fleet Initiative Bonus: 138
Survey bonus: 10%
Fighter Combat Bonus: 1010%   <- Holy crap!
Terraforming Bonus: 10%
Diplomacy Bonus: 15%
Promotion Score: 255225

There is another with a fighter bonus of 110% and that is the extent of the crazy bonuses. 
Not really an unplayable bug, but probably a bug none-the-less.
Title: Re: Official v6.20 Bugs Thread
Post by: clement on September 22, 2013, 01:01:14 AM
The fighter combat bonus bug has been reported and already fixed for the next release.
Title: Re: Official v6.20 Bugs Thread
Post by: Nibelung44 on September 22, 2013, 12:41:31 PM
Hi,

I can confirm the bug on training units. If a unit is not dependant of an HQ (brigade), then it will never train up with a leader, whatever his rating.

If you attach a unit to a HQ, then is displayed in the grid the training value of the brigade leader, but not of the CO in command.

So clearly that's new and I guess that's a bug...
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on September 22, 2013, 02:20:35 PM
Hi,

I can confirm the bug on training units. If a unit is not dependant of an HQ (brigade), then it will never train up with a leader, whatever his rating.

If you attach a unit to a HQ, then is displayed in the grid the training value of the brigade leader, but not of the CO in command.

So clearly that's new and I guess that's a bug...

I think this is as intended. Ground units only train up when they are attached to HQ units. And the HQ CO rating is what is used. As far as I recall, it's always worked this way.
Title: Re: Official v6.20 Bugs Thread
Post by: Nibelung44 on September 23, 2013, 03:12:08 AM
ok, lets say it's WAD then... That a colonel can't train his own battalion is weird for me though.


scrapping a ship: the ETA derives constantly, even if the actual work is done. i.e you start with an ETA of say July 1st, but then 5 days later it will show July 3rd, etc.
Title: Re: Official v6.20 Bugs Thread
Post by: sloanjh on September 23, 2013, 08:18:40 AM
scrapping a ship: the ETA derives constantly, even if the actual work is done. i.e you start with an ETA of say July 1st, but then 5 days later it will show July 3rd, etc.

This is a known foible.  The work only happens during a 5-day industrial phase, but the ETA is calculated from the current moment.  So if there are 3 true days to go and the last cycle ended on June 28th, then on day 0 (June 28) it will show July 1, on day 1 July 2, ... day 4 it will show July 5 then on day 5 it will complete (with 2 days of left-over work applied to the next project).  There are subtle reasons (most of which I can't remember) why no matter what behavior Steve chooses here it will have something wrong with it.

John
Title: Re: Official v6.20 Bugs Thread
Post by: Tree on September 27, 2013, 09:39:21 AM
So I ran into some bug trying to play a game without the real stars setting.
Whenever I create a system in SM mode, it's always 61 Cygni, always the same two stars, although planets and asteroids vary.  When I create a nebula, I get a bunch of errors, and get it again when I access the nebula.  The protostar has 61 Cygni A's mass and spectral class, and in system information window, 61 Cygni B isn't listed as part of the nebula, but it does appear on the system map, while its planets appear fine in system information.  Can't seem to avoid it, it does it without fail on all games I create.

This is the error I get first, several times on the nebulae stuff :
Error in cboSystems
Error 381 was generated by MSFlexGrid
Subscript out of range

And this one once after the other :
Error in cboSystems
Error 30009 was generated by MSFlexGrid
Invalid Row Value

I can create systems other than 61 Cygni when I use real stars, but obviously can't create nebulae there.

Also, if I set it so Sol is created at game generation, instead of 61 Cygni, I get a bunch of Proxima Centauri.  No errors on the nebulae though.
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on September 27, 2013, 09:53:55 AM
So I ran into some bug trying to play a game without the real stars setting.
Whenever I create a system in SM mode, it's always 61 Cygni, always the same two stars, although planets and asteroids vary.  When I create a nebula, I get a bunch of errors, and get it again when I access the nebula.  The protostar has 61 Cygni A's mass and spectral class, and in system information window, 61 Cygni B isn't listed as part of the nebula, but it does appear on the system map, while its planets appear fine in system information.  Can't seem to avoid it, it does it without fail on all games I create.

This is the error I get first, several times on the nebulae stuff :
Error in cboSystems
Error 381 was generated by MSFlexGrid
Subscript out of range

And this one once after the other :
Error in cboSystems
Error 30009 was generated by MSFlexGrid
Invalid Row Value

I can create systems other than 61 Cygni when I use real stars, but obviously can't create nebulae there.

Also, if I set it so Sol is created at game generation, instead of 61 Cygni, I get a bunch of Proxima Centauri.  No errors on the nebulae though.

Did you have the SM Race selected when creating the systems?
Title: Re: Official v6.20 Bugs Thread
Post by: AbuDhabi on September 30, 2013, 02:44:01 PM
(Own) missile launch interrupts regardless of minimum increments. This makes it incredibly, hellishly annoying to process battles as they require user input every $reload_interval, in my case, 20s in-game.

EDIT: Possibly it is Targeting, not Missile Launch. Either way, it's quite unplayable without being able to set a battle to complete overnight.
Title: Re: Official v6.20 Bugs Thread
Post by: TheDeadlyShoe on October 01, 2013, 09:33:27 AM
Quote
(Own) missile launch interrupts regardless of minimum increments. This makes it incredibly, hellishly annoying to process battles as they require user input every $reload_interval, in my case, 20s in-game.
Put a number like 20 in "Min Inc" in top right of the system map, check the auto turns box, and select 30s.  This should run a minimum of 20 30s increments before the game will stop ticking time for interrupts.  Be warned, you can skip some important stuff this way, use it with care. 

Once you've fired all your missiles, it's a good idea to Clear Fleet targeting in the combat overview to stop the launchers from trying to fire. 
Title: Re: Official v6.20 Bugs Thread
Post by: alex_brunius on October 03, 2013, 05:52:01 PM
It's not possible to launch buoys/mines/self-guided missiles from a ship without missile fire control (at least I haven't been able to find a way).

This seems flawed since no guidance or control of these types of munition is needed at all.
Title: Re: Official v6.20 Bugs Thread
Post by: tryrar on October 06, 2013, 01:53:15 AM
I'm getting error 3035s followed by endless error 91s until I kill the program. I reload, and it's fine for a while, but then it happens again. What's up?
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on October 08, 2013, 11:22:11 AM
I'm getting error 3035s followed by endless error 91s until I kill the program. I reload, and it's fine for a while, but then it happens again. What's up?

More details. Conventional start/TN? How far into the game? What's the error box say in total?
Title: Re: Official v6.20 Bugs Thread
Post by: Nibelung44 on October 09, 2013, 11:40:07 AM
Ships with 0 crew (example a civilian "fuel pod") crashes the game, it wants to update the morale...
Title: Re: Official v6.20 Bugs Thread
Post by: AbuDhabi on October 09, 2013, 06:08:46 PM
Put a number like 20 in "Min Inc" in top right of the system map, check the auto turns box, and select 30s.  This should run a minimum of 20 30s increments before the game will stop ticking time for interrupts.  Be warned, you can skip some important stuff this way, use it with care. 

This is what I'm doing. I set minimum increments to 1, click 30s. The game returns me to command 15s or 20s later, when missiles are being launched. I set the increments to something else, I click a higher interval button - same story.
Title: Re: Official v6.20 Bugs Thread
Post by: Pocus on October 14, 2013, 07:32:25 AM
Can't refit my PDC

Each time I refit my PDC they end up with the same old design class. . .  Is it a known bug?
Title: Re: Official v6.20 Bugs Thread
Post by: Black on October 14, 2013, 08:40:54 AM
Yes that is a known bug.
Title: Re: Official v6.20 Bugs Thread
Post by: Akhillis on October 14, 2013, 10:49:02 PM
Terraforming Installation Components do not show up on summary screen when <1

-Load 0. 5 Terraforming Installations into a task group
-Unload them on a planet
-They will not show up on the new planet in the F2 summary screen.  They are definitely there, because if you continue shipping components, the Terraforming Installation will show up once it gets over 1.

Might be intended behaviour, but seems rather odd if so, because fractions of an installation will show up if there's at least one full one present.  Anyway, its a little annoying, since there doesn't seem to be a way to confirm that you've successfully move the components, or to see how many more you need.

May be me being a silly newbie, rather than a bug.
Title: Re: Official v6.20 Bugs Thread
Post by: ductape on October 22, 2013, 03:38:13 PM
Ive been having trouble with error 6 overflow (cannot center on target) in my game.  It only applies to the sol system.  I cant view it without error messages popping up, the display is blank blue with the normal buttons and display tabs, and if i try to move the camera, I CTD.  The game can still progress, I have been able to build a my first jump ship (I had a conventional start) and jump to neighboring systems, which I can view normally.  But sol is still broken.
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on October 22, 2013, 03:39:05 PM
Ive been having trouble with error 6 overflow (cannot center on target) in my game.  It only applies to the sol system.  I cant view it without error messages popping up, the display is blank blue with the normal buttons and display tabs, and if i try to move the camera, I CTD.  The game can still progress, I have been able to build a my first jump ship (I had a conventional start) and jump to neighboring systems, which I can view normally.  But sol is still broken.

There is a button someplace on the system view which sets the view to default. Click that and see if it gets fixed.
Title: Re: Official v6.20 Bugs Thread
Post by: ductape on October 22, 2013, 07:17:30 PM
Thanks Erik, the min zoom button in the top left did it
Title: Re: Official v6.20 Bugs Thread
Post by: martinuzz on October 24, 2013, 10:40:39 PM
I have just designed my first (conventional) engine tech in the ship design screen. Now, when I open the research screen, Aurora crashes with the following message, followed by an infinite amount of error 91:

"Error 3075 was generated by DOA database
Syntax error (comma) in query-expression s.ClassType = 0 and s.FighterType
 = False and s.RaceID = 184 and (s.Obsolete = False or s.ShipClassID = 0)
 and s.OtherRaceClassID = 0 and s.Size <= 61,48 and h.HullDescriptionID = s.HullDescriptionID"

"Error 91 was generated by Aurora
Object variable or With block variable not set"

Now the first time I got this error, I recalled I didn't change regional settings from Dutch (which uses comma) to UK.
So I did change my regional settings to UK, and reloaded the game.

But now I am still getting the same error.

EDIT: Running Win7 on an i7, installed aurora in D:\aurora so I am not bothered by win7 program file directory permission screwups

EDIT 2: found the solution
HOW TO CHANGE REGIONAL SETTINGS TO USE PERIOD INSTEAD OF COMMA, ON WINDOWS 7:
1) goto config screen
2) goto country and language tab
3) on the first tab, 'notations', click more settings (or extra settings whatever it's called)
4) on the first tab again, the first option you can change is called decimal sign. Change this from , to .
5) click apply

NOTE: just changing your reginal settings from whatever country you live in that uses comma, to UK will not work on windows 7
Title: Re: Official v6.20 Bugs Thread
Post by: Nibelung44 on October 27, 2013, 04:02:00 AM
How to not have an ERROR 3420 when using the order 'loard/unload minerals to reserve level'? This is very reproducible and easy to get with this order.
Title: Re: Official v6.20 Bugs Thread
Post by: alex_brunius on October 27, 2013, 08:47:14 AM
Bug when designing AMMs:
Their uridium cost is seriously messed up.

(http://i.imgur.com/vz4PLhz.jpg)


This cost is not shown in the design window (in fact it is zero since they don't have any sensors at all), but will be deducted from stockpile if I produce them.
Title: Re: Official v6.20 Bugs Thread
Post by: rabek on December 17, 2013, 07:43:59 PM
Things were going along fine, until I built a tanker.   At some point, after it refueled a fleet, advancing time threw out a bunch of errors, and when I went to check on the tanker, it had vanished.   I figured it was a fluke. 

I built another tanker (both using the OBOD thing), and the same thing happens, though it hasn't vanished. 

I get:

Error 94 was generated by Aurora
Invalid use of Null
Please report to [these forums, I can't copy/paste]

Six times, every time.   Sometimes I get another error that I'll put here if I can replicate it.   It's not happening at the moment. 

The error 94 seems repeatable.   The tanker disappearing and error #2 don't seem to be. 

I'm using the version of 6.  20 currently up, which says it incorporates 6.  21.   The help>information screen confirms 6.  21

Lemme know if there's any more information I can try to gather to be helpful. 

Edit: The vanishing tanker happened after I changed the design after making the first one.  So this all may be related to changing the design after a design already has ships in existence.
Title: Re: Official v6.20 Bugs Thread
Post by: DoktorV on December 20, 2013, 10:46:30 PM
After significant terraforming of Luna, I received the following message: "Due to increasing temperature, the ice sheet on Luna has melted, increasing the Albedo from 1 to 1. 015.  This has caused a sudden temperature increase from -27. 9C to -24. 2C. "

This is incorrect - falling albedo should cause temperatures to rise.  Further, albedo, if I remember properly, cannot exceed 1. 
Title: Re: Official v6.20 Bugs Thread
Post by: Bgreman on December 23, 2013, 01:10:09 PM
Think of Aurora albedo like the inverse of real world albedo.
Title: Re: Official v6.20 Bugs Thread
Post by: Vandermeer on December 23, 2013, 01:42:22 PM
I thought it was an error too in the beginning, but then I recognized it was transformed into a artical comparison factor. The real albedo only works as a number of 0-1, which equals 0-100% reflection, but in the game it is mostly more than 1, and supposedly (never seen it until now) also slightly less. ..So mostly around 1.
What does that mean? I think it could compare the albedo of any body to earth, like [earth real albedo] divided by [body's real albedo]= game variable albedo. This way it would indeed be hotter the higher the value. However, it cannot be this simple, as the variance in this should in the end be far greater than just +-0.4 . In reality, even the moon could get to a factor of around 3 by this equation, but it is clearly not. I guess since the real influence of albedo is not really this 1:1 on temperature in effect to begin with, and probably largely underresearched in effect anyway, it makes sense to create an artificial comparison influence factor 'through albedo somehow' then, instead of a clear albedo formula which can ultimately only be inaccurate or simply wrong.

Still very missleading to call this just "Planetary Albedo" like the original value. Better would have been Absorption-Factor, or Albedo-Disparity or something of that clarifying direction.
Title: Re: Official v6.20 Bugs Thread
Post by: Prophoem on December 27, 2013, 07:26:40 PM
I havent been playing for very long but whilst following the tutorial by alphapiomega's tutorial i finished designing the ship and set the shipyard to construct it.   but once it hit about 49% it wouldnt seem to register me pressing the accelerate time buttons but i could still access all the menus when i would press the time acceleration buttons the planets and such would move but the ship construction wouldnt go anywhere.  and the date wouldnt change.  so i figured it was a run of the mill bug so i exited out but once i came back in using Aurora i got a "Error 91 was generated by Aurora Object variable or with block variable not set" and i couldnt close the error window so then i went to use AW_Aurora then i got a "Error 3024 was generated by DAO.  Workspace could not find file "Stevefire.  mdb"" wich is very wierd because i looked i have stevefire 1-5.   so does anyone know what is going on?
Title: Re: Official v6.20 Bugs Thread
Post by: MarcAFK on December 27, 2013, 09:00:51 PM
Just a guess, but do you have windows 7/8 and have aurora installed onto program files or program files (x86)?
Win 7 does odd things to the game in those directorys.
Title: Re: Official v6.20 Bugs Thread
Post by: Prophoem on December 27, 2013, 09:11:11 PM
Nope it is in the my documents.
Title: Re: Official v6.20 Bugs Thread
Post by: Prophoem on December 27, 2013, 09:12:28 PM
But i do use windows 7.
Title: Re: Official v6.20 Bugs Thread
Post by: Prophoem on December 30, 2013, 03:52:40 PM
BTW Aurora is still not working.
Title: Re: Official v6.20 Bugs Thread
Post by: Erik L on December 30, 2013, 04:00:50 PM
Does the default game run?
Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on December 30, 2013, 04:17:46 PM
I havent been playing for very long but whilst following the tutorial by alphapiomega's tutorial i finished designing the ship and set the shipyard to construct it.   but once it hit about 49% it wouldnt seem to register me pressing the accelerate time buttons but i could still access all the menus when i would press the time acceleration buttons the planets and such would move but the ship construction wouldnt go anywhere.  and the date wouldnt change.  so i figured it was a run of the mill bug so i exited out but once i came back in using Aurora i got a "Error 91 was generated by Aurora Object variable or with block variable not set" and i couldnt close the error window so then i went to use AW_Aurora then i got a "Error 3024 was generated by DAO.  Workspace could not find file "Stevefire.  mdb"" wich is very wierd because i looked i have stevefire 1-5.   so does anyone know what is going on?

just confirm that you do have Stevefire.mdb in the installation directory - that exact file name. If the program says it can't find Stevefire.mdb, then there must be a reason for that and the most likely one is that the file is not where the program is expecting it to be. I'm not sure what you meant by Stevefire 1-5.
Title: Re: Official v6.20 Bugs Thread
Post by: Black on December 30, 2013, 04:27:02 PM
Something like this: Stevefire.mdb.2 right? Those are backups that AcidWeb's Portable Launcher Utility automatically makes when you start the game.

Prophoem, if you have for example Stevefire.mdb.2 in your folder, then you could try to remove .2 from the file's name. It will basically return your game to previous save. Maybe you will be able to run the game if you do that.
Title: Re: Official v6.20 Bugs Thread
Post by: Prophoem on January 05, 2014, 08:57:40 PM
I did what you asked but in now says SYSINFO. doc could not be created.
Title: Re: Official v6.20 Bugs Thread
Post by: Black on January 06, 2014, 01:11:49 AM
I think I had similar problem that was caused by not having admin rights on the computer.
Title: Re: Official v6.20 Bugs Thread
Post by: Cheet4h on January 28, 2014, 01:04:05 PM
Hey there! Just decided to try this awesome game really like it so far!

Also, I found a bug, I think.

I recently installed Deep Space Tracking Stations on my colonies, which are Mars and Europa in Sol and another in a neighbouring system, to have a bit of a warning if something comes nearby.
So after the civs delivered them there I wanted to check the ranges out and tried some of the values I got of my ships.  When looking at Europa though, I saw no circle, while all other colonies had one.  I double checked and Europa has a Deep Space Tracking Station installed, Strength was listed as 250. 
At first I thought Deep Space Tracking Stations don't work on moons, but when I zoomed out to see more of the solar system, I saw another *huge* circle.  Couldn't be Earth, too far north, so I minimized the value in the "Sensor" tab to 6.  It was actually Europa.  For some reason it has a huge passive sensor radius/strength for the game, the range for a signature strength of 52 is larger than the orbit of Uranus.

Image: hxxp: imgur. com/76cpIWw

The stevefire. mdb can be downloaded here: https://dl. dropboxusercontent. com/u/19788520/Stevefire. mdb

Also, when closing the game it takes extremely long for the process to end itself, while using one core fully and only slowly reducing the used memory.  Is this normal behaviour?
Also, can I restart the game while it's ending or would this corrupt the database?
I'm using the portable version, btw.

Again, thanks for the great game really enjoying it! :)
Title: Re: Official v6.20 Bugs Thread
Post by: Theodidactus on February 12, 2014, 10:12:46 AM
I am playing 6.2, I invariably get the same cascade of "error in executeorders", "error 5, invalid procedure call or argument" between late july and early august of 2133...it's obviously not date-specific, but involving something that inevitably happens in my game. I've played through from december 2132 to the initiation of this bug 3 times now.

SERIOUSLY bummed if this is unfixable.
Title: Re: Official v6.20 Bugs Thread
Post by: Proho on February 14, 2014, 07:09:09 PM
v6. 21
Mounting military jump drive on commercial vessel don't turn it into military.
And even if the jump engine's parameter 'Max Ship Size' is less than ship's 'Exact Class Size', ship is capable to jump through the ungated jump points and serve as jump tender for other ships, both commercial and military.
Sorry for bad English.
Title: Re: Official v6.20 Bugs Thread
Post by: MarcAFK on February 15, 2014, 12:08:29 AM
How interesting, now my 5 million ton terraformers built by industry can hop out system using a 50 ton jump engine. :P
Title: Re: Official v6.20 Bugs Thread
Post by: Steve Walmsley on February 15, 2014, 04:26:12 AM
I am playing 6.2, I invariably get the same cascade of "error in executeorders", "error 5, invalid procedure call or argument" between late july and early august of 2133...it's obviously not date-specific, but involving something that inevitably happens in my game. I've played through from december 2132 to the initiation of this bug 3 times now.

SERIOUSLY bummed if this is unfixable.

Normally I would say send me the DB but I won't be able to run a v6.21 game anymore. Have you checked the game log file to see if there is some type of event that happens just before the error?
Title: Re: Official v6.20 Bugs Thread
Post by: Theodidactus on February 15, 2014, 10:12:40 AM
I just invested 15 minutes in powering through the error messages. They've stopped completely after 3-4 cycles of this.
I cleared my civilian shipping lines and the orders of my task groups, and that SEEMED to cut down on their number. Some persisted, but resolved.

Seems to have fixed itself.
Title: Re: Official v6.20 Bugs Thread
Post by: IanD on March 30, 2014, 02:09:03 PM
Aurora  v6.21

The bug is that ships classed military vessels but with no magazines and no beam weapons such as the class below do not surrender when their home planet is captured. I guess this is because the flag for military vessels to surrender is something like magazines - empty. Anyway while the commercial hulls and an out of missiles battle cruiser design all surrendered the ships of the design below did not.

Code: [Select]
IF-120 class Scout 7900 tons     182 Crew     4327 BP      TCS 158  TH 5280  EM 0
33417 km/s    JR 4-50     Armour 2-35     Shields 0-0     Sensors 66/66/0/0     Damage Control 1     PPV 0
Annual Failure Rate: 5498%    IFR: 76.4%    Maintenance Capacity 342 MSP
Spare Berths 5   

J8400(4-50) Military Jump Drive     Max Ship Size 8400 tons    Distance 50k km     Squadron Size 4
528 EP Plasma Core AM Drive (10)    Power 528    Fuel Use 23.35%    Armour 0    Exp 11%
Fuel Capacity 1 200 000 Litres    Range 117.1 billion km   (40 days at full power)

Thermal Sensor TH6-66 (1)     Sensitivity 66     Detect Signature 1000: 66m km
Active Search Sensor MR1309-R96 (1)     GPS 116640     Range 1 309.5m km     Resolution 96
EM Detection Sensor EM6-66 (1)     Sensitivity 66     Detect Strength 1000: 66m km

ECCM-2 (1)         ECM 20

This design is classed as a military vessel for maintenance purposes
Title: Re: Official v6.20 Bugs Thread
Post by: Theodidactus on May 25, 2015, 08:16:46 AM
obviously I'm running a now-ancient version of aurora but:


just purchased a new lenovo laptop running windows 8. Decided to try to run aurora on it (6.21)
Everything works great except the expanding/collapsing menus in "combat assignments" and "fleet organization" don't work at all. I can't even click on them, and sometimes the computer loads them as blank. This is definitely a problem confined to this model of computer because these windows work everywhere else.


Anyone had this problem before? Is it easily fixable?
Title: Re: Official v6.20 Bugs Thread
Post by: GodEmperor on May 25, 2015, 08:32:14 AM
obviously I'm running a now-ancient version of aurora but:


just purchased a new lenovo laptop running windows 8. Decided to try to run aurora on it (6.21)
Everything works great except the expanding/collapsing menus in "combat assignments" and "fleet organization" don't work at all. I can't even click on them, and sometimes the computer loads them as blank. This is definitely a problem confined to this model of computer because these windows work everywhere else.


Anyone had this problem before? Is it easily fixable?

Do you have visual keyboard on ? I remember "combat menu" getting really hazy when the visual key is on.
Title: Re: Official v6.20 Bugs Thread
Post by: Theodidactus on May 25, 2015, 08:40:10 AM
no that's not it, but I'm covinced it's something that simple because the program works literally everywhere else.
Title: Re: Official v6.20 Bugs Thread
Post by: MarcAFK on May 26, 2015, 12:11:26 AM
It's probably whatever version of visual basic came with that windows is somewhat incomplete, have you tried installing it manually?
I think It's now called Visual studio express.
Title: Re: Official v6.20 Bugs Thread
Post by: IanD on May 26, 2015, 02:58:39 AM
Just noticed that when you refit a damaged ship replacing the destroyed systems with updated systems the ships damage control tab in the Individual Unit Details tab still shows the now removed systems as present but destroyed and the ships design tab does not register the updated systems and the Ships Requiring Repair tab still shows the vessel as damaged.
Its not really a problem, just hit the repair all button, just a niggle.

Ian
Title: Re: Official v6.20 Bugs Thread
Post by: Theodidactus on May 31, 2015, 08:33:16 AM
It's probably whatever version of visual basic came with that windows is somewhat incomplete, have you tried installing it manually?
I think It's now called Visual studio express.

yeah this hasn't worked.
Any other ideas?
Title: Re: Official v6.20 Bugs Thread
Post by: MarcAFK on May 31, 2015, 10:21:48 PM
The only idea I have involves the brute force method of shoving random dll's into your system folder, whichever one that windows actually uses.
That or hours of googling for similar problems with other Visual Basic problems in windows 8, you coukd get lucky as the bug would almost certainly reproduce itself in the same manner under windows 8 in any application using Visual Basic the same way as those windows does.
I vaguely remember there being a mention in the past of a menu problem with certain windows on windows 8, I suggest a deep trawl of this forum.
Title: Re: Official v6.20 Bugs Thread
Post by: Theodidactus on June 01, 2015, 07:16:30 AM
it was actually very simple: I hadn't ACTUALLY disabled my touch screen. Now I have any everything works swimmingly.

So just in case someone comes looking in the future: disable your touch screen, which you should do anyway because it's stupid.