Updated a saved game. 1. 7. 1 to 1. 7. 3. It wiped all my ships from my fleets and now I'm getting a function 28 error. Object reference not set to an instance of an object. I wish I had more to give.Steve may want to see the database if you still have it.
Here's a weird one: standard conventional start, when I begin exploring, my jump ship discovers the system of Sol. Database attached.I have also experienced such a bug, both in 1.7.1 and 1.7.3: I discovered this false Sol in the previous version, quit without saving, downloaded the patch, and encountered it again.
I haven't deleted anything but ship fleets to see that. How would I send that?Zip the database (with Winzip or 7zip) and post it as an attachment.
I don't know if this is a bug or working as intended, but my survey ship left Sol and discovered the system of Proxima Centauri. After conducting a grav survey and finding new unexplored jump points, it went through one and found itself back in Sol. Not a new Sol like the other posters, but the original Sol with my homeworld in it, meaning both Sol and Proxima Centauri now each have two jump points linking to the same system.This is WAI. Jump points must be able to connect to existing systems or else you could never meet NPRs. It is even possible for jump points in the same system to link to each other.
Not like several systems making a triangle or anything, but two direct connections between one pair of systems.
Game created in 1.7.1, patched to 1.7.3.
The function number: #2026.
The complete error text: (All my error messages are in Swedish for some reason) Input string was not in a correct format.
The window affected: Mineral Survey Window.
What you were doing at the time: Trying to use the search function on the Mineral Survey Window.
Conventional or TN start: Conventional.
Random or Real Stars: Real.
Is your decimal separator a comma?: Comma.
Is the bug is easy to reproduce, intermittent or a one-off?: It happens every time I click search, or if I click my faction or race in the drop down menus in the upper-right corner.
Edit: Realized I was on 1. 7. 2.
Decimal separator bug in Open Minerals Survey Window. My decimal separator is a comma (Russian regional settings), and when i open Minerals window, all minerals accessibility is written with a point, not comma, so i get an error (on pic). When I'm changing points to commas, it works, but when I open Minerals window again, all accessibility values are with comma instead of point again.Comma separator problems are listed under Known Issues. You will need to change your region settings to use periods, the same as with VB Aurora.
(message above is about this bug too)
Comma separator problems are listed under Known Issues. You will need to change your region settings to use periods, the same as with VB Aurora.Oh, ok.
Simmel Aero Engines Photonic Drive EP1.00
Engine Power 1.00 Fuel Use Per Hour 0 litres Fuel per EPH 0
Thermal Signature 1.00 Explosion Chance 1%
Military Engine
Cost 5 Size 5 tons Crew 1 HTK 1
Base Change to hit 100%
Materials Required: Gallicite 5
Anyanwu class Geosurvey Ship 351 tons 16 Crew 365.4 BP TCS 7 TH 4 EM 0
569 km/s Armour 1-4 Shields 0-0 HTK 5 Sensors 7/7/0/5 DCR 0 PPV 0
Maint Life 8.33 Years MSP 182 AFR 4% IFR 0.1% 1YR 5 5YR 70 Max Repair 300 MSP
Kaptajnlojnant Control Rating 1
Intended Deployment Time: 24 months Morale Check Required
Simmel Aero Engines Photonic Drive EP1.00 (4) Power 4.0 Fuel Use 0.32% Signature 1.00 Explosion 1%
Fuel Capacity 1,000 Litres Range 161.9 billion km (3294 days at full power)
Bauersachs-Singer EM Sensor EM0.1-7 (5%) (1) Sensitivity 7 Detect Sig Strength 1000: 20.9m km
Boehm-Brunner Thermal Sensor TH0.1-7 (5%) (1) Sensitivity 7 Detect Sig Strength 1000: 20.9m km
Phased Geological Sensors (1) 5 Survey Points Per Hour
This design is classed as a Fighter for production, combat and planetary interaction
Got a strange bug related to officer ranks and administration positions... The game hangs while performing a specific sequence of operation with a specific officer.
First, here is the database
With this DB, perform the following actions :
- Open the commanders window
- Select Rear Admiral Abigail Clayton
- Select the Naval Admin Commands jobs. -> A list of all the various departments should appears. An admiral is required for the top most command, a Vice admiral for the Formation Department
- Demote Abigail to Commodore -> The ranks required for the TSDI Navy switch to Vice Admiral, the rank for the Formation Department switch to Rear Admiral
- Promote Abigail to Vice Admiral -> The rank required jumps to Sky Marshal for the TSDI Navy and to Admiral for the Formation Department
- Promote Abigail to Admiral -> Game hangs. Probably because it looks for a higher rank than Sky Marshal for the TSDI Navy command.
It also happens with most of the commodores when promoted.
Furthermore, there's no "rank jumping" with several of the other commanders. For example, promoting her fellow Rear Admiral Kate Herbert don't change the required ranks at all.
Important context for investigation : I messed with the ranks, adding a new bottom most level (Lieutenant) for all freshmen. As you can only create a new top most rank (as far as I know), I renamed all the ranks.
Quote from: cocyteGot a strange bug related to officer ranks and administration positions... The game hangs while performing a specific sequence of operation with a specific officer.
First, here is the database
With this DB, perform the following actions :
- Open the commanders window
- Select Rear Admiral Abigail Clayton
- Select the Naval Admin Commands jobs. -> A list of all the various departments should appears. An admiral is required for the top most command, a Vice admiral for the Formation Department
- Demote Abigail to Commodore -> The ranks required for the TSDI Navy switch to Vice Admiral, the rank for the Formation Department switch to Rear Admiral
- Promote Abigail to Vice Admiral -> The rank required jumps to Sky Marshal for the TSDI Navy and to Admiral for the Formation Department
- Promote Abigail to Admiral -> Game hangs. Probably because it looks for a higher rank than Sky Marshal for the TSDI Navy command.
It also happens with most of the commodores when promoted.
Furthermore, there's no "rank jumping" with several of the other commanders. For example, promoting her fellow Rear Admiral Kate Herbert don't change the required ranks at all.
Important context for investigation : I messed with the ranks, adding a new bottom most level (Lieutenant) for all freshmen. As you can only create a new top most rank (as far as I know), I renamed all the ranks.
Reproduced it on 1.7.3 using the default game : It's obviously due to the automated required rank adjustement of Naval Admin Commands depending on the rank of ship commanders.
With the Federation Planet game, on the commander window :
- Assign one of the Rear Admiral (Upper half) to one of the two grav survey ship.
- Check Naval Admin Commands : Required ranks are Admiral for the FN Navy and Vice Admiral for the Survey Command
- Promote the previously assigned Rear Admiral -> Required ranks jumps to Fleet Admiral and Admiral
- Promote this commander again -> Game hangs.
Well subject pretty much sums it up.
since installing 1. 7. 3 I cant see the economic windows.
They appear to open, but they dont show up on my screen
while looking for a ship class i accidentally pressed enter which gave me a error #2520 which deleted all my ship designs
and now when i try to save the game to restart the game i get a error #1465
restarting the game deleted the ships i had
after restart i couldnt recreate the bug for i had no ships to try it on i think it only happens when you are changing the class of a locked design
Regarding the NPR reaching the limit of tech bug/issue, wouldnt be good to have a sort of final research or such to avoid this to happen? I mean sooner or later no matter how big the tech tree is it's still going to end....
When military academy is upgraded all the way up to level 20, it can no longer be assigned academy commandants to, because the position completely disappears from the officer's menu.
This bug has been reproduced by other people playing aurora.
other information:
- 1.7.3 version
- conventional start
- two ranks additional ranks added to ground force ranks
v1.7.3 (database is continuance from 1.7.0) -- originally posted in 1.7.2 but still present in 1.7.3
Function #2803: Attempted to divide by zero.
Occurred when I selected a stabilization ship in a specific fleet. It seemed to happen when switching from the selection of the fleet to the ship. It does NOT happen when I select a lot of my other ships, but does happen for several of my original ships.
1) Go to Naval Organization
2) Open the fleet STB Niagara (under Stabilization Command)
3) Select that fleet
4) Select the ship (UNS Niagara) in that fleet
Theories:
This is my original stabilization ship. Something went slightly awry with my ship designs in the upgrade to 1.7.1. They didn't have all their component parts despite having them in 1.7.0. I had to SM/unlock the design and put the parts back into this ship design, while this ship existed. It may be related to that. It doesn't seem to cause any real problems.
Quote from: abdull link=topic=10968. msg126414#msg126414 date=1587457859while looking for a ship class i accidentally pressed enter which gave me a error #2520 which deleted all my ship designs
and now when i try to save the game to restart the game i get a error #1465
restarting the game deleted the ships i had
after restart i couldnt recreate the bug for i had no ships to try it on i think it only happens when you are changing the class of a locked design
2520 is the function that builds the class tree and is read-only. Can you provide a more detailed description of exactly what you did?
Hello Steve.
This was tested on 1. 7. 2, but I still can't get the civies to trade LG infrastructure.
I used Earth and Luna to get the shipping lines nice and fat then introduced the dreaded test plague which wiped out Earth and Luna and restricted travel to them. Ceres was fully populated and set as both Stable and Source for different time periods, yet the small initially seeded LG colonies never got any of the sweet LG infrastructure Ceres produced. DB included to show test setup.
Tactical Map:
Centre on Selected Objects can't actually be turned off.
Hidden objects still react to clicks and right-clicks. This makes the interface unpredictable.
If you click on any object (including hidden ones) to start dragging the map, the map will centre on that object after the drag.
Combined this makes dragging the map with a dense asteroid field challenging.
When military academy is upgraded all the way up to level 20, it can no longer be assigned academy commandants to, because the position completely disappears from the officer's menu.
This bug has been reproduced by other people playing aurora.
other information:
- 1.7.3 version
- conventional start
- two ranks additional ranks added to ground force ranks
This is working as intended.
http://aurora2.pentarch.org/index.php?topic=8495.msg104092#msg104092
Gherman Titov class Exploration Ship 17 993 tons 488 Crew 2 830,6 BP TCS 360 TH 1 500 EM 0
4168 km/s JR 3-50 Armour 1-61 Shields 0-0 HTK 118 Sensors 56/56/2/4 DCR 52 PPV 0
Maint Life 7,36 Years MSP 3 970 AFR 80% IFR 1,1% 1YR 129 5YR 1 928 Max Repair 375,00 MSP
Kapitan pervogo ranga Control Rating 3 BRG ENG SCI
Intended Deployment Time: 36 months Morale Check Required
Design Bureau 693 18000M70 FTL Drive Max Ship Size 18000 tons Distance 50k km Squadron Size 3
OKB-692 VNID-0750M Ion thruster (2) Power 1500,0 Fuel Use 16,33% Signature 750,00 Explosion 10%
Fuel Capacity 3 000 000 Litres Range 183,8 billion km (510 days at full power)
AK-650 (4x10) Range 1000 km TS: 25 000 km/s ROF 5
Navigation radar AS20-R100 (1) GPS 1000 Range 20,3m km Resolution 100
Search radar MR96-100 (1) GPS 9800 Range 97m km Resolution 100
EM Sensor E4M70 (1) Sensitivity 56 Detect Sig Strength 1000: 59,2m km
IR sensor T4M70 (1) Sensitivity 56 Detect Sig Strength 1000: 59,2m km
Gravitational Survey Sensors (2) 2 Survey Points Per Hour
Improved Geological Sensors (2) 4 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
Was designing a passive EM sensor, the design window did not list any properties of the sensor related to detection range vs some target signature. I had to look up these sensor properties in the changes list to know what I was actually getting out of my sensor.
EDIT: Same goes for the Thermal sensors, the active sensors do provide sensor properties.
Here's a weird one: standard conventional start, when I begin exploring, my jump ship discovers the system of Sol. Database attached.
I don't know if it's intended or not, but you can put two different jump engines on a class but the class design display will only show one jump drive, usually the one added last.
They function perfectly fine though, and you can slap both a military and a commercial drive on them and have a station that can handle all traffic.
I'm stuck in 5-second increments and getting an object reference not set exception in function 311 every turn. I understand this is NPR missile related. Database attached.
When I attempt to open the Colony Summary tab via the home icon, it throws "Function #1690: Value to add was out of range. Parameter name: value" but otherwise opens the colony summary normally.
Progressing in 5 and 30 day increments, occasionally when a new civillian ship spawns I again receive "Function #1690: Value to add was out of range. Parameter name: value" but on the tactical map.
I am getting errors which I think may be related to missing entries in certain themeing files.
My themes are:
System: Ukranian Birds
Class: Trafalgar Order of Battle
Name: Zhodani
When I click "company name" in the "Create Project Window", it throws "Function #1652: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index"
It then throws a second error: "Function #2636: Object reference not set to an instance of an object. " At this point, the "company name" field above the research project name changes to read "error".
I'm not Steve (obviously) but it looks like you're using a comma decimal separator instead of period, and a period digital grouping separator instead of a comma.
CIWS do not engage incoming missiles
Getting this error every time period even 5 seconds:
(https://i.imgur.com/0ciwNGW.png)
Attached is DB.
Brand new game on 1.73, 2 NPR's at start, 7 years in, other than that pretty default settings. Invaders on and NPR's activate non-NPR on.
There does not appear to be a way to overload crew quarters for rescue shuttles and carriers, unless I'm blind?. I seem to remember an option for this in the VB version.
In a new 1.7.3 game I've surveyed Sol but not quite developed jump drives yet (auto tech made weird choices I guess). I think the NPRs are up to something because I suddenly got a repeating sequence of four error messages:
#2608 null ref
#222 null ref
#224 null ref
#2339 null ref
After closing these a number of times it went back to normal. Automated turns was on, so it advanced a turn or two before I could stop it, but I've attached the database in case it's helpful.
Welp, there goes another game.
Dunno what's wrong, it just keeps hanging around April when I try to increment time. Happened consistently 5 times now.
EDIT: I sent you a message with more details, but it seems to be related to an infinite loop in officer assignment or promotion. Reassigning all officers seemed to fix it, gonna dig deeper and see if it was related to flag bridges or naval admin commands.
EDIT 2: Auto assign doesn't work for flag commanders, and when the current flag commander is getting removed due to promotion, it hangs infinitely. The flag commander was also the highest promotion score in his rank in my instance.
Quote from: cocyteGot a strange bug related to officer ranks and administration positions... The game hangs while performing a specific sequence of operation with a specific officer.
First, here is the database
With this DB, perform the following actions :
- Open the commanders window
- Select Rear Admiral Abigail Clayton
- Select the Naval Admin Commands jobs. -> A list of all the various departments should appears. An admiral is required for the top most command, a Vice admiral for the Formation Department
- Demote Abigail to Commodore -> The ranks required for the TSDI Navy switch to Vice Admiral, the rank for the Formation Department switch to Rear Admiral
- Promote Abigail to Vice Admiral -> The rank required jumps to Sky Marshal for the TSDI Navy and to Admiral for the Formation Department
- Promote Abigail to Admiral -> Game hangs. Probably because it looks for a higher rank than Sky Marshal for the TSDI Navy command.
It also happens with most of the commodores when promoted.
Furthermore, there's no "rank jumping" with several of the other commanders. For example, promoting her fellow Rear Admiral Kate Herbert don't change the required ranks at all.
Important context for investigation : I messed with the ranks, adding a new bottom most level (Lieutenant) for all freshmen. As you can only create a new top most rank (as far as I know), I renamed all the ranks.
Reproduced it on 1.7.3 using the default game : It's obviously due to the automated required rank adjustement of Naval Admin Commands depending on the rank of ship commanders.
With the Federation Planet game, on the commander window :
- Assign one of the Rear Admiral (Upper half) to one of the two grav survey ship.
- Check Naval Admin Commands : Required ranks are Admiral for the FN Navy and Vice Admiral for the Survey Command
- Promote the previously assigned Rear Admiral -> Required ranks jumps to Fleet Admiral and Admiral
- Promote this commander again -> Game hangs.
I am getting errors which I think may be related to missing entries in certain themeing files.
My themes are:
System: Ukranian Birds
Class: Trafalgar Order of Battle
Name: Zhodani
When I click "company name" in the "Create Project Window", it throws "Function #1652: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index"
It then throws a second error: "Function #2636: Object reference not set to an instance of an object. " At this point, the "company name" field above the research project name changes to read "error".
Launched ready ordnance at JP2 and the buoy was launched without issue (other than passive sensors not showing up which is a known bug). Set command to launch ordnance at JP1 and it appears to complete the command but nothing happens. Tried three times and the history of the fleet shows the command three times but no missile is used or shows up other than the first one. No error messages appear. Had another discord user confirm that they have also had issues with the "launch ready ordnance" command. Tried Queuing multiple commands and it still didn't work. I'm assuming it's something weird with some "ready ordnance" value not being reset when the missile is reloaded so it only works once per ship.
TN Start
Random Stars
The Theme will cycle through a List in the same order. This means that when I rename a system, the next created system will have that name (if multiple systems are renamed, the earliest name is reused). This makes it difficult to not see new names (eg. I cant just rename my System to !London when I meet aliens, because the next generated system would be called London)
Sidenote, is the "Auto-Rename" button supposed to not exist for systems and ships?
How to reproduce:
Have 2+ Jump Points that you havent jumped through yet
Jump through the first, and then change the system name.
Jump through the second, and it will be called what the first name was.
ive posted my bug in 1. 7. 2 already, but its also in 1. 7. 3
The function number - none, as this doesnt throw an exception
The complete error text - none
The window affected - all?
What you were doing at the time - building super fuel efficient egines, and then progess time
Conventional or TN start - TN
Random or Real Stars - Random
Is your decimal separator a comma? - i use GB locale for aurora, so no, its a dot
Is the bug is easy to reproduce, intermittent or a one-off? - easy
when an engine fuel usage gets below 1, the fuel reserve gets somewhat messed up
ive been playing arround with different engines ans ship, and tried building realy small ships
ive created an engine, which should have very low fuel usage, and created an fighter sized geo survey ship. Ranges say 3294 days at full power, but in real game, this ships uses 11 fuel per day (1,000/11 = ~91 days fuel)
link to db: https://drive. google. com/open?id=1EL7ShOxJKOH6bIpiIIQ8ZHs8WjW1nj1F
Its quite simple to review: ive created an "GeoSurvey Fleet", progress 1 day, and see fuel diff
(pls dont judge for cheating, im figuring arround with stuff, and trying to learn things :D)Code: [Select]Simmel Aero Engines Photonic Drive EP1.00
Engine Power 1.00 Fuel Use Per Hour 0 litres Fuel per EPH 0
Thermal Signature 1.00 Explosion Chance 1%
Military Engine
Cost 5 Size 5 tons Crew 1 HTK 1
Base Change to hit 100%
Materials Required: Gallicite 5Code: [Select]Anyanwu class Geosurvey Ship 351 tons 16 Crew 365.4 BP TCS 7 TH 4 EM 0
569 km/s Armour 1-4 Shields 0-0 HTK 5 Sensors 7/7/0/5 DCR 0 PPV 0
Maint Life 8.33 Years MSP 182 AFR 4% IFR 0.1% 1YR 5 5YR 70 Max Repair 300 MSP
Kaptajnlojnant Control Rating 1
Intended Deployment Time: 24 months Morale Check Required
Simmel Aero Engines Photonic Drive EP1.00 (4) Power 4.0 Fuel Use 0.32% Signature 1.00 Explosion 1%
Fuel Capacity 1,000 Litres Range 161.9 billion km (3294 days at full power)
Bauersachs-Singer EM Sensor EM0.1-7 (5%) (1) Sensitivity 7 Detect Sig Strength 1000: 20.9m km
Boehm-Brunner Thermal Sensor TH0.1-7 (5%) (1) Sensitivity 7 Detect Sig Strength 1000: 20.9m km
Phased Geological Sensors (1) 5 Survey Points Per Hour
This design is classed as a Fighter for production, combat and planetary interaction
Minor auto-ranks bug, quite similar to mentioned above by Cocyte and Vivalas:
Having not enough (or game thinks it is) ranks to your Ground Forces OOB, you'll have "Function #1752: Object reference not set to an instance of an object" every time you open GF or Economics windows.
That is not craching your game, nor very annoying (not appearing during time increment), still can produce more critical hiden bugs; that is, I see strange distribution of moral level in my GFs.
(Tested on Conventional, Real Stars, decimal separator is '.', easy to reproduce, from the start.)
There does not appear to be a way to overload crew quarters for rescue shuttles and carriers, unless I'm blind?. I seem to remember an option for this in the VB version.
There is no way. The rules changed for C# Aurora. You can still add emergency cryo for survivors though.
http://aurora2.pentarch.org/index.php?topic=8495.msg104051;topicseen#msg104051
http://aurora2.pentarch.org/index.php?topic=8495.msg104052;topicseen#msg104052
Same bug in all the versions :_
currently using v1.73 with TN start
The Event log does not pause or cause an entry to appear when a Geo Survey ship completes its Standing Orders.
I gave the Geo ship the order to survey all Planets / Moons. It has completed its orders but I have received no notification of the fact in the event log.
DavidR
There does not appear to be a way to overload crew quarters for rescue shuttles and carriers, unless I'm blind?. I seem to remember an option for this in the VB version.
There is no way. The rules changed for C# Aurora. You can still add emergency cryo for survivors though.
http://aurora2.pentarch.org/index.php?topic=8495.msg104051;topicseen#msg104051
http://aurora2.pentarch.org/index.php?topic=8495.msg104052;topicseen#msg104052
Not sure I understand this correctly since I could pick up survivors with one of my survey ships when the other blew up because of maintenance problems. I did not have any emergency quarters on my survey ships, and when the survivors were picked up, I constantly got messages that crew quarters are overloaded because of the extra survivors, which is logical.
This would mean that crew quarters can be overloaded, or the overloading I'm experiencing is not intended?
Seems like 1.73 moved the hull abbreviations to the front of the list again.
So have to search for those when searching through the class drop down list
There does not appear to be a way to overload crew quarters for rescue shuttles and carriers, unless I'm blind?. I seem to remember an option for this in the VB version.
There is no way. The rules changed for C# Aurora. You can still add emergency cryo for survivors though.
http://aurora2.pentarch.org/index.php?topic=8495.msg104051;topicseen#msg104051
http://aurora2.pentarch.org/index.php?topic=8495.msg104052;topicseen#msg104052
Not sure I understand this correctly since I could pick up survivors with one of my survey ships when the other blew up because of maintenance problems. I did not have any emergency quarters on my survey ships, and when the survivors were picked up, I constantly got messages that crew quarters are overloaded because of the extra survivors, which is logical.
This would mean that crew quarters can be overloaded, or the overloading I'm experiencing is not intended?
se5a wanted to add extra crew quarters to a class so that it could be used to pick up survivors without suffering from overcrowding, which you could do in the VB version of the game.
Quote from: Steve Walmsley link=topic=10968. msg126418#msg126418 date=1587458773Quote from: abdull link=topic=10968. msg126414#msg126414 date=1587457859while looking for a ship class i accidentally pressed enter which gave me a error #2520 which deleted all my ship designs2520 is the function that builds the class tree and is read-only. Can you provide a more detailed description of exactly what you did?
and now when i try to save the game to restart the game i get a error #1465
restarting the game deleted the ships i had
after restart i couldnt recreate the bug for i had no ships to try it on i think it only happens when you are changing the class of a locked design
yes i can try :)
in the class designer i tried to change the class of a ship i had already build (not sure if this matters) i typed in the class i was looking for and pressed enter which gave me the bug, because i am not good at explaining stuff in English i added a picture.
My ships condition deteriorates while they sit on orbit. I have enough maintenance facilities and it still happens.
Even worse Overhauling does nothing and the ships get stuck there, maintenance clock still running.
Seems like 1.73 moved the hull abbreviations to the front of the list again.
So have to search for those when searching through the class drop down list
I think you may be using an earlier version. What is the version number on the Misc tab of the Tactical Map?
Some are some are not. It doesnt seem to make a difference.My ships condition deteriorates while they sit on orbit. I have enough maintenance facilities and it still happens.
Even worse Overhauling does nothing and the ships get stuck there, maintenance clock still running.
Is it under a training admin?
Quote from: Aivaria link=topic=10968. msg126404#msg126404 date=1587451721ive posted my bug in 1. 7. 2 already, but its also in 1. 7. 3
The function number - none, as this doesnt throw an exception
The complete error text - none
The window affected - all?
What you were doing at the time - building super fuel efficient egines, and then progess time
Conventional or TN start - TN
Random or Real Stars - Random
Is your decimal separator a comma? - i use GB locale for aurora, so no, its a dot
Is the bug is easy to reproduce, intermittent or a one-off? - easy
when an engine fuel usage gets below 1, the fuel reserve gets somewhat messed up
ive been playing arround with different engines ans ship, and tried building realy small ships
ive created an engine, which should have very low fuel usage, and created an fighter sized geo survey ship. Ranges say 3294 days at full power, but in real game, this ships uses 11 fuel per day (1,000/11 = ~91 days fuel)
link to db: https://drive. google. com/open?id=1EL7ShOxJKOH6bIpiIIQ8ZHs8WjW1nj1F
Its quite simple to review: ive created an "GeoSurvey Fleet", progress 1 day, and see fuel diff
(pls dont judge for cheating, im figuring arround with stuff, and trying to learn things :D)Code: [Select]Simmel Aero Engines Photonic Drive EP1.00
Engine Power 1.00 Fuel Use Per Hour 0 litres Fuel per EPH 0
Thermal Signature 1.00 Explosion Chance 1%
Military Engine
Cost 5 Size 5 tons Crew 1 HTK 1
Base Change to hit 100%
Materials Required: Gallicite 5Code: [Select]Anyanwu class Geosurvey Ship 351 tons 16 Crew 365.4 BP TCS 7 TH 4 EM 0
569 km/s Armour 1-4 Shields 0-0 HTK 5 Sensors 7/7/0/5 DCR 0 PPV 0
Maint Life 8.33 Years MSP 182 AFR 4% IFR 0.1% 1YR 5 5YR 70 Max Repair 300 MSP
Kaptajnlojnant Control Rating 1
Intended Deployment Time: 24 months Morale Check Required
Simmel Aero Engines Photonic Drive EP1.00 (4) Power 4.0 Fuel Use 0.32% Signature 1.00 Explosion 1%
Fuel Capacity 1,000 Litres Range 161.9 billion km (3294 days at full power)
Bauersachs-Singer EM Sensor EM0.1-7 (5%) (1) Sensitivity 7 Detect Sig Strength 1000: 20.9m km
Boehm-Brunner Thermal Sensor TH0.1-7 (5%) (1) Sensitivity 7 Detect Sig Strength 1000: 20.9m km
Phased Geological Sensors (1) 5 Survey Points Per Hour
This design is classed as a Fighter for production, combat and planetary interaction
The ship fuel efficiency is different to the class fuel efficiency. This is set on construction and again on refit. Did you make manual changes to the design post-locking? Still a bug BTW - as I should account for that. I'm just trying to understand what happened.
In fact, I am not even sure why I am tracking it on a ship basis :) . Probably a hangover from VB6. I'll probably just track it via the parent class in future. .
My ships condition deteriorates while they sit on orbit. I have enough maintenance facilities and it still happens.
Even worse Overhauling does nothing and the ships get stuck there, maintenance clock still running.
Like other versions, 1.7.3 eventually reaches a stage when it endlessly processes a turn. I have kept it processing the turn for the past 30 minutes, and the task manager indicates that it’s still calculating, although the amout of memory used by the program dropped a bit. The last time this happened, I left it running for 8 hours, to no avail. Is there any point doing so now? Is there a way to fix that?
When a fleet with multiple cargo freighters is given an order to "load mineral when x is available" for multiple mineral types in sequence. The ship at the top of the ship list is filled up first. This becomes a problem because when the first ship is full the game throws a "pickup failed" interrupt even if the fleet that it is a part of has the cargo space.
If you soldier through the interrupts the fleet will eventually load correctly but the interrupts eventually make things very annoying.
Either check that the there is cargo space on the fleet level or fill every cargo-capable ship in the fleet in parallel so they are full at the same time.
Game Started with 1.7.0 Version 1.7.3
Designing a new Magazine the HTK value of the Magazin is one Point greater than the selected HTK value
Quote from: davidr link=topic=10968. msg126415#msg126415 date=1587458036Same bug in all the versions :_
currently using v1. 73 with TN start
The Event log does not pause or cause an entry to appear when a Geo Survey ship completes its Standing Orders.
I gave the Geo ship the order to survey all Planets / Moons. It has completed its orders but I have received no notification of the fact in the event log.
DavidR
Finally tracked it down. The problem is the event type isn't in the database. The event was created but never recorded. This will need a db change to fix though.
Like other versions, 1.7.3 eventually reaches a stage when it endlessly processes a turn. I have kept it processing the turn for the past 30 minutes, and the task manager indicates that it’s still calculating, although the amout of memory used by the program dropped a bit. The last time this happened, I left it running for 8 hours, to no avail. Is there any point doing so now? Is there a way to fix that?
Steve can't really figure out what is going on if you don't give him some more information. If you load a previous save does it happen again? If it does happen every time you load a save and process turns then please compress your Aurora.db file into a zip file and then attach it to your post using the "additional options" button.
Not a game breaking bug. But after i rename a systems i can't go back to sol(or any other system)using the system dropdown in the tactical window. Hitting reset fix it
new V1. 7. 3 game. 14 year in TN start, human NPR on and default begin.
Not a game breaking bug. But after i rename a systems i can't go back to sol(or any other system)using the system dropdown in the tactical window. Hitting reset fix it
new V1. 7. 3 game. 14 year in TN start, human NPR on and default begin.
Quote from: RagnarVaren link=topic=10968. msg126531#msg126531 date=1587485006Quote from: Ekaton link=topic=10968. msg126524#msg126524 date=1587484463Like other versions, 1. 7. 3 eventually reaches a stage when it endlessly processes a turn. I have kept it processing the turn for the past 30 minutes, and the task manager indicates that it’s still calculating, although the amout of memory used by the program dropped a bit. The last time this happened, I left it running for 8 hours, to no avail. Is there any point doing so now? Is there a way to fix that?
Steve can't really figure out what is going on if you don't give him some more information. If you load a previous save does it happen again? If it does happen every time you load a save and process turns then please compress your Aurora. db file into a zip file and then attach it to your post using the "additional options" button.
The main problem is that when this happens, the Aurora. db file is at least 30 minutes old (the last time it was more than an hour old) and I can’t save the game as it’s not responding since it occurs. If I reload the old save, it does work, but the game will eventually slow down. Every single game I ran, on every version, would eventually succumb to this. The game is only using less than 20% of my CPU and just 120 mb of memory so these shouldn’t be an issue. Also, all the settings are standard, though all spoilers are enabled, real stars, and I have one NPR generated on new games.
EDIT: I attached my database.
Seems like a visual bug. In Federated Nations campaign, when designing missile.
In engine power dropdown: Engine power 125% has Fuel consumption 1. 75 but Engine power 130% has fuel consumption 9. 63.
That is quite a jump and it seems not to be applied to fuel efficiency.
I don't know if this is a minor bug or working as intended. I changed the research field of a scientist who had a Research admin level of 20. So his new Research admin level was 5. However when he was promoted his new Research admin level was 7. I have never seen a Research admin level that was not a multiple of 5 before. This initially occurred in v1.7.2.
Ian
Edit. Just had another scientist increase their Research admin level to 39 so probably working as intended.
Civilians trigger the "Research Completed" event when researching engines. Would be preferable if civilians didn't trigger this event or if there was a "Civilian Research Completed" event that didn't cause this interrupt. The same applies for the "Ship Scrapped" event. This isn't a problem early game but one user on Discord mentioned that it can cause issues in long games i.e 80 years or more when civilian shipping lines are constantly triggering these events.
Hello,
V 1. 7. 3
2 NPR seems to be fighting, getting continuous below messages:
Function #713 Object Reference Not Set to and Instance of an object.
Function #1414 Object Reference Not Set to and Instance of an object.
Function #1555Object Reference Not Set to and Instance of an object.
Unsure if a bug:
Never really happened before so not sure, but I am able to go into the negative TOTAL race wealth and nothing is affected? I can continue to build/commercial contract even when at -10k.
If it is relevant -Con. start, real stars, early game
Quote from: Aivaria link=topic=10968. msg126404#msg126404 date=1587451721ive posted my bug in 1. 7. 2 already, but its also in 1. 7. 3
The function number - none, as this doesnt throw an exception
The complete error text - none
The window affected - all?
What you were doing at the time - building super fuel efficient egines, and then progess time
Conventional or TN start - TN
Random or Real Stars - Random
Is your decimal separator a comma? - i use GB locale for aurora, so no, its a dot
Is the bug is easy to reproduce, intermittent or a one-off? - easy
when an engine fuel usage gets below 1, the fuel reserve gets somewhat messed up
ive been playing arround with different engines ans ship, and tried building realy small ships
ive created an engine, which should have very low fuel usage, and created an fighter sized geo survey ship. Ranges say 3294 days at full power, but in real game, this ships uses 11 fuel per day (1,000/11 = ~91 days fuel)
link to db: https://drive. google. com/open?id=1EL7ShOxJKOH6bIpiIIQ8ZHs8WjW1nj1F
Its quite simple to review: ive created an "GeoSurvey Fleet", progress 1 day, and see fuel diff
(pls dont judge for cheating, im figuring arround with stuff, and trying to learn things :D)Code: [Select]Simmel Aero Engines Photonic Drive EP1.00
Engine Power 1.00 Fuel Use Per Hour 0 litres Fuel per EPH 0
Thermal Signature 1.00 Explosion Chance 1%
Military Engine
Cost 5 Size 5 tons Crew 1 HTK 1
Base Change to hit 100%
Materials Required: Gallicite 5Code: [Select]Anyanwu class Geosurvey Ship 351 tons 16 Crew 365.4 BP TCS 7 TH 4 EM 0
569 km/s Armour 1-4 Shields 0-0 HTK 5 Sensors 7/7/0/5 DCR 0 PPV 0
Maint Life 8.33 Years MSP 182 AFR 4% IFR 0.1% 1YR 5 5YR 70 Max Repair 300 MSP
Kaptajnlojnant Control Rating 1
Intended Deployment Time: 24 months Morale Check Required
Simmel Aero Engines Photonic Drive EP1.00 (4) Power 4.0 Fuel Use 0.32% Signature 1.00 Explosion 1%
Fuel Capacity 1,000 Litres Range 161.9 billion km (3294 days at full power)
Bauersachs-Singer EM Sensor EM0.1-7 (5%) (1) Sensitivity 7 Detect Sig Strength 1000: 20.9m km
Boehm-Brunner Thermal Sensor TH0.1-7 (5%) (1) Sensitivity 7 Detect Sig Strength 1000: 20.9m km
Phased Geological Sensors (1) 5 Survey Points Per Hour
This design is classed as a Fighter for production, combat and planetary interaction
The ship fuel efficiency is different to the class fuel efficiency. This is set on construction and again on refit. Did you make manual changes to the design post-locking? Still a bug BTW - as I should account for that. I'm just trying to understand what happened.
In fact, I am not even sure why I am tracking it on a ship basis :) . Probably a hangover from VB6. I'll probably just track it via the parent class in future. .
In a new 1.7.3 game I've surveyed Sol but not quite developed jump drives yet (auto tech made weird choices I guess). I think the NPRs are up to something because I suddenly got a repeating sequence of four error messages:
#2608 null ref
#222 null ref
#224 null ref
#2339 null ref
After closing these a number of times it went back to normal. Automated turns was on, so it advanced a turn or two before I could stop it, but I've attached the database in case it's helpful.
I had the same bug but in my case it didn't go back to normal.
Hey Steve, a bunch of pretty irritable bugs has been fixed, alongside a ton of other fixes for v1.7.3, can we get the next patchTM? Having my game paused every couple days because of the shipping lines getting a new engine / a new ship / scrapping a ship is getting on my nerves a little bit now :)
v1. 7. 3
- "All Windows Linked to Race" settings is not saved. When loading game this setting got reset to false.
- In "View Technology" Window, select Engines. The column "Efficiency" (which I believed to be fuel efficiency) appear to be rounded down, result in multiple engines displayed of having "0" efficiency despite they have e. g. 0. 8 efficiency.
I'm currently watching NPR vs NPR combat (no idea if a spoiler is in that fight), and I had two Function 4 error : "object's reference is not linked with an objetc's instance" every 15 seconds (each time an action is done by the fighting NPR). I was too slow to save the DB when it was happening, now the fight continues without errors.
DB attached
Edit : It's happening often now, each time NPR are fighting. I suspect it's a spoiler, as something destroyed one of my ship and i'm still neutral with all NPR of the area
v1.7.3
In "Class Design", if a ship design was not retooled but built (or refitted into), the design does not get locked. Such ship can be built if there is a compatible (similar) design and get retooled into.
i.e.
1. Create two similar ship classes
2. Retool a shipyard to class A
3. Start building a ship of class B
4. Class B does not get locked.
#2714 occurs every now and then in every game. Usually, seemingly, after NPRs fight.
#2714 occurs every now and then in every game. Usually, seemingly, after NPRs fight.
What is the error text?
I get the following Unhandled Exception Error if I go to the "Environment" tab of a colony, delete the number next to "Hydro Extent" in the upper right, and then select a different colony. I can reproduce the exception every-time I follow those steps. This is in a new game in Aurora 1.7.3, which has been patched up from v1.0.0.
TN Start
Random Stars
The Theme will cycle through a List in the same order. This means that when I rename a system, the next created system will have that name (if multiple systems are renamed, the earliest name is reused). This makes it difficult to not see new names (eg. I cant just rename my System to !London when I meet aliens, because the next generated system would be called London)
Sidenote, is the "Auto-Rename" button supposed to not exist for systems and ships?
How to reproduce:
Have 2+ Jump Points that you havent jumped through yet
Jump through the first, and then change the system name.
Jump through the second, and it will be called what the first name was.
I don't think this is a bug because this is how it worked in VB. Not how I wanted it to work but anyway.
Launched ready ordnance at JP2 and the buoy was launched without issue (other than passive sensors not showing up which is a known bug). Set command to launch ordnance at JP1 and it appears to complete the command but nothing happens. Tried three times and the history of the fleet shows the command three times but no missile is used or shows up other than the first one. No error messages appear. Had another discord user confirm that they have also had issues with the "launch ready ordnance" command. Tried Queuing multiple commands and it still didn't work. I'm assuming it's something weird with some "ready ordnance" value not being reset when the missile is reloaded so it only works once per ship.I might havefound the issue. The only difference I could find in the database was that after the "launch ready ordnance" command was given and executed the "FiredThisPhase" value in the FCT_FireControlAssignment table in the db changed from 0 to 1.No idea ifthis is actually causing the issue. My assumption is that this value should reset to zero at some point but despite increasing several time increments this value still hasn't reset.
EDIT: Somehow slipped my mind that I could actually test this by simply changing the value. Changing "FiredThisPhase" from 1 to 0 does in fact allow you to launch a missile using the "launch ready ordnance" command a second time. So whatever function that is responsible for this has a bug or is not being called when it should be.
My ships condition deteriorates while they sit on orbit. I have enough maintenance facilities and it still happens.
Even worse Overhauling does nothing and the ships get stuck there, maintenance clock still running.
Did you upload wrong DB or something?
As far as I can see you got 10k capacity on earth and about 50k of ships in orbit.
And nobody is in OH
There does not appear to be a way to overload crew quarters for rescue shuttles and carriers, unless I'm blind?. I seem to remember an option for this in the VB version.
There is no way. The rules changed for C# Aurora. You can still add emergency cryo for survivors though.
http://aurora2.pentarch.org/index.php?topic=8495.msg104051;topicseen#msg104051
http://aurora2.pentarch.org/index.php?topic=8495.msg104052;topicseen#msg104052
Not sure I understand this correctly since I could pick up survivors with one of my survey ships when the other blew up because of maintenance problems. I did not have any emergency quarters on my survey ships, and when the survivors were picked up, I constantly got messages that crew quarters are overloaded because of the extra survivors, which is logical.
This would mean that crew quarters can be overloaded, or the overloading I'm experiencing is not intended?
Not a big one/ not about mechanics
Using tab to move between feild when making a new game skips from local system spread to difficulty then back to constrution cycle time then skip over all the speed feild to generation chance.
It then go to research speed after reaching the end.
On the right side minimum npr distance is also skipped over and put at the end.
Would the fuel efficiency of a ship be affected if an engine was damaged?
Quote from: Steve Walmsley link=topic=10968. msg126507#msg126507 date=1587482452Quote from: davidr link=topic=10968. msg126415#msg126415 date=1587458036Same bug in all the versions :_
currently using v1. 73 with TN start
The Event log does not pause or cause an entry to appear when a Geo Survey ship completes its Standing Orders.
I gave the Geo ship the order to survey all Planets / Moons. It has completed its orders but I have received no notification of the fact in the event log.
DavidR
Finally tracked it down. The problem is the event type isn't in the database. The event was created but never recorded. This will need a db change to fix though.
Any chance you can release a db patch that just alters an existing db (creates the new event type) without needing a completely new db?
Here's a weird one: standard conventional start, when I begin exploring, my jump ship discovers the system of Sol. Database attached.
Its not Sol, but rather a completely different system that was named Sol.
It looks like the program is taking the Sol entry in the known systems table and generating a completely new system based on the same star type. When I changed Sol to System Number 1 to fix an issue with random stars, I believe it caused this bug. I'll change Sol back to zero and fix Random Stars in a different way.
I assume this button is supposed to refresh the galaxy screen? It doesn't appear to do anything at the moment and having to re-open the galaxy screen whenever it needs to be refreshed is frustrating. I think it's been reported in earlier versions but apparently no one bothered reporting it again.
(https://i.imgur.com/laZzjCQ.png)
Clicking the Mineral Survey button on the taskbar from the galaxy map (which is not the main map) does nothing.
Hey Steve, a bunch of pretty irritable bugs has been fixed, alongside a ton of other fixes for v1.7.3, can we get the next patchTM? Having my game paused every couple days because of the shipping lines getting a new engine / a new ship / scrapping a ship is getting on my nerves a little bit now :)
I don't know how much effort it is to release each version for Steve but a 1.7.4 followed by a quick 1.8 with DB edits would be a nice way of giving people choice but idk how much trouble that would cause, not least of all with bug reports.
I managed to get a save a few 5 day turns before it goes into endless loading. Exactly the same way it happened to my games about a dozen times before.
When creating a new game, but hitting cancel when you design your race, the "create empire" screen also closes.
Furthermore, it opens up a previous (first? most recent?) game (cant test if done "correctly, I only see the system map but no planets etc. Might be bc it panned to somewhere else?),
and gives me this Error:
Function #1616: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt
(roughly: The object reference has not been assigned an object instance)
Trying to interact with THE MAP (scrolling, clicking etc) brings up a new version of the same error. (Function #1616: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt)
Trying to interact with A BUTTON (eg. open Research Screen gives me the error Function #155: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt
Dismissing the errors does nothing.
Trying to reopen Aurora:
Does not open the game correctly:
Race and System field are blank, all checkboxes unchecked
Any interaction with THE MAP brings up the error
Function #1620: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt
and Function #1616: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt
Trying to click A BUTTON brings up the error
Function #155: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt
I managed to get a save a few 5 day turns before it goes into endless loading. Exactly the same way it happened to my games about a dozen times before.
I'm not having any issues incrementing time. I've done it for 2 years now at 5 day turns without an issue in your db. I'm guessing it's an issue with your setup or computer.
Did you correctly install the patches? Try deleting the aurora.exe file and replacing it.
What operating system are you using?
Where is the aurora folder installed?
Anything else that might be relevant might help narrow down the cause.
I managed to get a save a few 5 day turns before it goes into endless loading. Exactly the same way it happened to my games about a dozen times before.
I'm not having any issues incrementing time. I've done it for 2 years now at 5 day turns without an issue in your db. I'm guessing it's an issue with your setup or computer.
Did you correctly install the patches? Try deleting the aurora.exe file and replacing it.
What operating system are you using?
Where is the aurora folder installed?
Anything else that might be relevant might help narrow down the cause.
As it turned out, this save worked fine after loading for about 30 minutes. I'll try to post one when it stops completely.
I installed my game in D:\Games\Aurora
I'm using Windows 10
i7-6700HQ
16 GB RAM
I installed it with 1.5.1 then 1.7 then 1.7.3
I have had this issue with every version of the game.
I managed to get a save a few 5 day turns before it goes into endless loading. Exactly the same way it happened to my games about a dozen times before.
I'm not having any issues incrementing time. I've done it for 2 years now at 5 day turns without an issue in your db. I'm guessing it's an issue with your setup or computer.
Did you correctly install the patches? Try deleting the aurora.exe file and replacing it.
What operating system are you using?
Where is the aurora folder installed?
Anything else that might be relevant might help narrow down the cause.
As it turned out, this save worked fine after loading for about 30 minutes. I'll try to post one when it stops completely.
I installed my game in D:\Games\Aurora
I'm using Windows 10
i7-6700HQ
16 GB RAM
I installed it with 1.5.1 then 1.7 then 1.7.3
I have had this issue with every version of the game.
On the Discord, I recall seeing another user with this issue too. Completely deleting and reinstalling Aurora seemed to fix it. Maybe try that?
Quote from: Jaz010 link=topic=10968. msg126447#msg126447 date=1587467007Hello,
V 1. 7. 3
2 NPR seems to be fighting, getting continuous below messages:
Function #713 Object Reference Not Set to and Instance of an object.
Function #1414 Object Reference Not Set to and Instance of an object.
Function #1555Object Reference Not Set to and Instance of an object.
713 is calculate reaction bonus and 1414 is fleet move.
Could you send me the DB with the errors?
Diplomacy : If you receive damage from an NPR, the DR goes to -101. It should then goes back to zero if there is no longer figth between the two factions, but it seems to be frozen at -101 in my game for some decades now. Communication were not etablished, but if I SM Est comm, the DR will normalise slowly like it should.
Also, anyone managed to etablish communication with NPR? I've met two so far, sent a diplomatic ship but each time I received threat message when it was in their homeworld, and no communication attempt. They even started to fire on those ships... Maybe I'm unlucky
Diplomacy : If you receive damage from an NPR, the DR goes to -101. It should then goes back to zero if there is no longer figth between the two factions, but it seems to be frozen at -101 in my game for some decades now. Communication were not etablished, but if I SM Est comm, the DR will normalise slowly like it should.
Also, anyone managed to etablish communication with NPR? I've met two so far, sent a diplomatic ship but each time I received threat message when it was in their homeworld, and no communication attempt. They even started to fire on those ships... Maybe I'm unlucky
Defo unlucky - my first NPR refused communication with my diplo ship besides a single attempt but did not fire on it. Note that the ship I used was a diplo module, engines and small passive sensors. I imagine if the ship has something with a threat level then they would react less cordially.
I'm not Steve (obviously) but it looks like you're using a comma decimal separator instead of period, and a period digital grouping separator instead of a comma.
CIWS do not engage incoming missiles
These being different from the settings Aurora is programmed in causing problems is a known issue. Your CIWS having a tracking speed of "25 000" makes me wonder if that could be it.
Try setting the separator to periods and groupings to commas in your regional settings and see if that works.
EX Boris Yegorov (Gherman Titov class Exploration Ship) 17,993 tons 488 Crew 2,830.6 BP TCS 360 TH 1,500 EM 0
4168 km/s JR 3-50 Armour 1-61 Shields 0-0 HTK 118 Sensors 56/56/2/4 DCR 52 PPV 0
Maint Life 7.36 Years MSP 3,970 AFR 80% IFR 1.1% 1YR 129 5YR 1,928 Max Repair 375 MSP
Kapitan pervogo ranga Control Rating 3 BRG ENG SCI
Intended Deployment Time: 36 months Morale Check Required
Design Bureau 693 18000M70 FTL Drive Max Ship Size 18000 tons Distance 50k km Squadron Size 3
OKB-692 VNID-0750M Ion thruster (2) Power 1500 Fuel Use 16.33% Signature 750 Explosion 10%
Fuel Capacity 3,000,000 Litres Range 183.8 billion km (510 days at full power)
AK-650 (4x10) Range 1000 km TS: 25,000 km/s ROF 5
Navigation radar AS20-R100 (1) GPS 1000 Range 20.3m km Resolution 100
Search radar MR96-100 (1) GPS 9800 Range 97m km Resolution 100
EM Sensor E4M70 (1) Sensitivity 56 Detect Sig Strength 1000: 59.2m km
IR sensor T4M70 (1) Sensitivity 56 Detect Sig Strength 1000: 59.2m km
Gravitational Survey Sensors (2) 2 Survey Points Per Hour
Improved Geological Sensors (2) 4 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
v1.7.3
Not enough ground force commanders are being generated. I am overwhelmed in naval officers, but can't get enough ground force commanders to command my troops. My problems really began at the start of the mass retirement around 10 years of service.
v1.7.3
Not enough ground force commanders are being generated. I am overwhelmed in naval officers, but can't get enough ground force commanders to command my troops. My problems really began at the start of the mass retirement around 10 years of service.
When will the events bug be fixed?
v1.7.3
Not enough ground force commanders are being generated. I am overwhelmed in naval officers, but can't get enough ground force commanders to command my troops. My problems really began at the start of the mass retirement around 10 years of service.
Hi
I'm kind of new to both the game and this forum so i might be overlooking something (if i do, my apologies. . )
But as far i know, this is a minor bug.
I assigned a Sector administrator in the commanders window (after doing the research and building the Sector command), but when i check in the Summary tab's header it says sector command none.
If i open the Sector Management page, then i see my Sector with its headquarters. and the assigned Sector Governor.
Also, I'm not sure if the Sector command bonus is applied at all.
If nobody else has this issue, then i guess I'm doing something wrong but it looks like a bug to me.
Quote from: Steve Walmsley link=topic=10968. msg126507#msg126507 date=1587482452Quote from: davidr link=topic=10968. msg126415#msg126415 date=1587458036Same bug in all the versions :_
currently using v1. 73 with TN start
The Event log does not pause or cause an entry to appear when a Geo Survey ship completes its Standing Orders.
I gave the Geo ship the order to survey all Planets / Moons. It has completed its orders but I have received no notification of the fact in the event log.
DavidR
Finally tracked it down. The problem is the event type isn't in the database. The event was created but never recorded. This will need a db change to fix though.
Any chance you can release a db patch that just alters an existing db (creates the new event type) without needing a completely new db?
For some reason, 1. 5 years into the game my scientists discovered ground units I never created. They seem to be the default ones, which I turned off in game generation.
Quote from: Grendarion Guard link=topic=10968. msg126624#msg126624 date=1587494956Hi
I'm kind of new to both the game and this forum so i might be overlooking something (if i do, my apologies. . )
But as far i know, this is a minor bug.
I assigned a Sector administrator in the commanders window (after doing the research and building the Sector command), but when i check in the Summary tab's header it says sector command none.
If i open the Sector Management page, then i see my Sector with its headquarters. and the assigned Sector Governor.
Also, I'm not sure if the Sector command bonus is applied at all.
If nobody else has this issue, then i guess I'm doing something wrong but it looks like a bug to me.
Have you assigned systems to the sector in the Sector Management window. (Eligible systems should be in the bottom right hand pane)
I have built more academies, but... I had no idea that a ground forces commandant would produce more ground force commanders! No, I haven't! Will try!v1.7.3
Not enough ground force commanders are being generated. I am overwhelmed in naval officers, but can't get enough ground force commanders to command my troops. My problems really began at the start of the mass retirement around 10 years of service.
Have you tried assigned a ground officer as Academy commandant? Or build more military academies.
When will the events bug be fixed?
Could you be more specific?
When will the events bug be fixed?
Could you be more specific?
That the events section of the system map doesn't work. The only way to see events is with the popup.
There are no events on the main window - only on the Events window. Another sacrifice to faster delivery.
They did it again April year 4, presumably because I obsoleted their units;Quote from: Tyrope link=topic=10968. msg126634#msg126634 date=1587496138For some reason, 1. 5 years into the game my scientists discovered ground units I never created. They seem to be the default ones, which I turned off in game generation.
That is civilian research
v1. 7. 3 (database is continuance from 1. 7. 0) SM minerals and TN research on earth.
Function #2801: Attempted to divide by zero.
Occurred when I select any of the survey fighter vessels in any of their specific fleet. It seemed to happen when switching from the selection of the fleet to the ship. Ship design display is blank, though the class design is visible. Ship still performs intended function.
1) Go to Naval Organization
2) Open the fleet GEC Amphitreite
3) Select that ship and receive error
Also could not issue orders or view the ships under survey fleet command org.
Did see something similar in the 1. 6 bug thread. DB attached