Author Topic: v4.6 Bugs  (Read 7074 times)

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Offline Charlie Beeler (OP)

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v4.6 Bugs
« on: November 06, 2009, 10:07:08 AM »
I like what I see.  

I've only run into 1 issue so far.  In SM Mode from SMRace I'm exploring (from the F9 systems window) the various jump points out of the Sol system (7 total). During the second one (Wolf359) I recieved this warning:

Error in SetupPirates
---------------------------
Error 91 was generated by Aurora Object variable or With block variable not set Please report to viewforum.php?f=11

Clicked OK and the rest went smoothly.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline waresky

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Re: V4.6 Bugs
« Reply #1 on: November 06, 2009, 11:15:03 AM »
Steve
try that: in F2 Economic,the "REFRESH" button seems not r alive..:)..only if u close and reopen F2 situation change and be updated
Edit.hmm..strange,in some situation refresh r ok..
But not ever.

ok pls check ur self:)
 

Offline waresky

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Re: V4.6 Bugs-Vicious bug
« Reply #2 on: November 07, 2009, 06:09:01 AM »
Steve ive found an vicious hidden bug in this situation;
If u have a Cargo loaded on Freighter (EG: 1xAutomated Mines) and u got a mistake,and setup this list of orders: "Load Autom.mines Earth--Unload Autom.Mines Titan--Refuel Earth-- and flag:Cyclo move..the program crash,stopped.AND more vicious am need to ctrl+alt+canc and terminate program from task manager AND more more vicious when am hit Aurora exe to reopen..a series of windows error come..and program NEVER reopen.lucky ive a Save file.
 

Offline waresky

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Re: V4.6 Bugs-PAUSE BUTTON..
« Reply #3 on: November 07, 2009, 07:57:43 AM »
Steve.
Another button bugged: on F2-Shipyard activities: PAUSE BUTTON not functioning.
 

Offline lastverb

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Re: V4.6 Bugs
« Reply #4 on: November 07, 2009, 09:38:29 AM »
is it only me or auto-turn button dont work, it was working in 4.46 before patching
 

Offline zirman

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Re: V4.6 Bugs
« Reply #5 on: November 07, 2009, 12:20:59 PM »
Hi Steve,
i upgraded my 4.46 to 4.6 and so far was fine but after 1 year of gametime the time now is only running like 5 seconds (or similar) each time i push any of the "time control" bottons, and furthermore the same happen if i chose the "automated turns" from the system map...

plus there is still the problem that i already showed in the 4.46 bugs, about the Commaders window: when you click on one of the commader name the same error occurs and i need to crtl+alt+canc and close the program from task manager...
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Offline Hawkeye

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Re: V4.6 Bugs
« Reply #6 on: November 07, 2009, 01:25:15 PM »
Quote from: "waresky"
Steve
try that: in F2 Economic,the "REFRESH" button seems not r alive..:)..only if u close and reopen F2 situation change and be updated
Edit.hmm..strange,in some situation refresh r ok..
But not ever.

ok pls check ur self:)


It even doesn´t update when time advances. If you form a new colony or assign an officer to a colony, it will still show "R2 officer required" and the new colony will never show up. When I click the "hide CMC button, the window refreshes, however.

And now to something completely different:

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

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

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

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

I have no idea how to solve it, because I sure don´t want to go back to the 3.x way of doing time increments, but perhaps you or some of the bright people around here can come up with something.
Ralph Hoenig, Germany
 

Offline waresky

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Re: V4.6 Bugs
« Reply #7 on: November 07, 2009, 04:01:34 PM »
When NPR in her puny systems think...think...think...and think..think..and think..think..think..and again..THINK..for me,90 minutes later r time to click off pc:)..

ok joke.

But in fact me same know how Steve can solve this waste time..
Hope r an solution hidden around.

90 real minutes for 4 weeks-game advance r risky to become boredoom situation..
 

Offline lastverb

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Re: V4.6 Bugs
« Reply #8 on: November 08, 2009, 04:35:34 AM »
its strange, i have surveyed around 15 systems and can easly do 5sec-1day increments without interruption, but if i try 5 or 30day i always get a 6h or 2,5h increments :(
 

Offline waresky

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Re: V4.6 Bugs-Latest Version
« Reply #9 on: November 08, 2009, 07:56:36 AM »
Steve
a curious issue on EVENT UPDATES windows..

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

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

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

:D

i think u missed something:)))

EDIT: ive check ALL "unable jump out situation" and ive found a SAME "Destroyer Quadron 02..." in EVERY misjump:)))..same for different Suadron of mine control:))
 

Offline Shinanygnz

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Re: V4.6 Bugs
« Reply #10 on: November 08, 2009, 11:44:19 AM »
Error in PopulateShipyardSchedule
Error 11 was generated by Aurora
Division by zero

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

Stephen
 

Offline waresky

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Re: V4.6 Bugs
« Reply #11 on: November 08, 2009, 01:07:53 PM »
Ive popped shinyan same bug sometimes in this lately campaign..not every 5-days,nor 30-days..sometimes.
But i cant tell WHy and what ive been made before bug come..
unknow:)
 

Offline Hawkeye

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Re: V4.6 Bugs
« Reply #12 on: November 08, 2009, 01:55:17 PM »
Unload PDC components doesn´t seem to work.
The event log says: Task Force could not unlad PDC components, all additional orders will be on hold...

I have played around a bit (yes, the components show up on the TF window and in the ship screen) and using "unload all istallations" does the trick, so it is not a gamestopper.
Ralph Hoenig, Germany
 

Offline Shinanygnz

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Re: V4.6 Bugs
« Reply #13 on: November 09, 2009, 02:38:28 AM »
I'm now under a constant stream of Precursor missiles - how many salvos can a 5400 ton ship produce anyway?   :shock:
My anti-missiles are doing OK, but the occasional leaker is getting near the fleet.  When they do, the escorts are firing at them with twin UV laser turrets, or trying to anyway.  I get this error
Error in AutomatedAntiMissileFire
Error 91 was generated by Aurora
Object variable or With block variable not set

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

The escorts are set on Final Defensive Fire.

Edit: An update on this.  I had another fleet with the one that was taking the grief.  It had two escorts deployed set to Area Defence.  Once I recalled them to the main body, the errors stopped.

Stephen
 

Offline Steve Walmsley

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Re: V4.6 Bugs
« Reply #14 on: November 09, 2009, 04:33:50 AM »
Quote from: "waresky"
Steve
try that: in F2 Economic,the "REFRESH" button seems not r alive..:)..only if u close and reopen F2 situation change and be updated
Edit.hmm..strange,in some situation refresh r ok..
But not ever.

ok pls check ur self:)
Yes, I seem to have messed up the F2 refresh when I added the Hide CMC checkbox. I have fixed it for v4.61

Steve