Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on August 15, 2022, 03:09:06 PM

Title: v2.1.0 Bugs Thread
Post by: Steve Walmsley on August 15, 2022, 03:09:06 PM
Please post potential bugs in this thread for v2.1.0

First, please check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
http://aurora2.pentarch.org/index.php?topic=10637.0

'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

Please do not post bugs from previous versions unless you confirm they are still present in v2.1.0

When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
Title: Re: v2.1.0 Bugs Thread
Post by: Jarhead0331 on August 15, 2022, 03:40:44 PM
When running the .exe file I get the following error...

"No image found for Flag: flag0539.jpg"

Then when I am in game, it appears to still be running version 2.0.3.

Thanks.

SJW: The flag is one I was using for the example game. Delete the game (after you create your own) and the error will vanish. I also forgot to update the version number
Title: Re: v2.1.0 Bugs Thread
Post by: joshuawood on August 15, 2022, 03:46:47 PM
DSP Maintenance considerations

Less of a bug report more of a "please think about this"

Right now with Maintenance Modules present at a DSP you can maintain ships, and with sufficient Maintenance storage for a long time.

But if you want to resupply the MSP used you must join the fleet with a supply ship, empty the supplies then send it back for more.

Either:

1: Add a Hub module like for fuel allowing the transfer of supplies to the stationary fleet

2: Allow any fleet to accept MSP from a supply ship without the supply ship needing to join

3: Allow DSP to store MSP in a similar manner to minerals meaning MSP can be dropped at the DSP and used for Maintenance

4: Something else i haven't thought of :p
Title: Re: v2.1.0 Bugs Thread
Post by: replicant2699 on August 15, 2022, 03:53:02 PM
For some reason Windows 10 thinks Aurora.exe is a virus and deletes it. I'm not using any external anti-virus software and have not encountered this kind of warning before.

Edit: I added it to exclusions and it works just fine. Leaving this reply to see if anyone else gets this warning.
Title: Re: v2.1.0 Bugs Thread
Post by: bankshot on August 15, 2022, 07:30:43 PM
After deleting the db and installing over Aurora 2.02 when starting up I received a popup "no image found for flag: flag0539.jpg".  The highest file number I have in the flags directory is flag0441.jpg

Edit: my apologies - this was already reported and answered. 
Title: Re: v2.1.0 Bugs Thread
Post by: Jarhead0331 on August 15, 2022, 07:34:12 PM
After deleting the db and installing over Aurora 2.02 when starting up I received a popup "no image found for flag: flag0539.jpg".  The highest file number I have in the flags directory is flag0441.jpg

Read above. Steve already explained this and a workaround.
Title: Re: v2.1.0 Bugs Thread
Post by: Garfunkel on August 15, 2022, 11:28:53 PM
For some reason Windows 10 thinks Aurora.exe is a virus and deletes it. I'm not using any external anti-virus software and have not encountered this kind of warning before.

Edit: I added it to exclusions and it works just fine. Leaving this reply to see if anyone else gets this warning.
I don't have it in exclusions and my Windows 10 isn't complaining.
Title: Re: v2.1.0 Bugs Thread
Post by: Demonius on August 16, 2022, 03:49:30 AM
Mine neither, but between Smartscreen and UAC, Win7, 10, 11, theres a bit of potential for the security measures to bother you about a not signed executable.

(I sincerely hope noone is running XP anymore, W7 is bad enough and the in betweens dont count)
Title: Re: v2.1.0 Bugs Thread
Post by: Cobaia on August 16, 2022, 07:12:05 AM
Hello,

When you press retire to remove an officer/admin or Scientist the Commanders Window switches to the retired and you need to close it or refresh it to go back to the screen you were in.
Title: Re: v2.1.0 Bugs Thread
Post by: Vandermeer on August 16, 2022, 08:44:11 AM
A minor display error: When there are more naval ranks than ground commander ranks and you employ someone at the highest position like a Fleet Admiral, the rank initials displayed will be of the ground commander, not the naval commander.

Documented:
Off-Topic: show
(https://abload.de/img/screenshot2022-08-161cpc7l.jpg)

When I add a 9th ground rank:
(https://abload.de/img/2jgepx.jpg)

It will only ever corrupt the highest rank. If I have two ranks less in ground commanders, only the top rank will be displayed wrong, not the first two:
(https://abload.de/img/3g4d0k.jpg)


//Edit: As an add to this, the wrong rank initials are also displayed in the fleet menu.
(https://abload.de/img/screenshot2022-08-16166eyj.jpg)
Title: Re: v2.1.0 Bugs Thread
Post by: Aloriel on August 16, 2022, 01:20:15 PM
A minor display error: When there are more naval ranks than ground commander ranks and you employ someone at the highest position like a Fleet Admiral, the rank initials displayed will be of the ground commander, not the naval commander.

Documented:
Off-Topic: show
(https://abload.de/img/screenshot2022-08-161cpc7l.jpg)

When I add a 9th ground rank:
(https://abload.de/img/2jgepx.jpg)

It will only ever corrupt the highest rank. If I have two ranks less in ground commanders, only the top rank will be displayed wrong, not the first two:
(https://abload.de/img/3g4d0k.jpg)


//Edit: As an add to this, the wrong rank initials are also displayed in the fleet menu.
(https://abload.de/img/screenshot2022-08-16166eyj.jpg)
Sounds like the 2.0-2.0.3 bug is still there. Steve, please also confer with the previous bug list for more details on this specific issue.
Title: Re: v2.1.0 Bugs Thread
Post by: boolybooly on August 16, 2022, 03:09:16 PM
Transient "Function #3409 Object reference..." error in a fresh game of 2.1.0.

It says 2.0.3 but I remember reading the number hasn't been changed and this is definitely 2.1.0.

The save was made after pressing OK and allowing the turn to complete, in case it helps.

The game played on after that with no further errors.

SJW: This is caused by a failure to transit an Aether Gate. I have found a logic flaw where a raider troop transport may be ordered to transit a gate that no longer exists, resulting in this error. I believe this is now fixed for the next version
Title: Re: v2.1.0 Bugs Thread
Post by: boolybooly on August 17, 2022, 05:39:26 AM
I tried the DNR necromancy option which I recently read in the changes list.

https://aurora2.pentarch.org/index.php?topic=12523.msg150564#msg150564

This was for a scientist Martha Cutshall recently retired a few construction periods before the attempt but it went nightmarishly wrong as follows.

Using DNR button worked but then using restore in SM mode produced a Function #425 object reference error (see screen 02).

I experimented with restoring military commanders with no problem.

I tried closing the commander window and reopening it but the option to restore for Martha Cutshall had disappeared though she was still in the 'Retired / Died' section (see screen 03). This did not happen with military commanders who returned to their place in the list on clicking restore. The restore option was still visible for scientist Rich Peru after cancelling DNR but not having tried to restore.

I made a save and that is attached below. I closed and reopened Aurora 2.1.0 loading that save and Martha had been restored.

I was then able to repeat the entire process with scientist Rich Peru who showed exactly the same errors on trying to restore but after save and reload was also restored. This did not happen with military commanders which suggests it is related to scientists and their data.

SJW: Fixed for v2.1.1. Also affecting administrators.
Title: Re: v2.1.0 Bugs Thread
Post by: pwhk on August 17, 2022, 08:04:02 AM
OK this bug has been around for a long time bugging me but finally get around to reliably reproduce it

1. Open "Create Research Project" Window
2. Click "Missile Design" from the window
3. Adjust some settings in "Missile Design" Window
4. Adjust some settings in "Create Research Project" Window, i.e. changing some settings on current Active Sensor design
5. Click "Create" on "Missile Design" Window
6. Open "Economics" window and click "Research" Tab
7. The Missile design incorrectly appears in "Sensors and Control Systems" research.

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: Kiero on August 17, 2022, 11:13:26 AM
#1 Bug description:
Discovering a new system through a jump point produces a system called "System #XXX" where XXX are different numbers every time.

#2 Bug description:
I've changed the minimum comets for a system during game setup to "7". Now every new system has 7 comets, always.

- TN start - With a twist. I've created a new star system (everything was ok). Then I created a new race using Humans as spices for it. Then I deleted the original "Player race".
- Random Stars
- Beginning of the campaign

DB is attached.

SJW: System naming fixed for v2.1.1. Comets are working normally. Only about 6% of systems will have 8 or more comets, so the other 94% will all have 7 comets.
Title: Re: v2.1.0 Bugs Thread
Post by: drakonbane on August 17, 2022, 12:39:50 PM
Clicking on a ground unit in a series doesnt display its info on the right panel. Clicking on a ground unit not in a series does however.

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: rainyday on August 17, 2022, 02:45:53 PM
#1 Bug description:
Discovering a new system through a jump point produces a system called "System #XXX" where XXX are different numbers every time.

Do you have a system name theme selected? That's typically what happens when the theme runs out of names. Some of them are relatively short, so if you've explored a lot, it's possible to use every name available.
Title: Re: v2.1.0 Bugs Thread
Post by: Kiero on August 17, 2022, 03:39:52 PM
...
Do you have a system name theme selected? That's typically what happens when the theme runs out of names. Some of them are relatively short, so if you've explored a lot, it's possible to use every name available.

Yes, I do. It was the first system I discovered. Even changing the system theme did not help.
Title: Re: v2.1.0 Bugs Thread
Post by: Demonius on August 17, 2022, 03:54:36 PM
Interestingly enough, I did start the 2.1 game with random stars and "terran federation system theme" and the 6 systems generated by now all had a number star designation. When I check the galaxy map, it reads "class name only" name theme for systems which is clearly not what I see under my race profile.

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: Demonius on August 17, 2022, 05:55:28 PM
On Jump Point Exploration/System creation: Error Luminosity Key is 11 - created system ist a twin star D0-VII / F7-V. Dont see any problems after creation and error message with the system.
Title: Re: v2.1.0 Bugs Thread
Post by: Destragon on August 17, 2022, 06:48:32 PM
I'm playing on 2.0.3, but I assume this happens in 2.1, too.

Ships stationed at a gas giant DSP get left behind in space as the gas giant moves along its orbit. They aren't sticking to the DSP/planet.
Also, a fuel harvester that is stationed at a gas giant DSP doesn't seem to harvest fuel, only when the harvester is stationed specifically at the planet itself (even though the DSP and the planet are on exactly the same spot).

SJW: The DSP and the gas giant are two separate locations, so you need to harvest at the planet, not the population. Harvesters have never been able to harvest at populations.
Title: Re: v2.1.0 Bugs Thread
Post by: Deoloth on August 17, 2022, 11:57:04 PM
Quote from: rainyday link=topic=13050. msg161474#msg161474 date=1660765553
Quote from: Kiero link=topic=13050. msg161464#msg161464 date=1660752806
#1 Bug description:
Discovering a new system through a jump point produces a system called "System #XXX" where XXX are different numbers every time.

Do you have a system name theme selected? That's typically what happens when the theme runs out of names.  Some of them are relatively short, so if you've explored a lot, it's possible to use every name available.

I have this bug as well.  It happened in a prior game after a while (8 explored systems, ancient Egypt theme), but when I started a new game today, none of the systems I've explored after having an alien start had a name.  I have tried switching to different system theme but they all come out as System ###.
Title: Re: v2.1.0 Bugs Thread
Post by: woxbel on August 18, 2022, 02:15:16 AM
Quote from: Deoloth link=topic=13050. msg161493#msg161493 date=1660798624
Quote from: rainyday link=topic=13050.  msg161474#msg161474 date=1660765553
Quote from: Kiero link=topic=13050.  msg161464#msg161464 date=1660752806
#1 Bug description:
Discovering a new system through a jump point produces a system called "System #XXX" where XXX are different numbers every time. 

Do you have a system name theme selected? That's typically what happens when the theme runs out of names.   Some of them are relatively short, so if you've explored a lot, it's possible to use every name available. 

I have this bug as well.   It happened in a prior game after a while (8 explored systems, ancient Egypt theme), but when I started a new game today, none of the systems I've explored after having an alien start had a name.   I have tried switching to different system theme but they all come out as System ###.

Same Tolkien theme first 2 systems only numbers. 
Title: Re: v2.1.0 Bugs Thread
Post by: kalodsun on August 18, 2022, 03:59:27 AM
I think I've figured out the problem that I and some other people have been having with never encountering the Swarm, even in a long game.

I checked the database and found that a race had been generated, but they had no ships or fleets.  So I tried generating another one from the SM System View and the same happened - race, tech, ship designs are generated, but no actual units in the world.
Afterwards started a test game, did the SM generation and it worked as intended.

I guessed some kind of overflow occurs with taking into account how much game time has passed, that sets the Spoiler's start strength to something < 0.
To confirm I backed up my DB and edited GameTime, LastGrowthTime and LastGroundCombatTime from 2608194320 to 0 - and it worked! Now SM generation works and spawns ships and fleets.

SJW: Fixed for v2.1.1. Due to a lack of a final 'else' clause in the spawn code, there was no chance of a swarm fleet appearing after 45 game years.
Title: Re: v2.1.0 Bugs Thread
Post by: mike2R on August 18, 2022, 04:39:49 AM
I think I've figured out the problem that I and some other people have been having with never encountering the Swarm, even in a long game.

I checked the database and found that a race had been generated, but they had no ships or fleets.  So I tried generating another one from the SM System View and the same happened - race, tech, ship designs are generated, but no actual units in the world.
Afterwards started a test game, did the SM generation and it worked as intended.

I guessed some kind of overflow occurs with taking into account how much game time has passed, that sets the Spoiler's start strength to something < 0.
To confirm I backed up my DB and edited GameTime, LastGrowthTime and LastGroundCombatTime from 2608194320 to 0 - and it worked! Now SM generation works and spawns ships and fleets.

That's interesting, my experience would bear that out - I don't think I've encountered the spoiler at all in the C# version.  And I've played conventional starts with slow tech pretty much exclusively, and like to turtle for a considerable period before I start generating systems.
Title: Re: v2.1.0 Bugs Thread
Post by: Snoman314 on August 18, 2022, 07:15:16 AM
Quote from: mike2R link=topic=13050. msg161498#msg161498 date=1660815589
Quote from: kalodsun link=topic=13050. msg161497#msg161497 date=1660813167
I think I've figured out the problem that I and some other people have been having with never encountering the Swarm, even in a long game. 

I checked the database and found that a race had been generated, but they had no ships or fleets.   So I tried generating another one from the SM System View and the same happened - race, tech, ship designs are generated, but no actual units in the world. 
Afterwards started a test game, did the SM generation and it worked as intended. 

I guessed some kind of overflow occurs with taking into account how much game time has passed, that sets the Spoiler's start strength to something < 0. 
To confirm I backed up my DB and edited GameTime, LastGrowthTime and LastGroundCombatTime from 2608194320 to 0 - and it worked! Now SM generation works and spawns ships and fleets.

That's interesting, my experience would bear that out - I don't think I've encountered the spoiler at all in the C# version.   And I've played conventional starts with slow tech pretty much exclusively, and like to turtle for a considerable period before I start generating systems.

Same here: Conventional starts, 10% tech speed.  10+ years to leave Sol.  Only ever saw Swarm in a game where I wanted to try some stuff, and SM'd myself through what would normally for me be 20-30 years of development, and left Sol straight away.
Title: Re: v2.1.0 Bugs Thread
Post by: DawnMachine on August 18, 2022, 11:57:13 AM
I think I've figured out the problem that I and some other people have been having with never encountering the Swarm, even in a long game.

I checked the database and found that a race had been generated, but they had no ships or fleets.  So I tried generating another one from the SM System View and the same happened - race, tech, ship designs are generated, but no actual units in the world.
Afterwards started a test game, did the SM generation and it worked as intended.

I guessed some kind of overflow occurs with taking into account how much game time has passed, that sets the Spoiler's start strength to something < 0.
To confirm I backed up my DB and edited GameTime, LastGrowthTime and LastGroundCombatTime from 2608194320 to 0 - and it worked! Now SM generation works and spawns ships and fleets.

God, here it is! I checked and you are right. I've been trying for so long to add a swarm to my 70 year old game. And the swarm was displayed only in the database. It would be so great to get a fix
Title: Re: v2.1.0 Bugs Thread
Post by: Vivalas on August 18, 2022, 04:58:21 PM
Very strange bug I've discovered when trying to do a very small solar system (for a Kerbal Space Program run...).

Setting a planet to have a very close orbit (~5-10m km) will cause it to have an extremely eccentric orbit no matter what. It only seems to affect planets with very close orbits. And, what's more, after a few 5-day increments, planets will seemingly go "off the rails" and disappear completely, setting their orbital distance and some of their other properties to "NaN".

I imagine there's some issue with running such small scale solar systems, but it would be pretty neato if this could be fixed.

(and, as an aside, maybe being able to enter custom properties for stars, as well. The solar system is KSP breaks many things about physics, but being able to handwave those things and just put in the numbers to stars that you need would be cool).

DB attached for debugging, it has one planet that currently is displaying the crazy eccentricity issue as well as two planets that have gone to NaN land.

Title: Re: v2.1.0 Bugs Thread
Post by: Destragon on August 18, 2022, 05:13:04 PM
Reduced size lasers can't reduce the HS of the laser to a fraction, shouldn't they be able to?
It means that reducing a 3 HS laser has no effect besides making it charge slower:
(https://cdn.discordapp.com/attachments/699684612380688465/1009904541296251031/unknown.png)

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: Vivalas on August 18, 2022, 05:50:41 PM
(https://i.gyazo.com/a2354aa7fb9f0cae5cc67d1388ffd747.png)

So... I don't know why eccentricity is so cursed but I'm about to turn it off at this point... Eve in the picture has eccentricity of 0.01 according to the game, and, uh... that's not an eccentricity 0.01 orbit... its current distance is 80m km from the parent, which is supposedly below its Perihelion (the shorter of the two end points), which makes no sense.

Maybe it has something to do with SM-modified orbits, but these aren't at tiny orbits (like 5-10km), these are at normal orbits (like 1 AU), so the bug seems to be exaggerated the closer you get to the parent body.

(also, spoiler doesn't work..)

EDIT:
(https://i.gyazo.com/373cf140650763704d6e06a8b02043aa.png)

(more evidence of the issue. you can see current distance for both bodies is below perihelion, something is rather strange)
Title: Re: v2.1.0 Bugs Thread
Post by: paolot on August 18, 2022, 06:09:01 PM
@Vivalas
Even more, it seems that Kerbol is not at the focus of the ellipse.
Title: Re: v2.1.0 Bugs Thread
Post by: Vivalas on August 18, 2022, 06:48:42 PM
@Vivalas
Even more, it seems that Kerbol is not at the focus of the ellipse.

This would seem to be the issue, since if the orbits were shifted I think they would be fine (although the 0.01 eccentricity Duna seems way too eccentric, still). I added Eeloo and it seems fine, and this coupled with the disappearing planets when I tried to do actual KSP distances would seem to suggest there's an issue the closer you get to the parent body.
Title: Re: v2.1.0 Bugs Thread
Post by: bankshot on August 18, 2022, 10:38:34 PM
Interestingly enough, I did start the 2.1 game with random stars and "terran federation system theme" and the 6 systems generated by now all had a number star designation. When I check the galaxy map, it reads "class name only" name theme for systems which is clearly not what I see under my race profile.

I had the same problem.  Changing the theme on the race window did nothing.  But changing the theme on the galactic map window fixed it. 

A separate bug relating to planets with eccentric orbits:  civilian colony ships will drop colonists off based on current conditions, not maximum colony cost.  I had just started a colony on Mars and its cost varied from 2.0 at perihelion to 2.5 at aphelion.  Civilian colony ships delivered colonists based on the population supported by the summer 2.0 cost, then the colony exceeded capacity and went into negative growth as winter approached (until I was able to get another load of infrastructure delivered). 

SJW: Civilians do use max colony cost, but it was occasionally not being set. Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: simast on August 19, 2022, 12:49:42 AM
Really minor, but the hull type dropdown in class design has some duplicated entries:

Second Class Cruiser C2
Military Tanker TKM

SJW: Fixed for next database release
Title: Re: v2.1.0 Bugs Thread
Post by: Kiero on August 19, 2022, 01:13:14 AM
A separate bug relating to planets with eccentric orbits:  civilian colony ships will drop colonists off based on current conditions, not maximum colony cost.  I had just started a colony on Mars and its cost varied from 2.0 at perihelion to 2.5 at aphelion.  Civilian colony ships delivered colonists based on the population supported by the summer 2.0 cost, then the colony exceeded capacity and went into negative growth as winter approached (until I was able to get another load of infrastructure delivered).

Working as intended.
Title: Re: v2.1.0 Bugs Thread
Post by: mike2R on August 19, 2022, 05:52:39 AM
Not sure if this is a bug report or a feature request, but I just had my first of the new spoilers attack one of my colonies, and get destroyed by an STO.  This didn't seem to generate a medal award (Destroy Hostile Ship) for the STO commander, or get noted in the commander's log.  Would be cool if this could happen.

SJW: Currently working as intended, but I have added the same commander tracking for STO commanders for v2.1.1 so the medal should be awarded in future.
Title: Re: v2.1.0 Bugs Thread
Post by: nuclearslurpee on August 19, 2022, 06:51:04 AM
A separate bug relating to planets with eccentric orbits:  civilian colony ships will drop colonists off based on current conditions, not maximum colony cost.  I had just started a colony on Mars and its cost varied from 2.0 at perihelion to 2.5 at aphelion.  Civilian colony ships delivered colonists based on the population supported by the summer 2.0 cost, then the colony exceeded capacity and went into negative growth as winter approached (until I was able to get another load of infrastructure delivered).

Working as intended.

Per Steve post here, (http://aurora2.pentarch.org/index.php?topic=12524.msg154279#msg154279) I don't think it is. Civilians are supposed to account for the maximum colony cost to avoid wasting population and shipping time. Unless Steve at some point made a stealth change to make life harder on players of course.

SJW: It is a bug. The function that checked for capacity was assuming max colony cost was set. In most cases it already would be, but the function now runs the colony cost to make sure.
Title: Re: v2.1.0 Bugs Thread
Post by: Snoman314 on August 19, 2022, 08:03:58 AM
Quote from: nuclearslurpee link=topic=13050. msg161533#msg161533 date=1660909864
Quote from: Kiero link=topic=13050. msg161524#msg161524 date=1660889594
Quote from: bankshot link=topic=13050. msg161522#msg161522 date=1660880314
A separate bug relating to planets with eccentric orbits:  civilian colony ships will drop colonists off based on current conditions, not maximum colony cost.   I had just started a colony on Mars and its cost varied from 2. 0 at perihelion to 2. 5 at aphelion.   Civilian colony ships delivered colonists based on the population supported by the summer 2. 0 cost, then the colony exceeded capacity and went into negative growth as winter approached (until I was able to get another load of infrastructure delivered). 

Working as intended.

Per Steve post here, I don't think it is.  Civilians are supposed to account for the maximum colony cost to avoid wasting population and shipping time.  Unless Steve at some point made a stealth change to make life harder on players of course.

I'm seeing issues as well, but I think it's to do with shipping delays and the relative capacities of the civilian colonist fleet and freighter fleets.  It only takes a few colony ships that have already been dispatched when the cut-off kicks in to then deliver their passengers and blow the max-cost limit by enough to be a problem until more infrastructure arrives.
Title: Re: v2.1.0 Bugs Thread
Post by: bankshot on August 19, 2022, 09:52:40 AM
I have one colony ship that was set to auto load colonists at the capital and auto-deliver colonists.  I thought I turned it off in time but it is possible that the standing order overfilled the colony and not the civilian ships. 
Title: Re: v2.1.0 Bugs Thread
Post by: idefelipe on August 19, 2022, 01:21:20 PM
Hey Steve.

I found a small bug on the Officers Tab. The Date of Comission does not match with the real Date of Comission (take a look to the attached image). I know it is not a critical bug, but it is a bit annoying :P

SJW: Date is commission is the date someone became an officer - not the date of last promotion.
Title: Re: v2.1.0 Bugs Thread
Post by: M_Gargantua on August 19, 2022, 06:37:37 PM
Non-Combat ground units becoming orphaned from any parent formation on formation destruction:

Heavily RNG dependent, but I've gotten it to recur most of the time.
As ground combat is resolved it seems there is an escape where non-combat classes can survive the destruction of their parent formation.  This leaves them orphaned on a body, and they won't be attacked anymore.
Saving the game and restarting will restore the missing formations in the Ground Forces Tab, but the error persists, and they won't be attacked anymore.

Setup this . db as a reproducible sandbox.  300k tons of earth forces dropping on a higher tech 300k in Epsilon Eridani.  Should just be able to advance timeso the ground combat resolves, if you pay attention to the terran ground forces window they'll almost always resolve after a few dozen turns to be destroyed but leave orphan units and the function 1810 error.  Other times there will be ground forces remaining at the population, without surrendering, but without throwing an error.  Sometimes the pop will surrender which will also cause the error to not occur but with orphan units still at the body.

Error - Function #1810: Object Reference not set to an instance of an Object
The window affected - Ground Forces/System Screen
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - Dot, not comma
Is the bug is easy to reproduce, intermittent or a one-off? - Reproducible (Also found it in 1. 13 too)
If this is a long campaign - set this up as a sandbox campaign to re-test this specific bug.
Title: Re: v2.1.0 Bugs Thread
Post by: Falryx on August 19, 2022, 07:24:20 PM
Not a 'bug' - more of a query.   Looking at the difference between the 2. 0. x database and the 2. 1. 0 database, there are several changes to Black Holes in the db in KnownSystems with several black hole removed.   All Black Holes with 9100xx or 9300xx as their KnownSystemID are deleted.   Is this intentional (I didn't see it referenced in the change notes)?

SJW: Each known systems game has a different set of black holes.
Title: Re: v2.1.0 Bugs Thread
Post by: bankshot on August 19, 2022, 10:29:50 PM
Disassembling refueling hubs does not provide any research points towards refueling hub tech.  I found two excavating ruins on Mars in the attached game.  Disassembling the orbital mining modules and Sorium Harvesters did give points towards their respective techs.  They have been transported to Earth in the attached save.

TN start, random stars, 6 years in.

Also a minor visual bug - the ruins belong to the "Democratic People's Republic of Kandis ..." which is too long to display and I don't know of anywhere other than the summary tab on the economics screen where you could see the full name. 

SJW: Refuelling Hub fixed for next database update
Title: Re: v2.1.0 Bugs Thread
Post by: Desdinova on August 19, 2022, 11:10:59 PM
Some bugs from my latest playthrough:

If you refit a ship with new fire control, the weapons will remain assigned to the old fire contol and then the weapon allocation screen in the ship combat tab will show no weapons. This can be fixed by hitting "auto assign FC". You can see an example of this in the attached database, check out the Enceladus refit-class frigates.

A ship that decides to hold fire if chance to hit is zero will still suffer "maintenance failure while firing" events.

SJW: Changed refits so they clear all existing combat assignments. Can't reproduce maintenance issue. There is specific code to prevent this. Are you sure the weapon type triggering the message is the same one affected by failure?
Title: Re: v2.1.0 Bugs Thread
Post by: MaxKaladin on August 20, 2022, 01:47:27 AM
I have a screenshot of the error below.      The text is:
Quote
2.    0.    3 Function # 1500: constraint failed
UNIQUE constraint failed:
FCT_ShipDesignComponents.    SDComponentID

I was on the main window trying to save my game.      I'd been playing for a few hours and hadn't saved so who knows what I did in that time to cause this.     
Conventional Start, Real Stars, Decimal separator is a decimal NOT a comma.     Hopefully this is a one-off.      It happens every time I try to save my game but I presume when I eventually quit without saving whatever triggers the constraint won't be there anymore and this won't happen again.     

I'm almost 15 years into the campaign and had just discovered an alien race who promptly blew up my survey vessel.      I was playing around a lot with designing components for some kind of defensive force (still pretty new at this game so I'm not an expert at how to build a military for this yet and I'm doing a lot of trial and error).      This involved creating a lot of prototypes for various things.      I'd already been experimenting before this as well.     

My best guess about what happened is this:  A while before trying to save, I distinctly remember creating a size 4 missile launcher and then a size 4 box launcher.     (With the intent of having magazine fed launchers on a missile base and attack craft using box launchers with both firing the same missile.      I did this by creating the box launcher and then changing the dropdown for size and reload rate to box launcher (I didn't change anything else).      I'm pretty sure I created a prototype of the box launcher but not the regular one.      I thought I queued both to research.      When I checked later, I noticed I had two copies of the box launcher, one researched and the other as a prototype.      The regular size 4 launcher didn't exist.      When I noticed this, I created another project to research a size 4 standard launcher.      I've attached a screenshot of the technology screen showing duplicate launchers.     

I think somehow, when trying to duplicate the launcher, the same launcher got added to the list of components twice somehow and that resulted in a duplicate component ID which is triggering a database constraint.      I've tried to reproduce that behavior, but I have not been able to.     

ETA: I've been trying to reproduce this but have not been able to.     My experiments have been revolving around prototypes.     Something I did several times was create a prototype of something and then click the create button from the screen where you design research for components rather than clicking to research prototype from the class design screen.     Since the error seems to indicate a duplicate component somewhere, that's been what I've been concentrating on.     

ETA2: I noticed the game looked like it had saved when I loaded the game today but when I decided to try to go ahead and continue the first thing I noticed is that I'm missing some components I'd designed and researched.    Specifically, I'd built a fighter with rail guns and queued it up for manufacturing.    Now the design is missing basically everything.   No railgun, no beam fire control, no engine and no power plant.    All of those items were researched and now they're completely gone from my list of available components.    I had not built any ships with technology I had researched since the last time I saved so I can't say if anything disappeared from ships that had been constructed but the ships I did have were intact (using older technology, of course).   I'm not going to mess with this save game further and will make a copy of the DB file in case you need it for troubleshooting.   Let me know if you need a copy.
Title: Re: v2.1.0 Bugs Thread
Post by: Inglonias on August 20, 2022, 11:42:42 AM
Minor SM Mode bug:

When using the "Random Ruin" button in the system view to add ruins to a planet, the planet list is refreshed. However, when that button is used to remove those ruins instead, the list is NOT refreshed.

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: nuclearslurpee on August 20, 2022, 11:46:44 AM
Minor SM Mode bug:

When using the "Random Ruin" button in the system view to add ruins to a planet, the planet list is refreshed. However, when that button is used to remove those ruins instead, the list is NOT refreshed.

I'm pretty sure the refresh happened in 1.13 so this may be a new bug, perhaps related to the new system generation code?
Title: Re: v2.1.0 Bugs Thread
Post by: PandaBearTellEm on August 20, 2022, 12:32:08 PM
Found a bug (I think)
If you put an administrator in a position they qualify for, but the position outgrows them, they are 1) not removed; 2) continue to apply their bonuses

For example-
My Sector Gov for Sol is A4.  I put him in the position when Sol required A2.  Now, Sol requires A5. 
My Earth construction capacity is 10,952 BP.
I have 580 factories at 14 BP tech.  That should be 8,120 BP. 
The planetary gov gives 30%.  That should be another 2,436 BP (10,556 total)
The sector gov (He is A4 although Sol requires A5) has a 15% bonus, so that ends up being 3. 75% on the total with planetary gov- 395. 85 more. 
Total- 10,951. 85 (game rounds up to 10,952)

My academy commandant also, I just noticed, shouldn't be allowed to keep the role.  His (a scientist) admin is 30, but the academy is lvl 7 now.  I don't know if there's a way to check if his bonuses are still applying, but I presume that they are if the sec gov's are?
DB file attached

SJW: It is working as intended in the sense that I never added any code to remove admins and therefore allowed them to function in the above situation. Maybe now there are automated admin assignments I should look at this again.
Title: Re: v2.1.0 Bugs Thread
Post by: dsedrez on August 20, 2022, 07:43:40 PM
Minor SM Mode bug:

When using the "Random Ruin" button in the system view to add ruins to a planet, the planet list is refreshed. However, when that button is used to remove those ruins instead, the list is NOT refreshed.

I'm pretty sure the refresh happened in 1.13 so this may be a new bug, perhaps related to the new system generation code?

I used this quite extensively in a v.1.13 game when I was testing ruin exploitation, and what I remember is that it never refreshed when I removed the ruin. So I've just tested it in another 1.13 game and it did not refresh either... it only refreshes if you close/reopen the window or switch systems.
Title: Re: v2.1.0 Bugs Thread
Post by: Kashada on August 20, 2022, 08:30:25 PM
I think I have found a bug.

I got a handful of these error messages below before 251,000 tons of enemy ground forces just appear on luna, no troop transports or anything in system (enemy being the new spoiler).

https://prnt.sc/5bgPGFIZkksb

There is some time, like a day or two, between these error messages and the troops appearing on luna.

Have I missed something or am I right in thinking the errors are somehow linked to the enemy transports not showing up?
Is there something I can do in SM to get rid of them?

TN start
39 years into game
one off error
Have a back up of the database from around a day before this if needed
v2.10 game

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: skoormit on August 21, 2022, 07:43:36 AM
I'm still playing 1.13, but I haven't seen the following addressed.

I granted independence to a very minor colony in a system in which I had no sensors (or any other ships at all) present.
I did not receive any message about a new race detected, and I have not returned to the system.

Now on game load, I receive the error: "Function #1341: The given key was not present in dictionary."

A quick check in the DB reveals that the race ID for the population I granted independence to is one higher than the highest race ID in the database.

Long story short: it seems that granting independence failed to create a race record for the population to link to.

EDIT: I manually created a race record with the expected ID, and now the game loads without error.

SJW: It looks like there is an error during the independence setup process that causes the function to exit before it adds the race to the races collection. Fixed for v2.1.1.
Title: Re: v2.1.0 Bugs Thread
Post by: replicant2699 on August 21, 2022, 10:28:23 AM
I think I have found a bug.

I got a handful of these error messages below before 251,000 tons of enemy ground forces just appear on luna, no troop transports or anything in system (enemy being the new spoiler).

https://prnt.sc/5bgPGFIZkksb

There is some time, like a day or two, between these error messages and the troops appearing on luna.

Have I missed something or am I right in thinking the errors are somehow linked to the enemy transports not showing up?
Is there something I can do in SM to get rid of them?

TN start
39 years into game
one off error
Have a back up of the database from around a day before this if needed
v2.10 game

The exact same thing happened to me as well. Only difference is that I'm 13 years into game, and enemy ground forces are smaller.

Same error message, then couple days later enemy appears out of thin air on Luna.
Title: Re: v2.1.0 Bugs Thread
Post by: Pury on August 21, 2022, 10:31:05 AM
I "found" a simple exploit/bug in Raiders behavior. If you station your Sto's on a planet without population, AI does not fire on you. While If population is present, they do not hesitate to glass your STO out of this world. Could be nice if AI would fire in both scenarios, as I have to put some population on all planets of intrest right away, otherwise it feels a bit exploity.

EDIT.
Especialy when they just orbit around while my 15cm Lasers tear them apart.
Title: Re: v2.1.0 Bugs Thread
Post by: paolot on August 21, 2022, 01:10:10 PM
Irregular date to terminate a construction: the foreseen ending date is before the actual date.

SJW: You are using 2-digit years and have 1 production for a 600 BP task. The '60' in the completion date is several centuries in the future and just happens to end in 60.
Title: Re: v2.1.0 Bugs Thread
Post by: nakorkren on August 21, 2022, 07:04:02 PM
Shipping lines never repair their ships if they get damaged and the damage can't be repaired out of on-board MSP. This is an issue because shipping lines design their ships with minimal MSP storage, e.g. 7 MSP on a ship with a max repair of 50, which is an engine of which it has 4.

I think the simplest fix is to change the ship design templates such that they add more MSP storage. That won't address holes in the armor, but it's a start that will prevent recurring errors when the ship with a damaged cargo hold tries to fulfill your shipping contracts and fails to pick up or unload installations.

Presumably hasn't come up before because civilian ships rarely get damaged in combat but survive. Just happened with spoilers attacking a small colony.

SJW: I am going to add some rules around civilian ships so they can repair or abandon.
Title: Re: v2.1.0 Bugs Thread
Post by: nakorkren on August 22, 2022, 12:09:56 AM
When designing a missile launcher, if you check the "show next tech" box it throws error "2.0.2 Function #2635: Object reference not set to an instance of an object." and the design window shows blank for the third drop down, which normally shows options for reduced size launchers. It also says "cannot design component without all required technology" in the central text box that normally would display performance of the thing being designed.

SJW: Cannot reproduce. Is this definitely a v2.1.0 game?
Title: Re: v2.1.0 Bugs Thread
Post by: simast on August 22, 2022, 05:44:16 AM
I had a really weird experience with a civilian mining company and raiders (I think there are multiple different bugs here):

1. There was an error message box with some error (sorry did not capture error number).
2. Shortly after one of my civilian mining colonies started ground combat (if the raiders were moving troops somehow to this colony I should have noticed this - as I have good deep space tracking station coverage and was detecting raiders and their troop transports before way further away from that colony). So I think that's the first bug - the raiders somehow teleported to my colony (probably related to that error message above).
3. Raiders successfully captured civilian mining colony.
4. After recapturing the colony for a couple of months or so I had full control of civilian mining complexes (and surprisingly could still select whether to tax or purchase minerals from civilian company). But the colony was not marked with cyan color - so I assume the civilian company did not exist at that time.
5. Some months later the civilian company appeared again on the same colony (taking all existing civilian complexes) but surprisingly the political status for this civilian mining colony is now "Occupied". The new civilian colony does not have a name and is just named after the body/moon.
Title: Re: v2.1.0 Bugs Thread
Post by: Snoman314 on August 22, 2022, 06:16:17 AM
I think I have found a bug.

I got a handful of these error messages below before 251,000 tons of enemy ground forces just appear on luna, no troop transports or anything in system (enemy being the new spoiler).

https://prnt.sc/5bgPGFIZkksb

There is some time, like a day or two, between these error messages and the troops appearing on luna.

Have I missed something or am I right in thinking the errors are somehow linked to the enemy transports not showing up?
Is there something I can do in SM to get rid of them?

TN start
39 years into game
one off error
Have a back up of the database from around a day before this if needed
v2.10 game

And now I just had the exact same thing happen. 51kt of Spoiler ground troops. There was what looked like an invasion fleet bouncing around the outer system for a while, before heading back out and I lost track of them. I'm pretty sure my 500 Deep Space Tracking Stations would have picked them up if they'd approached the planet though.
Title: Re: v2.1.0 Bugs Thread
Post by: Lazygun on August 22, 2022, 07:15:20 AM
I found a deserted intact city on Ganymede.  Great! There's no problem with the ruins themselves but it illuminated some issues.

A terraform installation is 3x the size of an automated mine (reduced in size from version 1. 13, I believe).  To carry one to Luna needs 4 freighters.  the first 3 ships each carry 0. 3333 of an installation.   The UI displays 0 installations on Ganymede and 1 installation on Luna but it doesn't do any terraforming until I send a fourth freighter to transfer the last 0. 0001 (displayed as 0) of an installation.  You might as well change the size to 4.

I dug up some terraforming modules before I researched the tech, and designed a space station to use the alien tech modules.  As expected I wasn't allowed to build the space station until after I shipped the modules to Earth.  But building the station didn't use up the modules, so I can have as many terraformers as I like without researching the tech!

The same thing with a Jump Point Stabilisation Module 180 on a space station, and with grav scanners on survey craft built from fighter factories.

The UI for ordering civilian ships to transfer installations between colonies has one big gotcha.  Steps to replicate: start a new game.  "Add supply" on Earth for 1 DSTS.  "Add demand" on Earth for 10 DSTS.  Adding the demand seems to do nothing.  Create a colony on Mars and view the civilian/flags for Mars.  View the civilian/flags for Earth.  This forces the tab to be redrawn.  Observe that Earth is now scheduled to supply 11 DSTS.  Having an entry for an amount to be supplied converts any "Add demand" into "Add supply", and vice-versa.  This used to be a rarer happening but now that entries hang around with 0 amount once complete, people are going to run into this more often.  The workaround (that the player must remember to do every time) is to delete any corresponding entry in the supply column before "Add demand" and to delete any corresponding entry in the demand column before "Add Supply".

Text bug: when digging up research facilities the message refers to the old nomenclature "research lab"

SJW: Changed Terraforming Installations to 50,000 CP for next database release.
Title: Re: v2.1.0 Bugs Thread
Post by: Snoman314 on August 22, 2022, 07:36:49 AM
Another Spoilers bug. I usually play Conventional starts with low research rates, and it's taken me decades to explore the required 10 systems to activate the new Spoilers. As soon as I did, I'm inundated with large spoiler fleets absolutely wrecking me. It seems like the game is creating the Spoilers at game start and scaling from there, instead of scaling from the point at which they're supposed to be generated.

On Reddit, one user posted a similar scenario, where after 70 years to get to 10 systems explored, they were immediately hit with fleets of 140 Spoiler ships. Clearly this is borked.

SJW: Working as intended. The raiders are generating ships while the game is running. If you wait 70 years to move away from Sol, the raiders had seventy years to build up their forces. If you want to play very slow conventional games, then I advise not turning raiders on until later in the game.
Title: Re: v2.1.0 Bugs Thread
Post by: AlStar on August 22, 2022, 09:08:55 AM
The game appears to need Flag0000 to exist on starting a new game, or it gets very unhappy.

Specifically, without a Flag0000 in the directory (even if there are numerous other flags there), upon starting up a new game, you're never given a "create your race" pop-up, and the Sol system is never initialized. Trying to zoom in (or out) of this blank system will trigger errors, as will hitting any of the various menu buttons.

Solution: adding a file named Flag0000 to the directory (and starting a new game) fixes the problem. However, there doesn't seem to be any reason why the code depends on this specific flag.
Title: Re: v2.1.0 Bugs Thread
Post by: midikiman on August 22, 2022, 11:18:48 AM
For some reason Windows 10 thinks Aurora.exe is a virus and deletes it. I'm not using any external anti-virus software and have not encountered this kind of warning before.

Edit: I added it to exclusions and it works just fine. Leaving this reply to see if anyone else gets this warning.

Norton likes to remove new versions of the executable. Not because they contain a virus signature, but because they're too new and don't have a big community or a formal publisher.
Title: Re: v2.1.0 Bugs Thread
Post by: dsedrez on August 22, 2022, 02:40:19 PM
Two bugs. I'm playing a new game, with a single DB edit to allow Conventional Industry to be built. I'll try to reproduce them later on a clean DB but right now I don't have the time.

(1) I have some, but not all, colony Governors set to auto assignment. When in Naval Organization window, looking at a Naval Admin Command, I click on Reassign All Admin Commands, the planets with no auto assignment end up with no governors.

(2) My Training Fleet (under a Training Naval Admin Command) was having its fuel stores depleted, so I set a cycling order to Add Replacement Crew / Refuel / Resupply, as I did in v. 1.13 (well, without the Add Replacement Crew order)
The Add Replacement Crew was because I had forgotten to place Auxiliary Controls in my designs and only found it later, so instead of refitting everyone with it, I simply SM-edited the designs. Next turn the fleet did not do anything and the orders disappeared...
I tried it in a different order and the fleet refueled correctly, but still did not add the replacement crew... I don't think this is WAI.

EDIT: If the Add Replacement is not the first, it seems to work, no ship is reporting crew casualties. But the order is still available, which is strange. And the orders disappearing shouldn't happen either.

EDIT 2: Maybe the case is simply that the "Cycle Moves" setting is not sticking to the training fleet? I've continued playing and the orders keep disappearing, even without the "Add Replacement" one.

BTW thanks Steve, this new version is *brilliant*!!!


 
Title: Re: v2.1.0 Bugs Thread
Post by: rainyday on August 23, 2022, 04:02:07 PM
The "Clear Minerals" button in the System Generation and Display screen doesn't work on Gas Giants or Super Jovians.  It works as expected on Terrestrial planets.

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: Zap0 on August 24, 2022, 04:06:38 AM
In the missile design screen, the missile engine overboost fuel consumption modifier (for setting higher boosts than your ordinary tech level allows) is displayed incorrectly in the dropdown box. It always multiplies the consumption by five, instead of using the actual linearly increase in consumption modifiers.

(https://i.imgur.com/31btd0y.png)

See how the modifier just jumps from 4.05 to 21.73 between 175% and 180%? This is with a max boost tech of 175%.

First reported in the typo thread (http://aurora2.pentarch.org/index.php?topic=10638.msg139887#msg139887) two years ago

The mechanic is documented in the 2.0 changes thread (http://aurora2.pentarch.org/index.php?topic=8495.msg102804#msg102804)

SJW: Fixed for v2.1.1. It is only a display error and the correct modifier is used in the design.
Title: Re: v2.1.0 Bugs Thread
Post by: paolot on August 24, 2022, 08:46:33 AM
Quote
In the missile design screen, the missile engine overboost fuel consumption modifier (for setting higher boosts than your ordinary tech level allows) is displayed incorrectly in the dropdown box. It always multiplies the consumption by five, instead of using the actual linearly increase in consumption modifiers.
...
See how the modifier just jumps from 4.05 to 21.73 between 175% and 180%? This is with a max boost tech of 175%.

This happens to me also, but between 150% (2.76) and 155% (14.96), having a max boost of 300%.

Moreover, in the Missile Design window, the last material of the required ones is partially hidden (see the image), so it is not clearly readable.
Title: Re: v2.1.0 Bugs Thread
Post by: paolot on August 24, 2022, 09:13:57 AM
v. 2.1.0.
The Item Cost for the production of one or of several ones of the same item doesn't change in the Economics window, Industry tab: see the last two rows in the image.

SJW: Working as intended. The 'Item Cost' is the cost for each item, not the cost of the entire production run for that item.
Title: Re: v2.1.0 Bugs Thread
Post by: lumporr on August 24, 2022, 09:33:09 AM
Getting multiple #727 and #722 errors (Object reference not set to an instance of an object) errors nearly every tick. DB attached. UNH game.
Title: Re: v2.1.0 Bugs Thread
Post by: Aloriel on August 24, 2022, 09:58:19 AM
v. 2.1.0.
The Item Cost for the production of one or of several ones of the same item doesn't change in the Economics window, Industry tab: see the last two rows in the image.
That's always been the cost of an individual item. It doesn't get multiplied by the number of items.
Title: Re: v2.1.0 Bugs Thread
Post by: paolot on August 24, 2022, 10:12:19 AM
v. 2.1.0.
The Item Cost for the production of one or of several ones of the same item doesn't change in the Economics window, Industry tab: see the last two rows in the image.
That's always been the cost of an individual item. It doesn't get multiplied by the number of items.

I feel more informative the full cost of the production, not the cost of the single item, that is already indicated in the box at the bottom middle of the window.
Title: Re: v2.1.0 Bugs Thread
Post by: Shift on August 24, 2022, 05:09:43 PM
Need to make sure jump points don't form a closed loop cluster of stars.

SJW: I'll add something on these lines. In the meantime, you can SM a new jump point to continue.
Title: Re: v2.1.0 Bugs Thread
Post by: Froggiest1982 on August 25, 2022, 04:53:56 AM
Need to make sure jump points don't form a closed loop cluster of stars.

Since VB6 it is recommended to select at least 4 (some say 6) Jump points for Sol at game start to avoid ending up in a closed loop.
In your case you been very unlucky, but with only 2 JP, chances were that you would have still ended up in a small map.
Title: Re: v2.1.0 Bugs Thread
Post by: Steve Walmsley on August 25, 2022, 05:37:54 AM
I think I have found a bug.

I got a handful of these error messages below before 251,000 tons of enemy ground forces just appear on luna, no troop transports or anything in system (enemy being the new spoiler).

https://prnt.sc/5bgPGFIZkksb

There is some time, like a day or two, between these error messages and the troops appearing on luna.

Have I missed something or am I right in thinking the errors are somehow linked to the enemy transports not showing up?
Is there something I can do in SM to get rid of them?

TN start
39 years into game
one off error
Have a back up of the database from around a day before this if needed
v2.10 game

The exact same thing happened to me as well. Only difference is that I'm 13 years into game, and enemy ground forces are smaller.

Same error message, then couple days later enemy appears out of thin air on Luna.

Replying here as a reminder to myself for when I get home in about 10 days :)

I checked the error when this was first reported and it was in the Aether Gate Transit function. I am now wondering if the raider troop transport had orders of transit into sol and then unload on Luna (for example), but failed the first order. If the code doesn't make the right checks, the transport might go to the coordinates that match Luna in its home system and then unload, with Luna still as the target. I'll check this theory when I return.

EDIT: This did turn out to be the problem.
Title: Re: v2.1.0 Bugs Thread
Post by: pwhk on August 25, 2022, 09:46:44 AM
1. Enable Spacemaster Mode
2. Show Event Window
3. Enable "Show All Races" from Event Window
4. Press Ctrl-F2 to bring up Event Window
5. Increment time
6. Unexpected behavior: Events for all other NPRs can be seen, and other NPRs can be selected from the main window dropdown.

SJW: Cannot reproduce. Only player races show up. It sounds like you are somehow in designer mode. Are you running any mods?
Title: Re: v2.1.0 Bugs Thread
Post by: bankshot on August 25, 2022, 11:18:44 AM
I think I have found a bug.

I got a handful of these error messages below before 251,000 tons of enemy ground forces just appear on luna, no troop transports or anything in system (enemy being the new spoiler).

https://prnt.sc/5bgPGFIZkksb

There is some time, like a day or two, between these error messages and the troops appearing on luna.

Have I missed something or am I right in thinking the errors are somehow linked to the enemy transports not showing up?
Is there something I can do in SM to get rid of them?

TN start
39 years into game
one off error
Have a back up of the database from around a day before this if needed
v2.10 game

The exact same thing happened to me as well. Only difference is that I'm 13 years into game, and enemy ground forces are smaller.

Same error message, then couple days later enemy appears out of thin air on Luna.

Replying here as a reminder to myself for when I get home in about 10 days :)

I checked the error when this was first reported and it was in the Aether Gate Transit function. I am now wondering if the raider troop transport had orders of transit into sol and then unload on Luna (for example), but failed the first order. If the code doesn't make the right checks, the transport might go to the coordinates that match Luna in its home system and then unload, with Luna still as the target. I'll check this theory when I return.

This may be related to a bug I reported in 1.13 - join fleet orders don't respect jump points (http://aurora2.pentarch.org/index.php?topic=12522.msg154540#msg154540)
Title: Re: v2.1.0 Bugs Thread
Post by: IanInCanada on August 25, 2022, 11:21:25 AM
Quote from: pwhk link=topic=13050. msg161693#msg161693 date=1661438804
1.  Enable Spacemaster Mode
2.  Show Event Window
3.  Enable "Show All Races" from Event Window
4.  Press Ctrl-F2 to bring up Event Window
5.  Increment time
6.  Unexpected behavior: Events for all other NPRs can be seen, and other NPRs can be selected from the main window dropdown.

I was actually going to report this bug myself.  Spacemaster Mode doesn't need to be enabled to cause this, just steps 2-6 work to reproduce.  I could see an argument for all races being visible from SM mode, but without it, I assume this is unintended.

SJW: The "Show All Races" checkbox is hidden unless you are in SM mode.
Title: Re: v2.1.0 Bugs Thread
Post by: Snoman314 on August 25, 2022, 08:09:19 PM
I've just properly played around with the formations system for the first time, and it's great, except for seeming to be slightly broken.

Basically the 'Recall Escorts' button is not showing up where it should, according to the original post about it (http://aurora2.pentarch.org/index.php?topic=11593.msg140285#msg140285).

I've got my scout boats travelling in formation in front of the task force, so they're definitely set correctly. When I have them attached as individual sub-fleets I can hit 'Detach Escorts' and they'll form separate fleets and rush off ahead.

However once they're deployed, the 'Recall Escorts' button is not there, where is says it should be from that forum post above.

Weird thing is, if I click a sub-fleet the Recall button _is_ there (which doesn't make sense: I need to recall to the fleet, not a sub-fleet). In this case the button does nothing though.

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: xenoscepter on August 26, 2022, 09:39:52 PM
Potential Description Error:
 --- I thought these were reduced to 50 tons of capacity apiece?

(https://cdn.discordapp.com/attachments/837880336536698893/1012914017213366312/unknown.png)

SJW: Text fixed for next database release.
Title: Re: v2.1.0 Bugs Thread
Post by: nuclearslurpee on August 26, 2022, 10:32:43 PM
Potential Description Error:
 --- I thought these were reduced to 50 tons of capacity apiece?

(https://cdn.discordapp.com/attachments/837880336536698893/1012914017213366312/unknown.png)

http://aurora2.pentarch.org/index.php?topic=10638.0 (http://aurora2.pentarch.org/index.php?topic=10638.0)
Title: Re: v2.1.0 Bugs Thread
Post by: Snoman314 on August 26, 2022, 11:30:46 PM
There's a bug in the squadrons feature somewhere, that's deleting my strike craft.

I first noticed when I had a fleet containing a carrier with squadrons all set up, join another fleet as subfleet. At this point, all the strike craft were no longer listed under their squadrons, and instead were sitting in the subfleet structure at the same level as their carrier. Weird.

Dragging them back into their squadrons didn't work, so I deployed one from each squadron, then dragged their squadron-mates across to form the squadrons up as deployed groups. Then I ordered each one to land back on the carrier, to their assigned squadron, or as their assigned squadron. Typically only some of the strike craft would then show up in the squadron aboard the carrier after refreshing the naval view. Weird again.

Now I can drag the strike craft from the deployed fleets back into their squadrons, so I do so. Finally: everything back where it was before I had the carrier join a fleet. Just need to delete the now-empty strikecraft fleets. As soon as I do so, and refresh the view, most or all of the strike craft that used to be in those fleets are deleted as well, even though they were no longer showing as being in those fleet. Bugger.

Sorry this is a bit vague. I feel like there's more than one thing going wrong though, and I can't quite pin it all down. Hopefully the steps above help reproduce the bug.
Title: Re: v2.1.0 Bugs Thread
Post by: boolybooly on August 27, 2022, 10:29:28 AM
Not sure if this qualifies as a bug but it seems not the expected outcome so worth mentioning.

If you set an order for a tug to release tractored ships to a fleet which is in orbit, the releasing ship is not in orbit after completing the order.

Screens show the orders given and the result one construction period after completion, where the ship in question is left behind by the movement of the planet.

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: skoormit on August 27, 2022, 11:02:33 AM
Not sure if this qualifies as a bug but it seems not the expected outcome so worth mentioning.

If you set an order for a tug to release tractored ships to a fleet which is in orbit, the releasing ship is not in orbit after completing the order.

Screens show the orders given and the result one construction period after completion, where the ship in question is left behind by the movement of the planet.

I believe this happens for other (possibly all) orders that target a fleet in orbit of a body.

I also believe it only happens when a construction cycle completes during the same subpulse that the ship completes the order.
Title: Re: v2.1.0 Bugs Thread
Post by: boolybooly on August 27, 2022, 11:29:49 AM
Not sure if this qualifies as a bug but it seems not the expected outcome so worth mentioning.

If you set an order for a tug to release tractored ships to a fleet which is in orbit, the releasing ship is not in orbit after completing the order.

Screens show the orders given and the result one construction period after completion, where the ship in question is left behind by the movement of the planet.

I believe this happens for other (possibly all) orders that target a fleet in orbit of a body.

I also believe it only happens when a construction cycle completes during the same subpulse that the ship completes the order.

I see, thanks, that makes sense, worth knowing for replication and workarounds. I am simply putting refuel resupply orders last now.

I felt I should mention that the order completion report discombobulatingly states the fleet ~ "has completed orders. Orbiting Earth" when sometimes it is not.
Title: Re: v2.1.0 Bugs Thread
Post by: paolot on August 27, 2022, 05:59:52 PM
In the System Generation and Display window, if you change star, to one that has no orbiting bodies, apart the jump points, all the other data are not updated and remain the ones of the last body selected.
They change only when new data can overwrite the previous ones.
Is it as intended?

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: Desdinova on August 27, 2022, 11:46:52 PM
I've encountered a nasty fatal db error on startup. When I go to open my game, I get:

I get: #1170: Object cannot be cast from DBNull to other types.

And then infinitely:
Function #3040: Object reference not set to an instance of an object.

Until I end task. Db is attached.

SJW: It seems to be caused by records in the FCT_SystemBody table that have null values in the MeanOrbitalSpeed table. I've added code to handle the problem, although I don't know what caused it.
Title: Re: v2.1.0 Bugs Thread
Post by: dsedrez on August 28, 2022, 10:38:07 AM
Spoiler race starting tech points do not seem to conform to rule

I wanted to start a new game with the unmodded DB and mostly default settings to test some things, with three NPRs, and I was annoyed by how few points my player race was getting, so I gave it 2 million points for a quick start. Then I used the bug to check non-player races, and saw that the NPRs, including spoilers, have *not* increased their starting RP points according to the rule in http://aurora2.pentarch.org/index.php?topic=12523.msg154574#msg154574 . It's very easy to check by starting a new game giving a lot of RPs to the player race, using the bug to see NPRs and looking at their starting ship designs. I don't think this is WAI, since giving enough RPs on start to the player race, its designs can easily outtech even the Invaders if they don't change accordingly.

I created a couple other test games, varying research speed, starting player race population and/or starting RP points, and I haven't yet noticed any change in the starting NPR/spoiler races tech levels. I've even used a SQL query to count the RPs used by the starting techs for all races, and they don't seem to change significantly between games:

-- Calculate how many research points a race has spent in tech already
Select FCT_RaceTech.GameID, RaceName, FCT_RaceTech.RaceID, SUM(DevelopCost)
   from FCT_RaceTech, FCT_TechSystem, FCT_Race
   where FCT_RaceTech.TechID = FCT_TechSystem.TechSystemID
   and FCT_RaceTech.RaceID = FCT_Race.RaceID
   GROUP BY FCT_RaceTech.RaceID;


It's possible I haven't triggered yet whatever it is that changes the starting RPs for the NPRs. It's also very strange how few points the player race is getting at start, which doesn't seem to change with research speed, only with starting population.

[EDIT] The maximum RPs a player race is getting is the same as in the previous version. And the starting RP points of the NPR/spoiler races (upon start) also don't seem to scale with the starting RP points of the player race in v.1.13. I don't know if later the rule is being followed, when finally meeting the spoiler races or creating new NPRs by stumbling upon them, in the new version.

SJW: Fixed for v2.1.1. Although I would add that 2m points to start is a huge amount for a player race and you will probably miss out on a lot of the game.
Title: Re: v2.1.0 Bugs Thread
Post by: nuclearslurpee on August 28, 2022, 11:15:21 AM
Spoiler race starting tech points do not seem to conform to rule

I wanted to start a new game with the unmodded DB and mostly default settings to test some things, with three NPRs, and I was annoyed by how few points my player race was getting, so I gave it 2 million points for a quick start. Then I used the bug to check non-player races, and saw that the NPRs, including spoilers, have *not* increased their starting RP points according to the rule in http://aurora2.pentarch.org/index.php?topic=12523.msg154574#msg154574 . It's very easy to check by starting a new game giving a lot of RPs to the player race, using the bug to see NPRs and looking at their starting ship designs. I don't think this is WAI, since giving enough RPs on start to the player race, its designs can easily outtech even the Invaders if they don't change accordingly.

I created a couple other test games, varying research speed, starting player race population and/or starting RP points, and I haven't yet noticed any change in the starting NPR/spoiler races tech levels. I've even used a SQL query to count the RPs used by the starting techs for all races, and they don't seem to change significantly between games:

-- Calculate how many research points a race has spent in tech already
Select FCT_RaceTech.GameID, RaceName, FCT_RaceTech.RaceID, SUM(DevelopCost)
   from FCT_RaceTech, FCT_TechSystem, FCT_Race
   where FCT_RaceTech.TechID = FCT_TechSystem.TechSystemID
   and FCT_RaceTech.RaceID = FCT_Race.RaceID
   GROUP BY FCT_RaceTech.RaceID;


It's possible I haven't triggered yet whatever it is that changes the starting RPs for the NPRs. It's also very strange how few points the player race is getting at start, which doesn't seem to change with research speed, only with starting population.

[EDIT] The maximum RPs a player race is getting is the same as in the previous version. And the starting RP points of the NPR/spoiler races (upon start) also don't seem to scale with the starting RP points of the player race in v.1.13. I don't know if later the rule is being followed, when finally meeting the spoiler races or creating new NPRs by stumbling upon them, in the new version.

NPRs do not follow the same RP rules as player races, because they do not research individual systems like a player race does. Rather once they have accumulated enough RPs they will develop a tech level and a set of components at that tech level. Because of this, you can't really see the NPR RPs in the DB as they are used instantly on race generation to set the initial tech level. As such, NPR and player race RPs do not directly relate with each other. The same is true for BPs, incidentally, NPRs start with fleets very much in excess of what a player can build on default settings, this is also by design to make the NPRs competitive as they frankly are abhorrent at tactics and need the weight of numbers to pose any threat at all.

There should however be a change in place so that NPRs with over 1.25b starting population will be able to start with more than 50 labs, which directly affects the future RP generation.

Basically if you want a balanced game, don't give the player race 2m RPs unless you are prepared to develop a workaround (e.g., run the game for a few decades with a hands-off player race to let the NPRs grow).
Title: Re: v2.1.0 Bugs Thread
Post by: dsedrez on August 28, 2022, 11:48:43 AM
NPRs do not follow the same RP rules as player races, because they do not research individual systems like a player race does. Rather once they have accumulated enough RPs they will develop a tech level and a set of components at that tech level. Because of this, you can't really see the NPR RPs in the DB as they are used instantly on race generation to set the initial tech level. As such, NPR and player race RPs do not directly relate with each other. The same is true for BPs, incidentally, NPRs start with fleets very much in excess of what a player can build on default settings, this is also by design to make the NPRs competitive as they frankly are abhorrent at tactics and need the weight of numbers to pose any threat at all.

There should however be a change in place so that NPRs with over 1.25b starting population will be able to start with more than 50 labs, which directly affects the future RP generation.

Basically if you want a balanced game, don't give the player race 2m RPs unless you are prepared to develop a workaround (e.g., run the game for a few decades with a hands-off player race to let the NPRs grow).

I understand that, but then the rule as stated is confusing, because it doesn't refer to RP progress during game, but to starting RPs. The Precursor/Invader/Raider designs are created upon start, regardless of the player race's population, number of labs or RPs, or the game's research speed. I don't know when/if they're updated during game. Maybe they are, but then why does the rule mention their starting RPs and any proportion to player races' RPs? Swarm and Rakhas seem to be spawned during game, just as any newly created NPRs, so maybe the rule does apply to them.

I'm starting a new v.2.1 game with basic settings, where I hope to meet all the spoilers and test this.

Title: Re: v2.1.0 Bugs Thread
Post by: nuclearslurpee on August 28, 2022, 12:14:58 PM
I understand that, but then the rule as stated is confusing, because it doesn't refer to RP progress during game, but to starting RPs. The Precursor/Invader/Raider designs are created upon start, regardless of the player race's population, number of labs or RPs, or the game's research speed. I don't know when/if they're updated during game. Maybe they are, but then why does the rule mention their starting RPs and any proportion to player races' RPs? Swarm and Rakhas seem to be spawned during game, just as any newly created NPRs, so maybe the rule does apply to them.

That rules does not apply to the player's starting RPs but the difficulty modifier, specifically if it is less than 100% in which case the NPR and spoiler starting tech levels are reduced (but not below the stated minima for spoilers).
Title: Re: v2.1.0 Bugs Thread
Post by: bankshot on August 28, 2022, 02:01:11 PM
I found a minor bug in min/max colony cost calculation.  If you have a terraforming fleet in orbit removing greenhouse gas (which lowers the temperature) it looks like the maximum temperature and associated perihelion colony cost is updated prior to the effects of terraforming which set the current temperature.  I've attached a game where the current temp/CC is higher than the maximum temp/CC.

I've included a screenshot highlighting the error on the economics/environment screen along with the db.   

SJW: Fixed for v2.1.1. The max was being calculated during orbital movement, which is before terraforming. I have added the max check to terraforming as well.
Title: Re: v2.1.0 Bugs Thread
Post by: dsedrez on August 28, 2022, 03:07:06 PM
There's a minor bug in the Race Information window: the Total Population reported is bigger (by some billions) than it should be, as displayed in the same window (see below pic):

[Edit] Maybe it's related to the Mining colonies (there are 2 at this moment), because there was no error at start, and the % of race population seems to indicate it's counting something else as population...

[Edit 2] Proceeding with the game, the display now seems correct. It seems there's something else that triggers the bug. Still, the % of race population now indicates 0.1% as being humans... and yes, in the pull down for species, there's only "Human".

[Edit 3] I checked the spoiler races, using the Ctrl+F2 bug, and the weirdness with the total population display also appear for them.

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: EvadingHostileFleets on August 28, 2022, 06:16:29 PM
I encountered some weirdness in newest spoilers behavior.
They vanish and reappear as if stuck in loop of jump orders using their jump system.
Steps to repeat: load DB, push 5sec increment several times, mark the messages about reestablishing contacts over and over again.
Title: Re: v2.1.0 Bugs Thread
Post by: Kyle on August 28, 2022, 08:37:57 PM
The 'Use Components' checkbox correctly reduces the shipyard task time for subsequent refits, however it does not consume additional components after the first refit.

To reproduce:
- Create an auto-refit task for Krait -> Krait 46 at the Bull shipyard.  It consumes 2x FTR Ion engines in the stockpile for the task.
- Let the task complete.
- The new auto-task ends in 8 days, but does not consume additional FTR Ion engines.
- But you still got the time savings, because the task normally takes over a month when no engine components are supplied
Title: Re: v2.1.0 Bugs Thread
Post by: boolybooly on August 29, 2022, 03:06:33 PM
I think I have found a bug.

I got a handful of these error messages below before 251,000 tons of enemy ground forces just appear on luna, no troop transports or anything in system (enemy being the new spoiler).

https://prnt.sc/5bgPGFIZkksb

There is some time, like a day or two, between these error messages and the troops appearing on luna.

Have I missed something or am I right in thinking the errors are somehow linked to the enemy transports not showing up?
Is there something I can do in SM to get rid of them?

TN start
39 years into game
one off error
Have a back up of the database from around a day before this if needed
v2.10 game

The exact same thing happened to me as well. Only difference is that I'm 13 years into game, and enemy ground forces are smaller.

Same error message, then couple days later enemy appears out of thin air on Luna.

Replying here as a reminder to myself for when I get home in about 10 days :)

I checked the error when this was first reported and it was in the Aether Gate Transit function. I am now wondering if the raider troop transport had orders of transit into sol and then unload on Luna (for example), but failed the first order. If the code doesn't make the right checks, the transport might go to the coordinates that match Luna in its home system and then unload, with Luna still as the target. I'll check this theory when I return.

Something like this scenario just happened in my current game, so I am attaching the save in case it can help track down the problem.

Situation, see screeny "001 location bug 01.jpg", the ship/fleet "EX-02 Cosmic River Expedition" is in the middle of nowhere in the Lalande 21185 system adjoining Sol having gone into overhaul in that spot. The orders history list matching the current date show it thinks it has entered Sol and gone to Earth, refuelled resupplied and entered overhaul. The funny thing is it has got 100% fuel and supplies and I know it was at about 57% fuel when I gave the orders, so it has refuelled and resupplied as if at Earth but is for some reason in the wrong location on the map in the screenshot in a different system but the same angle and distance when measured from the Lalande star as Earth is from Sol. The planet in the Lalande system cannot refuel and resupply so it did not refuel there.

When I sent the ship to Earth there was a problem with autoroute, it would not see Sol, I had to give the transit orders stepwise by hand. Autoroute should see Sol because the ship class has a jump drive.

The order list shows 'squadron transit by subfleet' as the transit order for Sol transit. I normally use standard transit. I dont know if that was my doing, I may have misclicked the order but can't be sure. Either way it should not have ended up in the wrong location in OV.

Curiously the orders completed event notification gives the correct position for the fleet in Lalande.

If I close the game and reload the ship loads in the same location. I am going to leave it there and see how it goes, as it clearly thinks it is overhauling.

Just struck me as a very similar situation to the one you postulated Steve.

P.S. Another observation, in this save there is a jumpship in 93 Eridani 'Cosmic River' which cannot see Sol either. It does not appear to be able to see past the jump point which was discovered in Lalande which was added to Alpha Fornacis, as all the other JPs in Alpha Fornacis had been stabilised as part of an NPR gate network. However a jumpship which entered the Alpha Fornacis network recently 'Cosmic River Navigator' can see Sol in autoroute. It may be something to do with timing pre/post some other event as the ships which cannot see Sol have been deployed a long time. The ship which can see Sol from within the network redeployed after OV only recently. I mention this as I am not sure if this autoroute buglet was contributory to the location bug. I will try to test this.
 
Title: Re: v2.1.0 Bugs Thread
Post by: nakorkren on August 30, 2022, 05:21:50 PM
When designing a beam fire control, if I check the "Show Next Tech" box, I get an error stating "2.0.2 Function #2635: Object reference not set to an instance of an object", and then the drop down boxes for range, speed, and size all go blank. Also happens for some of the other components (Active sensor, gauss cannon, jump drive, etc. I didn't go through every component type in the list). Can't discern a pattern, since I'm currently researching techs related to beam fire control and active sensors but not gauss cannons or jump drives

Not sure if this has been solved since 2.0.2.

SJW: This fix is in the changes list for v2.0.3
Title: Re: v2.1.0 Bugs Thread
Post by: Steve Walmsley on September 01, 2022, 09:57:51 AM
#1 Bug description:
Discovering a new system through a jump point produces a system called "System #XXX" where XXX are different numbers every time.

The problem here is caused by the introduction of the recent 'class name only' naming theme. If you don't care about the 'class name only' naming option, you can fix the system theme bug by changing the ThemeID from 0 to -1 for that theme in the DIM_NamingThemeTypes table.

I've fixed it for the next version.
Title: Re: v2.1.0 Bugs Thread
Post by: Oafsalot on September 01, 2022, 12:43:07 PM
Small bug with Training Commands.  If you send a fleet that is in training to overhaul (refuel, resupply and overhaul) the deployment, maintenance and fuel continue to be used up as if they were actually going through training and unsurprisingly they don't get any training improvements and you get a message to say they can't train while in overhaul.  This results in an endless overhaul, where the clock goes up faster than the overhaul brings it down.

I would have expected the training to stop while a fleet was in overhaul, which would allow a fleet to stay in a training command for as long as they wanted, automatically using standing orders and going in to overhaul when their maximum deployment was reached.  Right now you must juggle fleets in and out of the training command to overhaul them successfully, which with fleets with short deployments, like 3 days, is an endless effort.

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: S1mancoder on September 01, 2022, 06:58:24 PM
#3409 Object reference not set to an instance of an object (or so)

Conventional start, Real stars, UK regional settings/point separator.

The error happens after you click 30-day increment in a provided save (try one more time if somehow doesnt happen, was alwasy replicable for me, tried to avoid).
From my investigation it seems that Aether Raiders are trying to reinforce ground forces of a population in some system using free troopship stationed at their home system, but can not due to the fact there is no Aether Gate in the destination system to arrive to (error is the faulty Aehter Gate transfer). This bug could be related to "Fixed bug that causes raider ground forces to teleport to a system body" from 2.1.1 pre-release notes as it could be aether population got somehow teleported to unreachable sytem.

Worh mentioning that error message says 2.0.3 when the exe and database is confirmed 2.1.0 from forum link.

SJW: Yes, this is the same bug as the teleporting troops bug.
Title: Re: v2.1.0 Bugs Thread
Post by: Destragon on September 02, 2022, 06:30:01 AM
I'm playing on 2.0.3, but I assume this happens in 2.1, too.

Ships stationed at a gas giant DSP get left behind in space as the gas giant moves along its orbit. They aren't sticking to the DSP/planet.
Also, a fuel harvester that is stationed at a gas giant DSP doesn't seem to harvest fuel, only when the harvester is stationed specifically at the planet itself (even though the DSP and the planet are on exactly the same spot).

SJW: The DSP and the gas giant are two separate locations, so you need to harvest at the planet, not the population. Harvesters have never been able to harvest at populations.
The bit about harvesters not being able to harvest at DSPs is fine, but the one about fleets not staying at gas giant DSPs during orbital movement is still a bug.
To sum it up again:
1: Create a DSP at a gas giant
2: Tell a fleet to station themselves at the DSP
3: Wait for orbital movement to happen
4: The DSP will have moved together with the gas giant, but the fleet stationed at the DSP is still at the old location and hasn't moved with it.

SJW: Fixed for v2.2.1
Title: Re: v2.1.0 Bugs Thread
Post by: Steve Walmsley on September 02, 2022, 09:27:38 AM
Irregular date to terminate a construction: the foreseen ending date is before the actual date.

Given the annual production rate is 1 and the task is 600, it will take 600 years. As you are using only 2-digit years, the completion date is probably several centuries in the future and just happens to end in 60.
Title: Re: v2.1.0 Bugs Thread
Post by: Destragon on September 02, 2022, 04:30:17 PM
I just saw someone talk about how their construction vehicles aren't building installations and then did some testing (in 2.1) to see if they work or not.
As far as I can tell, units with construction equipment can only contribute their BP to just a SINGLE construction cycle and then never again.
(Maybe it has to do with their fortification value?)

1: Scrap all your construction factories
2: Instabuild some construction vehicle unit formations
3: Tell the colony to build some installation
4: Skip forward by one construction cycle, the construction vehicles will have built a portion of the installation
5: Skip forward another construction cycle, nothing happens. The installation is at the same construction percentage as on the previous cycle.
6: You can instabuild some more formations and again see that they will build the installation on the next cycle, but then again not on the following ones

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: Droll on September 02, 2022, 04:35:46 PM
I just saw someone talk about how their construction vehicles aren't building installations and then did some testing (in 2.1) to see if they work or not.
As far as I can tell, units with construction equipment can only contribute their BP to just a SINGLE construction cycle and then never again.
(Maybe it has to do with their fortification value?)

1: Scrap all your construction factories
2: Instabuild some construction vehicle unit formations
3: Tell the colony to build some installation
4: Skip forward by one construction cycle, the construction vehicles will have built a portion of the installation
5: Skip forward another construction cycle, nothing happens. The installation is at the same construction percentage as on the previous cycle.
6: You can instabuild some more formations and again see that they will build the installation on the next cycle, but then again not on the following ones

This would explain my confusion regarding my construction brigades. I think this has been a bug in the game for a while even before 2.X.
Title: Re: v2.1.0 Bugs Thread
Post by: db48x on September 03, 2022, 02:36:13 AM
I just saw someone talk about how their construction vehicles aren't building installations and then did some testing (in 2.1) to see if they work or not.
As far as I can tell, units with construction equipment can only contribute their BP to just a SINGLE construction cycle and then never again.
(Maybe it has to do with their fortification value?)

1: Scrap all your construction factories
2: Instabuild some construction vehicle unit formations
3: Tell the colony to build some installation
4: Skip forward by one construction cycle, the construction vehicles will have built a portion of the installation
5: Skip forward another construction cycle, nothing happens. The installation is at the same construction percentage as on the previous cycle.
6: You can instabuild some more formations and again see that they will build the installation on the next cycle, but then again not on the following ones

This would explain my confusion regarding my construction brigades. I think this has been a bug in the game for a while even before 2.X.

What happens after they reach maximum fortification?
Title: Re: v2.1.0 Bugs Thread
Post by: Steve Walmsley on September 03, 2022, 02:44:31 AM
I just saw someone talk about how their construction vehicles aren't building installations and then did some testing (in 2.1) to see if they work or not.
As far as I can tell, units with construction equipment can only contribute their BP to just a SINGLE construction cycle and then never again.
(Maybe it has to do with their fortification value?)

1: Scrap all your construction factories
2: Instabuild some construction vehicle unit formations
3: Tell the colony to build some installation
4: Skip forward by one construction cycle, the construction vehicles will have built a portion of the installation
5: Skip forward another construction cycle, nothing happens. The installation is at the same construction percentage as on the previous cycle.
6: You can instabuild some more formations and again see that they will build the installation on the next cycle, but then again not on the following ones

Were all ground units at the population at maximum fortification level?
Title: Re: v2.1.0 Bugs Thread
Post by: Destragon on September 03, 2022, 06:08:14 AM
I just saw someone talk about how their construction vehicles aren't building installations and then did some testing (in 2.1) to see if they work or not.
As far as I can tell, units with construction equipment can only contribute their BP to just a SINGLE construction cycle and then never again.
(Maybe it has to do with their fortification value?)

1: Scrap all your construction factories
2: Instabuild some construction vehicle unit formations
3: Tell the colony to build some installation
4: Skip forward by one construction cycle, the construction vehicles will have built a portion of the installation
5: Skip forward another construction cycle, nothing happens. The installation is at the same construction percentage as on the previous cycle.
6: You can instabuild some more formations and again see that they will build the installation on the next cycle, but then again not on the following ones

Were all ground units at the population at maximum fortification level?
I let them fortify to max (3), but still nothing happens. I also tried changing their field position, but nothing again.

I think I noticed something interesting:
If you instabuild them at a colony that has no minerals stockpiled and then afterwards send minerals to it, they won't build at all, not even for 1 construction cycle. If you instabuild them at a colony that already has minerals, then they will build for 1 cycle.
Title: Re: v2.1.0 Bugs Thread
Post by: Steve Walmsley on September 03, 2022, 02:04:56 PM
I just saw someone talk about how their construction vehicles aren't building installations and then did some testing (in 2.1) to see if they work or not.
As far as I can tell, units with construction equipment can only contribute their BP to just a SINGLE construction cycle and then never again.
(Maybe it has to do with their fortification value?)

1: Scrap all your construction factories
2: Instabuild some construction vehicle unit formations
3: Tell the colony to build some installation
4: Skip forward by one construction cycle, the construction vehicles will have built a portion of the installation
5: Skip forward another construction cycle, nothing happens. The installation is at the same construction percentage as on the previous cycle.
6: You can instabuild some more formations and again see that they will build the installation on the next cycle, but then again not on the following ones

Were all ground units at the population at maximum fortification level?
I let them fortify to max (3), but still nothing happens. I also tried changing their field position, but nothing again.

I think I noticed something interesting:
If you instabuild them at a colony that has no minerals stockpiled and then afterwards send minerals to it, they won't build at all, not even for 1 construction cycle. If you instabuild them at a colony that already has minerals, then they will build for 1 cycle.

Confirmed as a bug. Thanks for the detailed report. The construction units were being flagged as unavailable when used for fortification, but the flag was only being unset on game load.
Title: Re: v2.1.0 Bugs Thread
Post by: nuclearslurpee on September 03, 2022, 03:27:56 PM
Using the "Transfer Fleet" button in the Naval Organization window with a fleet selected, Miscellaneous tab throws an error: "2.0.3 Function #3397: Object reference not set to an instance of an object."

Tested on a fresh DB with two player races on Earth and incremented 5 seconds before transferring. Error occurs when transferring a fleet from Race B to Race A, and when transferring back from Race A to Race B.

Game seems to otherwise work fine.

EDIT: I notice that the game creates copies of the class design named "ClassName - Copy" (and keeps appending " - Copy"s if you transfer back and forth), with alien components displayed in red (so shown in red for Race A, but not for Race B, in the example above). Could this have something to do with it?

SJW: Fixed for v2.1.1. The error was caused by the code assuming the destination race was an NPR. The error will have no effect on the transfer.
Title: Re: v2.1.0 Bugs Thread
Post by: shadowpho on September 03, 2022, 05:07:18 PM
Raiders are broken.   

Experienced 400k of raider tonnage with ECM10 on year 17 of the game.   (normal TS start, research rate at 100%).   This is about 7 years after they got triggered.    They went from sending in 20k tonnes in ships to 400k in a single attack.   

They also have ECM10.    Even if I went 100% in on ECM I'd only get to ECCM3 (and my engine tech would be 0)

I looked at DB, and they have a lot of ships (400k t+), but they don't have a lot of killed ships.   

Edit: Reddit thread on same issue.  Seems at least a couple more people hit sudden huge ways of raiders at 15-20 years

SJW: ECM 10 is first level ECM, 400k could include non-combat. Probably WAI.
Title: Re: v2.1.0 Bugs Thread
Post by: Harold65 on September 03, 2022, 07:47:37 PM
When designing a beam fire control, if I check the "Show Next Tech" box, I get an error stating "2.0.2 Function #2635: Object reference not set to an instance of an object", and then the drop down boxes for range, speed, and size all go blank. Also happens for some of the other components (Active sensor, gauss cannon, jump drive, etc. I didn't go through every component type in the list). Can't discern a pattern, since I'm currently researching techs related to beam fire control and active sensors but not gauss cannons or jump drives

Not sure if this has been solved since 2.0.2.

SJW: This fix is in the changes list for v2.0.3

Not sure if related, but I get the same error when attempting to generate a jump engine. The jump engine size box goes blank, but I can click it and the values show up.

SJW: Cannot reproduce.
Title: Re: v2.1.0 Bugs Thread
Post by: db48x on September 03, 2022, 11:43:16 PM
I’ve just noticed that fleets with multiple ships in them don’t obey the “Land on Assigned Mothership” standing order, even if every ship in the fleet is from the same mothership.

In my case I have a carrier with a squadron of several 1000t geosurvey craft. I detached the squadron and set them to survey planets and moon, and to refuel as necessary. Their secondary order was to return to mothership. When they ran out of planets and moons to survey I got the error about not being able to follow any standing orders. When the fleet is divided to survey asteroids they work just fine.

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: db48x on September 04, 2022, 07:29:55 AM
Secondary Power System Explosions don’t cause any additional damage to the craft. Here one of my fighters aboard a commercial carrier suffered an engine failure that it couldn’t repair:

(http://db48x.net/temp/Screenshot%20from%202022-09-04%2004-43-06.png)

I was surprised not to see a wreck pop out of the carrier. The carrier was fine too. A look at the damage report shows that only the engine is actually damaged:

(http://db48x.net/temp/Screenshot%20from%202022-09-04%2004-44-06.png)

SJW: Fixed for v2.1.1. The problem was no damage from secondary explosions resulting from maintenance failures.
Title: Re: v2.1.0 Bugs Thread
Post by: Steve Walmsley on September 04, 2022, 09:04:16 AM
Raiders are broken.   

Experienced 400k of raider tonnage with ECM10 on year 17 of the game.   (normal TS start, research rate at 100%).   This is about 7 years after they got triggered.    They went from sending in 20k tonnes in ships to 400k in a single attack.   

They also have ECM10.    Even if I went 100% in on ECM I'd only get to ECCM3 (and my engine tech would be 0)

I looked at DB, and they have a lot of ships (400k t+), but they don't have a lot of killed ships.   

Edit: Reddit thread on same issue.  Seems at least a couple more people hit sudden huge ways of raiders at 15-20 years

ECM 10 is the first level of ECM, giving a 10% penalty to chance-to-hit. Was that 400K including non-warships, such as troop transports or salvage ships? Also, the raiders continue to build ships from game start. The system trigger is when they first attack.
Title: Re: v2.1.0 Bugs Thread
Post by: db48x on September 04, 2022, 09:46:48 AM
This is a very minor oddity, but unlike all the other checkboxes on the Display tab of the Galactic Map window, clicking the new “Use Max Colony Cost for Hab Worlds Display” checkbox changes the selection to Sol (or possibly capital system in games without Sol; haven’t tested that).

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: Steve Walmsley on September 04, 2022, 09:51:04 AM
When designing a beam fire control, if I check the "Show Next Tech" box, I get an error stating "2.0.2 Function #2635: Object reference not set to an instance of an object", and then the drop down boxes for range, speed, and size all go blank. Also happens for some of the other components (Active sensor, gauss cannon, jump drive, etc. I didn't go through every component type in the list). Can't discern a pattern, since I'm currently researching techs related to beam fire control and active sensors but not gauss cannons or jump drives

Not sure if this has been solved since 2.0.2.

SJW: This fix is in the changes list for v2.0.3

Not sure if related, but I get the same error when attempting to generate a jump engine. The jump engine size box goes blank, but I can click it and the values show up.

Cannot reproduce - are you on the latest version?
Title: Re: v2.1.0 Bugs Thread
Post by: db48x on September 04, 2022, 10:37:48 AM
Here’s one that seems to have been going on for a while in my game, but that I only just noticed. A shipyard tooled for class Defiant II was auto refitting from Defiant to Defiant II. These are small fighters so there are lots of them. After a while a more important project came along and I retooled the shipyard from the Defiant II class to another class Exorcist IV. Now the shipyard cannot build Defiant IIs any more, but it keeps right on auto refitting them. Each time a slipway finishes refitting a Defiant into a Defiant II it picks another Defiant to continue with.

I don’t want to cancel the in–progress refits, but I suppose I can cancel them one at a time while they are still at 0%.

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: shadowpho on September 04, 2022, 10:51:03 AM
Quote from: Steve Walmsley link=topic=13050. msg161906#msg161906 date=1662300256
Quote from: shadowpho link=topic=13050. msg161897#msg161897 date=1662242838
Raiders are broken.     

Experienced 400k of raider tonnage with ECM10 on year 17 of the game.    (normal TS start, research rate at 100%).    This is about 7 years after they got triggered.     They went from sending in 20k tonnes in ships to 400k in a single attack.   

They also have ECM10.     Even if I went 100% in on ECM I'd only get to ECCM3 (and my engine tech would be 0)

I looked at DB, and they have a lot of ships (400k t+), but they don't have a lot of killed ships.   

Edit: Reddit thread on same issue.   Seems at least a couple more people hit sudden huge ways of raiders at 15-20 years

ECM 10 is the first level of ECM, giving a 10% penalty to chance-to-hit.  Was that 400K including non-warships, such as troop transports or salvage ships? Also, the raiders continue to build ships from game start.  The system trigger is when they first attack.

It’s 400k tonnage of military ships per db (20k*20 military ships).  I did not include any commercial tonnage on that.   I’ll post a more detailed number later today, need to poke db a bit more.

Their first attack already happened, it was 2-3 ships that I destroyed yearly.  This time is a much more difficult  attack that seems to wipe out everything.

Thank you for ECM notice, that makes it much easier.  For some reason my missiles would not fire until very close (shorter then their beams in some cases), but that could be related to the cloaking instead. 

I’ll dig into the db a bit more to get accurate numbers.  It just seems a crazy jump where they were pestering my colonies to little effect (but very fun gameplay) to boom here’s a giant fleet at year 17.
Title: Re: v2.1.0 Bugs Thread
Post by: Destragon on September 04, 2022, 11:13:36 AM
I guess this is more an oversight than a bug, but in the economics screen, if you check the "by function" box, then the names of the colonies will lose their colours, so you can't see which CMC you're buying minerals from, when you have it checked.

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: dr125 on September 04, 2022, 04:23:15 PM
I've encountered a nasty fatal db error on startup. When I go to open my game, I get:

I get: #1170: Object cannot be cast from DBNull to other types.

And then infinitely:
Function #3040: Object reference not set to an instance of an object.

Until I end task. Db is attached.

Exact same issue. DB is attached as well. For reference, I had some sort of error  of just before this. I had some military ships with a jump tender, all 9000 tons. Tried to standard transit with orders to detach tankers (the tender) after jumping. Failed transit on arrival, I looked at the designs and thought "weird, that should work", hit 1 day and they jumped, but a few errors popped up (of which I don't remember the numbers). On closing in on the target Rahkas, I got the errors above, at first could close/continue, but now the infinitely go on until I end task.
Title: Re: v2.1.0 Bugs Thread
Post by: Steve Walmsley on September 04, 2022, 05:32:05 PM
I've encountered a nasty fatal db error on startup. When I go to open my game, I get:

I get: #1170: Object cannot be cast from DBNull to other types.

And then infinitely:
Function #3040: Object reference not set to an instance of an object.

Until I end task. Db is attached.

Exact same issue. DB is attached as well. For reference, I had some sort of error  of just before this. I had some military ships with a jump tender, all 9000 tons. Tried to standard transit with orders to detach tankers (the tender) after jumping. Failed transit on arrival, I looked at the designs and thought "weird, that should work", hit 1 day and they jumped, but a few errors popped up (of which I don't remember the numbers). On closing in on the target Rahkas, I got the errors above, at first could close/continue, but now the infinitely go on until I end task.

In both cases, the error was caused by null values in the MeanOrbitalSpeed field for several records in the FCT_SystemBody table. Setting those nulls to zero or removing the records fixed the problem. However, I don't know how the null values got there in the first place. Working on that now.

EDIT: I have added code that will handle the nulls if they exist and set the DB field to zero. This fix will work on the affected games.
Title: Re: v2.1.0 Bugs Thread
Post by: dr125 on September 04, 2022, 06:18:29 PM
Thanks, glad to hear it!
Title: Re: v2.1.0 Bugs Thread
Post by: shadowpho on September 04, 2022, 06:51:51 PM
Quote from: Steve Walmsley link=topic=13050.  msg161906#msg161906 date=1662300256
Quote from: shadowpho link=topic=13050.  msg161897#msg161897 date=1662242838
Raiders are broken.     

Experienced 400k of raider tonnage with ECM10 on year 17 of the game.     (normal TS start, research rate at 100%).     This is about 7 years after they got triggered.      They went from sending in 20k tonnes in ships to 400k in a single attack.     

They also have ECM10.      Even if I went 100% in on ECM I'd only get to ECCM3 (and my engine tech would be 0)

I looked at DB, and they have a lot of ships (400k t+), but they don't have a lot of killed ships.     

Edit: Reddit thread on same issue.    Seems at least a couple more people hit sudden huge ways of raiders at 15-20 years

ECM 10 is the first level of ECM, giving a 10% penalty to chance-to-hit.   Was that 400K including non-warships, such as troop transports or salvage ships? Also, the raiders continue to build ships from game start.   The system trigger is when they first attack. 


OK dove into DB some more.    By year 17 of the game they have 32 ships * 10k tonnage + 16 * 10k + 20k * 4 = 560k military tonnage.    This military costs (assuming build cost =BP cost) 128k BP.   They also have commercial ships but I am not counting any of them (5 slave ships, 3 salvager, 2 troop transport). 

It looks like (from hull numbers) that they actually had 1/3 more ships at some point that were destroyed.   (me taking out couple raider ships here and there over the past 7 years). 

 
It's just a really huge disconnect of fighting off 2-3 ships at a time (thinning their numbers) to suddenly having 400k military at home star and 100k+ on colony.   

And you are right, ECM10 is nothing.   It was the cloaking that made it difficult to use missiles on some ships.   
Title: Re: v2.1.0 Bugs Thread
Post by: nuclearslurpee on September 04, 2022, 08:29:23 PM
OK dove into DB some more.    By year 17 of the game they have 32 ships * 10k tonnage + 16 * 10k + 20k * 4 = 560k military tonnage.    This military costs (assuming build cost =BP cost) 128k BP.   They also have commercial ships but I am not counting any of them (5 slave ships, 3 salvager, 2 troop transport). 

Frankly this is less than most NPRs start with so I don't think the amount is a problem, but it does sound like a bit more of a ramping-up would help the Raider play pattern make more sense to players?
Title: Re: v2.1.0 Bugs Thread
Post by: shadowpho on September 04, 2022, 08:55:08 PM
Quote from: nuclearslurpee link=topic=13050. msg161927#msg161927 date=1662341363
Quote from: shadowpho link=topic=13050. msg161926#msg161926 date=1662335511
OK dove into DB some more.     By year 17 of the game they have 32 ships * 10k tonnage + 16 * 10k + 20k * 4 = 560k military tonnage.     This military costs (assuming build cost =BP cost) 128k BP.    They also have commercial ships but I am not counting any of them (5 slave ships, 3 salvager, 2 troop transport).   

Frankly this is less than most NPRs start with so I don't think the amount is a problem, but it does sound like a bit more of a ramping-up would help the Raider play pattern make more sense to players?

Do NPR really start with that many ships? I checked my NPR at year 17 and it's not that far off from raiders now.

At this point NPR has 3 Alpha, 8 Bravo, 28 Delta, 3 Echo, 3 Golf, 21 Hotel, a bunch of civilians, 4 mike,  sierra 20, whiskey 12.   Here is rough BP cost:

2. 4k+ 8k+28k+ 3k+ 5k+ 42k+ 3k+ 60k + 24k = 175. 4k BP of military fleet.   It is 37% more then raider fleet by cost, but their tech sucks quite a bit. 


Ramping-up would be very nice for sure.  The raids, the sneaking about, really adds to the atmosphere.   If their numbers were growing linearly that would help a lot to be prepared.
Title: Re: v2.1.0 Bugs Thread
Post by: nuclearslurpee on September 04, 2022, 09:04:43 PM
I usually see NPRs with well in excess of 1m tons military shipping on spawn, although I do play with 2b starting population which may be a factor, but I'm not sure by how much. Keep in mind that BP scales with tech level, so a NPR with lower tech and 2x tonnage may only have modestly more BP in play than the Raiders do, since spoilers always start the game with a decent tech lead to keep things competitive.
Title: Re: v2.1.0 Bugs Thread
Post by: db48x on September 05, 2022, 04:59:50 AM
Why do salvager modules say that they have a base chance to hit of 100%?

Salvage Module 500
Cost 200   Size 10,000 tons   Crew 80   HTK 5
Base Chance to hit 100%
Materials Required: Duranium  100    Corbomite  50    Boronide  50   

SJW: Fixed for v2.1.1
Title: Re: v2.1.0 Bugs Thread
Post by: db48x on September 05, 2022, 12:29:43 PM
SJW: Fixed for v2.1.1. The problem was no damage from secondary explosions resulting from maintenance failures.

The change log doesn’t mention it, but what about explosions happening on ships that are docked in a hangar? Shouldn’t they cause damage to the parent ship? Scorch marks on the walls at the very least. And FOD scattered all through the hangar bay! And chain reactions with box launchers full of ordinance in nearby fighters!