Author Topic: Official v6.20 Bugs Thread  (Read 65286 times)

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Offline Erik L

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Re: Official v6.20 Bugs Thread
« Reply #210 on: May 01, 2013, 09:14:13 PM »
Hello,

I've got a weird problem launching the game.

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

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

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

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

If you do a full reboot, does the issue persist? And is it installed in more than one location?
 

Offline BigJoke

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Re: Official v6.20 Bugs Thread
« Reply #211 on: May 02, 2013, 06:13:35 AM »
Quote from: Erik Luken link=topic=5651. msg62758#msg62758 date=1367460853
If you do a full reboot, does the issue persist? And is it installed in more than one location?

Thank you for your quick reply Erik.

The issue persists after a full reboot, even when I launch Aurora before anything else at startup.
I did a full search on my hard drive, looking for "aurora. *" and "stevefire. *" to be sure, and I found nothing.  I did the same in the registry, nothing (besides the usual keys).
I tried the 5. 54 full version, same problem (with the included db, note mine with my saved game).
I tried with my antivirus (BitDefender 2012) on game setting.
I made sure the last windows update, whose I installed on my computer yesterday before trying to play and encountering the problem, was not yet installed on my gf's computer.
I tried with the date set to 29/04/2013 (since it worked flawlessly for hours on my computer that day)
 

Offline Erik L

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Re: Official v6.20 Bugs Thread
« Reply #212 on: May 02, 2013, 09:55:37 AM »
That issue is caused when you attempt to run multiple instances of Aurora.
 

Offline BigJoke

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Re: Official v6.20 Bugs Thread
« Reply #213 on: May 02, 2013, 10:40:06 AM »
Quote from: Erik Luken link=topic=5651. msg62763#msg62763 date=1367506537
That issue is caused when you attempt to run multiple instances of Aurora.

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

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

Offline s20dan

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Re: Official v6.20 Bugs Thread
« Reply #214 on: May 03, 2013, 01:08:48 PM »
Hello,

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

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

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

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

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

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

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

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

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

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

Cheers.
 

Offline Shemar

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Re: Official v6.20 Bugs Thread
« Reply #215 on: May 08, 2013, 09:39:13 AM »
Twice now I have gotten the GetMaxPotentialSensorRange Error 6 Overflow error popping up once every impulse, regardless of whether it is 5 seconds or 5 days. By process of elimination I have traced it to invader ships. By removing the offending fleet the error has gone away every time. I have kept a backup of the database with the error and can identify the offending ship type and components if that is useful.

Three additional minor bugs:
- When removing a colony that has a team (survey team for example) on it, the team does not disband and stays in limbo, always appearing as potential assignment on the officer window.
- When selecting an officer from the right (filter) section and that officer happens to be the top (first) officer for their rank and the current rank is not the one currently selected on the left, an error pops up. Don't have the exact error with me but it is very easy to replicate.
- When a flagship is destroyed the task force and its members are in limbo. They do not take casualties and can be reassigned but the only way to get rid of the task force in limbo is to remove it (after removing each ship) and re-create it with a new flag ship. It would be nice if the flag could just me moved to another ship or population.
« Last Edit: May 08, 2013, 09:48:55 AM by Shemar »
 

Offline Molotof

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Re: Official v6.20 Bugs Thread
« Reply #216 on: May 09, 2013, 01:17:18 PM »
I had a 3021 Check Crew Morale error, and i manage to fix it.
It was because i had lost my crew quater on a fighter and didn't fixed it quick right after.
 

Offline Omnivore

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Re: Official v6.20 Bugs Thread
« Reply #217 on: May 09, 2013, 08:56:05 PM »
Had a secondary default order of 'follow higher fleet in system' cause non-stop error spam (had to kill the process to recover) after I accidentally merged the target 'higher fleet' into another fleet.  I was able to recover by restarting and removing all the orders that were causing the problem.
 

Offline Omnivore

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Re: Official v6.20 Bugs Thread
« Reply #218 on: May 09, 2013, 11:26:31 PM »
Deleting 0% complete shipyard (ship build) task does not return prebuilt components to stockpile.  Just lost 6 engines that way.  I expected that since no time had passed, that the construction task would not have consumed the components.
 

Offline Hawkeye

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Re: Official v6.20 Bugs Thread
« Reply #219 on: May 10, 2013, 12:04:15 PM »
Deleting 0% complete shipyard (ship build) task does not return prebuilt components to stockpile.  Just lost 6 engines that way.  I expected that since no time had passed, that the construction task would not have consumed the components.

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

You simply have to be careful what you order your shipyards to build ;)
Ralph Hoenig, Germany
 

Offline Vival

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Re: Official v6.20 Bugs Thread
« Reply #220 on: May 13, 2013, 12:01:06 AM »
Every time i try to load a ground unit into my troop transport i get this error:

Error in GetAvailableTroopSpace
Error 3061 was generated by DAO.   Database

followed by this:

Error in GetAvailableTroopSpace
Error 91 was generated by Aurora

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

Offline Erik L

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Re: Official v6.20 Bugs Thread
« Reply #221 on: May 13, 2013, 04:01:17 AM »
Every time i try to load a ground unit into my troop transport i get this error:

Error in GetAvailableTroopSpace
Error 3061 was generated by DAO.   Database

followed by this:

Error in GetAvailableTroopSpace
Error 91 was generated by Aurora

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

Can you post your troop transport design?
 

Offline Vival

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Re: Official v6.20 Bugs Thread
« Reply #222 on: May 13, 2013, 08:07:13 AM »
Here it is:

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

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

This design is classed as a Commercial Vessel for maintenance purposes

/edit

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

Error in PopulatePDModes
Error 3061 was generated by DAO.  Database

and then the error 91 flood

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

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

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


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 3 sections

I guess i'm kinda screwed because starting a new game with a fresh database didn't help.   I've Win 7 64bit and Aurora isn't installed in the
program files folder. 
« Last Edit: May 13, 2013, 10:46:26 AM by Vival »
 

Offline IanD

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Re: Official v6.20 Bugs Thread
« Reply #223 on: May 14, 2013, 07:15:31 AM »
Just had a 3021 Check Crew Morale Error come up which had to be killed with the Task Manager.

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

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

Edit 2
If you eject the survivors/POWs into space it does not prevent the terminal "3012 Check Crew Morale Error". You have to delete/destroy the ship.
« Last Edit: May 15, 2013, 03:31:45 AM by IanD »
IanD
 

Offline Arwyn

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Re: Official v6.20 Bugs Thread
« Reply #224 on: May 18, 2013, 05:15:06 PM »
Got a nasty surprise today.

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

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

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

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

Think we have a bug... :)