Author Topic: Official v6.40 Bugs Reporting Thread  (Read 94714 times)

0 Members and 1 Guest are viewing this topic.

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11675
  • Thanked: 20458 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #570 on: October 18, 2015, 09:47:29 AM »
Error in Execute Orders
Error 5 was generated by Aurora
Invalid procedure call or argument

I just finished a battle, and I suspect the issue is related to task groups that had been escorting another group no longer doing so, but maybe it's fire control related or something entirely different. I have a copy of the database if desired.

I see this popup from time to time as well. Not pinned it down yet but doesn't seem to have any effect beyond the popup.

 

Offline Yonder

  • Registered
  • Lt. Commander
  • ********
  • Y
  • Posts: 278
Re: Official v6.40 Bugs Reporting Thread
« Reply #571 on: October 19, 2015, 09:31:54 AM »
I see this popup from time to time as well. Not pinned it down yet but doesn't seem to have any effect beyond the popup.

I got it actually. I had squadron A following squadron B, and squadron B was absorbed by squadron C. Usually this situation would lead to that error similar to "Could not find target of task force orders" but this time it just spawned dozens of the mentioned error message. Clearing the orders of squadron A fixed it.
 

Offline 83athom

  • Big Ship Commander
  • Vice Admiral
  • **********
  • Posts: 1261
  • Thanked: 86 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #572 on: October 19, 2015, 11:01:45 AM »
I think I found a somewhat strange bug. So the system became discovered before it became discovered. GSV George Ogden Abell is now 10 hours away from the point. I think I might have to install the backup utility cause I'm scared of what might come next. Also, that system has 2 stars inside of the main star.
« Last Edit: October 19, 2015, 11:15:59 AM by 83athom »
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline 83athom

  • Big Ship Commander
  • Vice Admiral
  • **********
  • Posts: 1261
  • Thanked: 86 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #573 on: October 19, 2015, 11:28:52 AM »
Uuummmmmm... ok then. Anyone have any weapons that can destroy a system?

Edit; Owwwww, my brain. Now Aurora keep getting errors cause its trying to divide by zero.
« Last Edit: October 19, 2015, 11:32:58 AM by 83athom »
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5657
  • Thanked: 372 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Official v6.40 Bugs Reporting Thread
« Reply #574 on: October 19, 2015, 11:52:18 AM »
Uuummmmmm... ok then. Anyone have any weapons that can destroy a system?

Edit; Owwwww, my brain. Now Aurora keep getting errors cause its trying to divide by zero.

SM Mode, F9, delete system.
 

Offline 83athom

  • Big Ship Commander
  • Vice Admiral
  • **********
  • Posts: 1261
  • Thanked: 86 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #575 on: October 19, 2015, 12:29:53 PM »
SM Mode, F9, delete system.
Worked like a charm. I knew I could do that but I was just making a "joke" as a book series I've read had a missile that would make a star go supernova. Although (refer to image)... ummmm. At least this time the system actually works, but this time it only has 2 star and a collection of planets including... my first extrasolar 0.0 cost planet and 2 planets under a cost of 2.0, YAY. Thank you bug.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline Din182

  • Sub-Lieutenant
  • ******
  • D
  • Posts: 145
Re: Official v6.40 Bugs Reporting Thread
« Reply #576 on: October 19, 2015, 02:07:57 PM »
Here's an old bug that doesn't seemed to be fixed yet:
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.

I just had the exact same thing happen to me. It scared me when I first saw it, because I thought my ships were being attacked.
Invader Fleet #13090 has notified Fleet Command that it intendeds to Unload Trade Goods at Earth!
 

Offline Falcon

  • Chief Petty Officer
  • ***
  • F
  • Posts: 30
Re: Official v6.40 Bugs Reporting Thread
« Reply #577 on: October 19, 2015, 02:37:36 PM »
Error in ShowMinerals

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

Happens when one of the moons of Jupiter is surveyed (legally or with SM) and every turn after that.
Save game available.
 

Offline Yonder

  • Registered
  • Lt. Commander
  • ********
  • Y
  • Posts: 278
Re: Official v6.40 Bugs Reporting Thread
« Reply #578 on: October 20, 2015, 12:59:24 PM »
Is Area Defense mode still bugged in 6.4? Steve's Solarian Empire game made it sound like he was using beam escorts in separate task forces, which implies the use of Area Defense fire, but last night my beam escort destroyers were completely ineffective until I set them to Final Defensive Fire mode.
 

Offline Rich.h

  • Captain
  • **********
  • R
  • Posts: 555
  • Thanked: 55 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #579 on: October 20, 2015, 03:22:00 PM »
Is Area Defense mode still bugged in 6.4? Steve's Solarian Empire game made it sound like he was using beam escorts in separate task forces, which implies the use of Area Defense fire, but last night my beam escort destroyers were completely ineffective until I set them to Final Defensive Fire mode.

Have you ensured the PD beam weapon being used has a range greater than the distance the missile travels in 5 seconds? The wiki states that:

Area defense occurs during the normal weapons fire segment. If the missile can cross the engagement range of a PD beam during a single movement then it will not be engaged.

I had problems with it myself as at first small laser turrets were great and got off two shots at a missile meaning I had a total iron curtain. Then I came across an NPR with very fast missiles and suddenly my area defence mode was totally useless.
 

Offline Yonder

  • Registered
  • Lt. Commander
  • ********
  • Y
  • Posts: 278
Re: Official v6.40 Bugs Reporting Thread
« Reply #580 on: October 20, 2015, 03:26:30 PM »
The margin is slim, but the missile salvos do have one stopover point in range. Not two though, does Fire Delay come into play in Area Defense mode?
 

Offline IanD

  • Registered
  • Commodore
  • **********
  • Posts: 725
  • Thanked: 20 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #581 on: October 22, 2015, 08:02:13 AM »
Aurora v6.43  Start year 2025, now 2079.

I have civilian colony ships appearing 6 jumps from Sol. I thought they could only jump 4 from Capital in 6.43? (Which is still Sol). Haven't seen any freighters that far out.

Ian
IanD
 

Offline GreatTuna

  • Lt. Commander
  • ********
  • Posts: 203
  • Thanked: 1 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #582 on: October 22, 2015, 09:06:12 AM »
Aurora v6.43  Start year 2025, now 2079.

I have civilian colony ships appearing 6 jumps from Sol. I thought they could only jump 4 from Capital in 6.43? (Which is still Sol). Haven't seen any freighters that far out.

Ian

I believe they can route up to 4 jumps from system where they loaded their cargo.

If not, then it's a bug which I can confirm too.
 

Offline 83athom

  • Big Ship Commander
  • Vice Admiral
  • **********
  • Posts: 1261
  • Thanked: 86 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #583 on: October 22, 2015, 11:11:11 AM »
They can pathfind up to 4 systems away from their current position I believe. Had a colony ship take citizens from a colony 3 jumps from Sol to a colony 6 jumps from Sol, but then again that was 1-2 versions ago.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11675
  • Thanked: 20458 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #584 on: October 22, 2015, 11:21:55 AM »
Yes, 4 jumps from current position. In v6.50, the distance will be unlimited.