Author Topic: Official v6.20 Bugs Thread  (Read 65422 times)

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Offline TheDeadlyShoe

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Re: Official v6.20 Bugs Thread
« Reply #135 on: February 25, 2013, 06:20:36 PM »
There's a windows shortcut to bring your windows to heel.  I used it when I couldn't get a particular version of Aurora to work because the windows were offscreen.  I'll be damned if I can remember what it is though... Google's not helping.
 

Offline Conscript Gary

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Re: Official v6.20 Bugs Thread
« Reply #136 on: February 25, 2013, 07:54:48 PM »
Reset window positions only works for windows that aren't already launched I believe, so if you haven't already try it before you try opening the offending windows
 

Offline Erik L

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Re: Official v6.20 Bugs Thread
« Reply #137 on: February 25, 2013, 08:15:49 PM »
Reset window positions only works for windows that aren't already launched I believe, so if you haven't already try it before you try opening the offending windows

You can also hit alt-space, an arrow key, then use the mouse to move it back into visibility.
 

Offline zatomic

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Re: Official v6.20 Bugs Thread
« Reply #138 on: February 25, 2013, 09:41:52 PM »
I'm running 6. 21 under wine in OS X (I understand that's unsupported).  Every couple of game years I get

Error in CreateGameLog
Error 429 was generated by Aurora
ActiveX component can't create object

It's then followed by a few dozen

Error in CreateGameLog
Error 424 was generated by Aurora
Object required

which must be clicked through.  Then the game proceeds normally for a few more years.

I found one other reference to this error in the v5. 56/v5. 60 Official Bugs Thread with no further comment or resolution(that reference did not specify a platform).

In playing around with it, I also discovered that selecting the Text File button in the Event Updates window produces the same errors (only from 'cmdTextFile_Click' instead of 'CreateGameLog').  It also occurs from the Text File button in the Class Design window (from cmdTF_Click).

It seems to be an issue with creating or opening a file to output text.  I'm not sure where it's trying to put the files.  Not being able to output the files under wine is not an issue, but having to click through several dozen errors every so often is annoying.  Even if it was just 1 error that the file couldn't open without the followup errors would be great.  I've read that the files are put in C:\logs and I've tried creating a logs folder under both the wine drive_c directory and my mac's root directory with write privileges to no avail.  Maybe it's trying some other path, or maybe the file output functionality being used is simply not available in wine.

Thanks

 

Offline MagusXIX

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Re: Official v6.20 Bugs Thread
« Reply #139 on: February 27, 2013, 06:35:42 AM »
Unsure why, but every construction cycle I get a popup that reads "No ranks found. Please set up ranks before creating commanders."  It really sucks having your auto-turns interrupted every 5 days.  :(

EDIT:  Immediately after posting this, the problem seems to have sorted itself out.  I guess all I had to do was threaten it.
« Last Edit: February 27, 2013, 06:43:27 AM by MagusXIX »
 

Offline TheDeadlyShoe

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Re: Official v6.20 Bugs Thread
« Reply #140 on: February 27, 2013, 10:34:25 AM »
definitely getting some sort of XP bug.

After running a scrimmage between two identical battlegroups,  both major warships maxed out their grade points (from 100 to 2000) and at least some of the fighter pilots have absurd fighter combat bonuses (800% and 1000%) that I've seen.   The XP gains occured when the vessels were struck by hostile weapons fire. 
 

Offline davidb86

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Re: Official v6.20 Bugs Thread
« Reply #141 on: February 27, 2013, 12:06:14 PM »
definitely getting some sort of XP bug.

After running a scrimmage between two identical battlegroups,  both major warships maxed out their grade points (from 100 to 2000) and at least some of the fighter pilots have absurd fighter combat bonuses (800% and 1000%) that I've seen.   The XP gains occured when the vessels were struck by hostile weapons fire. 

The fighter combat bonus is broken in 6.21.  The additions are added as whole numbers rather than as percents (100% increase rather than a 1% increase)  this happens for normal xp checks and faster for combat ops.  It really messes up promotions as all of my rear admirals and higher have 1000% fighter combat bonus.  I have not had the problem with combat ramping up ships too quickly, but I have a small fleet and most battles have been resolved with only a few volleys.
 

Offline IanD

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Re: Official v6.20 Bugs Thread
« Reply #142 on: March 01, 2013, 02:20:20 AM »
Just got the following set of errors.

Error in ReadinessRecovery
Error3167 was generated by DAO.Field
Record is deleted
Please etc.

followed by
Error in ReadinessRecovery
Error 3021 was generated by DAO.Recordset
No current record
Please etc.

These repeated approximately 6 times. It may have something to do with the ground action occurring on an alien planet in Alpha Centauri, where the defenders just lost their first ground unit, or possibly the consumption of a Replacement unit by the attackers.

Edit Another error message is associated with this error.
Error in ReadinessRecovery
Error 3020 was Generated by DAO.Field
Update or CancelUpdate without AddNew or Edit
Please etc.

Definitely appears related to disbanding of Replacement Battalions to increase strength of combat battalions. It has happened every time a Replacement Battalion has been used up.
« Last Edit: March 01, 2013, 06:05:25 AM by IanD »
IanD
 

Offline IanD

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Re: Official v6.20 Bugs Thread
« Reply #143 on: March 01, 2013, 08:02:35 AM »
I am seeing a problem with ships being overmanned. such as the one below. It had picked up survivors (POWs) and unloaded them, but still retained the record of them on the SDD. I checked the ships cargo and there are no survivors left. It is impossible to return the ship to its regular complement, unless someone out there knows better?

Cedar Creek class Tanker    25000 tons     134 Crew     2183.6001 BP      TCS 500  TH 2000  EM 0
4000 km/s     Armour 1-76     Shields 0-0     Sensors 11/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 55 MSP
Spare Berths -29    

Packard 200 EP Commercial Magneto-plasma Drive (10)    Power 200    Fuel Use 10.61%    Armour 0    Exp 5%
Fuel Capacity 11,785,000 Litres    Range 799.7 billion km   (2314 days at full power)

Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Signature 1000: 11m km
Active Search Sensor MR12-R100 (1)     GPS 1600     Range 12.8m km     Resolution 100


Repair Cost: 11.5


This ship is classed as a commercial vessel for maintenance purposes
IanD
 

Offline davidb86

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Re: Official v6.20 Bugs Thread
« Reply #144 on: March 01, 2013, 09:22:45 AM »
I am seeing a problem with ships being overmanned. such as the one below. It had picked up survivors (POWs) and unloaded them, but still retained the record of them on the SDD. I checked the ships cargo and there are no survivors left. It is impossible to return the ship to its regular complement, unless someone out there knows better?

Cedar Creek class Tanker    25000 tons     134 Crew     2183.6001 BP      TCS 500  TH 2000  EM 0
4000 km/s     Armour 1-76     Shields 0-0     Sensors 11/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 55 MSP
Spare Berths -29    

Packard 200 EP Commercial Magneto-plasma Drive (10)    Power 200    Fuel Use 10.61%    Armour 0    Exp 5%
Fuel Capacity 11,785,000 Litres    Range 799.7 billion km   (2314 days at full power)

Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Signature 1000: 11m km
Active Search Sensor MR12-R100 (1)     GPS 1600     Range 12.8m km     Resolution 100


Repair Cost: 11.5


This ship is classed as a commercial vessel for maintenance purposes

Your display indicated a repair cost of 11.5, did you burn out one or more crew quarters while the survivors were on board, that leaves the ship short on berths now that they are off?  I would look at the damage control display to see what is damaged.  You could probably make repairs with the 55 MSP on board.
 

Offline alex_brunius

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Re: Official v6.20 Bugs Thread
« Reply #145 on: March 02, 2013, 03:15:00 AM »
Reset window positions only works for windows that aren't already launched I believe, so if you haven't already try it before you try opening the offending windows
Ooooh so that's how it works... :)

Thanks for your help!
 

Offline RusAnon

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Re: Official v6.20 Bugs Thread
« Reply #146 on: March 02, 2013, 09:24:11 PM »
Version 6. 21
Other civ contact bug:

1.  Meet ship of other civ, in my case it was [Pro] ship which was creating JGs around.
2.  Open contact screen (Intelligence and Foreign Relations, right click on other civ ship, contacts -> ship name).
3.  After that most of windows will produce errors when opened:
3. 1 For example, Leaders (F4) window will show empty string as empire in top-left combo box, rest of forms blank.  When switching to my current empire in combo box, it generates
Error in FilterCommanders
Error 380 was generated by Aurora
Invalid property value
Clicking ok several times helps, it finally loads correct values.

3. 2 Fuel screen will produce upon opening it:
Error in cboRace_Click
Error 3078 was generated by DAO. Database
bla bla query 'and s. ShipType = 0 and s. FleetID = f. FleetID and c. ShipClassID = s. ShipClassID and s. ShipID NOT IN (select ShipID from ShipyardTask) and FuelCapacity > 49000'

Error in cboRace_Click
Error 91 was generated by Aurora
Object variable or With block variable not set

Error in cboRace_Click
Error 381 was generated by MSFlexGrid
Subscript out of range

Error in cboRace_Click
Error 30009 was generated by MSFlexGrid
Invalid Row Value

It will then loop through errors, game has to be closed via task manager.

4.  Restarting game clears errors, all windows work fine till next time I use Foreign Relations screen.
 

Offline IanD

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Re: Official v6.20 Bugs Thread
« Reply #147 on: March 04, 2013, 05:18:28 AM »
Your display indicated a repair cost of 11.5, did you burn out one or more crew quarters while the survivors were on board, that leaves the ship short on berths now that they are off?  I would look at the damage control display to see what is damaged.  You could probably make repairs with the 55 MSP on board.

Sorry used the wrong ship, see below. These were generated at the start of the game using fast OB Creation.

Upholder class Patrol Craft    6650 tons     138 Crew     1232.4 BP      TCS 133  TH 480  EM 0
3609 km/s     Armour 4-31     Shields 0-0     Sensors 33/1/0/1     Damage Control 3     PPV 25
Annual Failure Rate: 99%    IFR: 1.4%    Maintenance Capacity 347 MSP
Magazine 396   Spare Berths -4    

GE/Rolls Royce 160 EP Magneto-plasma Drive (3)    Power 160    Fuel Use 72%    Armour 0    Exp 10%
Fuel Capacity 610,000 Litres    Range 22.9 billion km   (73 days at full power)

Size 4 Missile Launcher (25% Reduction) (20)    Missile Size 4    Rate of Fire 3000
Size 1 Missile Launcher (5)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC124-R100 (1)     Range 124.7m km    Resolution 100
Missile Fire Control FC5-R1 (1)     Range 5.5m km    Resolution 1
Nike (54)  Speed: 24,000 km/s   End: 71.8m    Range: 103.4m km   WH: 5    Size: 4    TH: 80 / 48 / 24
Dart (140)  Speed: 24,000 km/s   End: 3.7m    Range: 5.4m km   WH: 1    Size: 1    TH: 104 / 62 / 31

Thermal Sensor TH3-33 (1)     Sensitivity 33     Detect Signature 1000: 33m km
Active Search Sensor MR115-R100 (1)     GPS 10500     Range 115.5m km     Resolution 100
Active Search Sensor MR5-R1 (1)     GPS 47.25     Range 5.2m km     Resolution 1
Geological Survey Sensors (1)   1 Survey Points

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

Offline TheDeadlyShoe

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Re: Official v6.20 Bugs Thread
« Reply #148 on: March 04, 2013, 05:12:38 PM »
unlock the design in SM mode and add some crewquarters
 

Offline IanD

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Re: Official v6.20 Bugs Thread
« Reply #149 on: March 05, 2013, 11:17:18 AM »
unlock the design in SM mode and add some crewquarters

Of course that's what I did, its the work around, but it shouldn't have been possible in the first place with the auto addition of crew quarters.
IanD