Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on May 06, 2020, 08:32:20 AM

Title: v1.9.5 Bugs Thread
Post by: Steve Walmsley on May 06, 2020, 08:32:20 AM
Please post potential bugs in this thread for v1.9.5. The Bug Moderators (Bughunter, Garfunkel, Nori and SpaceMarine) will post bugs into the Confirmed Thread as appropriate. They may ask for more information or clarifications in order to do so, so please help them if you can. They will also point out if something is working as intended or likely due to another issue such as decimal separators

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 v1.9.5

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: v1.9.5 Bugs Thread
Post by: skoormit on May 06, 2020, 10:37:56 AM
The Research tab does not remember my selection of "Sort by Labs" or "Sort by Date" after I close the Econ window.
The Shipyard Tasks tab does not remember my selection of "Sort by Size" or "Sort by Date" after I close the Econ window.

I would think the intent is for those selections to be sticky, at least for the current game session.

Not a bug
Title: Re: v1.9.5 Bugs Thread
Post by: Blothorn on May 06, 2020, 11:53:50 AM
I'm getting a divide-by-zero error during an invasion, and ground combat doesn't seem to be progressing.

The function number: #1821
The complete error text: Attempted to divide by zero
The window affected: Events (I get a log "Ground Combat Intelligence [. . . ] Estimated Hostile Force (Error Range: Estimated Hostile Force").
What you were doing at the time: Invading Mars (which has an SMed NPR population, now hostile)
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? It's consistent on this save, including picking up and re-dropping my forces on Mars.  I'm not sure whether it's reproducible in a new game.

Database: https://drive. google. com/open?id=15hspUe0PFxhJO2s7oMAB64wWTaVNLUBj Advance time to the next ground combat phase.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Energyz on May 06, 2020, 12:01:10 PM
Null error on 3255 when passing an increment. Decimal separator is a period ".". It was after a fight with a NPR, on a 15 years old real star campaign. This save is from a 1.9.4, updated to 1.9.5.
DB attached for that bug, as the error is there consistenly

Failed to reproduce

-------

Another thing regarding the automatic detaching of ships when they are damaged and slowing the whole fleet. That features is great, but not consistent:

It seems that if one of the ship suffers from a secondary explosion, it won't be detached from the fleet hence slowing it down.

A similar thing seems to happen when the ships suffers from critical damage and goes from perfect condition to destroyed, the fleet speed is set to 1km/s. It will automaticly reset itself to maximum when you increment the game thanks to the "use maximum speed" features, but that's annoying. Same thing is happening to ennemy fleets as well

Ok, reported to Steve

Title: Re: v1.9.5 Bugs Thread
Post by: Black on May 06, 2020, 01:11:16 PM
Version 1.9.5
The function number: no error
The complete error text: no error
What you were doing at the time: giving order to ship to join subfleet.
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? easy to reproduce

It seems that the order: Join Sub-Fleet is not working.

I have single ship in a fleet, I give order Join Sub-Fleet, target is fleet of ships that has 3 Sub Fleets. When I select order Join Sub-Fleet, i see several Sub Fleets to join I select one and then pass the turn. But ship will not join the fleet. I got message: Order not Possible Destination of DE TFN Teazer cannot be found. Please issue new orders. Both fleets are in the same location (sitting at jump point in my case)

Orders Join Fleet and Join as Sub Fleet are working correctly and ship joins the fleet.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Caplin on May 06, 2020, 01:57:48 PM
The function number: 1617
The complete error text: Object reference not set to an instance of an object.
The window affected: None, just open 1.9.5.
What you were doing at the time: Just opening a fresh 1.9.0 database in 1.9.5.
Conventional or TN start: TN.
Random or Real Stars: Real stars.
Is your decimal separator a comma? No. It's a period.
Is the bug is easy to reproduce, intermittent or a one-off? Repros every time for me with a stock 1.9.0 database on 1.9.5.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well Not long.

I get two  1617 errors every time I open a fresh 1.9.0 database in 1.9.5. Haven't played beyond that point on the impacted machine but the display superficially looks fine afterwards.

Failed to reproduce
Title: Re: v1.9.5 Bugs Thread
Post by: zatomic on May 06, 2020, 02:03:16 PM
The function number: #3100
The complete error text: Object reference not set to an instance of an object
The window affected: System Generation and Display
What you were doing at the time: Re-rolling random ruins
Conventional or TN start: Either
Random or Real Stars: Real (probably both)
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy
Campaign Length: 0

In a fresh all default game, turn on SM, go to system view window, geo-survey all, pick a planet (Mars and Mercury tested) and do a random ruin. Then do it again, and after the 'ruin already exists and will be deleted' message, the error will appear. However, if the ruin generated included an installation, there will be no error. If an installation was generated and no error appears, just keep re-rolling until you get, then delete a ruin with no installation.

I would guess it's trying to delete the installation even when one doesn't exist, but just a guess.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Kyle on May 06, 2020, 02:06:21 PM
Retested and still occurring in 1.9.5.  Attached a 1.9.5 version of the same save.

The function number N/A
The complete error text N/A
The window affected - Environment Tab on the Populations window
What you were doing at the time: normal gameplay
Conventional or TN start : Conv
Random or Real Stars : Random
Is your decimal separator a comma? natively a period
Is the bug is easy to reproduce, intermittent or a one-off? Ongoing & easy to see.

I configured Mars to add Carbon Dioxide to a maximum of 0.1 atm, and it *is* being added; however, the Environment tab displays 0 for desired maximum atm, not 0.1.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Caplin on May 06, 2020, 02:10:04 PM
Retested and still occurring in 1.9.5.  Attached a 1.9.5 version of the same save.

The function number N/A
The complete error text N/A
The window affected - Environment Tab on the Populations window
What you were doing at the time: normal gameplay
Conventional or TN start : Conv
Random or Real Stars : Random
Is your decimal separator a comma? natively a period
Is the bug is easy to reproduce, intermittent or a one-off? Ongoing & easy to see.

I configured Mars to add Carbon Dioxide to a maximum of 0.1 atm, and it *is* being added; however, the Environment tab displays 0 for desired maximum atm, not 0.1.

I thought I was imagining things. :) Can confirm this one as well.
Title: Re: v1.9.5 Bugs Thread
Post by: Energyz on May 06, 2020, 02:13:15 PM
The function number: no error
The complete error text: no error
What you were doing at the time: unloading ordonance at Earth, changing ordonnance templates and then reloading at Earth
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? one-off

A WTF bug :

(https://i.ibb.co/dQSGwtp/Capture.jpg) (https://ibb.co/sFhydC1)

The Aconit and Acnée missiles were never designed, nor named, nor anything. They are not supposed to exist. I was about when about to order my collier to reload at Earth, after messing with the templates, when I noticed it was already full by those strange missiles. Only one of the two fleet's collier had that issue, and I'm not sure what caused it.

Unloading the affected is impossible, as other fantomic missiles with different name will appear :

 (https://i.ibb.co/kHbLsmC/Capture.jpg) (https://imgbb.com/)

It is actually flooding my stockpiles :

 (https://i.ibb.co/sRYWbr1/Capture.jpg) (https://imgbb.com/)

DB : https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing (https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing)

Confirmed, but please answer to my questions further down in the thread any provide additional info if you can
Title: Re: v1.9.5 Bugs Thread
Post by: Inglonias on May 06, 2020, 02:23:02 PM
Retested and still occurring in 1.9.5.  Attached a 1.9.5 version of the same save.

The function number N/A
The complete error text N/A
The window affected - Environment Tab on the Populations window
What you were doing at the time: normal gameplay
Conventional or TN start : Conv
Random or Real Stars : Random
Is your decimal separator a comma? natively a period
Is the bug is easy to reproduce, intermittent or a one-off? Ongoing & easy to see.

I configured Mars to add Carbon Dioxide to a maximum of 0.1 atm, and it *is* being added; however, the Environment tab displays 0 for desired maximum atm, not 0.1.

I thought I was imagining things. :) Can confirm this one as well.

A workaround for this exists. Simply press another button on the screen after setting that number (I usually use the nearby "Add Gas to Atmosphere" checkbox twice). For some reason, the text box doesn't save its value until it loses focus. Pressing enter may also work.
Title: Re: v1.9.5 Bugs Thread
Post by: Droll on May 06, 2020, 02:31:53 PM
The function number: no error
The complete error text: no error
What you were doing at the time: unloading ordonance at Earth, changing ordonnance templates and then reloading at Earth
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? one-off

A WTF bug :

(https://i.ibb.co/dQSGwtp/Capture.jpg) (https://ibb.co/sFhydC1)

The Aconit and Acnée missiles were never designed, nor named, nor anything. They are not supposed to exist. I was about when about to order my collier to reload at Earth, after messing with the templates, when I noticed it was already full by those strange missiles. Only one of the two fleet's collier had that issue, and I'm not sure what caused it.

Unloading the affected is impossible, as other fantomic missiles with different name will appear :

 (https://i.ibb.co/kHbLsmC/Capture.jpg) (https://imgbb.com/)

It is actually flooding my stockpiles :

 (https://i.ibb.co/sRYWbr1/Capture.jpg) (https://imgbb.com/)

DB : https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing (https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing)

Could it be possible that these are from precursor outposts? I sometimes uncover massive AMM stockpiles from them
Title: Re: v1.9.5 Bugs Thread
Post by: Energyz on May 06, 2020, 03:02:56 PM

Could it be possible that these are from precursor outposts? I sometimes uncover massive AMM stockpiles from them

No, it just magicly appears in my collier.
Title: Re: v1.9.5 Bugs Thread
Post by: theplahunter on May 06, 2020, 03:03:28 PM
The function number 3248
The complete error text 1. 9. 5 Function #3248: The given key was no present in the dictionary.
The window affected: Fleet, Tactical.
What you were doing at the time: Starting up the game
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Happens everytime I try to reload
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 10 years

I tried to load my save after a few lockups, and now all of my ships, space stations, and other various vessels are missing.  It happened after lockups due to intermittent action by NPRs, although I don't really know what those NPRs were doing at the time.

Save that failed? Cannot see right now how to reproduce/pass this on to Steve with enough information that he can do anything about it.
Title: Re: v1.9.5 Bugs Thread
Post by: Iceranger on May 06, 2020, 03:57:31 PM
1.9.5, Auto-assign FC actually de-assign all my weapons.

The function number  N/A
The complete error text  N/A
The window affected  Naval organization / ship combat
What you were doing at the time  testing
Conventional or TN start  TN
Random or Real Stars  real
Is your decimal separator a comma?  No
Is the bug is easy to reproduce, intermittent or a one-off?  Should be easy to reproduce.

A ship with 24 x 10cm railguns and a single beam fire control (with matching tracking speed).

This is how I manually did the weapon assignment (since I noticed the auto FC assignment button de-assign the weapons):
(https://cdn.discordapp.com/attachments/402321466839793664/707693915914108928/unknown.png)

After I pressed the auto FC assign button:
(https://cdn.discordapp.com/attachments/402321466839793664/707693989331075082/unknown.png)

Attached is the db with the test scenario. The ship in question in under Earth Federation, Alabama 001 in a fleet bares the same name.

Confirmed, two players reporting
Title: Re: v1.9.5 Bugs Thread
Post by: DFNewb on May 06, 2020, 04:00:30 PM
1.9.5, Auto-assign FC actually de-assign all my weapons.

The function number  N/A
The complete error text  N/A
The window affected  Naval organization / ship combat
What you were doing at the time  testing
Conventional or TN start  TN
Random or Real Stars  real
Is your decimal separator a comma?  No
Is the bug is easy to reproduce, intermittent or a one-off?  Should be easy to reproduce.

A ship with 24 x 10cm railguns and a single beam fire control (with matching tracking speed).

This is how I manually did the weapon assignment (since I noticed the auto FC assignment button de-assign the weapons):
(https://cdn.discordapp.com/attachments/402321466839793664/707693915914108928/unknown.png)

After I pressed the auto FC assign button:
(https://cdn.discordapp.com/attachments/402321466839793664/707693989331075082/unknown.png)

Attached is the db with the test scenario. The ship in question in under Earth Federation, Alabama 001 in a fleet bares the same name.

Exact same thing happens with my Railgun fighters. If I remember right it worked fine for my particle beams and lasers I think it being railguns is related. I also think Gauss cannons are effected (not sure), might be because they are not energy weapons or something?
Title: Re: v1.9.5 Bugs Thread
Post by: bean on May 06, 2020, 04:35:33 PM
Version: 1.95 (upgraded from 1.9.4, also present in 1.8.0)
There's something going wrong with the crew grade math when you pull ships out of a training fleet.  I've repeatedly had ships go from new to 22% grade bonus shortly after they've been in a training command for 3-6 months.  This is replicable, across both my current game and in retrospect it appears to have been in my 1.8 game, too.

TN start, <2 years, nothing of any particular note going on.

Reported
Title: Re: v1.9.5 Bugs Thread
Post by: Cosinus on May 06, 2020, 04:43:44 PM
The function number: #311
The complete error text: 1.9.5 Object reference not set to an instance of an object
The window affected: main window + ship combat window
What you were doing at the time: targeting STO ground forces with particle beams. The error occurred after killing the last unit, because presumably the game did not delete them from the Beam FC target.
Conventional or TN start: C
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: This occurs whenever the weapons try to fire, so every 10 seconds.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 years

Expected behaviour: clear target if it no longer exists.
DB attached

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Cosinus on May 06, 2020, 05:10:16 PM
The function number: #914
The complete error text: 1.9.5 Overflow error
The window affected: main window
What you were doing at the time: dragging the map in the main window with the mouse.
Conventional or TN start: C
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: I got a few error messages at first, and then about 50 of them at once. In a bit of a break I managed to save the game (DB attached) After that, the errors continued, but I did not get the error again after restarting the game and loading. Weird.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 years

Failed to reproduce as described, but got it from clicking last event log post. Reported.
Title: Re: v1.9.5 Bugs Thread
Post by: Cosinus on May 06, 2020, 05:18:12 PM
Some buttons in the ship combat window throw errors.
The function number: #1031
The complete error text: 1.9.5 Object reference not set to an instance of object.
The window affected: Naval organisation/Ship combat tab
What you were doing at the time: Steps to reproduce: In any of the above saves, select a fleet, e.g. Cruiser squadron I. Click "Open fire fleet". The error happens. This also works with "Cease fire fleet", "Fire fleet MFC" and "Fire Fleet BFC"
Conventional or TN start: C
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 years

I know that the button is working when selecting ships. I find it odd that it does not work for fleets when it affects the entire fleet.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: mike2R on May 06, 2020, 05:48:03 PM
It seems you can prototype a Gauss cannon, then use that prototype in a turret, then prototype the turret, and then research the turret without ever researching the component gauss cannon.  Researching the gauss cannon first does not seem to change the RP needed to research the turret.

The function number  NA

The complete error text NA

The window affected Turret Design and/or Class Design and/or Research

What you were doing at the time Setting up a TN game using instant research within the points limit (SM mode off).  All testing was done using instant research.

Conventional or TN start TN

Random or Real Stars Random

Is your decimal separator a comma? No

Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce.

Confirmed.
Title: Re: v1.9.5 Bugs Thread
Post by: Froggiest1982 on May 06, 2020, 06:17:02 PM
1.9.4 dec . real stars 10 years

But I doubt any of the above are relevant in this bug.

If you order to turn ON active sensors as Fleet Movement order you cannot turn it OFF from Naval Tab but you have to issue the order Active Sensors OFF for that to work.

Also if you turn it OFF from naval tab and then flag active contacts from Tactical Map refresh it you got a blank error with the name of the ship on it.

Turning it OFF through the order will also make the error disappear. No impact on game or save but annoying.

Easy to reproduce in any game.

Cannot reproduce:
Ship turned AS off via movements order. Button "actives off" in naval window worked without problems. After using that, turning active sensors on Tactical Map did not throw up any errors.
Title: Re: v1.9.5 Bugs Thread
Post by: Langer on May 06, 2020, 06:19:13 PM
The morale of ground units have sometimes lowered to 100, and many other times has not, when a commander of the unit either retires, is killed, or is replaced.

The function number - N/A
The complete error text - N/A
The window affected - Ground Forces
Conventional or TN start - Conventional
Random or Real Stars - Real
Is your decimal separator a comma? No, period

Is the bug is easy to reproduce, intermittent or a one-off?
Depends on what the intended process is meant to be. I have manually replaced a commander and morale remains at the higher figure, e.g. 140. Three times, the retirement or death of a major commanding a company reset that company's morale to 100 from some higher number (between 150-200 I believe). After I noticed it, I began tracking it and have not seen a reset to 100 again. I've had commanders killed by accident, retire from a post, and be manually removed by me without a reset. So, if the intended mechanic is to reset on every commander change of any type, it isn't happening. If the intended mechanic is for it never to change, it did, but unfortunately I don't know precisely when or what caused the morale reset. Or anything in between. I'm 95% certain the units in question did not go through a full production cycle without any commander at all. I also thought maybe there was an upper limit on morale that was passed, but I have other units currently with higher morale figures than that of the 'reset' units at the time.

It is intended to reset. Will bring this up with Steve to fix the non-WAI behaviour.
Title: Re: v1.9.5 Bugs Thread
Post by: Zap0 on May 06, 2020, 06:27:52 PM
Set Naming Theme to "Names Beginning with V" and insta-built a few ships - Except they were named with names beginning with W.  The W option in the dropdown is missing, I suspect the V option is just mislabeled.

Confirmed.
Title: Re: v1.9.5 Bugs Thread
Post by: Geebee on May 06, 2020, 08:12:35 PM
The function number: 3255
The complete error text: Object reference not set to an instance of an object

progressing 1 day at a time

having the naval organisation window open while progressing seems to make the error appear so im assuming somethings wrong there

Conventional start
Real stars
decimal seperator is a period . 
campaign length is 105 years

edit: of course as soon as I post it after replicating it 3 times, i load it up and i cant replicate it. . .

Confirmed, it reproduced for me
Title: Re: v1.9.5 Bugs Thread
Post by: xenoscepter on May 06, 2020, 08:14:22 PM
Unsure if this has been resolved or not, so re-posting it just in case:
http://aurora2.pentarch.org/index.php?topic=11231.msg131041#msg131041

It's being investigated, not resolved yet. Remind me to update you later!
Title: Re: v1.9.5 Bugs Thread
Post by: BritoO on May 06, 2020, 09:23:41 PM
The function number: N/A
The complete error text: N/A
The window affected: Class Design Window
What you were doing at the time: Creating new classes
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Have yet to even run a single turn

This appears to be a UI bug more than anything else. 

Steps:
Open the class design window
Under race components will be an expandable list of all components available
Expand one of the section by pressing the + button
Collapse that section by pressing the - button
Close and reopen the class design window.   Notice that the section that we expanded and collapsed previously is now expanded.   Trying to collapse it and reopen the window and it is still expanded

Basically it appears that the UI remembers if a section was expanded but not if it was collapsed again
Makes it a bit annoying (at least for me) when you have lots of sections expanded when looking for a specific thing

This is a 1.  9.  5 game patched from a fresh 1.  9.  4 game. 
The actual universe being played was fresh, having just been created

Can also confirm that this is happening in a 1.  9.  4 game (i dont think it really matters but just in case)

PS: I know this is not really the place for it, but i would love an "expand all" and "collapse all" for that screen

Edit: Seems that it also affects the ship list to the far left of the class design window

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Cosinus on May 07, 2020, 01:35:55 AM
The function number: 3255
The complete error text: Object reference not set to an instance of an object

progressing 1 day at a time

having the naval organisation window open while progressing seems to make the error appear so im assuming somethings wrong there

Conventional start
Real stars
decimal seperator is a period . 
campaign length is 105 years

edit: of course as soon as I post it after replicating it 3 times, i load it up and i cant replicate it. . .

I got the same error when I opened your DB, opened the Naval Org window and advanced time 1 day.
Title: Re: v1.9.5 Bugs Thread
Post by: Conscript Gary on May 07, 2020, 02:43:41 AM
Can't recall which 1.9.x version this campaign started with but it's 1.9.5 now.
The function number: N/A
The complete error text: N/A
The window affected: Fleet Organization Window
What you were doing at the time: Refueling a combat fleet from a pair of stationary refueling hubs on its way back from Sol
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 24 years

There seems to be some very weird behavior when attempting to refuel from a hub that doesn't have enough juice to completely service a fleet.
In the attached DB, the Combat Group fleet and Ala-Gleti Fuel Depot fleet are in the same location, and the former has been given an order to refuel from the latter.
The combat group has 13.1m/50m, and the fuel depot has 20.8m / 50m.
Stepping through the order hour by hour, things seem to proceed as expected- one of the refueling stations loses fuel, the ships in the combat fleet gain fuel evenly, all the way until the last station is down to a couple percent capacity.
At that point, the fuel percentage of the station remains constant and one of the ships in the combat fleet's fuel becomes negative. The remaining ships have their fuel values rise and fall seemingly at random, sometimes becoming negative as well. Eventually the order is flagged as complete, and the total amount of fuel transferred adds up (13.1m + 20.8m = 33.9m), but the wildly varied fuel percentages and ships with negative fuel means that refueling as intended has certainly failed.
Title: Re: v1.9.5 Bugs Thread
Post by: Foolcow on May 07, 2020, 03:51:07 AM
When a fleet is ordered through a lagrange point jump to get to its final destination, the calculated "travel time required" doesn't account for the travel time from it's initial position to the first lagrange point.

The function number:  N/A
The complete error text:  N/A
The window affected:  Naval Organization
What you were doing at the time:  Giving orders to a fleet
Conventional or TN start:  TN
Random or Real Stars:  Random
Is your decimal separator a comma:  No
Is the bug is easy to reproduce, intermittent or a one-off:  Easy to reproduce.  Seems consistent.


Steps to reproduce:

1.  On the naval organization screen, select a fleet which is currently in a system containing two or more lagrange points, but not currently stationed at a lagrange point.

2.  Select the fleet tab, then the movement orders tab under the fleet tab.

3.  Select a lagrange point in the first column, then select intra-system jump in the second column. Select another lagrange point in the third column, then click add move.

4.  Note the number of days for "travel time required" on the top right.

5.  Clear the orders list.

6.  Select the same lagrange point in the first column as in step 3.  Select "move to location" in the second column, then click add move.

7.  With the same lagrange point still selected in the first column, select intra-system jump in the second column.  In the third-column, select the same lagrange point as in step 3.  Click add move.

8.  The number of days for "travel time required" will be different than in step 4, although the route is exactly the same.
Title: Re: v1.9.5 Bugs Thread
Post by: Azuraal on May 07, 2020, 04:56:10 AM
Auto assign FC disregards missile sizes and can change the ammo in a box launcher mid-flight.

Happened in a game started in 1. 9. 5, though I encountered that problem earlier too.
The window affected:  Naval Organization, Ship Combat
What you were doing at the time:  My ships had size 10 missile launchers for size 10 ASMs, and one box launcher for a size 6 buoy missile stage.  Auto assign FC assigned size 10 missile to the size 6 box launcher.
Is your decimal separator a comma:  No
Is the bug is easy to reproduce, intermittent or a one-off:  Easy to reproduce.

To reproduce: Have a ship with multiple size missiles and launchers that don't follow ASM / AMM divide.

Reported
Title: Re: v1.9.5 Bugs Thread
Post by: Cosinus on May 07, 2020, 05:01:12 AM
Auto assign FC disregards missile sizes and can change the ammo in a box launcher mid-flight.

Happened in a game started in 1. 9. 5, though I encountered that problem earlier too.
The window affected:  Naval Organization, Ship Combat
What you were doing at the time:  My ships had size 10 missile launchers for size 10 ASMs, and one box launcher for a size 6 buoy missile stage.  Auto assign FC assigned size 10 missile to the size 6 box launcher.
Is your decimal separator a comma:  No
Is the bug is easy to reproduce, intermittent or a one-off:  Easy to reproduce.

To reproduce: Have a ship with multiple size missiles and launchers that don't follow ASM / AMM divide.

I can confirm this bug. My Size 5 active sensor buoys were auto assigned to my S1 AMM launchers and could even be fired.
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 07, 2020, 07:41:53 AM
Version 1.9.5
The function number: no error
The complete error text: no error
What you were doing at the time: orders to refuel from stationary tanker
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? easy to reproduce

I gave a fleet orders to refuel from a space station.
The station has fuel and a refuelling system.
The station is not moving, but it is stabilizing a jump point.
I get a message that my fleet "cannot complete order as the destination fleet is either moving or has movement orders."

So it seems that stabilizing a jump point counts as "movement orders."

This is WAI - anything and everything in the Orders list count as movement orders.
Title: Re: v1.9.5 Bugs Thread
Post by: simast on May 07, 2020, 08:16:52 AM
While creating a sub-fleet in Naval Organization and choosing "Cancel" the sub-fleet is created anyway. Also after you do this - the "Create Sub Fleet" button will no longer function and you need to restart Aurora.

---

The function number: N/A
The complete error text: N/A
The window affected: Naval Organization
What you were doing at the time: Creating a Sub-Fleet
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
If this is a long campaign: ~50 years

Confirmed.
Title: Re: v1.9.5 Bugs Thread
Post by: Second Foundationer on May 07, 2020, 10:10:04 AM
This report has to remain fuzzy, I'm afraid. It's also from a previous version, either 1.9.4 or possibly 1.9.3, the backup interval includes the update. But I haven't seen it reported or fixed, though my search wasn't thorough beyond doubt this time.

Important thing first: Affects NPR generation for pre-industrial NPR. Garfunkel answered most of my questions regarding that in http://aurora2.pentarch.org/index.php?topic=11302.0 (http://aurora2.pentarch.org/index.php?topic=11302.0), but ultimately, the only one who knows how it should work is He who makes the worlds spin. It's only a bug, if pre-industrial NPRs are supposed to have at least wealth, and possibly conventional industry & troops. If a non-communicating NPR with literally absolutely nothing but people ("Stone-age NPR") is WAD, you can stop reading.

Function and error: None that I'm aware of. Alas, could I swear that I didn't discard an error message at discovery/generation? No. Divided attention and short intervals of advancing Auroran time in the period in question (and right now, in fact), plus a very minor refresh/sticky invalid selection issue that I clicked away a few times, but has been reported and fixed by now, I think. So, it's: I'm not sure.
No comma. Only a brief coma after going through two earlier bugs threads in entirety to find a specific bug report I thought I had seen.
Conventional real stars 1.9 Earth start, the system in question was discovered by player race 27 years and a few days in if I may believe the discovery date on the galaxy map (separate tiny ui issue: GalacticMap doesn't seem to remember that I want to display military restricted systems, but it remembers most other Display settings)

In-game system and race generation is hard to reproduce. But in case it is of any use, I'll attach the first db I can find that contains the NPR in question. At that point I had only discovered the system, but done nothing with the NPR but see it from afar - I think, no guarantees for my memory.
They are GameID 34 (Vanilla), RaceID 192 (Vaathkree Alliance), and their capital should be PopulationID 4218 (Vaathkree Prime) in SystemID 2079 (Eps Eri). If I read the Race and PopInstallation and other tables correctly, they have no conventional industry, no conventional ground units and crucially: no wealth. I noticed that later when I decided that I could do nothing with them but conquer them.


(As addendum to a previous post, an animal & BugMod protection/safety advice: Under any circumstances, never even think about putting a real cat, dotted or not, into a real dishwasher, insular or not. The sensitive programming could acquire a serious permanent personality disorder as a result. For similar reasons, please don't feed Aurora 4x with comma-separated decimals. I reqlly do szmpathiye (sic!), con tout mio Herzen. Up to a point. Or better make that a period...  :P)


Reported to find out what is the WAI behaviour.
Title: Re: v1.9.5 Bugs Thread
Post by: Resand on May 07, 2020, 10:58:18 AM
Version 1.9.5
The function number: no error
The complete error text: no error
What you were doing at the time: orders to refuel from stationary tanker
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? easy to reproduce

I gave a fleet orders to refuel from a space station.
The station has fuel and a refuelling system.
The station is not moving, but it is stabilizing a jump point.
I get a message that my fleet "cannot complete order as the destination fleet is either moving or has movement orders."

So it seems that stabilizing a jump point counts as "movement orders."

Wouldn't surprise me if this is WAI. As a freighter that's loading/unloading are also "moving". From http://aurora2.pentarch.org/index.php?topic=8495.msg113792#msg113792
Title: Re: v1.9.5 Bugs Thread
Post by: TMaekler on May 07, 2020, 11:10:48 AM
Version 1.9.5
The function number: 2044 & 2043
The complete error text: The object link wasn't set to an instant of the object (retranslated from german to english)
What you were doing at the time: Missile Design
Is your decimal separator a comma? No
Is the bug easy to reproduce, intermittent or a one-off? easy to reproduce

When switching between the different "Load Previous" designs, the Pods cause these two error messages as long as none of the checkboxes for pods are active.
Title: Re: v1.9.5 Bugs Thread
Post by: Cosinus on May 07, 2020, 01:18:25 PM
There is an error message each ground combat phase and combat reports are not shown in the event log anymore (except for breakthroughs for some reason). Combat still happens in some form, as the tonnage of enemy troops decreases and my commanders are dying and are awarded medals.

The function number: #1821
The complete error text: 1.9.5 Attempted to divide by zero
The window affected: main window
What you were doing at the time: Invading precursor world
Conventional or TN start: C
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: This happens every combat phase, load the attached DB and advance time by ~8 hours or so
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 years

Edit: I went back to a backup save file and attempted to do this fight again without orbital bombardment as I thought this could be the cause of the bug. Still got the same error messages. I ignored them for a while, but now I also get #1793 attempt to divide by zero error during combat phases. Div by zero is the original report, before is the DB from before the errors started, more div by zero is when 2 errors happened each construction phase.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 07, 2020, 01:52:53 PM
The Research tab does not remember my selection of "Sort by Labs" or "Sort by Date" after I close the Econ window.
The Shipyard Tasks tab does not remember my selection of "Sort by Size" or "Sort by Date" after I close the Econ window.

I would think the intent is for those selections to be sticky, at least for the current game session.

Sorting choice is kept if you don't close the window. I don't think keeping it after closing was intended as that would likely require coding it differently.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 07, 2020, 02:02:51 PM
I'm getting a divide-by-zero error during an invasion, and ground combat doesn't seem to be progressing.

The function number: #1821
The complete error text: Attempted to divide by zero
The window affected: Events (I get a log "Ground Combat Intelligence [. . . ] Estimated Hostile Force (Error Range: Estimated Hostile Force").
What you were doing at the time: Invading Mars (which has an SMed NPR population, now hostile)
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? It's consistent on this save, including picking up and re-dropping my forces on Mars.  I'm not sure whether it's reproducible in a new game.

Database: https://drive. google. com/open?id=15hspUe0PFxhJO2s7oMAB64wWTaVNLUBj Advance time to the next ground combat phase.

Reproduced and moved to confirmed.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 07, 2020, 02:09:42 PM
Null error on 3255 when passing an increment. Decimal separator is a period ".". It was after a fight with a NPR, on a 15 years old real star campaign. This save is from a 1.9.4, updated to 1.9.5.
DB attached for that bug, as the error is there consistenly

-------

Another thing regarding the automatic detaching of ships when they are damaged and slowing the whole fleet. That features is great, but not consistent:

It seems that if one of the ship suffers from a secondary explosion, it won't be detached from the fleet hence slowing it down.

A similar thing seems to happen when the ships suffers from critical damage and goes from perfect condition to destroyed, the fleet speed is set to 1km/s. It will automaticly reset itself to maximum when you increment the game thanks to the "use maximum speed" features, but that's annoying. Same thing is happening to ennemy fleets as well

I couldn't reproduce the null error with your save. Tried several times with different increment lengths.
The second thing about damaged ships though sounds like a bug, will have a look and pass that one on.
Title: Re: v1.9.5 Bugs Thread
Post by: mike2R on May 07, 2020, 02:12:48 PM
When cancelling out of the Select Name disalogue, the name is changed.  As far as I can make out, it is changed to whatever the player last called something.  Eg, if you name a naval admin command something, then go over to the class design window, select a class, click Select Name, then click Cancel, the class will be renamed to whatever you named the naval admin command (or ship class, or as far as I can tell whatever it was you named last).  Doesn't seem to matter if you manually named the previous thing, or used Select Name for that and picked something.
Tested in both the Class Design window - selecting a class name, and the Naval Organisation window with a ship selected - selecting a ship name.

The function number NA

The complete error text NA

The window affected Class Design and Naval Organisation tested, suspect probably anything that uses Select Name.

What you were doing at the time Cancelling out of Select Name.

Conventional or TN start TN

Random or Real Stars Random

Is your decimal separator a comma? No

Is the bug is easy to reproduce, intermittent or a one-off?  Easy to reproduce.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 07, 2020, 02:27:02 PM
The function number: 1617
The complete error text: Object reference not set to an instance of an object.
The window affected: None, just open 1.9.5.
What you were doing at the time: Just opening a fresh 1.9.0 database in 1.9.5.
Conventional or TN start: TN.
Random or Real Stars: Real stars.
Is your decimal separator a comma? No. It's a period.
Is the bug is easy to reproduce, intermittent or a one-off? Repros every time for me with a stock 1.9.0 database on 1.9.5.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well Not long.

I get two  1617 errors every time I open a fresh 1.9.0 database in 1.9.5. Haven't played beyond that point on the impacted machine but the display superficially looks fine afterwards.

I failed to reproduce this. Opened the default game and also advanced time without error. Do you have any mods or something else in your setup which could make a difference?
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 07, 2020, 02:32:36 PM
The function number: #3100
The complete error text: Object reference not set to an instance of an object
The window affected: System Generation and Display
What you were doing at the time: Re-rolling random ruins
Conventional or TN start: Either
Random or Real Stars: Real (probably both)
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy
Campaign Length: 0

In a fresh all default game, turn on SM, go to system view window, geo-survey all, pick a planet (Mars and Mercury tested) and do a random ruin. Then do it again, and after the 'ruin already exists and will be deleted' message, the error will appear. However, if the ruin generated included an installation, there will be no error. If an installation was generated and no error appears, just keep re-rolling until you get, then delete a ruin with no installation.

I would guess it's trying to delete the installation even when one doesn't exist, but just a guess.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 07, 2020, 02:35:57 PM
Retested and still occurring in 1.9.5.  Attached a 1.9.5 version of the same save.

The function number N/A
The complete error text N/A
The window affected - Environment Tab on the Populations window
What you were doing at the time: normal gameplay
Conventional or TN start : Conv
Random or Real Stars : Random
Is your decimal separator a comma? natively a period
Is the bug is easy to reproduce, intermittent or a one-off? Ongoing & easy to see.

I configured Mars to add Carbon Dioxide to a maximum of 0.1 atm, and it *is* being added; however, the Environment tab displays 0 for desired maximum atm, not 0.1.

Thanks both you and Caplin, passing on to confirmed.
Title: Re: v1.9.5 Bugs Thread
Post by: CharonJr on May 07, 2020, 02:42:28 PM
Hi,

saw a bug while salvaging - essentially the salvager will stay where it started the salvage, even if the wreck and the planet it is orbiting have moved on ;) Tried moving to the planet forst for my second try, but got the same result. Refresh does nothing, the ship actually has to move to catch the planet/wreck again for a new try.

(https://i.ibb.co/bm5cmcs/Salvage-bug.jpg) (https://ibb.co/mT5fTf9)

The function number:
The complete error text:
The window affected: Tactics
What you were doing at the time: Salvage
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy
Campaign Length:

Reported

And while I am at it, it seems like the problem from VB still exists that missiles will not cause an interrupt (sometimes?) when you select a long time increment when they are already in flight. Those wrecks in the lower left were caused by missiles which the ships woulf have easily dealt with (and actually did before). There was a pause in the missile attacks (what I thought was the end), but it turned out there was another wave approaching when I hit a long (IIRC 5 day) increment length. The ships were destroyed without firing a shot/any interrupt before.

Added to existing report
Title: Re: v1.9.5 Bugs Thread
Post by: Caplin on May 07, 2020, 02:59:07 PM
The function number: 1617
The complete error text: Object reference not set to an instance of an object.
The window affected: None, just open 1.9.5.
What you were doing at the time: Just opening a fresh 1.9.0 database in 1.9.5.
Conventional or TN start: TN.
Random or Real Stars: Real stars.
Is your decimal separator a comma? No. It's a period.
Is the bug is easy to reproduce, intermittent or a one-off? Repros every time for me with a stock 1.9.0 database on 1.9.5.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well Not long.

I get two  1617 errors every time I open a fresh 1.9.0 database in 1.9.5. Haven't played beyond that point on the impacted machine but the display superficially looks fine afterwards.

I failed to reproduce this. Opened the default game and also advanced time without error. Do you have any mods or something else in your setup which could make a difference?

Nothing at all, as far as I'm aware. NO mods, just extracted V1.51, V1.90, and V1.95 in the same directory, and erased aurora.exe and auroraDB.db for good measure each time. My machine is set to standard US English settings, 1920x1080 screen resolution. I'm baffled as to why this reproduces so consistently for me.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 07, 2020, 03:03:58 PM
The function number: no error
The complete error text: no error
What you were doing at the time: unloading ordonance at Earth, changing ordonnance templates and then reloading at Earth
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? one-off

A WTF bug :

(https://i.ibb.co/dQSGwtp/Capture.jpg) (https://ibb.co/sFhydC1)

The Aconit and Acnée missiles were never designed, nor named, nor anything. They are not supposed to exist. I was about when about to order my collier to reload at Earth, after messing with the templates, when I noticed it was already full by those strange missiles. Only one of the two fleet's collier had that issue, and I'm not sure what caused it.

Unloading the affected is impossible, as other fantomic missiles with different name will appear :

 (https://i.ibb.co/kHbLsmC/Capture.jpg) (https://imgbb.com/)

It is actually flooding my stockpiles :

 (https://i.ibb.co/sRYWbr1/Capture.jpg) (https://imgbb.com/)

DB : https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing (https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing)

You are getting alien missiles aboard your collier. I just have to ask, did you do any database editing or use any mods?
Did you capture any alien stockpiles at some point? Capture ships with missiles on? Any other idea what may have triggered the bug?
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 07, 2020, 03:10:25 PM
The function number 3248
The complete error text 1. 9. 5 Function #3248: The given key was no present in the dictionary.
The window affected: Fleet, Tactical.
What you were doing at the time: Starting up the game
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Happens everytime I try to reload
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 10 years

I tried to load my save after a few lockups, and now all of my ships, space stations, and other various vessels are missing.  It happened after lockups due to intermittent action by NPRs, although I don't really know what those NPRs were doing at the time.

What do you mean by lockup? Can you explain exactly what happened and what you did when they occurred?
Title: Re: v1.9.5 Bugs Thread
Post by: Second Foundationer on May 07, 2020, 03:52:06 PM
After brief test in 1.9.5, separate post for the mentioned low priority, tiny UI issue with GalacticMap window, Display tab. It remembers most settings, but has selective amnesia for three: Maintenance Locations, Military Restricted Systems and Mineral Search Flag.

Easy to reproduce: Open GalacticMap, Display tab. Tick all boxes. Close window. Open GalacticMap. Result: All boxes in Display tab ticked but those three.

(But my preference for having things looked at after crashes/gamebreakers, if any should be left, would be the mechanics-relevant ones, especially things such as NPR generation that may produce errors that cannot be rectified even by SM mode.)
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 07, 2020, 03:56:34 PM
The function number: 1617
The complete error text: Object reference not set to an instance of an object.
The window affected: None, just open 1.9.5.
What you were doing at the time: Just opening a fresh 1.9.0 database in 1.9.5.
Conventional or TN start: TN.
Random or Real Stars: Real stars.
Is your decimal separator a comma? No. It's a period.
Is the bug is easy to reproduce, intermittent or a one-off? Repros every time for me with a stock 1.9.0 database on 1.9.5.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well Not long.

I get two  1617 errors every time I open a fresh 1.9.0 database in 1.9.5. Haven't played beyond that point on the impacted machine but the display superficially looks fine afterwards.

I failed to reproduce this. Opened the default game and also advanced time without error. Do you have any mods or something else in your setup which could make a difference?

Nothing at all, as far as I'm aware. NO mods, just extracted V1.51, V1.90, and V1.95 in the same directory, and erased aurora.exe and auroraDB.db for good measure each time. My machine is set to standard US English settings, 1920x1080 screen resolution. I'm baffled as to why this reproduces so consistently for me.
Which directory did you put it in?  Windows apparently does screwy things if you unpack or install under Program Files.  Also, I'd recommend verifying your downloads.  Nothing like a corrupt file to ruin your day.

sha256sum -b
f0c7ae9394fbca48e19b29989e70f1c2325033c4f49f267beee5a92ca35da65c *Aurora151Full.rar
31fb9dd89a8d942c555570183edd7808936309be810e86103b33f52f2dd8607e *Aurora190.rar
1b316b4d2fe2ba684eff4d6c499f3fb5e634aa67f10e1e1edf41799f6bd940c6 *Aurora195.rar
6ced8d676199a60eb7dcf50b6a9f3ecc4cbbd2bc0e9d73ad77f37a1dd5bdfa4a *AuroraDB.db
b7321eba9195833827d05415f4dfbc2abd8f912b33ba05cc8ce918cdd34c62a5 *Aurora.exe

The function number 3248
The complete error text 1. 9. 5 Function #3248: The given key was no present in the dictionary.
The window affected: Fleet, Tactical.
What you were doing at the time: Starting up the game
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Happens everytime I try to reload
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 10 years

I tried to load my save after a few lockups, and now all of my ships, space stations, and other various vessels are missing.  It happened after lockups due to intermittent action by NPRs, although I don't really know what those NPRs were doing at the time.

What do you mean by lockup? Can you explain exactly what happened and what you did when they occurred?
If Aurora or the computer crashes during a save it will corrupt the database by randomly deleting tables.  The problem is due to dividing a save into multiple transactions.  This issue was reported against earlier versions.

@theplahunter The workaround is to restore using the AuroraDBSaveBackup.db or AuroraDBPreviousSaveBackup.db if they are still intact.
Title: Re: v1.9.5 Bugs Thread
Post by: Saquenay on May 07, 2020, 04:21:17 PM
I've searched as best I can for a previous mention of this bug but haven't found it, and if it is a known issue that hasn't been implemented yet, I haven't seen that mentioned either.   I've only noticed this issue in 1. 9. 4 (and now 1. 9. 5) but that is also the first time I attempted to use the feature in question in any campaign.

It seems the highly anticipated c# feature, deep space logistics hubs with overhauling/resupply, does not work.   Details:

The function number: n/a
The complete error text: n/a
The window affected: n/a
What you were doing at the time: Attempting to give a military ship 'overhaul' orders at a deep space base with maintenance modules/cargo shuttles
Conventional or TN start: confirmed with both starts
Random or Real Stars: confirmed in both
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?:  was able to reproduce in a new game in just a few clicks
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Discovered it during a longish campaign, but can replicate in a fresh save.

Steps to reproduce:
Design a station (or ship) with maintenance modules, spare MSP, and cargo shuttles (you can add a number of other modules including ordnance/fuel hubs and transfer systems without affecting the outcome).   You can set it to 'supply ship' and tell it to 'auto resupply own fleet' if you like.
Bring the maintenance station to deep space.   (Alternatively, for SM mode testing, move it to an empty colony say on Mars)
Design any military ship that should be able to execute the order 'Begin Overhaul (rewind clock)', and test that it has that order by targeting earth.
Now select either the station's fleet, or the empty colony where the station is anchored, and notice the lack of 'Begin Overhaul' orders.

(Incidentally, there is also not an order to 'resupply from supply ship', but I'm focusing on the overhaul issue right now. )

According to hxxp: aurora2. pentarch. org/index. php?topic=8495. msg101959#msg101959 , the station should qualify as a 'Maintenance Location' but it doesn't.   Adding population to the location of the maintenance station does not fix the issue, either with an orbital habitat or by adding colonists to the previously empty colony which the station is orbiting.   Adding various ground installations at the location such as cargo shuttle stations or spaceports does not fix the issue.

If the station is deployed at a colony, the maintenance capacity shows up properly on the summary screen.

If you add a single maintenance facility to the colony, whether there are any colonists present or not, the colony can now be a target for the 'Begin Overhaul' order.

Please tell me I am stupid and have missed an obvious button somewhere, because I really like this proposed feature!!

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: alvin853 on May 07, 2020, 04:41:48 PM
The function number: #1420
The complete error text: Object reference not set to an instance of an object
The window affected: Tactical map
What you were doing at the time: Ship discovered a new system (time increment)
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Probably intermittend
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Year 25

DB is attached from right as the error appeared. I'm thinking there's something wrong in the system I just discovered (LHS 288) which caused this error.
Also to note: I had the galactic map window open as the error appeared, and the new system showed up right away, but was not connected to the system the ship just jumped from and the system showed the blue inner circle representing an empty system (it's not empty). After refresh of map window the connection was there and the system was no longer shown as empty.
Title: Re: v1.9.5 Bugs Thread
Post by: stabliser on May 07, 2020, 06:04:06 PM
(https://pasteboard.co/J7kINKZ.png)

The function number: #2092 & #2184
The complete error text: Value was either too large or too small for a Decimal.

The window affected: #2092-tactical, #2184-Economic(mining)

What you were doing at the time: #2092-advancing time, #2184- vewing minerals on particular planet

Conventional or TN start: TN

Random or Real Stars: Random

Is your decimal separator a comma? : No

Is the bug is easy to reproduce, intermittent or a one-off? -  #2092 happens after a couple of days advancing time, #2184 happens every time I view the minerals of the particular planet.  Both disappear on saving and closing, but return again after a couple of days of resuming the game.

If this is a long campaign: 61 years,  v1.9.3->v1.9.4->v1.9.5


Edit:  I managed to stop the bug returning by removing mines and mass driver from the planet in question.  The mass driver may have been trying to send a negative amount of minerals, as the manufacturing % had dropped to 0% (perhaps below zero)
Title: Re: v1.9.5 Bugs Thread
Post by: Froggiest1982 on May 07, 2020, 06:52:46 PM
Maybe WAI but on 1.9.5 Boarding Combat Success doesn't stop Auto Turns from Running.

I think it should.
Title: Re: v1.9.5 Bugs Thread
Post by: Nori on May 07, 2020, 08:02:43 PM
I've searched as best I can for a previous mention of this bug but haven't found it, and if it is a known issue that hasn't been implemented yet, I haven't seen that mentioned either.   I've only noticed this issue in 1. 9. 4 (and now 1. 9. 5) but that is also the first time I attempted to use the feature in question in any campaign.

It seems the highly anticipated c# feature, deep space logistics hubs with overhauling/resupply, does not work.   Details:

The function number: n/a
The complete error text: n/a
The window affected: n/a
What you were doing at the time: Attempting to give a military ship 'overhaul' orders at a deep space base with maintenance modules/cargo shuttles
Conventional or TN start: confirmed with both starts
Random or Real Stars: confirmed in both
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?:  was able to reproduce in a new game in just a few clicks
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Discovered it during a longish campaign, but can replicate in a fresh save.

Steps to reproduce:
Design a station (or ship) with maintenance modules, spare MSP, and cargo shuttles (you can add a number of other modules including ordnance/fuel hubs and transfer systems without affecting the outcome).   You can set it to 'supply ship' and tell it to 'auto resupply own fleet' if you like.
Bring the maintenance station to deep space.   (Alternatively, for SM mode testing, move it to an empty colony say on Mars)
Design any military ship that should be able to execute the order 'Begin Overhaul (rewind clock)', and test that it has that order by targeting earth.
Now select either the station's fleet, or the empty colony where the station is anchored, and notice the lack of 'Begin Overhaul' orders.

(Incidentally, there is also not an order to 'resupply from supply ship', but I'm focusing on the overhaul issue right now. )

According to hxxp: aurora2. pentarch. org/index. php?topic=8495. msg101959#msg101959 , the station should qualify as a 'Maintenance Location' but it doesn't.   Adding population to the location of the maintenance station does not fix the issue, either with an orbital habitat or by adding colonists to the previously empty colony which the station is orbiting.   Adding various ground installations at the location such as cargo shuttle stations or spaceports does not fix the issue.

If the station is deployed at a colony, the maintenance capacity shows up properly on the summary screen.

If you add a single maintenance facility to the colony, whether there are any colonists present or not, the colony can now be a target for the 'Begin Overhaul' order.

Please tell me I am stupid and have missed an obvious button somewhere, because I really like this proposed feature!!

I'm not sure on this one. Maint station will stop the time from ticking up, but I'm not sure if it is supposed to be a overhaul location or not.
Anyone else know?
Title: Re: v1.9.5 Bugs Thread
Post by: Bandus on May 07, 2020, 08:52:38 PM
The function number - N/A
The complete error text - N/A
The window affected - Intelligence window
What you were doing at the time - N/A
Conventional or TN start - Conventional
Random or Real Stars - Real
Is your decimal separator a comma? - Yes
Is the bug is easy to reproduce, intermittent or a one-off? - Not sure.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Around 120 years in.

I have this ship:

Code: [Select]
IS Psicodaemon  (Astradaemon class Intelligence Ship)      2,066 tons       62 Crew       474.7 BP       TCS 4    TH 10    EM 0
1452 km/s    JR 1-50      Armour 1-14       Shields 0-0       HTK 16      Sensors 0/14/0/0      DCR 1      PPV 0
Maint Life 5.56 Years     MSP 265    AFR 18%    IFR 0.3%    1YR 14    5YR 216    Max Repair 280 MSP
Captain of the List    Control Rating 1   BRG   
Intended Deployment Time: 60 months    Morale Check Required   

Antimachus-Galenus JD-ELINT-001     Max Ship Size 2250 tons    Distance 50k km     Squadron Size 1

Agemman Aeromarine MCFD-ELINT-001 (2)    Power 60    Fuel Use 7.39%    Signature 4.80    Explosion 4%
Fuel Capacity 93,000 Litres    Range 109.6 billion km (873 days at full power)

ELINT Module (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
Cloaking Device: Class cross-section reduced to 10.0% of normal

This design is classed as a Military Vessel for maintenance purposes

It is 22m km away from a NPR population with a EM signature of 1,275.  However, on the intelligence screen, current intel and maximum intel points are both 0. They have remained at 0 for over a year. Communications have been established with the NPR.

It appears I am not gaining any intel on the pop at the target yet cannot find a reason why. I bounced it off folks in Discord and no one was able to come up with any ideas as to why this might be.

I'm pretty sure this is a bug, but I'm not 100% sure!
Title: Re: v1.9.5 Bugs Thread
Post by: kyonkundenwa on May 07, 2020, 09:04:22 PM
Nori - This is a known bug that Steve hasn't figured out yet.

All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.

What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 07, 2020, 10:31:18 PM
The Research tab does not remember my selection of "Sort by Labs" or "Sort by Date" after I close the Econ window.
The Shipyard Tasks tab does not remember my selection of "Sort by Size" or "Sort by Date" after I close the Econ window.

I would think the intent is for those selections to be sticky, at least for the current game session.

Sorting choice is kept if you don't close the window. I don't think keeping it after closing was intended as that would likely require coding it differently.

It is a trivial amount of code to add this behavior.
I would really like to know if Steve really intends for us to have to keep changing the sort every time we open the window.
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 07, 2020, 10:41:32 PM
Nori - This is a known bug that Steve hasn't figured out yet.

All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.

What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.

It seems that every time a jump point tries to connect to a non-local system, it instead connects to system 0, which is Sol.
Title: Re: v1.9.5 Bugs Thread
Post by: Froggiest1982 on May 07, 2020, 10:52:43 PM
Nori - This is a known bug that Steve hasn't figured out yet.

All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.

What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.

It seems that every time a jump point tries to connect to a non-local system, it instead connects to system 0, which is Sol.

I don't know about that but I hope Steve is reading.

I know exactly when this started. I don't remember the reason why though.

So there was a rant regarding system generation numbers and after reading that Steve changed the Sol system from being system 0 to system 1 (so this part It seems that every time a jump point tries to connect to a non-local system, it instead connects to system 0, which is Sol it's not correct).

After that was done the Double Sol bug appeared. It didn't take long for the multiple Sol connection to appear as well.

Maybe I am wrong but if you use an Aurora installation prior to that change there is no problem (connections are fine and no double Sol). I will try to find it again so you can run test on before and after and I will edit this post if I manage to do that.
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 07, 2020, 10:53:55 PM
Nori - This is a known bug that Steve hasn't figured out yet.

All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.

What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.

It seems that every time a jump point tries to connect to a non-local system, it instead connects to system 0, which is Sol.

I don't know about that but I hope Steve is reading.

I know exactly when this started. I don't remember the reason why though.

So there was a rant regarding system generation numbers and after reading that Steve changed the Sol system from being system 0 to system 1 (so this part It seems that every time a jump point tries to connect to a non-local system, it instead connects to system 0, which is Sol it's not correct).

After that was done the Double Sol bug appeared. It didn't take long for the multiple Sol connection to appear as well.

Maybe I am wrong but if you use an Aurora installation prior to that change there is no problem. I will try to find it again so you can run test on before and after and I will edit this post if I manage to do that.

In kyonkundenwa's db, Sol's system number is 0.
Title: Re: v1.9.5 Bugs Thread
Post by: Froggiest1982 on May 07, 2020, 11:27:20 PM
Nori - This is a known bug that Steve hasn't figured out yet.

All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.

What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.

It seems that every time a jump point tries to connect to a non-local system, it instead connects to system 0, which is Sol.

I don't know about that but I hope Steve is reading.

I know exactly when this started. I don't remember the reason why though.

So there was a rant regarding system generation numbers and after reading that Steve changed the Sol system from being system 0 to system 1 (so this part It seems that every time a jump point tries to connect to a non-local system, it instead connects to system 0, which is Sol it's not correct).

After that was done the Double Sol bug appeared. It didn't take long for the multiple Sol connection to appear as well.

Maybe I am wrong but if you use an Aurora installation prior to that change there is no problem. I will try to find it again so you can run test on before and after and I will edit this post if I manage to do that.

In kyonkundenwa's db, Sol's system number is 0.

Then something is wrong. I also remember to have argued for that request of change because I suspected it would have created issues.

Here the chain of events

First requests random to change something in system generation with Steve acknowledging to have Sol has the system 0 http://aurora2.pentarch.org/index.php?topic=10902.msg125714#msg125714 and this was back in 1.6.3 without double Sols etc

After that in 1.7 Steve did this change http://aurora2.pentarch.org/index.php?topic=10934.msg126124#msg126124

Shortly after we had Multiple Sols and all roads lead to Sol bug http://aurora2.pentarch.org/index.php?topic=10962.msg126268#msg126268 this was just 1.7.2 Nobody noticed in 1.7.1 because it was a short-lived version.

To be noted the absolute first bug report is the double sol.
Title: Re: v1.9.5 Bugs Thread
Post by: Nori on May 08, 2020, 12:20:42 AM
Ok I moved it to the confirmed bugs. I checked and didn't see it in known bugs anymore so it seems this is a new(er?) issue.
Title: Re: v1.9.5 Bugs Thread
Post by: StevioM on May 08, 2020, 02:05:07 AM
First post and very new player.  .  .   so this may just be me being derpy. 

I was playing around with the ‘universal freighter’ concept from ship design.   I’ve set the cargo containers to ‘conscript’ which as I understand should stop officers being assigned.   But they are still assigned. 

Not sure if something that is generally known or new for this version. 

Conventional start
Real stars
Not comma decimal


Ta!

WAI

Title: Re: v1.9.5 Bugs Thread
Post by: QuakeIV on May 08, 2020, 02:25:37 AM
The random dwarf names was meant to be a commander name theme rather than a class name theme (pretty minor one).
Title: Re: v1.9.5 Bugs Thread
Post by: Foolcow on May 08, 2020, 02:58:25 AM
The function number:  None given
The complete error text  "Error:  Luminosity Key Count is 11"
The window affected:  New game information screen
What you were doing at the time:  Starting a new real stars game with 70 starting NPRs.
Conventional or TN start:  TN
Random or Real Stars:  Real Stars
Is your decimal separator a comma?  No
Is the bug is easy to reproduce, intermittent or a one-off?  Easy to reproduce

After setting up the game parameters and creating the race in Sol, the error "Luminosity Key Count is 11" appears several times, with a few seconds in between each instance.  However, the game does finish initializing after a minute or so and I'm able to start giving commands as normal.

Failed to reproduce
Title: Re: v1.9.5 Bugs Thread
Post by: Foolcow on May 08, 2020, 03:06:15 AM
Often, when starting a random stars game with a large number of NPRs, version 1.9.5 freezes up while initializing.  No error messages are given, the program simply does nothing for hours after the "Create Race" button is clicked for the player race in Sol.

The bug is intermittent, and seems to be more likely to happen as the number of NPRs is increased.  I've attempted to start about 50 random stars games so far.  When I set the number of NPRs to 3, the problem has never happened.  When I set it to 14, this issue happens about 70% of the time.  I've never managed to start a game with 70 starting NPRs.

This problem only happens with Random Stars, not Real Stars.  With real stars games and all other parameters the same, the game starts up successfully with the number of starting NPRs set to 70, as mentioned in my post directly above this one.

I am starting with a fresh installation of 1.9.5 each time.  I unzip 151Full into an empty directory, then replace the contents with what is in 190, followed by 195.


The function number:  N/A
The complete error text  N/A
The window affected:  New game information screen
What you were doing at the time:  Starting a new random stars game with 70 starting NPRs.
Conventional or TN start:  TN
Random or Real Stars:  Random Stars
Is your decimal separator a comma?  No
Is the bug is easy to reproduce, intermittent or a one-off?  Intermittent, though it seems to happen more frequently with increasing numbers of starting NPRs

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Cosinus on May 08, 2020, 04:00:28 AM
Minor error: Renaming a ground unit clears its Field position.

The window affected: Ground forces/Order of Battle
What you were doing at the time: see below
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
The rest: N/A

Steps to reproduce:
Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: mike2R on May 08, 2020, 04:13:33 AM
I’ve set the cargo containers to ‘conscript’ which as I understand should stop officers being assigned.   But they are still assigned. 

Conscript is about crew rather than commanders.  If you check the Acadamies tab on the Race Infomation window, you'll see a figure for "Crewman and Junior Officers", which are generated by your Military Acadamies along with officers etc. (quantity vs quality can be decided by the Training Level control lower down).  These are subtracted from to crew your ships, unless you tick "Conscript" for a class in which case I guess you just get randoms off the street - the Crew Grade for ships of this class will start negative.
Title: Re: v1.9.5 Bugs Thread
Post by: Jobran180 on May 08, 2020, 04:37:10 AM
Quote from: mike2R link=topic=11298. msg131734#msg131734 date=1588929213
Conscript is about crew rather than commanders.   If you check the Acadamies tab on the Race Infomation window, you'll see a figure for "Crewman and Junior Officers", which are generated by your Military Acadamies along with officers etc.  (quantity vs quality can be decided by the Training Level control lower down).   These are subtracted from to crew your ships, unless you tick "Conscript" for a class in which case I guess you just get randoms off the street - the Crew Grade for ships of this class will start negative.

Is there a way to check how many Crewmen you have in "reserve"? or is that just hidden until you hit your cap?
Title: Re: v1.9.5 Bugs Thread
Post by: mike2R on May 08, 2020, 05:04:03 AM
Quote from: mike2R link=topic=11298. msg131734#msg131734 date=1588929213
Conscript is about crew rather than commanders.   If you check the Acadamies tab on the Race Infomation window, you'll see a figure for "Crewman and Junior Officers", which are generated by your Military Acadamies along with officers etc.  (quantity vs quality can be decided by the Training Level control lower down).   These are subtracted from to crew your ships, unless you tick "Conscript" for a class in which case I guess you just get randoms off the street - the Crew Grade for ships of this class will start negative.

Is there a way to check how many Crewmen you have in "reserve"? or is that just hidden until you hit your cap?

Yeah you get a figure on the Race Information window > Acadamies tab.
Title: Re: v1.9.5 Bugs Thread
Post by: Elvin on May 08, 2020, 05:36:40 AM
The function number: 3255
The complete error text: 1.9.5 Function #3255: Object reference not set to an instance of an object.
The window affected: Main view, every increment ( 5 second to 5 day inclusive)
What you were doing at the time: Just finished designing new ships, lots of prototypes, also just found new star system
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: Default UK settings
Is the bug is easy to reproduce, intermittent or a one-off?: Seems to happen every increment for me
If this is a long campaign: Year is 2056 from default start time.

Additional info: This was a 1.9.3 save, now running 1.9.5. It also seems somewhat intermittent, as saving - loading - saving - loading seems to make the problem disappear.

Sorry if this is unreproduceable...

Reproduction should be as simple as loading the attached DB and progressing time.
Title: Re: v1.9.5 Bugs Thread
Post by: Foolcow on May 08, 2020, 05:42:07 AM
Quote from: mike2R link=topic=11298. msg131734#msg131734 date=1588929213
Conscript is about crew rather than commanders.   If you check the Acadamies tab on the Race Infomation window, you'll see a figure for "Crewman and Junior Officers", which are generated by your Military Acadamies along with officers etc.  (quantity vs quality can be decided by the Training Level control lower down).   These are subtracted from to crew your ships, unless you tick "Conscript" for a class in which case I guess you just get randoms off the street - the Crew Grade for ships of this class will start negative.

Is there a way to check how many Crewmen you have in "reserve"? or is that just hidden until you hit your cap?

Yeah you get a figure on the Race Information window > Acadamies tab.

That shows the number you get annually at your current training level, not the current number of available trained crewmembers.
Title: Re: v1.9.5 Bugs Thread
Post by: mike2R on May 08, 2020, 05:52:26 AM
Quote from: mike2R link=topic=11298. msg131734#msg131734 date=1588929213
Conscript is about crew rather than commanders.   If you check the Acadamies tab on the Race Infomation window, you'll see a figure for "Crewman and Junior Officers", which are generated by your Military Acadamies along with officers etc.  (quantity vs quality can be decided by the Training Level control lower down).   These are subtracted from to crew your ships, unless you tick "Conscript" for a class in which case I guess you just get randoms off the street - the Crew Grade for ships of this class will start negative.

Is there a way to check how many Crewmen you have in "reserve"? or is that just hidden until you hit your cap?

Yeah you get a figure on the Race Information window > Acadamies tab.

That shows the number you get annually at your current training level, not the current number of available trained crewmembers.

Ah... :)
Title: Re: v1.9.5 Bugs Thread
Post by: Kelewan on May 08, 2020, 05:55:10 AM
I’ve set the cargo containers to ‘conscript’ which as I understand should stop officers being assigned.   But they are still assigned. 

Conscript is about crew rather than commanders.  If you check the Acadamies tab on the Race Infomation window, you'll see a figure for "Crewman and Junior Officers", which are generated by your Military Acadamies along with officers etc. (quantity vs quality can be decided by the Training Level control lower down).  These are subtracted from to crew your ships, unless you tick "Conscript" for a class in which case I guess you just get randoms off the street - the Crew Grade for ships of this class will start negative.

I think this is only a display issue.  In may game the Position is show again if the window is reloaded (e.g by re-selecting the race in the top left)
Title: Re: v1.9.5 Bugs Thread
Post by: Energyz on May 08, 2020, 06:28:12 AM
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
The rest: N/A

You can't shoot down shipyards with missiles, but you can destroy them with beam weapons, strange.

(https://i.ibb.co/1QYwmCj/Capture.jpg) (https://ibb.co/4tw5Vb3)
Title: Re: v1.9.5 Bugs Thread
Post by: Saquenay on May 08, 2020, 08:01:59 AM
Quote from: Nori link=topic=11298. msg131691#msg131691 date=1588899763
Quote from: Saquenay link=topic=11298. msg131658#msg131658 date=1588886477
I've searched as best I can for a previous mention of this bug but haven't found it, and if it is a known issue that hasn't been implemented yet, I haven't seen that mentioned either.    I've only noticed this issue in 1.  9.  4 (and now 1.  9.  5) but that is also the first time I attempted to use the feature in question in any campaign. 

It seems the highly anticipated c# feature, deep space logistics hubs with overhauling/resupply, does not work.    Details:

The function number: n/a
The complete error text: n/a
The window affected: n/a
What you were doing at the time: Attempting to give a military ship 'overhaul' orders at a deep space base with maintenance modules/cargo shuttles
Conventional or TN start: confirmed with both starts
Random or Real Stars: confirmed in both
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?:  was able to reproduce in a new game in just a few clicks
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  Discovered it during a longish campaign, but can replicate in a fresh save. 

Steps to reproduce:
Design a station (or ship) with maintenance modules, spare MSP, and cargo shuttles (you can add a number of other modules including ordnance/fuel hubs and transfer systems without affecting the outcome).    You can set it to 'supply ship' and tell it to 'auto resupply own fleet' if you like. 
Bring the maintenance station to deep space.    (Alternatively, for SM mode testing, move it to an empty colony say on Mars)
Design any military ship that should be able to execute the order 'Begin Overhaul (rewind clock)', and test that it has that order by targeting earth. 
Now select either the station's fleet, or the empty colony where the station is anchored, and notice the lack of 'Begin Overhaul' orders. 

(Incidentally, there is also not an order to 'resupply from supply ship', but I'm focusing on the overhaul issue right now.  )

According to hxxp: aurora2.  pentarch.  org/index.  php?topic=8495.  msg101959#msg101959 , the station should qualify as a 'Maintenance Location' but it doesn't.    Adding population to the location of the maintenance station does not fix the issue, either with an orbital habitat or by adding colonists to the previously empty colony which the station is orbiting.    Adding various ground installations at the location such as cargo shuttle stations or spaceports does not fix the issue. 

If the station is deployed at a colony, the maintenance capacity shows up properly on the summary screen. 

If you add a single maintenance facility to the colony, whether there are any colonists present or not, the colony can now be a target for the 'Begin Overhaul' order. 

Please tell me I am stupid and have missed an obvious button somewhere, because I really like this proposed feature!!

I'm not sure on this one.  Maint station will stop the time from ticking up, but I'm not sure if it is supposed to be a overhaul location or not.
Anyone else know?

According to #7 in the link, it seems clear that overhaul should be a possibility.   Whether it is intended or not can have a major impact on the design and feel of a campaign!  If it simply hasn't been implemented yet, let's please add that to the known issues list.   Or if it never will be a thing, please clarify!
Title: Re: v1.9.5 Bugs Thread
Post by: Second Foundationer on May 08, 2020, 08:22:23 AM
According to #7 in the link, it seems clear that overhaul should be a possibility.   Whether it is intended or not can have a major impact on the design and feel of a campaign!  If it simply hasn't been implemented yet, let's please add that to the known issues list.   Or if it never will be a thing, please clarify!

New Maintenance Rules link without obfuscation http://aurora2.pentarch.org/index.php?topic=8495.msg101959#msg101959 (http://aurora2.pentarch.org/index.php?topic=8495.msg101959#msg101959)  (I find it sad that obfuscation is necessary for new forum members, to me it felt like a presumption of malice :'(.) They explicitly state "Ships can enter overhaul in the same way as they do now, except they can also do this at a deep space Maintenance Location as well as at a population."
I'm also in a state of "high anticipation" on this feature. I tried to build such a station for my survey ships in 1.8 and couldn't get it to work, but wasn't absolutely sure that I hadn't missed something with the new features.
Title: Re: v1.9.5 Bugs Thread
Post by: Hastermain on May 08, 2020, 08:41:59 AM
The function number: 1420
The complete error text: object reference not set to an instance of an object
The window affected: system generation and display
What you were doing at the time: Attempting to SM-mode spawn the Swarm (yes, SM mode was on)
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: period, thousand separator's a comma
Is the bug is easy to reproduce, intermittent or a one-off?:  happens in all systems
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  ~60 years long

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Energyz on May 08, 2020, 10:57:33 AM
Ordering fleet A to join fleet B will cause fleet A to teleport if fleet B jumped to another system. The game consider by default that both fleet are in the same system, and fleet A in system 1 will go to the corresponding coordinates of fleet B in system 2.

(https://i.ibb.co/fdM4S4Q/Capture.jpg) (https://ibb.co/YB2pWpb)

In VB6 (if I remember correctly), if the targeted fleet changed system that would cause fleet A to interrupt its order. A QOL feature would be that fleet A follow fleet B if it's able to jump
Title: Re: v1.9.5 Bugs Thread
Post by: Ironclad Mouse on May 08, 2020, 11:37:08 AM
Version: 1.9.5
Function Number and Error Text: N/a
Window Effected Economics
What I was doing: Terraforming
C or TN? Conventional, Spacemaster race and system
Random or Real? Random
Decimal Separator: "."
Easy to reproduce
Campaign Length: 65 Years
Additional notes: Game was originally 1.9.4 but updated to 1.9.5
I initially reported this in 1.9.4 but it seems to still be present in 1.9.5
The environment tab seems to not update with turns passing. It'll only update when you either close and reopen the economics window, or when you click on a different population and back to it. However, and this is what seems the strangest to me, it starts to update automatically with turns when there is population present on the planet. I.e if I'm terraforming a planet/moon/whatever and there is no one there other than the ships in orbit terraforming it, you have to manually refresh the tab every time you want an update. But the second you put some colonists there, you no longer have to do that as it begins updating automatically when turns pass without needing to be refreshed.
Also, my initial post mentioned the wealth tab doing this too, but I have not confirmed if it still is so it may be worth looking into. I would post a link to it but uh, well I don't know how, but I can tell you it was on page 10 of the 1.9.4 thread.
Title: Re: v1.9.5 Bugs Thread
Post by: Energyz on May 08, 2020, 12:06:14 PM
Decimal Separator: "."

I am able to jump back and forth without any delay (every 5 sec inc), even though an ennemy fleet is actively attacking me. My fleet is quite trained, but I got some low grade ships into the mix. Does the mechanism reducing jump shock is that efficient, or is it a bug?

------

(https://i.ibb.co/VjwTP1n/Capture.jpg) (https://ibb.co/2nZdf9V)

-----

We can also see another potential bug regarding missiles. The salvoes that hit the Chitai 004 were launch 10 seconds before and unless it has active sensors (impossible for size 1 missile) they should have self destroyed.

Then the Chitai 004 was the only one trying to intercept those missiles, despite being a fleet with 19 of its kind (all on final fire, and it's usally working well with intercepting missiles)

All three are possibly WAI, but that's strange
Title: Re: v1.9.5 Bugs Thread
Post by: Inglonias on May 08, 2020, 12:19:23 PM
Nori - This is a known bug that Steve hasn't figured out yet.

All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.

What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.

1.9.4 appears not to have this problem. Whatever happened to cause this new behavior doesn't occur there.
Title: Re: v1.9.5 Bugs Thread
Post by: Neophyte on May 08, 2020, 12:34:08 PM
A brief test game (1.9.5, no comma, etc.) also confirmed for me that ship-based maintenance modules do not allow ships to be ordered to be overhauled there (whether either at the fleet, a waypoint in space, or a colony orbit), though they do properly freeze the maintenance clock and consume MSP.
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 08, 2020, 12:49:08 PM
Nori - This is a known bug that Steve hasn't figured out yet.

All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.

What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.

1.9.4 appears not to have this problem. Whatever happened to cause this new behavior doesn't occur there.

In 1.9.4, jump points that should have linked to a known system instead linked to a new system with the same system number.
Steve fixed that for 1.9.5, but it appears now that links to non-local systems all link to system number 0, which is Sol.

Fixed for next release
Title: Re: v1.9.5 Bugs Thread
Post by: Steve Walmsley on May 08, 2020, 01:22:38 PM
Nori - This is a known bug that Steve hasn't figured out yet.

All roads lead to Sol. After meeting 2 NPRs surveying Sol within the first six months of a new game I figured something was up so I made a test game and SM-explored a bunch of jump points. Sol has 9 JPs and counting as almost every system has connected to it on the first outbound exploration. The attached test game was made in a fresh install, 1.00->1.9.0->1.9.5. I had high hopes for 1.9.5 fixing connections for random stars but it looks like we're not quite there yet.

What you were doing at the time: SM-exploring JPs.
TN start
Random Stars
Decimal
Trivial to reproduce: start a random stars game and explore some JPs. If you prefer, start the game with a couple TN NPRs and run a couple 30-day increments, you'll see them exploring Sol in short order as their first JP will probably connect to it.

1.9.4 appears not to have this problem. Whatever happened to cause this new behavior doesn't occur there.

In 1.9.4, jump points that should have linked to a known system instead linked to a new system with the same system number.
Steve fixed that for 1.9.5, but it appears now that links to non-local systems all link to system number 0, which is Sol.

Yes, annoying. Fixed now. You can avoid by setting Local Chance to either 0 or 100.
Title: Re: v1.9.5 Bugs Thread
Post by: Demakustus on May 08, 2020, 01:26:05 PM
The function number - n/a
The complete error text - n/a
The window affected - Events
What you were doing at the time - Looking at time of event in the Events window
Conventional or TN start - n/a
Random or Real Stars - n/a
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - It depends on local language
If this is a long campaign - say 75 years or longer - n/a

This a particular issue, when a long name of a month is longer in the local language. In my case it causes the seconds part of the date to be hidden (see attached image).
I do like the long month name date format, but perhaps the Race column could be made resizeable with the size remembered between sessions (or at least a bit wider by default)?
Title: Re: v1.9.5 Bugs Thread
Post by: Energyz on May 08, 2020, 01:31:05 PM
Some optimisation issues regarding the display. When the camera is centered on my 200~ fighters, the game slows down a lot (zooming in and out, opening a windows, etc...). I'm pretty sure it has something to do with the display of weapon range, since disabling it allows the game to run normally.

My computer has a good processor, so I don't think such slowdowns are normal. I never had that issue with fighters before (despite using a lot of them), but it's the first time I'm using beam fighters, so maybe the game is drawing each beam range?

Displaying fire control range also causes slowdowns

DB attached if that is something else, slowdown appeared in Sol looking a intervention fleet and Strike group
Title: Re: v1.9.5 Bugs Thread
Post by: Bubbaisagod on May 08, 2020, 02:02:23 PM
The function number: #2608 #222 #224 #2339 (in this order & multiple times)
The complete error text: Object reference not set to an instance of an object. (all errors)
The window affected: Tactical map of the affected system
What you were doing at the time: Grav Survey (manual move to & conditional survey order)
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: It happend a few times before.
campaign length: 32 Years

It happend a few times before, each time i reloaded the game.
Every time i find a habitable planet with an NPR it triggers the same sequence of errors.
==> I stopped the conditional survey order, flew to the only habitable planet in system,
 found an NPR as expected & saved my game after this.
(I started this game on a clean database & 1.9.5 exe)
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 08, 2020, 03:42:23 PM
It seems you can prototype a Gauss cannon, then use that prototype in a turret, then prototype the turret, and then research the turret without ever researching the component gauss cannon.  Researching the gauss cannon first does not seem to change the RP needed to research the turret.

The function number  NA

The complete error text NA

The window affected Turret Design and/or Class Design and/or Research

What you were doing at the time Setting up a TN game using instant research within the points limit (SM mode off).  All testing was done using instant research.

Conventional or TN start TN

Random or Real Stars Random

Is your decimal separator a comma? No

Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce.

I believe this is WAI. If you have the same gauss cannon both as a prototype and non-prototype the research points for the turret doesn't change. It seems those RP are for the turret itself and the gun is always separate.
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 08, 2020, 03:43:49 PM
It seems you can prototype a Gauss cannon, then use that prototype in a turret, then prototype the turret, and then research the turret without ever researching the component gauss cannon.  Researching the gauss cannon first does not seem to change the RP needed to research the turret.

The function number  NA

The complete error text NA

The window affected Turret Design and/or Class Design and/or Research

What you were doing at the time Setting up a TN game using instant research within the points limit (SM mode off).  All testing was done using instant research.

Conventional or TN start TN

Random or Real Stars Random

Is your decimal separator a comma? No

Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce.

I believe this is WAI. If you have the same gauss cannon both as a prototype and non-prototype the research points for the turret doesn't change. It seems those RP are for the turret itself and the gun is always separate.

But you never have to research the gun? You get to put it in a turret for free?
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 08, 2020, 03:46:11 PM
Sorry, mixed up what I was doing, will recheck. A lot of db:s and bugs to sort through a late saturday night.. thanks for pointing it out.
Title: Re: v1.9.5 Bugs Thread
Post by: Energyz on May 08, 2020, 03:58:07 PM
Sorry, mixed up what I was doing, will recheck. A lot of db:s and bugs to sort through a late saturday night.. thanks for pointing it out.

Friday, not Saturday :) . Have some sleep haha
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 08, 2020, 04:01:40 PM
Lol, yes seems I should. No work today so felt like saturday.
Title: Re: v1.9.5 Bugs Thread
Post by: Iceranger on May 08, 2020, 04:39:45 PM
Reproduced and Confirmed - Spacemarine

1.9.5, auto crew quarter fill less than enough crew quarters with very short deployment times

The function number - n/a
The complete error text - n/a
The window affected - class design window
What you were doing at the time - testing
Conventional or TN start - TN
Random or Real Stars - real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - easily reproducible
If this is a long campaign - say 75 years or longer - n/a

when building a ship, the automatically added crew quarters can be too small in size when the deployment time is very short (start to show this behavior when <1 months)
(https://cdn.discordapp.com/attachments/426723819529437184/708431552295469156/unknown.png)
The above can be reproduced by creating a new class design, remove all default components, and add 8 ECCM-1 components, then set deployment time to 0.01 months.

Title: Re: v1.9.5 Bugs Thread
Post by: Desdinova on May 08, 2020, 06:59:35 PM
I have asked steve for further clarification and will move to confirmed once he has given a verdict - Spacemarine

Ships can't enter overhaul at maintenance module locations

The function number: n/a
The complete error text: n/a
The window affected: naval organization
What you were doing at the time: see below
Conventional or TN start: conventional
Random or Real Stars: real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off? see below

I created a maintenance base with maintenance modules capable of supporting 25,000 tons and towed it to a planet.

According to the 1.0 changes list, ships should be able to enter overhaul at maintenance locations, including deep space and orbital ones. However, I have no option to enter overhaul either by clicking on the maintenance base fleet, or on the population it's orbiting.
Title: Re: v1.9.5 Bugs Thread
Post by: bankshot on May 08, 2020, 08:13:22 PM
Has been reproduced and confirmed - Spacemarine

The function number: #235
The complete error text: 1.9.5 Function #235 Cannot add or insert the item "Nina" in more than one place.  You must remove it from its current location or clone it.  Parameter name: Node
The window affected: Class Design
What you were doing at the time: Copying a design and changing the class
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 2 years

To duplicate: select Colony ship class Nina.  Copy class.  The new class will be Nina-Copy.  Change the type to Troop Transport.  The error pops up and the class disappears.  If you close and reopen the design you see Nina-Copy has been added to Troop Transport type.  On the first time this happened the cryo transports were deleted from the copy, however after saving the DB exiting, restarting, deleting that copy and trying again, the copy appears to work normally after closing and reopening the window.

The zip file contains both the current and the prior DB, which shows the copy without cryo transports
Title: Re: v1.9.5 Bugs Thread
Post by: TheOverlord on May 08, 2020, 08:56:58 PM
Reproduced and confirmed, second issue is WAI from my understanding and please properly format your reply next time like others in this thread.  - SpaceMarine

v1. 9. 5, Conventional Start, less than 15 years in, decimal separator is set properly


In the Commanders window, when clicking on the Reassign Naval button, it removes all the Commanders assigned to both ships and Admin Commands but only reassigns the ships, leaving all Admin Commands empty.  I only have 3 ships in my hierarchy (a Geosurvey ship, a Freighter and a Colony Ship) but I've set up an Admin Command hierarchy to try and stack some bonuses.  Happens every time when clicking Reassign Naval.


It also does not assign Commanding Officers to ships if there are no Commanders with relevant bonuses (i. e.  it won't assign a commander to a commercial freighter if you have no commanders of the appropriate rank with Logistics bonuses).  This one might be just working as intended though.
Title: Re: v1.9.5 Bugs Thread
Post by: Ironclad Mouse on May 08, 2020, 09:50:37 PM
It seems you can prototype a Gauss cannon, then use that prototype in a turret, then prototype the turret, and then research the turret without ever researching the component gauss cannon.  Researching the gauss cannon first does not seem to change the RP needed to research the turret.

The function number  NA

The complete error text NA

The window affected Turret Design and/or Class Design and/or Research

What you were doing at the time Setting up a TN game using instant research within the points limit (SM mode off).  All testing was done using instant research.

Conventional or TN start TN

Random or Real Stars Random

Is your decimal separator a comma? No

Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce.
I've noticed the same thing with lasers and laser turrets
Title: Re: v1.9.5 Bugs Thread
Post by: SerBeardian on May 08, 2020, 10:48:07 PM
Reproduced and Confirmed, possibility for WAI but I doubt it for that reason I will be sending this to steve to get his opinion of if it is a bug or not. -SpaceMarine

Thought the turns are supposed to always slow down to missile detection in C#? If so, got a bug.

1.9.5, decimals as decimals.
Transferred save from 1.9.4.

Incoming missiles, turns interrupted to tell me imminent intercept, but didn't interrupt or slow down for missile detection half an hour later.
Res1 sensors more than capable of detecting missiles and active from multiple ships.

Addendunm: This wasn't even one salvo, salvos come in at about 20 missiles at a time, about 15 seconds apart.. This was 120 missiles, which is about 6 salvos at once, none triggered interrupt.

Screenshot of event logs and screen showing interrupts for imminent combat but total skip for actual missile detection straight into three dead ships. DB attached.
Title: Re: v1.9.5 Bugs Thread
Post by: Energyz on May 09, 2020, 04:19:24 AM
Thought the turns are supposed to always slow down to missile detection in C#? If so, got a bug.

1.9.5, decimals as decimals.
Transferred save from 1.9.4.

Incoming missiles, turns interrupted to tell me imminent intercept, but didn't interrupt or slow down for missile detection half an hour later.
Res1 sensors more than capable of detecting missiles and active from multiple ships.

Addendunm: This wasn't even one salvo, salvos come in at about 20 missiles at a time, about 15 seconds apart.. This was 120 missiles, which is about 6 salvos at once, none triggered interrupt.

Screenshot of event logs and screen showing interrupts for imminent combat but total skip for actual missile detection straight into three dead ships. DB attached.

I had the exact same issue (missiles grouping, straight into dead ships), but the sub-increment system also often fail with ennemy firing on your ship.

Sometimes, when you move toward an ennemy fleet and do a big increment, you'll intercept them immediatly, even though that if you closed the distance with small increment that same ennemy fleet will shower you with missiles, or use its laser if you are close range.


Title: Re: v1.9.5 Bugs Thread
Post by: GL on May 09, 2020, 04:48:28 AM
Reproduced and Confirmed - SpaceMarine

The function number:  1170 / 3060

The complete error text: Impossible to cast from DbNull / Undefined object reference.

The window affected: NA

What you were doing at the time:
Game Start

Conventional or TN start:
TN

Random or Real Stars: Real I think

Is your decimal separator a comma? No

Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce. (see db)

Edited: Added screenshot that seems linked
Title: Re: v1.9.5 Bugs Thread
Post by: GL on May 09, 2020, 04:53:36 AM
Reproduced and Confirmed - SpaceMarine

Might be related to previous post

The function number:
  917

The complete error text: Value too big or too small for int32

The window affected: Tactical Map

What you were doing at the time: Change tactical map system

Conventional or TN start:
TN

Random or Real Stars:
Real I think

Is your decimal separator a comma?
No

Is the bug is easy to reproduce, intermittent or a one-off?
Easy to reproduce. (see db, go to beowulf system)
Title: Re: v1.9.5 Bugs Thread
Post by: SpaceMarine on May 09, 2020, 05:21:23 AM
Alright that is all bugs sorted through up to here, am clocking off for the day, the other moderators will handle anymore for today.
Title: Re: v1.9.5 Bugs Thread
Post by: Cosinus on May 09, 2020, 05:58:29 AM
Alright that is all bugs sorted through up to here, am clocking off for the day, the other moderators will handle anymore for today.

Is this really true? for example I reported bugs on page 3 and page 5 which don't have any sort of reply yet.
On a related note, It would be nice if we could just see the confirmed bugs thread. Steve said this was possible in the confirmed vs possible bugs thread, but it hasn't happened yet.
Title: Re: v1.9.5 Bugs Thread
Post by: SpaceMarine on May 09, 2020, 06:11:19 AM
Alright that is all bugs sorted through up to here, am clocking off for the day, the other moderators will handle anymore for today.

Is this really true? for example I reported bugs on page 3 and page 5 which don't have any sort of reply yet.
On a related note, It would be nice if we could just see the confirmed bugs thread. Steve said this was possible in the confirmed vs possible bugs thread, but it hasn't happened yet.

I meant for this page, if they havent been sorted in previous pages then I apologise but I was not looking over those and also the confirmed bugs thread is for us to send confirmed bugs with notes to steve about it, you can see the fixes in the patchnotes that get updated if its not in there it hasnt been fixed, and if you want to know confirmed bugs well this thread will have notations on ones that are and arent confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: vorpal+5 on May 09, 2020, 06:14:11 AM
I granted myself at start 2500 RP and clicked on Construction 12 BP  (3000 points). I expected to have just 500 pts remaining to research, but the tech was fully granted ...

WAI/Not worth fixing
Title: Re: v1.9.5 Bugs Thread
Post by: raoulgamer on May 09, 2020, 07:17:42 AM
The function number:  2169

The complete error text: Object reference not set to an instance of an object.

The window affected: Economics

What you were doing at the time: Qeueuing Tech

Conventional or TN start: Either

Random or Real Stars:
Either

Is your decimal separator a comma? Don't think this matters, but its a comma.

Is the bug is easy to reproduce, intermittent or a one-off?

Easy to reproduce, I'd include an image but I dont know how to on this forum, attachments seem useless.  Clicking inbetween Technology and any tech, there is a blank cell if you then click create Project or add to Queue.  Your game will continue to repeat the error message whenever you have the economics tab open. 

Saving and restarting doesn't help, which really sucked cause I was really going far in at the time.
Title: Re: v1.9.5 Bugs Thread
Post by: Bubbaisagod on May 09, 2020, 07:44:27 AM

Is your decimal separator a comma? Don't think this matters, but its a comma.


Aurora is a hobby project coded for use on a UK computer. Therefore, you will need to change your decimal separator to a period, rather than a comma, for optimum performance. Otherwise you will suffer invalid string errors.
Title: Re: v1.9.5 Bugs Thread
Post by: raoulgamer on May 09, 2020, 07:48:15 AM
The function number:  None

The complete error text: None

The window affected: Naval Organization

What you were doing at the time: Qeueuing Tech

Conventional or TN start: Either

Random or Real Stars: Etiher

Is your decimal separator a comma? Comma

Is the bug is easy to reproduce, intermittent or a one-off?

Easy to reproduce.  Overhauling any military ship when No Maintenance Required is checked  in Game Information Tab.  Whenever you have a ship overhauling with Maintenance off, overhauling will never end and when trying to move the ship/fleet the message keeps popping up that your ships is overhauling and can't be given any commands. 

There is a workaround to it by toggling the setting for a bit moving the fleet out and then toggling it again.
Title: Re: v1.9.5 Bugs Thread
Post by: Haji on May 09, 2020, 07:55:18 AM
I can begin ship construction while shipyard is retooling (a ship of the class that was set not the one the yard is retooling for) which on the one hand is logical but it was not possible in VB6 Aurora and as such I don't know if this is a bug or WAI.

Edit: Three more bugs, this time related to automatic fire control assignments. First multi-warhead anti-ship missiles were assigned to anti-missile launchers and fire controls. Second you can assign missiles to missile launchers that are too small to support those missiles. I have not tried to fire them however. Third the auto-assign FC appears to not split missile launcher between available fire controls instead assigning all to a single one (it does assign anti-missile launchers to anti-missile fire control but it assigns all anti-ship missile launchers to a single missile fire control despite the fact that two are available).

Edit 2: A colony gains unrest from radiation despite having no population.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 09, 2020, 08:41:04 AM
The function number: no error
The complete error text: no error
What you were doing at the time: unloading ordonance at Earth, changing ordonnance templates and then reloading at Earth
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? one-off

A WTF bug :

(https://i.ibb.co/dQSGwtp/Capture.jpg) (https://ibb.co/sFhydC1)

The Aconit and Acnée missiles were never designed, nor named, nor anything. They are not supposed to exist. I was about when about to order my collier to reload at Earth, after messing with the templates, when I noticed it was already full by those strange missiles. Only one of the two fleet's collier had that issue, and I'm not sure what caused it.

Unloading the affected is impossible, as other fantomic missiles with different name will appear :

 (https://i.ibb.co/kHbLsmC/Capture.jpg) (https://imgbb.com/)

It is actually flooding my stockpiles :

 (https://i.ibb.co/sRYWbr1/Capture.jpg) (https://imgbb.com/)

DB : https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing (https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing)

You are getting alien missiles aboard your collier. I just have to ask, did you do any database editing or use any mods?
Did you capture any alien stockpiles at some point? Capture ships with missiles on? Any other idea what may have triggered the bug?

First me then Steve spent a lot of time on this one but cannot figure it out. Giving up for now. If anyone see the same please report it again with as much detail as possible.
Title: Re: v1.9.5 Bugs Thread
Post by: kenlon on May 09, 2020, 08:48:30 AM
Can't recall which 1.9.x version this campaign started with but it's 1.9.5 now.
The function number: N/A
The complete error text: N/A
The window affected: Fleet Organization Window
What you were doing at the time: Refueling a combat fleet from a pair of stationary refueling hubs on its way back from Sol
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 24 years

As I don't see anything about this in the known issues or fixes list for 1.10 and the post is not marked as confirmed or as WAI (and this same issue has really messed up my fuel supply in my current game), I'm adding my information on this as well.

The window affected: Naval Organization
What you were doing at the time: Moving fuel between fleets of multiple tankers and resupply hubs.
Conventional or TN start: Conventional.
Random or Real Stars: Real Stars.
Is your decimal separator a comma? No.
Is the bug is easy to reproduce, intermittent or a one-off? EDIT: Turns out to be dead easy to reproduce.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Started in 2075, 73 years so far.
This was a game started in 1.9.0, in case something is embedded in the DB that causes the issue, though it seems doubtful.

Some further info: I didn't see this issue when I had a single Akkrum Fuel Station and a fleet of two Balasore-C's servicing it. The tanker fleet was set to the "Refuel at Refueling hub" standing order, with a conditional of "Fuel tanks full/Transfer Fuel to Colony". Once I built another pair of tankers and added them to the fleet the problem started. While the tankers were in transit back to Saturn, I got a message that the Elderol was at a negative fuel amount. (I believe it was 16%, just like it is currently in the DB.) Interestingly, the Elderol is the tanker that has the problem happen the most, and it's the most recently built, with the second most affected being the Brown Ranger, which was the one built right before. This may be related.

I figured it had something to do with things getting confused when trying to load up the much larger tanks of the full freighter fleet (30M liters) from the smaller Hub base tanks (5M, with an annual output of 3.4M liters, iirc), so I built three more Akkrums, towed them to Saturn and dropped them in the Saturn Orbitals and things got even worse. Now when I try to equalize out fuel by transferring from the tankers onto the resupply hub, then refueling from the hub again (which worked before to even things), one of the Akkrums ends up going over 100% fuel.

So, yeah, this is deep weird and I would really like it if we could get it confirmed so Steve can fix it, since it's kinda borked my game. (I'm pretty sure that in my fiddling with transferring fuel around a whole bunch of it - I think in the 10M liter range - has gone poof when tankers go negative.)

. . .needs the switch flipped to the More Magic position, I think.


EDIT: I do believe I have found a Thing.

I was doing more testing, transferring fuel back and forth, trying things like changing the auto Refuel Own Fleet/Refuel Tankers options, and I couldn't get it to vary the amount of fuel on the tanker side by more than a few percentages. (The hub side had all the transferred fuel go into one station, with no limit that I could see, given that it was up to 220%+ by the end of my testing.)

I was able to reproduce the issue once I turned on the standing order to refuel from the hub again. Every two or three 5 day steps, the values would get more unbalanced, with the tanker that was first built (SA Nasprite) ending up at 100%, the second built SA War Bahadur at 87%, the SA Brown Ranger at 46% and poor SA Elderol at 10%.

Interestingly, when I advanced time further, it didn't end up taking Elderol into negatives, because Nasprite and War Bahadur both hit 100%, and then the other two tankers started to both fill, though Brown Ranger was still filling much faster than Elderol.

I let it hit 100% on all tanks and then turned on the conditional order to transfer fuel to a colony, which worked fine and dropped all tankers to about 13%. Upon the tankers getting back to Saturn, the fuel shifting started again, which since there was no longer enough of a buffer in the tanks to have some fill before others went to below zero, produced the problem originally seen in both Conscript Gary's report and in mine.  If you're in a situation where your hubs are always producing more fuel than your tankers can load, this bug would easily pass without being noticed.

Another thing that's weird: Once one of the tanks was below zero, then as they continued filling, the tanks on the earlier constructed tankers started to go above 100%, like was happening when transferring fuel to the hub, earlier.

~Nori - Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: mike2R on May 09, 2020, 10:55:36 AM
Something wierd is going on with mass drivers and reserve levels.  At least in my game, as the level of the mineral with the reserve set decreases and approaches the reserve, the amounts of all minerals shipped decreases, to the point where it doesn't cover production and the stockpile gains resources again.

Attached is a db where Luna has a reserve of Corundum set of 5000 with 35000 mass driver capacity and only just over 10000 total mineral production.  Luna is gaining minerals in its stockpile.  If I set the reserve to 1000, then the stockpile is rapidly shipped out as you would expect, until it approaches 1000 then the same thing occurs.

The function number NA

The complete error text NA

The window affected Economics > Mining tab

Conventional or TN start Conventional

Random or Real Stars Real

Is your decimal separator a comma? No

Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce, at least in the attached db
Title: Re: v1.9.5 Bugs Thread
Post by: Garfunkel on May 09, 2020, 01:10:20 PM
1.9.4 dec . real stars 10 years

But I doubt any of the above are relevant in this bug.

If you order to turn ON active sensors as Fleet Movement order you cannot turn it OFF from Naval Tab but you have to issue the order Active Sensors OFF for that to work.

Also if you turn it OFF from naval tab and then flag active contacts from Tactical Map refresh it you got a blank error with the name of the ship on it.

Turning it OFF through the order will also make the error disappear. No impact on game or save but annoying.

Easy to reproduce in any game.
Cannot reproduce:
Ship turned AS off via movements order. Button "actives off" in naval window worked without problems. After using that, turning active sensors on Tactical Map did not throw up any errors.
Title: Re: v1.9.5 Bugs Thread
Post by: Garfunkel on May 09, 2020, 01:32:39 PM
It seems you can prototype a Gauss cannon, then use that prototype in a turret, then prototype the turret, and then research the turret without ever researching the component gauss cannon.  Researching the gauss cannon first does not seem to change the RP needed to research the turret.

The function number  NA

The complete error text NA

The window affected Turret Design and/or Class Design and/or Research

What you were doing at the time Setting up a TN game using instant research within the points limit (SM mode off).  All testing was done using instant research.

Conventional or TN start TN

Random or Real Stars Random

Is your decimal separator a comma? No

Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce.

Confirmed.
Title: Re: v1.9.5 Bugs Thread
Post by: Garfunkel on May 09, 2020, 01:33:07 PM
The morale of ground units have sometimes lowered to 100, and many other times has not, when a commander of the unit either retires, is killed, or is replaced.

The function number - N/A
The complete error text - N/A
The window affected - Ground Forces
Conventional or TN start - Conventional
Random or Real Stars - Real
Is your decimal separator a comma? No, period

Is the bug is easy to reproduce, intermittent or a one-off?
Depends on what the intended process is meant to be. I have manually replaced a commander and morale remains at the higher figure, e.g. 140. Three times, the retirement or death of a major commanding a company reset that company's morale to 100 from some higher number (between 150-200 I believe). After I noticed it, I began tracking it and have not seen a reset to 100 again. I've had commanders killed by accident, retire from a post, and be manually removed by me without a reset. So, if the intended mechanic is to reset on every commander change of any type, it isn't happening. If the intended mechanic is for it never to change, it did, but unfortunately I don't know precisely when or what caused the morale reset. Or anything in between. I'm 95% certain the units in question did not go through a full production cycle without any commander at all. I also thought maybe there was an upper limit on morale that was passed, but I have other units currently with higher morale figures than that of the 'reset' units at the time.

It is intended to reset. Will bring this up with Steve to fix the non-WAI behaviour.
Title: Re: v1.9.5 Bugs Thread
Post by: Garfunkel on May 09, 2020, 01:33:22 PM
Set Naming Theme to "Names Beginning with V" and insta-built a few ships - Except they were named with names beginning with W.  The W option in the dropdown is missing, I suspect the V option is just mislabeled.

Confirmed.
Title: Re: v1.9.5 Bugs Thread
Post by: Garfunkel on May 09, 2020, 01:33:44 PM
Unsure if this has been resolved or not, so re-posting it just in case:
http://aurora2.pentarch.org/index.php?topic=11231.msg131041#msg131041

It's being investigated, not resolved yet. Remind me to update you later!
Title: Re: v1.9.5 Bugs Thread
Post by: Garfunkel on May 09, 2020, 01:34:02 PM
The function number: N/A
The complete error text: N/A
The window affected: Class Design Window
What you were doing at the time: Creating new classes
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Have yet to even run a single turn

This appears to be a UI bug more than anything else. 

Steps:
Open the class design window
Under race components will be an expandable list of all components available
Expand one of the section by pressing the + button
Collapse that section by pressing the - button
Close and reopen the class design window.   Notice that the section that we expanded and collapsed previously is now expanded.   Trying to collapse it and reopen the window and it is still expanded

Basically it appears that the UI remembers if a section was expanded but not if it was collapsed again
Makes it a bit annoying (at least for me) when you have lots of sections expanded when looking for a specific thing

This is a 1.  9.  5 game patched from a fresh 1.  9.  4 game. 
The actual universe being played was fresh, having just been created

Can also confirm that this is happening in a 1.  9.  4 game (i dont think it really matters but just in case)

PS: I know this is not really the place for it, but i would love an "expand all" and "collapse all" for that screen

Edit: Seems that it also affects the ship list to the far left of the class design window

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Garfunkel on May 09, 2020, 01:34:27 PM
Version 1.9.5
The function number: no error
The complete error text: no error
What you were doing at the time: orders to refuel from stationary tanker
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? easy to reproduce

I gave a fleet orders to refuel from a space station.
The station has fuel and a refuelling system.
The station is not moving, but it is stabilizing a jump point.
I get a message that my fleet "cannot complete order as the destination fleet is either moving or has movement orders."

So it seems that stabilizing a jump point counts as "movement orders."

This is WAI - anything and everything in the Orders list count as movement orders.
Title: Re: v1.9.5 Bugs Thread
Post by: Garfunkel on May 09, 2020, 01:34:50 PM
While creating a sub-fleet in Naval Organization and choosing "Cancel" the sub-fleet is created anyway. Also after you do this - the "Create Sub Fleet" button will no longer function and you need to restart Aurora.

---

The function number: N/A
The complete error text: N/A
The window affected: Naval Organization
What you were doing at the time: Creating a Sub-Fleet
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
If this is a long campaign: ~50 years

Confirmed.
Title: Re: v1.9.5 Bugs Thread
Post by: Garfunkel on May 09, 2020, 01:35:05 PM
This report has to remain fuzzy, I'm afraid. It's also from a previous version, either 1.9.4 or possibly 1.9.3, the backup interval includes the update. But I haven't seen it reported or fixed, though my search wasn't thorough beyond doubt this time.

Important thing first: Affects NPR generation for pre-industrial NPR. Garfunkel answered most of my questions regarding that in http://aurora2.pentarch.org/index.php?topic=11302.0 (http://aurora2.pentarch.org/index.php?topic=11302.0), but ultimately, the only one who knows how it should work is He who makes the worlds spin. It's only a bug, if pre-industrial NPRs are supposed to have at least wealth, and possibly conventional industry & troops. If a non-communicating NPR with literally absolutely nothing but people ("Stone-age NPR") is WAD, you can stop reading.

Function and error: None that I'm aware of. Alas, could I swear that I didn't discard an error message at discovery/generation? No. Divided attention and short intervals of advancing Auroran time in the period in question (and right now, in fact), plus a very minor refresh/sticky invalid selection issue that I clicked away a few times, but has been reported and fixed by now, I think. So, it's: I'm not sure.
No comma. Only a brief coma after going through two earlier bugs threads in entirety to find a specific bug report I thought I had seen.
Conventional real stars 1.9 Earth start, the system in question was discovered by player race 27 years and a few days in if I may believe the discovery date on the galaxy map (separate tiny ui issue: GalacticMap doesn't seem to remember that I want to display military restricted systems, but it remembers most other Display settings)

In-game system and race generation is hard to reproduce. But in case it is of any use, I'll attach the first db I can find that contains the NPR in question. At that point I had only discovered the system, but done nothing with the NPR but see it from afar - I think, no guarantees for my memory.
They are GameID 34 (Vanilla), RaceID 192 (Vaathkree Alliance), and their capital should be PopulationID 4218 (Vaathkree Prime) in SystemID 2079 (Eps Eri). If I read the Race and PopInstallation and other tables correctly, they have no conventional industry, no conventional ground units and crucially: no wealth. I noticed that later when I decided that I could do nothing with them but conquer them.


(As addendum to a previous post, an animal & BugMod protection/safety advice: Under any circumstances, never even think about putting a real cat, dotted or not, into a real dishwasher, insular or not. The sensitive programming could acquire a serious permanent personality disorder as a result. For similar reasons, please don't feed Aurora 4x with comma-separated decimals. I reqlly do szmpathiye (sic!), con tout mio Herzen. Up to a point. Or better make that a period...  :P)


Reported to find out what is the WAI behaviour.
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 09, 2020, 01:37:43 PM
Window: During new game creation, immediately after accepting player race.
TN start
Random stars
Separator: '.'
Random High chance with local system chance 0.

1.9.5 Function #3232: Object reference not set to an instance of an object.
1.9.5 Function #1609: Object reference not set to an instance of an object.
1.9.5 Function #1608: Object reference not set to an instance of an object.
1.9.5 Function #1562: Object reference not set to an instance of an object.
1.9.5 Function #1423: Object reference not set to an instance of an object.
Database then auto-saved normally.

This bug dates back to 1.9.0 and should already be on Steve's round tuit list.  Just confirming that it is still present in 1.9.5.
Previous report:  http://aurora2.pentarch.org/index.php?topic=11135.msg129172#msg129172

Edit: Also reconfirming the 'hangs at 100% CPU after accepting player race' bug.

Edit2: 5 new games in a row either hung or threw errors with Local System Chance: 0.  I think reproducibility just became a thing here.

Local system chance: 0
Known Stars: off
NPRs activate Ancient Races: on
Commander Political Bonuses: on
No Maintenance: on
Allow Civilian Harvesters: off
Number of Non-Player Races: 3

Failures:  2 with the #3232 error, 2 hung at 100%, and one Luminosity Key Count is 11.

Known bug
Title: Re: v1.9.5 Bugs Thread
Post by: mike2R on May 09, 2020, 01:52:16 PM
Edit: Comment below indicates this is not a general issue - is definitely happening for me though in the db linked to.

The advance time buttons on the galaxy map do not seem to work - you can click them, and it highlights the button you click, but time does not advance.  They did definitely work in previous 1.9 versions (99% sure specifically in 1.9.4 but definitely in some 1.9.x version).

Happens in new games for me, but if this is not a general issue there is a db that exhibits it attached to a previous comment:
http://aurora2.pentarch.org/index.php?topic=11298.msg132098#msg132098 (http://aurora2.pentarch.org/index.php?topic=11298.msg132098#msg132098)


Looks like this is a more longstanding issue which was present in previous versions: the advance time buttons on the galactic map do not work when auto turns are selected.  With auto turns deselected they work fine. 

Failed to reproduce
Title: Re: v1.9.5 Bugs Thread
Post by: TMaekler on May 09, 2020, 02:09:41 PM
I redesigned a ship from military to civilian, but can't refit it in a civilian shipyard. Bug or Intended?
Title: Re: v1.9.5 Bugs Thread
Post by: Treahblade on May 09, 2020, 02:16:35 PM
Not sure if this has been reported before but it seams every time I reload my game I have to redo primary  standing orders.  The conditional ones seam to work ok but the others seam to get reset.  This is a TN start that is sitting at about 50+ years in.  I notice this mostly on my tankers that seam to default back to NONE for primary and secondary standing orders.  I know that when you look at them while the game is running that these can disappear or just not show on the fleet -> standing orders screen, but after a reload the No Order is highlighted even tho I saved them with orders.  Maybe its related?

Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 09, 2020, 02:19:35 PM
I redesigned a ship from military to civilian, but can't refit it in a civilian shipyard. Bug or Intended?
If there is greater than 20% difference in parts or size then intended.
Title: Re: v1.9.5 Bugs Thread
Post by: Treahblade on May 09, 2020, 02:46:59 PM
Quote from: mike2R link=topic=11298.  msg132142#msg132142 date=1589050336
The advance time buttons on the galaxy map do not seem to work - you can click them, and it highlights the button you click, but time does not advance.    They did definitely work in previous 1.  9 versions (99% sure specifically in 1.  9.  4 but definitely in some 1.  9.  x version). 

Happens in new games for me, but if this is not a general issue there is a db that exhibits it attached to a previous comment:
hxxp: aurora2.  pentarch.  org/index.  php?topic=11298.  msg132098#msg132098

This is working fine for me in my current game.   Note that this DB is from an ealier 1. 9. x version tho.   
Title: Re: v1.9.5 Bugs Thread
Post by: mike2R on May 09, 2020, 03:03:23 PM
Quote from: mike2R link=topic=11298.  msg132142#msg132142 date=1589050336
The advance time buttons on the galaxy map do not seem to work - you can click them, and it highlights the button you click, but time does not advance.    They did definitely work in previous 1.  9 versions (99% sure specifically in 1.  9.  4 but definitely in some 1.  9.  x version). 

Happens in new games for me, but if this is not a general issue there is a db that exhibits it attached to a previous comment:
hxxp: aurora2.  pentarch.  org/index.  php?topic=11298.  msg132098#msg132098

This is working fine for me in my current game.   Note that this DB is from an ealier 1. 9. x version tho.

So is mine, so if its working for you in 1.9.5 I guess it must be something unique to my installation - I'll stick a note on my report.
Title: Re: v1.9.5 Bugs Thread
Post by: Salva on May 09, 2020, 03:30:19 PM
Hi,

i am playing 1.   9.   5, real stars.    Decimal Separator is a dot. 
There are 4 NPRs (2 i created and 2 other from game setup) as well as activated Acients, Star Swarm and Invaders.

My test run had me explore the first neighbor system (DX-Cancri), and i immediately found a battle on a comet (comet #1).    Whatever goes on there, i cannot see it, only see lots of weapon impacts and secondary explosions (like: 430x Weapon Strength 3 Impact and multiple more).   

Additionally the following errors occur (reproducable, but not always all of those or at the same time): (i translate from german error report)
- Function #1957: Object reference not set to an instance of an object
- Function #1954: Object reference not set to an instance of an object
- Function #1943: Object reference not set to an instance of an object
- Function #478: Object reference not set to an instance of an object
- Function #327: Object reference not set to an instance of an object (i guess related to destroyed combatants, because it pops up and afterwards there are a bit less weapons fired)
- Function #1816: Object reference not set to an instance of an object

I twice tried to SM a colony on one of the system bodies and move the fleet there, or SM Add some deep space tracking stations to see whats going on there, resulting in an endless loop of the following errors: (was unable to continue)
- Function #1957: Object reference not set to an instance of an object
- Function #1954: Object reference not set to an instance of an object
- Function #1943: Object reference not set to an instance of an object
- Function #478: Object reference not set to an instance of an object

database attached

best regards
Salva
Title: Re: v1.9.5 Bugs Thread
Post by: Haji on May 09, 2020, 03:35:39 PM
I can't be bothered to look for it but there has been a report about a very large number of connections to Sol in non-real stars. I'm trying to make a pre-made galaxy and I thought I'll be a smartass and deleted Sol. Unfortunately the bug persists it just selected a different system.
Title: Re: v1.9.5 Bugs Thread
Post by: Froggiest1982 on May 09, 2020, 03:41:11 PM
I can't be bothered to look for it but there has been a report about a very large number of connections to Sol in non-real stars. I'm trying to make a pre-made galaxy and I thought I'll be a smartass and deleted Sol. Unfortunately the bug persists it just selected a different system.

It's been fixed for 1.10 so u may wait.

The downside: I heard that already in 1.7 and it was just worse :/

Finger crossed. I know Steve is working on it now with his new campaign.
Title: Re: v1.9.5 Bugs Thread
Post by: Haji on May 09, 2020, 03:47:51 PM

It's been fixed for 1.10 so u may wait.

The downside: I heard that already in 1.7 and it was just worse :/

Finger crossed. I know Steve is working on it now with his new campaign.

Ah, thanks for the info, I'll definitively wait in that case. While it is possible to just keep erasing the jump points it is still annoying and time consuming so hopefully it really is fixed.
Title: Re: v1.9.5 Bugs Thread
Post by: TMaekler on May 09, 2020, 04:34:18 PM
I redesigned a ship from military to civilian, but can't refit it in a civilian shipyard. Bug or Intended?
If there is greater than 20% difference in parts or size then intended.
How can I find out? It probably is because of new engines etc... .
Title: Re: v1.9.5 Bugs Thread
Post by: Conscript Gary on May 09, 2020, 04:40:43 PM
I redesigned a ship from military to civilian, but can't refit it in a civilian shipyard. Bug or Intended?
If there is greater than 20% difference in parts or size then intended.
How can I find out? It probably is because of new engines etc... .
The Components tab in the Class Design window includes a column for Cost %, among other useful figures. This doesn't directly answer the whole refit question but will tell you if the engines are say 41.6% of a ship's total cost.
Title: Re: v1.9.5 Bugs Thread
Post by: Second Foundationer on May 09, 2020, 06:08:19 PM
Quote from: mike2R link=topic=11298.  msg132142#msg132142 date=1589050336
The advance time buttons on the galaxy map do not seem to work - you can click them, and it highlights the button you click, but time does not advance.    They did definitely work in previous 1.  9 versions (99% sure specifically in 1.  9.  4 but definitely in some 1.  9.  x version). 

Happens in new games for me, but if this is not a general issue there is a db that exhibits it attached to a previous comment:
hxxp: aurora2.  pentarch.  org/index.  php?topic=11298.  msg132098#msg132098

This is working fine for me in my current game.   Note that this DB is from an ealier 1. 9. x version tho.

So is mine, so if its working for you in 1.9.5 I guess it must be something unique to my installation - I'll stick a note on my report.

This just happened to me in 1.9.5, too. Database goes back to 1.9 (Should the database matter?). But it only happens with the automated turns button on. If I switch that off again, the advance time buttons on the galaxy map work fine. And I'm rather convinced I have seen that behaviour in previous versions as well. Deemed it one of of Aurora's not so urgent, lovely quirks.
Title: Re: v1.9.5 Bugs Thread
Post by: mike2R on May 09, 2020, 06:48:36 PM
Quote from: mike2R link=topic=11298.  msg132142#msg132142 date=1589050336
The advance time buttons on the galaxy map do not seem to work - you can click them, and it highlights the button you click, but time does not advance.    They did definitely work in previous 1.  9 versions (99% sure specifically in 1.  9.  4 but definitely in some 1.  9.  x version). 

Happens in new games for me, but if this is not a general issue there is a db that exhibits it attached to a previous comment:
hxxp: aurora2.  pentarch.  org/index.  php?topic=11298.  msg132098#msg132098

This is working fine for me in my current game.   Note that this DB is from an ealier 1. 9. x version tho.

So is mine, so if its working for you in 1.9.5 I guess it must be something unique to my installation - I'll stick a note on my report.

This just happened to me in 1.9.5, too. Database goes back to 1.9 (Should the database matter?). But it only happens with the automated turns button on. If I switch that off again, the advance time buttons on the galaxy map work fine. And I'm rather convinced I have seen that behaviour in previous versions as well. Deemed it one of of Aurora's not so urgent, lovely quirks.

Ah!  Yes auto turns off makes them work.  Which means it isn't new in 1.9.5 for me, I just never encountered it before - I only started using those buttons recently, and in that game I was just playing exclusively with auto turns off, at least by the time the galatic map was relevant, and just hitting 30 day increments.
Title: Re: v1.9.5 Bugs Thread
Post by: Nori on May 09, 2020, 09:59:51 PM
Window: During new game creation, immediately after accepting player race.
TN start
Random stars
Separator: '.'
Random High chance with local system chance 0.

1.9.5 Function #3232: Object reference not set to an instance of an object.
1.9.5 Function #1609: Object reference not set to an instance of an object.
1.9.5 Function #1608: Object reference not set to an instance of an object.
1.9.5 Function #1562: Object reference not set to an instance of an object.
1.9.5 Function #1423: Object reference not set to an instance of an object.
Database then auto-saved normally.

This bug dates back to 1.9.0 and should already be on Steve's round tuit list.  Just confirming that it is still present in 1.9.5.
Previous report:  http://aurora2.pentarch.org/index.php?topic=11135.msg129172#msg129172

Edit: Also reconfirming the 'hangs at 100% CPU after accepting player race' bug.

Edit2: 5 new games in a row either hung or threw errors with Local System Chance: 0.  I think reproducibility just became a thing here.

Local system chance: 0
Known Stars: off
NPRs activate Ancient Races: on
Commander Political Bonuses: on
No Maintenance: on
Allow Civilian Harvesters: off
Number of Non-Player Races: 3

Failures:  2 with the #3232 error, 2 hung at 100%, and one Luminosity Key Count is 11.
AFAIK, Steve knows this hasn't been fixed, but hasn't gotten around to fixing it yet.
Did you get a game generated that you could load into? I've run into this error, but it seemed to work fine after.
Title: Re: v1.9.5 Bugs Thread
Post by: Nori on May 09, 2020, 10:02:42 PM
I granted myself at start 2500 RP and clicked on Construction 12 BP  (3000 points). I expected to have just 500 pts remaining to research, but the tech was fully granted ...
Steve has been asked this question and it's WAI. If you have 1RP for instant it'll let you research anything for free.
I believe Steve said something like it's up to the player if they want to take advantage of this, but he doesn't want to spend time fixing it.
Title: Re: v1.9.5 Bugs Thread
Post by: amschnei on May 09, 2020, 10:48:32 PM
In a random stars game, one of my systems has a jump point connection to itself...

I know jump point connection issues have been a thing a lot of people have already reported, so IDK if I should bother providing more info, if so let me know and I'd be happy to provide the database or whatever other info might be required.

EDIT: Attaching DB. There are now two issues:

1) As mentioned previously, system Shanghai has a jump connection to itself. When JP7 (at the time JP3) in Shanghai was explored, it connected to unexplored JP2 (at the time JP1)
2) Subsequently, many systems have connected to Shanghai. I believe this is probably related to the known issue "Local Chance" bug, with Shanghai replacing the previously deleted Sol.

Decimal separator, random stars, conventional start.
Title: Re: v1.9.5 Bugs Thread
Post by: TMaekler on May 10, 2020, 01:00:41 AM
I guess this is more a feature request than a bug... . Main Window, checkboxes "Asteroid with Colony only" and "Asteroid with Mineral only" work as AND connected, which means if you enable both you only get those bodies didplayed which are both, a colony and have minerals. I would say it makes more sense to link them logically with OR, meaning if either of both is true, the body gets displayed.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 10, 2020, 03:00:15 AM
I guess this is more a feature request than a bug... . Main Window, checkboxes "Asteroid with Colony only" and "Asteroid with Mineral only" work as AND connected, which means if you enable both you only get those bodies didplayed which are both, a colony and have minerals. I would say it makes more sense to link them logically with OR, meaning if either of both is true, the body gets displayed.

Please post in suggestions and keep this to strictly bugs.
Title: Re: v1.9.5 Bugs Thread
Post by: Black on May 10, 2020, 03:53:03 AM
Version 1.9.5 started as 1.9.0
The function number: no error
The complete error text: no error
What you were doing at the time: Playing with disabled civilian shipping lines.
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy
Let me know the length of the campaign as well: over 80 years

Minor issues I noticed related to Civilian Shipping Lines Active checkbox. I started with Civilian Shipping Lines Active on. I decided to disable it later and civilians stopped constructing new ships.

Issues I noticed:

New Shipping Lines continue to spawn (they do not construct new ships). So my Naval Organization is getting filled with empty civilian Admin Commands.

It is not possible to delete Shipping Lines (we can delete individual ships) even when they have no ships.

Game does not remember when I disable checkbox Show Civilians (Naval Organization). I have to disable it every time I open Naval Organization. This is problem mainly in longer games when it gets more and more civilian Admin Commands that cant be deleted.

Reported
Title: Re: v1.9.5 Bugs Thread
Post by: Second Foundationer on May 10, 2020, 06:08:36 AM
Conventional, real stars 1.9 start -> -> 1.9.5, no commas, no dishwashers, campaign purrs for 34 years. Salvaging the wreck of one of my own ships, from a ship class that has not been deleted or obsoleted and is still active (although it's the worst design in the fleet, scrap even before being sandpapered into a wreck).

After salvaging, the event log tells me: salvage of unknown class completed. It's probably minor/purely cosmetic, because it did render two components from that ship class. But since an element of randomness is involved in salvaging (or generating wrecks??) I thought I'd better report it in case it might affect functionality in other occurences. I could provide database if necessary.

edit: replaced ?s from unicode arrows I used out of habit
Title: Re: v1.9.5 Bugs Thread
Post by: alvin853 on May 10, 2020, 06:17:26 AM
The function number: 3255
The complete error text: Object reference not set to an instance of an object

progressing 1 day at a time

having the naval organisation window open while progressing seems to make the error appear so im assuming somethings wrong there

Conventional start
Real stars
decimal seperator is a period . 
campaign length is 105 years

edit: of course as soon as I post it after replicating it 3 times, i load it up and i cant replicate it. . .

Confirmed, it reproduced for me

To add to this, I think I found the issue:
Having "Naval Organisation"-window open, but no fleet selected (only possible right after launching the game) when a ship is built seems to cause this bug. No error when window is not open, and no error if some fleet is selected when ship is built.

Thanks, matches what I reproduced
Title: Re: v1.9.5 Bugs Thread
Post by: TMaekler on May 10, 2020, 06:34:56 AM
Version 1.9.5
The function number: no error
The complete error text: no error
What you were doing at the time: Assigning Commanders to ship modules
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy
Let me know the length of the campaign as well: over 110 years

In the Commander Screen there are several UI bugs:
a) When you click on one of the Ground Force Commander Ranks, the UI for the dropdown box what you want to change (Academy Commandant, Ground Forces) changes; but if you then click on one of the naval officers, the drop down box keeps the options for ground forces rather than switching back to the naval optioins. If you though click on one of the ranks rather than any of the commanders, it works fine.
The error doesn't appear the other way around, meaning when you are on one of the naval command ranks and click on on one of the ground commanders, the dropdown box switches correctly.

b) When you want to select officers for one of your ships you get all positions shown all of the time. However, if you want to add officers to one of the lower ranks of your ships (Chief Engineer etc.), if you have an officer selected that is lower or right in rank the empty position is shown. But if you start with an officer that is of a higher rank than what the position allows, those positions get removed from the list below the dropdown box.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Foolcow on May 10, 2020, 07:15:06 AM
Survey fleets only get the benefits from the admin commands above them at the time the fleets are initially created.  If you add a new admin command to the chain and put in an additional officer with a survey bonus, the fleet will still accumulate survey points at the same rate as before.  To get the new bonus, you have to create a new fleet in the bottom link of the chain and then move the survey ship into that fleet.
Title: Re: v1.9.5 Bugs Thread
Post by: IAMTHEONE on May 10, 2020, 08:49:57 AM
Version 1.   9.   5
Function #: 2786
Error Text: The given key was not present in the dictionary
What you were doing at the time: unloading all Installations on a colony
Is your decimal separator a comma? What decimal separator?
Is the bug is easy to reproduce, intermittent or a one-off? Easy
Let me know the length of the campaign as well: over 70 years
Weirdness: First time unloading worked, every other time throws up the error message, then it doesn't work.     I don't know if this happens with different fleet actions.     This bug happened in versions 1.    9.    3 and 1.    9.    4.   
The Error Message flashed 19 times.   
Also, is it possible to transport part of a CI? Asking for a friend.   

Thanks.   

EDIT: So after more experimentation, I have discovered that this bug is only occurs if you have your cargo shuttle bays in a different ship as your cargo bays.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 10, 2020, 09:04:11 AM
Is your decimal separator a comma? What decimal separator?

Your OS settings, check the example here and look up what you have it set to:
https://resrequest.helpspot.com/index.php?pg=kb.page&id=279 (https://resrequest.helpspot.com/index.php?pg=kb.page&id=279)
Title: Re: v1.9.5 Bugs Thread
Post by: mike2R on May 10, 2020, 01:21:48 PM
This is slightly hard to explain, but there is a problem with selecting items on the Ground Forces window > STO Targeting tab, which causes problems with adjusting STO Targe Type values.

If you click on an STO formation in the Parent Formation column, one of two things happens.

1) If the value of that STO's Target Type column matches what is already selected in the target type drop down list, then everything works as expected.  The STO is selected (it is highlighted). And if you change the value of the target type drop down list, it updates that STO's Target Type column as you would expect.

2) But if the two values do not match, then the STO is not highlighted, and all that happens is that the selected item in the target type drop down list changes to match what is currently in the Target Type column for that STO.  Changing the value of the target type drop down list does not update the Target Type column for that STO (since it is not highlighted, presumably no STO is selected as far as the game is concerned).  Clicking on it again will select it properly (since the target types now match), but it is confusing behaviour and I do not believe it is intended (there is simply no reason you would ever want the list value to change to match an existing STO).

This is obviously trivial to workaround once you know you have to click twice, but its actually quite confusing until you do - the changing value of the dropdown list gives feedback that you have clicked on the item correctly, and a lot of other items in the game do not show a visible highlight when selected, so it feels like the control is just broken.

The function number NA
The complete error text NA
The window affected Ground Forces window > STO Targeting tab
What you were doing at the time Adjusting STO target types
Conventional or TN start Conventional
Random or Real Stars Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce
Title: Re: v1.9.5 Bugs Thread
Post by: Salva on May 10, 2020, 02:02:42 PM
Quote from: Salva link=topic=11298.  msg132154#msg132154 date=1589056219
Hi,

i am playing 1.     9.     5, real stars.      Decimal Separator is a dot.   
There are 4 NPRs (2 i created and 2 other from game setup) as well as activated Acients, Star Swarm and Invaders.   

My test run had me explore the first neighbor system (DX-Cancri), and i immediately found a battle on a comet (comet #1).      Whatever goes on there, i cannot see it, only see lots of weapon impacts and secondary explosions (like: 430x Weapon Strength 3 Impact and multiple more).     

Additionally the following errors occur (reproducable, but not always all of those or at the same time): (i translate from german error report)
- Function #1957: Object reference not set to an instance of an object
- Function #1954: Object reference not set to an instance of an object
- Function #1943: Object reference not set to an instance of an object
- Function #478: Object reference not set to an instance of an object
- Function #327: Object reference not set to an instance of an object (i guess related to destroyed combatants, because it pops up and afterwards there are a bit less weapons fired)
- Function #1816: Object reference not set to an instance of an object

I twice tried to SM a colony on one of the system bodies and move the fleet there, or SM Add some deep space tracking stations to see whats going on there, resulting in an endless loop of the following errors: (was unable to continue)
- Function #1957: Object reference not set to an instance of an object
- Function #1954: Object reference not set to an instance of an object
- Function #1943: Object reference not set to an instance of an object
- Function #478: Object reference not set to an instance of an object

database attached

best regards
Salva

Hi again. 

The situation still occurs, the battle has quieted down, however i am stuck in 5s increments, each round ~5 Weapon impacts.   As soon as i spot the battle (i.  e.   using Deep Tracking Stations SMed in) i get the 4 errors loop mentioned in my ealier post.   I believe it is a spoilers battle, but i cannot confirm. 

To adress the standard questions:
The function number: see quoted post
The complete error text: see quoted post
The window affected: default main window
What you were doing at the time: spotting the enemy
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy

best regards
Salva
Title: Re: v1.9.5 Bugs Thread
Post by: Jorgen_CAB on May 10, 2020, 03:04:37 PM
A potential bug or at most an oversight i in how empire minerals and planetary minerals are counted.

This is in 1.9.5.

The mining report is not showing incoming changes to the daily change in stockpile from mass-drivers and mass-driver show "0" even though resources are coming in. You also see this in the Empires tab as it also does never account for mineral coming in through mass-drivers. So it might show a -53 while the empire stockpile increase say +13 every 5 day tick.

I noticed this early in my conventional campaign when I colonised Venus and started sending allot of Automated mines there to primarily mine Corundium. Venus are sending 66t per 5 day tick and Earth show a -53 SP change and "0" on the mass-driver column... the correct values should be 13 tons of Corundium plus per 5-day at Earth. Eerth stockpile does go up with 13 tons of Corundium every 5 day tick, so it is adding properly so I don't loos any minerals.

I can also verify this by stop sending minerals to Earth from Venus... then the next tick the Empire tab show that I go +13 tons of Corundium every 5 day tick, exactly as it should.


My conclusion is that incoming mass-driver packages are registered as "0" at the receiving end which make the SP per 5 day tick ignore it and this also effect the empire tab as they take the values from the mass-driver column and add that to what is used every 5 day tick.
Title: Re: v1.9.5 Bugs Thread
Post by: Conscript Gary on May 10, 2020, 03:05:32 PM
The function number: 311
The complete error text: 1.9.5 Function #311: Object Reference not set to an instance of an object.
The window affected: Tactical, Fleet
What you were doing at the time: Attacking known STO forces with beam-armed warships
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 31 years

All ships in orbit have the STO contacts on a planet set as their target. Upon killing the last STO units, the error pops up. Every 5 seconds past that the error repeats, as well as another energy weapon contact from the ships firing at (presumably) nothing. The error vanishes if the attacking ships' targets are cleared.
In the attached DB the relevant fleets are Combat Group and 3rd Squadron, in the Mawu system.

The DB, my internet is particularly slow today so forum attaching isn't feasible (https://www.mediafire.com/file/e0xld24cb73xbpk/AuroraDB_-_Ghost_STO.db/file)

Already confirmed, but thanks for details
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 10, 2020, 03:11:17 PM
Window: During new game creation, immediately after accepting player race.
TN start
Random stars
Separator: '.'
Random High chance with local system chance 0.

1.9.5 Function #3232: Object reference not set to an instance of an object.
1.9.5 Function #1609: Object reference not set to an instance of an object.
1.9.5 Function #1608: Object reference not set to an instance of an object.
1.9.5 Function #1562: Object reference not set to an instance of an object.
1.9.5 Function #1423: Object reference not set to an instance of an object.
Database then auto-saved normally.

This bug dates back to 1.9.0 and should already be on Steve's round tuit list.  Just confirming that it is still present in 1.9.5.
Previous report:  http://aurora2.pentarch.org/index.php?topic=11135.msg129172#msg129172

Edit: Also reconfirming the 'hangs at 100% CPU after accepting player race' bug.

Edit2: 5 new games in a row either hung or threw errors with Local System Chance: 0.  I think reproducibility just became a thing here.

Local system chance: 0
Known Stars: off
NPRs activate Ancient Races: on
Commander Political Bonuses: on
No Maintenance: on
Allow Civilian Harvesters: off
Number of Non-Player Races: 3

Failures:  2 with the #3232 error, 2 hung at 100%, and one Luminosity Key Count is 11.
AFAIK, Steve knows this hasn't been fixed, but hasn't gotten around to fixing it yet.
Did you get a game generated that you could load into? I've run into this error, but it seemed to work fine after.
The three that didn't freeze generated games.  I didn't attempt to play them as I was trying to generate a game without errors.  After 5 out of 5 failures I then tried with 100% local and that worked on the first try.  At the time that I posted I only found mention that Steve was still trying to reproduce it, but as you say it is now listed as fixed in 1.10.0.

In a random stars game, one of my systems has a jump point connection to itself...

I know jump point connection issues have been a thing a lot of people have already reported, so IDK if I should bother providing more info, if so let me know and I'd be happy to provide the database or whatever other info might be required.

EDIT: Attaching DB. There are now two issues:

1) As mentioned previously, system Shanghai has a jump connection to itself. When JP7 (at the time JP3) in Shanghai was explored, it connected to unexplored JP2 (at the time JP1)
2) Subsequently, many systems have connected to Shanghai. I believe this is probably related to the known issue "Local Chance" bug, with Shanghai replacing the previously deleted Sol.

Decimal separator, random stars, conventional start.
Self connections are WAI but are supposed to be rare.  As Nori pointed out the all-roads-lead-to-Sol bug should be fixed in the next version.
Title: Re: v1.9.5 Bugs Thread
Post by: amschnei on May 10, 2020, 03:36:04 PM
Not a bug, exactly, but probably not WAI:

Troop Transport Bay - VS requires half as much Mercassium as Duranium and Neutronium, while the Standard and Large versions require 2x as much Mercassium as the other resources.

Seems like a possible non-WAI, reported to Steve
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 10, 2020, 03:51:41 PM
Not sure if this has been reported before but it seams every time I reload my game I have to redo primary  standing orders.  The conditional ones seam to work ok but the others seam to get reset.  This is a TN start that is sitting at about 50+ years in.  I notice this mostly on my tankers that seam to default back to NONE for primary and secondary standing orders.  I know that when you look at them while the game is running that these can disappear or just not show on the fleet -> standing orders screen, but after a reload the No Order is highlighted even tho I saved them with orders.  Maybe its related?

You say mostly tankers, how often does it happen? Is there some scenario where you can always trigger it? If you had a db where it can be set, saved and reloaded to see it disappearing it would be great for finding it.

Do you use any mods?
Anyone else who have seen this happen?
Title: Re: v1.9.5 Bugs Thread
Post by: Conscript Gary on May 10, 2020, 03:57:34 PM
The function number: N/A
The complete error text: N/A
The window affected: Tactical, Fleet
What you were doing at the time: Attacking Precursor ships and STO forces
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? I'm having trouble reproducing it from the save, but the event logs show it.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 31 years

When closing to attack the planet mentioned in my last post, a rather strange thing happened. My ships came under fire from the Vancouver-class platform in orbit, suffering severe damage. The issue there is that the Vancouver was a wreck. I destroyed her like five years ago. Attachment 1 shows the screenshot I took at the time before realizing what was happening (I though it was more STO fire at first). Attachment 2 shows a firing message from the very dead ship from the DB linked in my last post (https://www.mediafire.com/file/e0xld24cb73xbpk/AuroraDB_-_Ghost_STO.db/file).

When attempting to reproduce this bug, I got a similar result from a different dead ship. In the third attachment, note how there's only one surviving Ottawa class ship. The other, Ottawa 001, was destroyed hours before by missile fire. Despite that, in the final attachment here it is firing on my ships as though nothing were wrong. Here's the DB for that moment in time. (https://www.mediafire.com/file/y16gvq7wtyuu6ic/AuroraDB_-_Ghost_Beams.db/file)

I suspect that the ghost station helped contribute to missile defense during my last two excursions too, but I can't be sure.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 10, 2020, 04:00:54 PM

Looks like this is a more longstanding issue which was present in previous versions: the advance time buttons on the galactic map do not work when auto turns are selected.  With auto turns deselected they work fine. 


Could not see any problem. If you load up the default game from a clean install, what are the exact steps and increments you use to reproduce it?

See two others also had it so must be an issue, but any additional detail would help to pin it down.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 10, 2020, 04:05:33 PM
...

I would love ghost ships, if they were WAI. But this was an odd one. Did you do any database editing or use any mods? Was the game started on 1.9.5? If not do you remember the patch level at the time the wrecks became wrecks?
Title: Re: v1.9.5 Bugs Thread
Post by: mike2R on May 10, 2020, 04:28:57 PM

Looks like this is a more longstanding issue which was present in previous versions: the advance time buttons on the galactic map do not work when auto turns are selected.  With auto turns deselected they work fine. 


Could not see any problem. If you load up the default game from a clean install, what are the exact steps and increments you use to reproduce it?

See two others also had it so must be an issue, but any additional detail would help to pin it down.

Thanks for looking into this.  Issue replicates on a clean install on my machine.

I downloaded the 1.5.1 full install, patched it to 1.9.0, and patched that to 1.9.5 (did not open the game until patches had been applied).

Game opens into Steve's game.  I opened the galaxy map, pressed the auto-turn button (the galaxy map one) so that the icon turns green, and pressed one of the advance time buttons on the galaxy map.  Clicking one of those buttons highlights it in the normal way, but time does not advance.  No events appear in the event log.  Cursor does not change.  Top menu buttons appear to work fine. 

Advance time works fine on the system map with auto turns selected.

Turn off auto turns, and the advance time buttons on the galaxy map work fine.

My system is pretty ordinary, no mods installed now or ever, I'm in the UK so my settings should be very close to Steve's.  I am running Windows 8.1, which I imagine is uncommon. Tried updating my .Net runtime with no change.

~Nori - I've confirmed this and will move to confirmed bugs
Title: Re: v1.9.5 Bugs Thread
Post by: Conscript Gary on May 10, 2020, 04:41:05 PM
...

I would love ghost ships, if they were WAI. But this was an odd one. Did you do any database editing or use any mods? Was the game started on 1.9.5? If not do you remember the patch level at the time the wrecks became wrecks?

No mods or database editing. It was started on an earlier 1.9 version, can't recall if it was .3 or .4. Based on the date, the Vancouver was wrecked in 1.9.4, while the Ottawa was wrecked in 1.9.5.
Title: Re: v1.9.5 Bugs Thread
Post by: Demonius on May 10, 2020, 05:38:13 PM
Bug or missing feature -
1.9.5, Galaxy created in 1.9.0 with dot as separatzor, 40 years in the Campaign.

I builtl a third Level of Sector command on Terra and moved it in 0.25 increments to a different planet with a 10m+ Population. On the new planet it now lists a size 1 range 1 sector HQ. However, in the sectors window, there is only the Sol sector. I can't assign a leader, I can't assign the neighbouring Systems. Sector window only has "rename" as an Option. Passing a few days changes Nothing, new year, Nothing. Where is the "create new sector from sector command" function?

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Second Foundationer on May 10, 2020, 08:04:21 PM
1.9.5, conventional, real stars start going back to 1.9, periodistic decimal numbers.
Function #1420: Object reference not set to an instance of an object. upon discovery of a new star system 35 years into the campaign

Possibly related to identical error messages http://aurora2.pentarch.org/index.php?topic=11298.msg131799#msg131799 (http://aurora2.pentarch.org/index.php?topic=11298.msg131799#msg131799) and [1.9.4 bugs thread] http://aurora2.pentarch.org/index.php?topic=11231.msg130360#msg130360 (http://aurora2.pentarch.org/index.php?topic=11231.msg130360#msg130360), both related to swarm generation, but I don't know yet if this was, and no SM mode was involved here. It was in-game system generation through exploration, so I cannot reproduce or offer database immediately before. But db immediately after is backed up and could be provided if helpful.

Edit: Briefly looked into the db with a somewhat more wakeful mind now, and while I know little about it except from bughunting and can't spot any problem that would be obvious to me, I conclude from RaceSysSurvey table that Swarm is probably involved and it's not unlikely to be related to the other reports. Will attach db. System involved is SystemID 2120/Van Biesbroeck's Star and Race involved as far as I can tell: RaceID 195/Star Swarm #195. – Somewhat spoils my surprise when that survey ship goes to pieces, but I'd rather have 100 future universes error-free. I hope it helps to get closer to that.

Confirmed, thanks for checking and linking the other posts
Title: Re: v1.9.5 Bugs Thread
Post by: Aloriel on May 11, 2020, 12:49:01 AM
v1.9.5

Function #2662: Object reference not set to an instance of an object.

TN start. Did a bit of SpaceMaster mode to attempt to set up the Sol system like The Expanse (show/book) by adding the MCR and OPA as NPRs. However, this is now 8 years in. I've met two NPRs besides the ones I SMed in to Sol.

The last thing I did was click 5 days, and the only messages in my log are those of several geosurvey vessels having nowhere to survey. Nothing completed. Nothing started.

I honestly have no idea what caused this.

EDIT: To further the confusion, it never repeated again. Nothing ever came up in the log, nor was anything missing. It seems that this was just a weird exception that didn't affect a thing.

BTW, I love that you've set up all the exceptions to be handled so the game doesn't crash, and that they ID their sources. I totally want to do this on my next project, barring disapproval during technical design phase.

Known but not solved yet. Related to a ruin being explored.
Title: Re: v1.9.5 Bugs Thread
Post by: Bubbaisagod on May 11, 2020, 02:14:37 AM
Version: 1.9.5
The function number: N/A
The complete error text: N/A
The window affected: All places that show the surface temperature
What you were doing at the time: N/A
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma?: No (ENG-UK regional settings)
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
Campaign: 97 Years

I have a planet that i took from a spoiler race, it had 55k ground troops
that i destroyed from orbit. The result as expected is severe radiation & dust.
Because the atmospheric dust is 55401 i get a temperature penalty of -554.01
Now i have a surface temperature of -603.747 Celsius & -330.747 Kelvin
Is this an oversight in the game or do trans-newtonian nukes destroy the laws of thermodynamics?

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Red Dusk on May 11, 2020, 04:04:42 AM
Version: 1.9.5
The function number: N/A
The complete error text: N/A
The window affected: Economics and System View
What you were doing at the time: Renaming a Planet with an established colony on it
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
Campaign length: 213 years

When renaming a planet that has an established colony on it, the colony name will not update in the Economics window even after a refresh...and in the System View window (after closing and reopening) it will display the population as being the old planet name. Deleting the colony (assuming it is empty) and creating a new colony will fix it.
I tested with SM-mode off, to make sure as well. Same behavior.
Additionally, renaming the planet to its old name will revert the population text upon closing and reopening the system view window again.

WAI
Title: Re: v1.9.5 Bugs Thread
Post by: UberWaffe on May 11, 2020, 09:43:55 AM
Summary:
Major but very unlikely: Integer overflow when loading FCT_Race -> AnnualWealth

Details:
Version: 1.9.5
The function number: #1126 (And then all of them, given that race failed to load.)
The complete error text: Value was either too large or too small for an Int32.
The window affected: Everything. Race fails to load, and then everything fails to load.
What you were doing at the time: Loading the game.
What happened: Exception during game loading.
What did you expect to happen: The game to load without error.
Conventional or TN start : N/A
Random or Real Stars : N/A
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce (Easiest test is set value in table "FCT_Race" for column "AnnualWealth" above 2147483648 (max value for Int32).
To reproduce in game, get a total racial annual income of over 2147483648, and then save the game. Error occurs on next load.
Campaign duration: Going on 300 years.

Impact: Major. (Game cannot load)
Likelyhood: Highly unlikely. (I'm role-playing a Megacorporation. I intentionally went around and colonized all planets and built Financial centers everywhere. Growth rate also set much higher than would be typical. I have also increased the size of newly generated habitable planets via SM mode, so population numbers are much higher than would be normal.)
Workaround available: Yes. Set the value in FCT_Race -> AnnualWealth to any number below 2147483647. Game correctly calculates and updates the display in game after loading.

Notes:
Game correctly saves the large value. The value appears to be saved in the database as a float, and calculated in the game as a float. The integer conversion appears to be only applicable during the game loading. (Entity model perhaps using Int32 while rest of code uses float?)
No other impacts observed on the game.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: TMaekler on May 11, 2020, 09:45:05 AM
Version 1.9.5: When renaming a fleet that is jump capable, the addition (JM) or (JC) disappears. When you reopen the window it reappears. So just a glitch.
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 11, 2020, 11:21:32 AM
Version: 1.9.5
The function number: N/A
The complete error text: N/A
The window affected: Economics and System View
What you were doing at the time: Renaming a Planet with an established colony on it
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
Campaign length: 213 years

When renaming a planet that has an established colony on it, the colony name will not update in the Economics window even after a refresh...and in the System View window (after closing and reopening) it will display the population as being the old planet name. Deleting the colony (assuming it is empty) and creating a new colony will fix it.
I tested with SM-mode off, to make sure as well. Same behavior.
Additionally, renaming the planet to its old name will revert the population text upon closing and reopening the system view window again.
While the colony name defaults to match the body it is independent from the body name, so this is WAI. To rename the colony use the Rename Pop button on the Economics window.
Title: Re: v1.9.5 Bugs Thread
Post by: kenlon on May 11, 2020, 03:27:55 PM
The window affected: Economics, Industry Tab
What you were doing at the time: Existing.
Conventional or TN start: Conventional start.
Random or Real Stars: Real stars.
Decimal separator: Period.
Reproducibility: Don't know how to trigger it.
Campaign length: 92 years.

Two of my populations, Titan and Callisto, stopped displaying their names in the industry tab. Shortly after this, I got phantom populations showing up in the window, as can be seen in the screenshot I posted. The problem persists through save and reload, though now if I advance time, all the phantom populations disappear. I can clear the phantoms by unchecking/rechecking any of System Body/Star/By Function, and if I uncheck "Hide CMC", Titan and Callisto get their proper names back.

Given that the phantom populations in each system exactly correspond to the number of CMCs in those systems, and the fact that Titan and Callisto were CMCs before I colonized them (and renamed them), it's pretty clear that this is simply a display bug associated with CMC hiding.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 11, 2020, 03:32:28 PM
The function number: N/A
The complete error text: N/A
The window affected: Tactical, Fleet
What you were doing at the time: Attacking Precursor ships and STO forces
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? I'm having trouble reproducing it from the save, but the event logs show it.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 31 years

When closing to attack the planet mentioned in my last post, a rather strange thing happened. My ships came under fire from the Vancouver-class platform in orbit, suffering severe damage. The issue there is that the Vancouver was a wreck. I destroyed her like five years ago. Attachment 1 shows the screenshot I took at the time before realizing what was happening (I though it was more STO fire at first). Attachment 2 shows a firing message from the very dead ship from the DB linked in my last post (https://www.mediafire.com/file/e0xld24cb73xbpk/AuroraDB_-_Ghost_STO.db/file).

When attempting to reproduce this bug, I got a similar result from a different dead ship. In the third attachment, note how there's only one surviving Ottawa class ship. The other, Ottawa 001, was destroyed hours before by missile fire. Despite that, in the final attachment here it is firing on my ships as though nothing were wrong. Here's the DB for that moment in time. (https://www.mediafire.com/file/y16gvq7wtyuu6ic/AuroraDB_-_Ghost_Beams.db/file)

I suspect that the ghost station helped contribute to missile defense during my last two excursions too, but I can't be sure.

Has anyone else seen anything like this? Any clue would help, a reproducible case from a save would be great.
Title: Re: v1.9.5 Bugs Thread
Post by: Cosinus on May 11, 2020, 04:08:49 PM
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: I declared war on a NPR and captured one of their ships in boarding combat. I then towed it back to my colony. Then, I ordered it to load replacement crew and planned to move it to Sol (since I captured it basically intact) In the next increment, the ship exploded at my colony, despite the colony having maintenance facilities. The explosion of 1 ship also left no less than 8 wrecks and 8 life pods, each with somewhere between -19 and -37 survivors (yeah...).
Conventional or TN start: C
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: first time I've seen this.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~60 years

screenshot and db attached.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 11, 2020, 04:50:41 PM
Bug or missing feature -
1.9.5, Galaxy created in 1.9.0 with dot as separatzor, 40 years in the Campaign.

I builtl a third Level of Sector command on Terra and moved it in 0.25 increments to a different planet with a 10m+ Population. On the new planet it now lists a size 1 range 1 sector HQ. However, in the sectors window, there is only the Sol sector. I can't assign a leader, I can't assign the neighbouring Systems. Sector window only has "rename" as an Option. Passing a few days changes Nothing, new year, Nothing. Where is the "create new sector from sector command" function?

Confirmed. As a workaround for now you can SM delete the sector command, wait a 5 day increment then SM add a new one.  This one should be picked up automatically.
Title: Re: v1.9.5 Bugs Thread
Post by: DFNewb on May 11, 2020, 05:15:04 PM
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: I declared war on a NPR and captured one of their ships in boarding combat. I then towed it back to my colony. Then, I ordered it to load replacement crew and planned to move it to Sol (since I captured it basically intact) In the next increment, the ship exploded at my colony, despite the colony having maintenance facilities. The explosion of 1 ship also left no less than 8 wrecks and 8 life pods, each with somewhere between -19 and -37 survivors (yeah...).
Conventional or TN start: C
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: first time I've seen this.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~60 years

screenshot and db attached.

I'm curious, did you start this campaign on 1.9.5?
Title: Re: v1.9.5 Bugs Thread
Post by: Iceranger on May 11, 2020, 05:23:00 PM
This bug is probably an oversight in the change below:

Quote
Fuel Storage Costs

I've realised that fuel storage is very expensive in Aurora compared to other 'storage' modules. In terms of cost per HS they are more expensive than hangars or magazines, three times as expensive as cryo, seven times as expensive as troop transport bays and sixty times more expensive than cargo bays. They are also about six times more expensive than most productive modules (Terraform, Salvage, Harvester, Jump Point Stabilisation, etc.). BTW I realised this by wondering why a tanker was taking so long to build. The reason was that because build time is based on cost but modified by size, high 'cost density' ships take a long time and that was greatly exacerbated by the fuel storage.

On that basis, I am reducing the cost of fuel storage considerably for C# Aurora, although it is staggered so the cost benefit of larger modules is improved.

Fuel Storage - Tiny: 5,000 litres, 0.5 BP
Fuel Storage - Small: 10,000 litres, 0.8 BP
Fuel Storage - Standard: 50,000 litres, 2 BP
Fuel Storage - Large: 250,000 litres, 5 BP
Fuel Storage - Very Large: 1,000,000 litres, 10 BP
Fuel Storage - Ultra Large: 5,000,000 litres, 25 BP

In this change, the cost for the compressed fuel storage are not reduced. In VB6, the compressed tanks cost 1.5x as the regular ones of the same size, and in turn holds 1.5x fuel, which makes sense. Now since the regular tanks' costs are reduced, the compressed ones cost 5~15xthe regular ones.

Asked Steve if WAI
Title: Re: v1.9.5 Bugs Thread
Post by: spartacus on May 11, 2020, 05:30:59 PM
The function number: NA
The complete error text: NA
The window affected: Summary tab Economics window
What you were doing at the time: Nothing special
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Probably easy to reproduce but I won't know until I have another planet in this situation
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Not long

I noticed when terraforming Mars that at a certain point when your approaching 0 population cost, something like . 01 or lower that the population supported by infrastructure had grown to over 10 billion while the max pop for Mars is 3410, so somewhere around 3x the amount the planet can hold when suited for humans without any support needed.

I think this is not WAI just get close but not quite at 0 and with enough infrastructure any planet can hold an unlimited population.

WAI
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 11, 2020, 05:56:57 PM
The function number: NA
The complete error text: NA
The window affected: Summary tab Economics window
What you were doing at the time: Nothing special
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Probably easy to reproduce but I won't know until I have another planet in this situation
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Not long

I noticed when terraforming Mars that at a certain point when your approaching 0 population cost, something like . 01 or lower that the population supported by infrastructure had grown to over 10 billion while the max pop for Mars is 3410, so somewhere around 3x the amount the planet can hold when suited for humans without any support needed.

I think this is not WAI just get close but not quite at 0 and with enough infrastructure any planet can hold an unlimited population.
Population is capped at the lower of the two numbers, so this is WAI.
Title: Re: v1.9.5 Bugs Thread
Post by: spartacus on May 11, 2020, 06:21:35 PM
Quote from: SpikeTheHobbitMage link=topic=11298.  msg132559#msg132559 date=1589237817
Quote from: spartacus link=topic=11298.  msg132555#msg132555 date=1589236259
The function number: NA
The complete error text: NA
The window affected: Summary tab Economics window
What you were doing at the time: Nothing special
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Probably easy to reproduce but I won't know until I have another planet in this situation
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Not long

I noticed when terraforming Mars that at a certain point when your approaching 0 population cost, something like .   01 or lower that the population supported by infrastructure had grown to over 10 billion while the max pop for Mars is 3410, so somewhere around 3x the amount the planet can hold when suited for humans without any support needed.   

I think this is not WAI just get close but not quite at 0 and with enough infrastructure any planet can hold an unlimited population. 
Population is capped at the lower of the two numbers, so this is WAI. 

Thanks for the reply.    Glad to know the max pop is still limited. 
Title: Re: v1.9.5 Bugs Thread
Post by: Cosinus on May 12, 2020, 01:42:44 AM
I'm curious, did you start this campaign on 1.9.5?

This was started in 1.90.
Title: Re: v1.9.5 Bugs Thread
Post by: Froggiest1982 on May 12, 2020, 04:54:20 AM
1.9.5 easy to replicate in any game

When click assign on any officer or administrator the system keep logging assignments even if the character is already on the job.

Correct behaviour should be not registering the assignment and eventually pop a text like: the commander is already assigned to this post

Attached a picture

For this example, I just clicked multiple times on assign
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 12, 2020, 12:58:03 PM
Two of my populations, Titan and Callisto, stopped displaying their names in the industry tab. Shortly after this, I got phantom populations showing up in the window, as can be seen in the screenshot I posted. The problem persists through save and reload, though now if I advance time, all the phantom populations disappear. I can clear the phantoms by unchecking/rechecking any of System Body/Star/By Function, and if I uncheck "Hide CMC", Titan and Callisto get their proper names back.

Given that the phantom populations in each system exactly correspond to the number of CMCs in those systems, and the fact that Titan and Callisto were CMCs before I colonized them (and renamed them), it's pretty clear that this is simply a display bug associated with CMC hiding.

What were you doing just before it happened? Did it happen after a game load? Any mods/db edits involved?
Title: Re: v1.9.5 Bugs Thread
Post by: Black on May 12, 2020, 01:12:01 PM
Two of my populations, Titan and Callisto, stopped displaying their names in the industry tab. Shortly after this, I got phantom populations showing up in the window, as can be seen in the screenshot I posted. The problem persists through save and reload, though now if I advance time, all the phantom populations disappear. I can clear the phantoms by unchecking/rechecking any of System Body/Star/By Function, and if I uncheck "Hide CMC", Titan and Callisto get their proper names back.

Given that the phantom populations in each system exactly correspond to the number of CMCs in those systems, and the fact that Titan and Callisto were CMCs before I colonized them (and renamed them), it's pretty clear that this is simply a display bug associated with CMC hiding.

What were you doing just before it happened? Did it happen after a game load? Any mods/db edits involved?

I encountered this as well several times in several games. It hapens when colony site has both CMC and player colony and it involves renaming populations and hiding CMCs. I was not able to replicate it deliberately unfortunately.

I never modded or edited DB in any way. (current version, decimal separator is dot)

Thanks, Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Gabethebaldandbold on May 12, 2020, 01:28:07 PM
I checked the box to select on map, to go to my fleet on th Al Kalb Al Rai sistem, and it didn't work(tactical map was showing Sol). When I told the tactical map to go to the right sistem, the backgroung turned a pink-ish white, making most things incomprehensible. [corretion, it zoomed very hard into the star, making it take the entire screen]
The function number: NA
The complete error text: NA
The window affected: Summary tab Economics window
What you were doing at the time: Nothing special
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: Edit: checked again, its a dot. changed configs again just to be sure.
Is the bug is easy to reproduce, intermittent or a one-off?: Probably a one-off
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 12, 2020, 01:35:35 PM
I checked the box to select on map, to go to my fleet on th Al Kalb Al Rai sistem, and it didn't work(tactical map was showing Sol). When I told the tactical map to go to the right sistem, the backgroung turned a pink-ish white, making most things incomprehensible.
The function number: NA
The complete error text: NA
The window affected: Summary tab Economics window
What you were doing at the time: Nothing special
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: its a space
Is the bug is easy to reproduce, intermittent or a one-off?: Probably a one-off

A space? If so that may well be your problem so change it to a dot.
Title: Re: v1.9.5 Bugs Thread
Post by: UberWaffe on May 12, 2020, 03:21:37 PM
Is your decimal separator a comma?: its a space
Are you referring to the decimal separator, or the thousands separator?
1 000 000.00 <--- This is one million with spaces as thousands separators, and a period for the decimal separator.

1,000,000 00 <--- This is one million with commas as thousands separators, and a space as a decimal separator.
Title: Re: v1.9.5 Bugs Thread
Post by: Jorgen_CAB on May 12, 2020, 03:42:47 PM
The window affected: Naval Organisation... fleet movement issue
What you were doing at the time: Trying to set new speed of a fleet.
Conventional or TN start: TN start (default game)
Is your decimal separator a comma? "."
Is the bug easy to reproduce, intermittent or a one-off? Happen all the time.
No mods!!

If I set the speed through the "Set Speed" button the speed of the fleet changes but it will not stick, the fleet will just continue in its max speed anyway.

I also tried to set the speed and then give the fleet a new order, but that also does not work.

Not a bug, because of "use max speed"
Title: Re: v1.9.5 Bugs Thread
Post by: Vortex421 on May 12, 2020, 03:47:09 PM
The function number: 1617
The complete error text: 1.9.5 Function #1617:  Object reference not set to an instance of an object
The window affected: Main screen
What you were doing at the time: Nothing special
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: Comma
Is the bug is easy to reproduce, intermittent or a one-off?: Keeps happening to me so I'm not sure... I suspect this may be a one-off.

I've had this happen recently when I go to launch the game.  I've deleted the files, downloaded fresh, and reinstalled, and it is still coming up. 
Title: Re: v1.9.5 Bugs Thread
Post by: Jorgen_CAB on May 12, 2020, 03:48:39 PM
The window affected: Naval Organisation... fleet movement issue
What you were doing at the time: Trying to pick up installation using "Minimum Available".
Conventional or TN start: TN start (default game)
Is your decimal separator a comma? "."
Is the bug easy to reproduce, intermittent or a one-off? Happen all the time.
No mods!!

The option of "Minimum Available" does not appear to function or do anything.

I do figure that the fleet is only suppose to pick up whatever it is suppose to pick up if a certain amount is available at the location. So if I want to pick up Auto-mines and I have two ship I want there to be at least 2 Auto-mines available to pick up so I set the "Minimum Available" to "2".

There might be another reason for this option but then I don't know what that is.
Title: Re: v1.9.5 Bugs Thread
Post by: Froggiest1982 on May 12, 2020, 04:03:30 PM
Hi,

we tested this http://aurora2.pentarch.org/index.php?topic=11384.0 in the bug thread, it was tested and confirmed. It's a bug affecting unloading survivors and visibility of survivors on ships.

1.9.5 decimal "."

In the thread, there are all info tests and database.

Confirmed for Steve to evaluate.
Title: Re: v1.9.5 Bugs Thread
Post by: kenlon on May 12, 2020, 06:40:08 PM
What were you doing just before it happened? Did it happen after a game load? Any mods/db edits involved?
I know you guys confirmed this off of Black's report, but just for completeness:
Advancing time in 30 day chunks, not doing anything specific. Happened in the middle of an ongoing game, not after a load. I was running AuroraMod, but the issue still showed up under the normal Aurora.exe.
Title: Re: v1.9.5 Bugs Thread
Post by: bankshot on May 12, 2020, 06:49:25 PM
Minor display error on system generation and display - survey percentage

Version: 1.9.5
The function number: N/A
The complete error text: N/A
The window affected: System Generation and display
What you were doing at the time: surveying a newly discovered system
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 5 years in

When surveying the JP Survey percentage increases normally as grav points are surveyed, but the SB Survey percentage remains at 0% until all bodies are surveyed, at which point it changes to 100%
Title: Re: v1.9.5 Bugs Thread
Post by: davidr on May 13, 2020, 04:56:23 AM
Don't know if this is a bug or WAI - on Shipyards screen ,when scrapping a ship  , the drop down class box shows a list of all classes that have ever been designed in the game  , even obsolete designs that have no current vessels.
As the above happens when highlighting the Shipyard to which the scrapped ship belongs  - should the class drop down box only show class designs referencing that Shipyard only and not show classes for all other Shipyards.

DavidR
Title: Re: v1.9.5 Bugs Thread
Post by: hostergaard on May 13, 2020, 05:31:30 AM
You can insta build ships into civilian fleets.

Not sure if its intended, I mean, I had fun adding a combat ship into one just to see what would happen, they operate normally even then tough I have yet to see if they will engage in combat.

I can see why it could be a useful SM feature for roleplaying sake, like private enterprises providing armed escorts or something. But maybe then have a button to filter out civilian fleets? I have like 400 civilian fleets cluttering up that display.
Title: Re: v1.9.5 Bugs Thread
Post by: SerBeardian on May 13, 2020, 06:29:07 AM
The function number: no error
The complete error text: no error
What you were doing at the time: unloading ordonance at Earth, changing ordonnance templates and then reloading at Earth
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? one-off

A WTF bug :

(https://i.ibb.co/dQSGwtp/Capture.jpg) (https://ibb.co/sFhydC1)

The Aconit and Acnée missiles were never designed, nor named, nor anything. They are not supposed to exist. I was about when about to order my collier to reload at Earth, after messing with the templates, when I noticed it was already full by those strange missiles. Only one of the two fleet's collier had that issue, and I'm not sure what caused it.

Unloading the affected is impossible, as other fantomic missiles with different name will appear :

 (https://i.ibb.co/kHbLsmC/Capture.jpg) (https://imgbb.com/)

It is actually flooding my stockpiles :

 (https://i.ibb.co/sRYWbr1/Capture.jpg) (https://imgbb.com/)

DB : https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing (https://drive.google.com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing)

You are getting alien missiles aboard your collier. I just have to ask, did you do any database editing or use any mods?
Did you capture any alien stockpiles at some point? Capture ships with missiles on? Any other idea what may have triggered the bug?

First me then Steve spent a lot of time on this one but cannot figure it out. Giving up for now. If anyone see the same please report it again with as much detail as possible.

Confirming this bug.
Few streams ago I was trying to get my colliers to reload my fleet (they wouldn't because I was using sub-8hour increments, but I didn't know this yet) and one of my colliers was set to "Remove SubFleet Ordnance" in desperation to try and get it to work. There were no subfleets created.
The collier ended up pulling a few AMMs out of the ether into its magazines.
Looking through the DB just now (it's not modified, I just browse around), I traced the AMM as belonging to the other NPR in the game. How their missiles got in my magazines, considering I don't even know they exist, is left up to the imagination. Personally, I suspect gnomes.

For funsies, tried to replicat it just now.
Was able to succeed by having the magazine ship in the main fleet (even with a subfleet underneath it) with "remove subfleet ordnance" order.
The other magazine ships had no ammo, but my bombardment ships were in a subfleet with a few remaining missiles loaded as part of their template.
Instead of unloading the subfleets, the magazine filled it's magazines with a bunch of random alien missiles: 8 Breton AMMs (the ones from above), 1 Godinez AMM, and 32 Sonora ASMs - none of which are my own.
This happened on a 3-hour increment, and the DB is available on the last bug report I posted here but I can repost if necessary.

Thanks, added to existing report
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 13, 2020, 09:35:19 AM
Don't know if this is a bug or WAI - on Shipyards screen ,when scrapping a ship  , the drop down class box shows a list of all classes that have ever been designed in the game  , even obsolete designs that have no current vessels.
As the above happens when highlighting the Shipyard to which the scrapped ship belongs  - should the class drop down box only show class designs referencing that Shipyard only and not show classes for all other Shipyards.

DavidR
Shipyards can (and should) scrap any ship that will fit in them, not just their design class, but they should only list ships that are actually at that location.
Title: Re: v1.9.5 Bugs Thread
Post by: davidr on May 13, 2020, 10:40:27 AM
Don't know if this is a bug or WAI - on Shipyards screen ,when scrapping a ship  , the drop down class box shows a list of all classes that have ever been designed in the game  , even obsolete designs that have no current vessels.
As the above happens when highlighting the Shipyard to which the scrapped ship belongs  - should the class drop down box only show class designs referencing that Shipyard only and not show classes for all other Shipyards.

DavidR
Shipyards can (and should) scrap any ship that will fit in them, not just their design class, but they should only list ships that are actually at that location.

Yes , so surely you should not get a list of classes to scrap that are from the start of the game and where there are no vessels in existence.

DavidR
Title: Re: v1.9.5 Bugs Thread
Post by: Second Foundationer on May 13, 2020, 02:45:36 PM
The function number: 3255
The complete error text: Object reference not set to an instance of an object

progressing 1 day at a time

having the naval organisation window open while progressing seems to make the error appear so im assuming somethings wrong there

Conventional start
Real stars
decimal seperator is a period . 
campaign length is 105 years

edit: of course as soon as I post it after replicating it 3 times, i load it up and i cant replicate it. . .

Confirmed, it reproduced for me

To add to this, I think I found the issue:
Having "Naval Organisation"-window open, but no fleet selected (only possible right after launching the game) when a ship is built seems to cause this bug. No error when window is not open, and no error if some fleet is selected when ship is built.

Thanks, matches what I reproduced

Probably redundant, but to cover eventualities I cannot fully gauge:
I encountered that same error in 1.9.5 yesterday without seeing any obvious context at first, until I found this report. In my case, it happened not after launch, but after quite some time during which the same Naval Organization window had remained open and various fleets selected repeatedly. One increment/production cycle (?), anyway: shortly before the error, though, I had renamed a newly popped up civilian line, and that had presumably (?) the same effect of "no fleet selected".
Title: Re: v1.9.5 Bugs Thread
Post by: Second Foundationer on May 13, 2020, 03:35:38 PM
And another one that may be redundant (with less certainty). Other reports with same error: http://aurora2.pentarch.org/index.php?topic=11298.msg131610#msg131610 (http://aurora2.pentarch.org/index.php?topic=11298.msg131610#msg131610) and http://aurora2.pentarch.org/index.php?topic=11298.msg131592#msg131592 (http://aurora2.pentarch.org/index.php?topic=11298.msg131592#msg131592)
1.9.5 conventional, real stars start going back to 1.9, no comma, no mods, db has always been strictly "look, don't touch", and that only when I encounter an error.
Function #1821: Attempted to divide by zero. as isolated one-off during ongoing planetary invasion of precursor outpost.

Assumed context (with below 100% memory certainty due to approaching sleep waves then): I had the Ground Forces window open while advancing time. In the increment that produced the error, one "Battalion" formation lost its last remaining element and was empty as a result. I deleted the empty formation before advancing time again. No subsequent errors, combat continues as before.

I have no immediately close database, only one from some time later. So, I don't know if it is of any use. I probably overwrote one manual backup by accident (And in order to try to SM reproduce I would have to interrupt a nice streak of buzzing around the universe ;D Said combat is still raging. And error-free as far as I can see.) But I hope the information helps in case you haven't already pinned it down.
Title: Re: v1.9.5 Bugs Thread
Post by: consiefe on May 13, 2020, 11:25:50 PM
I don't know if it is known or not but cloaking device's maximum tonnage is not being respected by the game. I made a cloaking device for 9kt ships but it seems there is no warning when I try to put it on 35kt ships.
Title: Re: v1.9.5 Bugs Thread
Post by: vorpal+5 on May 14, 2020, 12:09:19 AM
You can't issue a move order toward a waypoint. You can only do that through a standing order.

Not a bug, see answer from SpikeTheHobbitMage
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 14, 2020, 03:42:35 AM
You can't issue a move order toward a waypoint. You can only do that through a standing order.
Check 'Waypoints' in the Movement Orders tab and they will be listed.
Title: Re: v1.9.5 Bugs Thread
Post by: hostergaard on May 14, 2020, 05:52:20 AM
Version 1.9.5

Academy commandants positions that are in fact already occupied keeps being displayed even when the checkbox for "Available Only" have been checked.

Relevant default Info:

What you were doing at the time: Assigning Commanders to academies
The window affected: Commanders
Is the bug is easy to reproduce, intermittent or a one-off? Easy. Always there even from the beginning. You just need an academy.
Is your decimal separator a comma? Yes (I think)

Likely irrelevant default Info:

The function number:     no error
The complete error text: no error
Random or Real Stars: Real
Let me know the length of the campaign as well: over 100 years, but saw it from the beginning

If your decimal separator is a comma then you need to change it, once you have then you can try to reproduce the bug and report it again, heres a guide on how: -SpaceMarine http://aurora2.pentarch.org/index.php?topic=11139.0

Confirmed - Bughunter
Title: Re: v1.9.5 Bugs Thread
Post by: Black on May 14, 2020, 07:45:11 AM
Version 1.9.5 started as 1.9.0
The function number: no error
The complete error text: no error
The window affected: Class Design
What you were doing at the time: renaming ship class
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? easy to reproduce

Small issue I noticed: When you use a Select Name button in Class Design window and the click on Cancel, class is still renamed to different name than it had before. From what I tested it is changed to name of the class you previously renamed by Rename Class button.

How to reproduce: Create ship class and name it using Rename Class button (for example we name it Test Ship). Now select different class (do not change the name) and click Select Name button. Now click Cancel. When you do this class name is changed to Test Ship. IMHO if you select Cancel ship name should not be changed at all.

Already reported
Title: Re: v1.9.5 Bugs Thread
Post by: simast on May 14, 2020, 11:19:08 AM
Tiny issue - System View has "Delete System" button visible even when you have Spacemaster mode OFF.

---

The function number: N/A
The complete error text: N/A
The window affected: System View
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
If this is a long campaign: ~70 years

Can confirm this, less of a bug and just oversight but will report it - SpaceMarine
Title: Re: v1.9.5 Bugs Thread
Post by: Vortex421 on May 14, 2020, 01:25:24 PM
Version 1.9.5

Academy commandants positions that are in fact already occupied keeps being displayed even when the checkbox for "Available Only" have been checked.


I can confirm this one, FYI.  My decimal separator is a period. 
Title: Re: v1.9.5 Bugs Thread
Post by: Black on May 14, 2020, 02:07:50 PM
Version 1.9.5 started as 1.9.0
The function number: no error
The complete error text: no error
The window affected: Ground Forces - Award Medal
What you were doing at the time: awarding medals
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? easy to reproduce

It seems I am unable to give medals to my ground forces commanders. I select a formation (Ground Forces window) and click on Formation Medal Button. Then I select Ground Formation Commander checkbox in Award Medal window. I select medal I want to award and click on Award button. I enter citation (does not matter no medal is awarded either way) and click OK. Officer in selected formation does not receive medal.

Hierarchy Medal button is working and medals are awarded. Not sure if relevant but medal that I want to award has no condition, so it can only be awarded manually.

~Nori - Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: amram on May 14, 2020, 02:44:47 PM
The window affected: Naval Organisation... fleet movement issue
What you were doing at the time: Trying to set new speed of a fleet.
Conventional or TN start: TN start (default game)
Is your decimal separator a comma? "."
Is the bug easy to reproduce, intermittent or a one-off? Happen all the time.
No mods!!

If I set the speed through the "Set Speed" button the speed of the fleet changes but it will not stick, the fleet will just continue in its max speed anyway.

I also tried to set the speed and then give the fleet a new order, but that also does not work.

Just read the thread to see if this was reported before I added my own report.

Noted same issue.

easy reproduction
- load the federated nations game that this version comes with as its default game
- open Naval Organisation, the cargo fleet has no current orders, lets give it one - move to location: mars.
- increment 5s.  Cargo fleet heads out at 1964km/s
- set speed, 200, fleet speed in the Naval organisation window updates to show 200km/s, tactical map still shows 1964km/s
- increment 5s.  Cargo fleet ignores the new speed of 200km/s, moves at 1964km/s as before.  Naval organisation again again says 1964km/s, tactical map still says 1964km/s.

report template questions answered in the offtopic:
Off-Topic: show

The function number: doesn't give one.
The complete error text: doesn't give one.
The window affected: Naval organisation/tactical map - game model
What you were doing at the time: trying to set a fleet speed
Conventional or TN start: TN
Random or Real Stars: real
Is your decimal separator a comma?: no it is "."
Is the bug is easy to reproduce, intermittent or a one-off?: easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: any campaign


Not a bug, because of "use max speed"
Title: Re: v1.9.5 Bugs Thread
Post by: kyonkundenwa on May 14, 2020, 03:57:36 PM
If I set the speed through the "Set Speed" button the speed of the fleet changes but it will not stick, the fleet will just continue in its max speed anyway.
Noted same issue.

You have to deselect "use max speed" in the orders window, otherwise the fleet automatically sets itself to max speed when its turn comes up.
You should post in the suggestions thread that the logical behavior would be to automatically deselect "use max speed" whenever the player manually assigns a speed.
Title: Re: v1.9.5 Bugs Thread
Post by: amram on May 14, 2020, 04:37:53 PM
If I set the speed through the "Set Speed" button the speed of the fleet changes but it will not stick, the fleet will just continue in its max speed anyway.
Noted same issue.

You have to deselect "use max speed" in the orders window, otherwise the fleet automatically sets itself to max speed when its turn comes up.
You should post in the suggestions thread that the logical behavior would be to automatically deselect "use max speed" whenever the player manually assigns a speed.

Ah, so there's still a bug to be had, but its not part of the install.   I have a mk1 Eyeball technician to go yell at....
Title: Re: v1.9.5 Bugs Thread
Post by: Aloriel on May 14, 2020, 06:25:34 PM
v1.9.5

Function #336: Object reference not set to an instance of an object.

I had assigned a target to a fleet of ships and selected to open fire. They were in range and ready. I clicked 5 seconds, and got the error message pop up.

DB attached, but it's right after the error message, not right before it. Target was destroyed, so it probably won't pop the error again.

Probably duplicate of fixed bug
Title: Re: v1.9.5 Bugs Thread
Post by: theplahunter on May 14, 2020, 07:15:46 PM
Currently have a problem with my games pulses restricted to less time than actually displayed.  30 days is 6 hours, 5 days is 2, and 1 day is 30 minutes.  Don't understand what's causing it.  DB attached below, Impero Astrale is the save and that's what should launch.
Title: Re: v1.9.5 Bugs Thread
Post by: Aloriel on May 14, 2020, 08:29:16 PM
v1.9.5

Function #840: The given key was not present in the dictionary

This occurred when I hit the 8 hour, and it triggered yet another massacre of my poor troops on Beta Cassiopiae A II. I might have lost all of the troops, and the transports that were trying to pick them up before their untimely demise had nothing to pick up. Or, maybe the Brigade HQ formation had fully perished, and that was the lead formation I was trying to pick up with all sub units.
Title: Re: v1.9.5 Bugs Thread
Post by: GL on May 15, 2020, 03:27:12 AM
The function number:  1531
The complete error text: Object reference not set to an instance of an object.
The window affected: NA
What you were doing at the time: Time increment 30 days
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy see db

Might be linked to new alien contacts in system Alpha Chamaeleontis

Confirmed.
Title: Re: v1.9.5 Bugs Thread
Post by: roug on May 15, 2020, 06:45:33 AM
Deleting a fleet with ships inside, make the ships be removed from the game? cannot see them anymore and there active sensors are also removed from the map.

Not a bug
Title: Re: v1.9.5 Bugs Thread
Post by: Black on May 15, 2020, 07:02:13 AM
Deleting a fleet with ships inside, make the ships be removed from the game? cannot see them anymore and there active sensors are also removed from the map.

That is not a bug, if you want to keep the ship, you need to transfer it to different fleet as the fleet is basic "unit" in the game. As even solo ship is fleet.
Title: Re: v1.9.5 Bugs Thread
Post by: roug on May 15, 2020, 08:01:28 AM
Deleting a fleet with ships inside, make the ships be removed from the game? cannot see them anymore and there active sensors are also removed from the map.

That is not a bug, if you want to keep the ship, you need to transfer it to different fleet as the fleet is basic "unit" in the game. As even solo ship is fleet.

How can this not be a bug, so you are actually loosing a ship if you dont move them out of the fleet before deleting it?
It should just work the same way as detach work.
Title: Re: v1.9.5 Bugs Thread
Post by: mike2R on May 15, 2020, 08:12:54 AM
Deleting a fleet with ships inside, make the ships be removed from the game? cannot see them anymore and there active sensors are also removed from the map.

That is not a bug, if you want to keep the ship, you need to transfer it to different fleet as the fleet is basic "unit" in the game. As even solo ship is fleet.

How can this not be a bug, so you are actually loosing a ship if you dont move them out of the fleet before deleting it?
It should just work the same way as detach work.

While I agree it isn't intuitive (I remember that learning how it works cost me ships), if it didn't delete the ships then the delete button would literally do nothing - if it detaches the ships, it has to create another fleet to put them in... which gets you back exactly where you started.

Either you don't have a delete button at all on a fleet unless it is empty, or if functions as it does now.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 15, 2020, 10:00:33 AM
Yes fleet deletion is not a bug, any ideas for improvement there should go in suggestions.

Btw, @other bugmods there are still some unchecked posts if you go upwards in the thread.
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 15, 2020, 12:27:04 PM
Partial Refuelling Stations allow fuel xfer.

A gave a group of 5 freighters orders to take a refuelling station to another planet.
Since the station requires 10 cargo holds of space, this will take two trips.
After the first trip, the summary tab of the target planet shows that it has 0.5 Refuelling Stations, as expected.

However, my tanker now has the option to transfer fuel to the colony, and non-tanker fleets have the option to refuel from the colony.

The only other installations on the planet are 4 maintenance facilities.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Black on May 15, 2020, 01:59:56 PM
Version 1.9.5 started as 1.9.0
The function number:  478, 1943, 1951
The complete error text: 478 - Object reference not set to an instance of an object, 1943 - Object reference not set to an instance of an object, 1951 - An item with this key has already been added (not copletely sure about this one, it is translation from my language)
The window affected: NA
What you were doing at the time: I discovered Precursor space forces via thermal sensor. While conducting gravitational and geological survey of the system.
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Unable to reproduce

I encountered infinitete series of these three errors. They continue to happen and it is necessary to force Aurora to close.

It happend to me twice in two different star systems. But in both cases I was unable to reproduce the bug with my saved DBs.
Title: Re: v1.9.5 Bugs Thread
Post by: spartacus on May 15, 2020, 04:30:43 PM
Version 1. 9. 5
The function number:  2049
The complete error text: Tech system does not exist for Holmes-Bruce Abasolo Anti Ship Missile so it cannot be loaded, 1. 9. 5 Function #2049: An item with the same key has already been added.
The window affected: NA
What you were doing at the time: Starting the game
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No

I was designing a missile and the fire control concurrently and had both the Create Projects window and the Missile Design window open at the same time.   After going back and forth a few times I clicked the Create button for the missile design.   I initially got the 2049 error message this part seems to be easy to recreate.   Next the missile design showed up in the Sensor and Control category, this I have not been able to recreate.   I deleted the tech redid the missile and everything worked fine however the next time I opened the game I got the unnumbered error message.   Once I cleared it the game opened and seems to working fine.   

Database attached with screenshots of the error messages.
Title: Re: v1.9.5 Bugs Thread
Post by: Haji on May 16, 2020, 02:47:52 AM
The function number:  2568
The complete error text: Object reference not set to an instance of an object.
The window affected: system generation and display
What you were doing at the time: Messing with JPs in SM mode (see full description)
Conventional or TN start: Conventional
Random or Real Stars: both
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? very easy

Load the provided DB -> Enter SM mode -> go to system generation and display -> press "full grav survey" button.

Manually putting jump point beyond certain distance (appears to be depending on a star) will cause the game to put out an unholy number of 2568 errors when attempting to gravitationally survey system with the SM button in the system generation and display window. For Sol this means putting a jump point beyond 7bln km limit, for red dwarfs it can be as little as 4 bln kilometres.
As an added thing when I modified the distance in the database itself (it's not locked) to 65bln kilometres there were no errors and the distance in the system generation window was showing as 65bln kilometres but in the tactical view the jump point was only a couple of bln kilometres from the star. The bug itself however was done on unmodified db.

Reported
Title: Re: v1.9.5 Bugs Thread
Post by: stabliser on May 16, 2020, 09:26:13 AM
Version 1.9.5 (80 year game started in 1.9.3)
TN start - random stars
period not comma
reproducable, yes.

I've managed to drain my nearest gas giant of sorium, but I get no warning its run dry. perhaps because its not a mining colony, but also possibly because its still shown as haveing an 'M' beside it with an amount of 00

I think the resource needs removing once it hits zero, and maybe a notification that its run dry.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: alexkay6 on May 16, 2020, 10:18:42 AM
you can set the starting race to be a NPR and then the game will just give 1. 9. 5 Function #1616: Object reference not set to an instance of an object.  over and over.

Failed to reproduce
Title: Re: v1.9.5 Bugs Thread
Post by: Aloriel on May 16, 2020, 10:54:26 AM
v1.9.5

I got a no warning attack that had some other weirdness as well. Basically, sub-pulse failed to break for potential action. But also, I had 3 ships fire from extreme range, which seems impossible at the tech level my enemy is at.

Details:
I have had the IS Xochitlicue (IS Quetzalcoatl-class) in orbit over Beta Cassiopeiae A II for weeks doing intel gathering. It has IR, EM, and ELINT sensors. All quite small, but sufficient for detection of an incoming beam ship long before engagement.

Somehow, the enemy got clear to the ship without a sub-pulse of 5 seconds for imminent action and destroyed it without my ability to act in any way. I doubt it would have come out any differently due to speed differential, but it is still weird that I never even had a chance to react.

Also, strangely, despite the sensor suite on the Xoch, it never detected 2 of the ships.

Finally, to add to the weirdness of this whole encounter, 3 of the ships shot at the Xoch from 20 million km away. They did no damage, but they really should not have been able to even take those shots.

DB and message log screenshot attached...
Title: Re: v1.9.5 Bugs Thread
Post by: Elvin on May 16, 2020, 11:27:37 AM
I seem to be unable to assign an Academy Commandant on Earth, but can for Military Academies on a different population. This has been around in my game for several in-game decades. To see the issue, rename and load the attached DB, go to the Commanders screen, and attempt to assign anyone to "Academy Commandant". The list only shows the single academy I have that isn't on Sol.

I'm pretty sure I assigned a naval officer there at one point, but I think he died in office.

Version 1.9.5
The function number: no error
The complete error text: no error
What you were doing at the time: Attempting to assign a commander to the academy.
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? easy to reproduce
Title: Re: v1.9.5 Bugs Thread
Post by: stabliser on May 16, 2020, 03:42:56 PM
I have a population that replenishes when removed.

80 year old game, started in 1.9.3, now 1.9.5, dot not comma, TN start, random stars

I dropped 410,000 (0.41m) colonists on Thengo-B I  by mistake, as I'd brought normal infrastructure to a low grav world. oops.
realising my mistake, I scooped up the survivors (0.36m) and dropped them on nearby Thengo-C II
all the while Im getting unrest complaints from Thengo-B I
I look back there and theres 360,000 (0.36m) colonists still there.
I scoop them up again and deliver to Thengo-C II
Still unrest at Thengo-B I
Im now on the third rescue trip to save the same colonists, and theres still 350,000 (0.35m) of them there desperately trying to make low grav infrastructure before they die in a vacuum.

It appears that the unrest notification remembers the number of unhappy colonists, calculates a new lower population and overwrites the now empty colony with the reduced population.

This isnt game breaking, and will rarely crop up normally or cause a problem, but it shouldnt happen.

Reported
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 16, 2020, 04:49:53 PM
I have a population that replenishes when removed.

80 year old game, started in 1.9.3, now 1.9.5, dot not comma, TN start, random stars

I dropped 410,000 (0.41m) colonists on Thengo-B I  by mistake, as I'd brought normal infrastructure to a low grav world. oops.
realising my mistake, I scooped up the survivors (0.36m) and dropped them on nearby Thengo-C II
all the while Im getting unrest complaints from Thengo-B I
I look back there and theres 360,000 (0.36m) colonists still there.
I scoop them up again and deliver to Thengo-C II
Still unrest at Thengo-B I
Im now on the third rescue trip to save the same colonists, and theres still 350,000 (0.35m) of them there desperately trying to make low grav infrastructure before they die in a vacuum.

It appears that the unrest notification remembers the number of unhappy colonists, calculates a new lower population and overwrites the now empty colony with the reduced population.

This isnt game breaking, and will rarely crop up normally or cause a problem, but it shouldnt happen.
Just to double check, you don't have a 'helpful' civie dutifully dropping off more colonists every time you do a pickup, do you?
Title: Re: v1.9.5 Bugs Thread
Post by: Aloriel on May 16, 2020, 04:54:08 PM
I seem to be unable to assign an Academy Commandant on Earth, but can for Military Academies on a different population. This has been around in my game for several in-game decades. To see the issue, rename and load the attached DB, go to the Commanders screen, and attempt to assign anyone to "Academy Commandant". The list only shows the single academy I have that isn't on Sol.

I'm pretty sure I assigned a naval officer there at one point, but I think he died in office.

Version 1.9.5
The function number: no error
The complete error text: no error
What you were doing at the time: Attempting to assign a commander to the academy.
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? easy to reproduce

I have replicated this issue, except with a ground force commander as the academy commandant. Additionally, I *can* place naval commanders, scientists, and administrators as commandant, but *not* a GF commander.
Title: Re: v1.9.5 Bugs Thread
Post by: UberWaffe on May 16, 2020, 05:32:49 PM
I have a population that replenishes when removed.

80 year old game, started in 1.9.3, now 1.9.5, dot not comma, TN start, random stars

I dropped 410,000 (0.41m) colonists on Thengo-B I  by mistake, as I'd brought normal infrastructure to a low grav world. oops.
realising my mistake, I scooped up the survivors (0.36m) and dropped them on nearby Thengo-C II
all the while Im getting unrest complaints from Thengo-B I
I look back there and theres 360,000 (0.36m) colonists still there.
I scoop them up again and deliver to Thengo-C II
Still unrest at Thengo-B I
Im now on the third rescue trip to save the same colonists, and theres still 350,000 (0.35m) of them there desperately trying to make low grav infrastructure before they die in a vacuum.

It appears that the unrest notification remembers the number of unhappy colonists, calculates a new lower population and overwrites the now empty colony with the reduced population.

This isnt game breaking, and will rarely crop up normally or cause a problem, but it shouldnt happen.
Can confirm I had the same issue a while ago, but after a reload couldn't figure out how to reproduce, so didn't report.
The colony ships in my case (and it sounds the same here) actually pick up colonists, that you can then drop off somewhere.
But the population where you picked them up don't get 'reduced', or at least overridden as explained above.
Title: Re: v1.9.5 Bugs Thread
Post by: Inglonias on May 16, 2020, 06:00:35 PM
The function number: N/A
The complete error text: N/A
The window affected: Galaxy map
What you were doing at the time: Exploring jump points via SM mode
Conventional or TN start: TN start
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: No time has passed at all.

When exploring many systems via SM mode, the galaxy map's automatic graph generation starts to double the distance between each system, quickly making the galaxy map unusable. This is easiest to reproduce if you do this:

1. Start a new game
2. Turn on SM mode.
3. Hit "full grav survey" and discover jump points out of Sol.
4. Select a jump point. Press "Explore JP"
5. Repeat the process about half a dozen times, getting farther and farther from Sol as you do.
6. Open up the galaxy map and observe that the distance between these systems keeps increasing on the map.
Title: Re: v1.9.5 Bugs Thread
Post by: stabliser on May 16, 2020, 08:01:03 PM
I have a population that replenishes when removed.

80 year old game, started in 1.9.3, now 1.9.5, dot not comma, TN start, random stars

I dropped 410,000 (0.41m) colonists on Thengo-B I  by mistake, as I'd brought normal infrastructure to a low grav world. oops.
realising my mistake, I scooped up the survivors (0.36m) and dropped them on nearby Thengo-C II
all the while Im getting unrest complaints from Thengo-B I
I look back there and theres 360,000 (0.36m) colonists still there.
I scoop them up again and deliver to Thengo-C II
Still unrest at Thengo-B I
Im now on the third rescue trip to save the same colonists, and theres still 350,000 (0.35m) of them there desperately trying to make low grav infrastructure before they die in a vacuum.

It appears that the unrest notification remembers the number of unhappy colonists, calculates a new lower population and overwrites the now empty colony with the reduced population.

This isnt game breaking, and will rarely crop up normally or cause a problem, but it shouldnt happen.
Just to double check, you don't have a 'helpful' civie dutifully dropping off more colonists every time you do a pickup, do you?


Nop, this is beyond the stabilised jump points, my freighter/colony fleet is the only one in the system.
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 16, 2020, 08:46:59 PM
The function number: see below
The complete error text: see below
The window affected: Tactical Map but not actually relevant.
What you were doing at the time: Passing time waiting for research and an overhaul.  Also not relevant.
Conventional or TN start: TN start.
Random or Real Stars: Random.
Is your decimal separator a comma?: Period.
Is the bug is easy to reproduce, intermittent or a one-off?  Rare.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 6 years.

After losing all of this afternoon's progress to a crash (not Aurora's fault), I resumed from the last save.  After some time the following errors occurred.  As I had done nothing different from before I'm assuming this was NPR caused.

1.9.5 Function #2608: Object reference not set to an instance of an object
1.9.5 Function #222: Object reference not set to an instance of an object
1.9.5 Function #224: Object reference not set to an instance of an object
1.9.5 Function #2339: Object reference not set to an instance of an object
Above 4 errors repeat another 4 times.  This is a known system generation error and has already been reported against 1.9.5.  Included for completeness.

1.9.5 Function #1654: Object reference not set to an instance of an object
This is also a known system generation error and was last reported against 1.8.0.  Confirming bug still present in 1.9.5.
Title: Re: v1.9.5 Bugs Thread
Post by: Destragon on May 16, 2020, 09:38:18 PM
Not sure if this is already mentioned.  Can someone check if STOs are unable to fire without a separate active sensor even though they are supposed to have one built-in (according to hxxp: aurorawiki. pentarch. org/index. php?title=C-Ground_Units#Surface-to-Orbit_Weapons)?
I've seen people on the Discord mention it and seen precursor STOs not firing on SerBeardian's stream, but I don't know for sure myself.  I know that CIWS has had a similar bug, so I thought maybe they suffer from the same problem.
Title: Re: v1.9.5 Bugs Thread
Post by: Haji on May 16, 2020, 10:54:59 PM
The rate of construction of construction ground forces is not affected by the racial construction rate making them overpowered if said rate is significantly lowered.
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 16, 2020, 11:31:00 PM


When exploring many systems via SM mode, the galaxy map's automatic graph generation starts to double the distance between each system, quickly making the galaxy map unusable.
...
6. Open up the galaxy map and observe that the distance between these systems keeps increasing on the map.

The "distance" displayed on the Galaxy map is the distance from whichever system is selected. If you have Sol selected, then yes, the distances will (usually) all increase the further you get from Sol. Select a different system and the numbers all change to reflect the distance from that system.
Title: Re: v1.9.5 Bugs Thread
Post by: bankshot on May 16, 2020, 11:57:25 PM
Zooming in to a ship that has just transited a jump point causes UI lag then errors

The function number: Function #914 overflow error
Function #1618 collection was modified, enumeration operation may not execute
The window affected: Tactical map
What you were doing at the time: zooming in to lay a buoy
Conventional or TN start: TN start
Random or Real Stars: real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 8 years in

Replication instructions:  Go to Alpha Centauri and zoom in to JP3, where ML Aspen 001 has just jumped.  Keep zooming.  When the green bar goes below 70k things start lagging.  When you go below 5k you get the #914 error messages.  #1618 is a bit trickier to replicate - usually that occurs when you zoom back out.
Title: Re: v1.9.5 Bugs Thread
Post by: DFNewb on May 17, 2020, 01:38:17 AM
Commercial hangers cannot reload box launchers (maybe not even give fighters missiles at all).

Periods not commas.
1.9.5. Started in 1.9.5
non-TN start, roughly 70 years in (DB attached, start year 2000).

Attached is DB to check it out yourself. As per the changelog it said commercial hangers can reload fighters. My commercial carriers have missiles but do not have the same options that ships with regular hangers do when it comes to parasite ordinance.


EDIT:

To add to this, I tested it out and added the ordinance transfer, civ mag, and civ hanger on a ship, handed box launcher fighters with no ammo on it, and they will not reload and there is no command to reload them as in a regular hanger can.

As per this posts:

 http://aurora2.pentarch.org/index.php?topic=8495.msg103584#msg103584

http://aurora2.pentarch.org/index.php?topic=8495.msg104195#msg104195

They should be able to do it if they have these 3 things.

Title: Re: v1.9.5 Bugs Thread
Post by: mike2R on May 17, 2020, 07:57:57 AM
After getting a second species in my empire, the Create Colony button in Naval Organisation>Fleet>Movement Orders no longer functions correctly.

Prior to getting a second species, it creates a colony.  Afterwards in brings up a window asking me to select a species, a drop down with the 2 species in my empire, and a checkbox which is unlabelled (at least on testing after doing a save/load, but when I first experienced the issue, it was tagged "Set field position ONLY for subordinate formations").  No matter what options on this are selected, a colony is not created.

Create Colony in the System Generation and Display window functions fine as before (does not ask for a species).

DB of game where this is happening attached, to reproduce just got to the Movement Orders tab for any fleet in the Naval Organisation window, and use the Create Colony button.

The function number NA
The complete error text NA
The window affected Naval Organisation>Fleet>Movement Orders
What you were doing at the time Trying to create a colony to land a survey team on.
Conventional or TN start Conventional.
Random or Real Stars Real (systems have all been renamed)
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy, at least on provided db.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well 80 years.
Title: Re: v1.9.5 Bugs Thread
Post by: Second Foundationer on May 17, 2020, 08:59:31 AM
After getting a second species in my empire, the Create Colony button in Naval Organisation>Fleet>Movement Orders no longer functions correctly.

Prior to getting a second species, it creates a colony.  Afterwards in brings up a window asking me to select a species, a drop down with the 2 species in my empire, and a checkbox which is unlabelled (at least on testing after doing a save/load, but when I first experienced the issue, it was tagged "Set field position ONLY for subordinate formations").  No matter what options on this are selected, a colony is not created.

Create Colony in the System Generation and Display window functions fine as before (does not ask for a species).

DB of game where this is happening attached, to reproduce just got to the Movement Orders tab for any fleet in the Naval Organisation window, and use the Create Colony button.

I hadn't noticed because I used the race dropdown in the system window for founding colonies VB6-fashion. But it is the same in my 1.9 -> .5 lucky savage universe and should be observable from both dbs I attached in previous posts in this thread. The same Create Colony dialog is also dysfunctional in the Minerals window.
Title: Re: v1.9.5 Bugs Thread
Post by: Inglonias on May 17, 2020, 10:20:45 AM


When exploring many systems via SM mode, the galaxy map's automatic graph generation starts to double the distance between each system, quickly making the galaxy map unusable.
...
6. Open up the galaxy map and observe that the distance between these systems keeps increasing on the map.

The "distance" displayed on the Galaxy map is the distance from whichever system is selected. If you have Sol selected, then yes, the distances will (usually) all increase the further you get from Sol. Select a different system and the numbers all change to reflect the distance from that system.

I meant the length of the line on the galaxy map, not the distance numbers.
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 17, 2020, 10:52:47 AM
The function number: N/A
The complete error text: N/A
The window affected: Tactical map.
What you were doing at the time: Trying to manually plot an intercept course.
Conventional or TN start: TN.
Random or Real Stars: Random.
Is your decimal separator a comma? Period.
Is the bug is easy to reproduce, intermittent or a one-off? Easy.

The Body/Fleet coordinates option in the Display tab does nothing.
Title: Re: v1.9.5 Bugs Thread
Post by: Kaiser on May 17, 2020, 01:52:43 PM
There was a topic under Mechanics.

It happend to me to conquer a precursor base, where they had thousand of missles (I can see those missles from the economy window and stockpiles also.

I have an ordnance transfer station, however I cannot load them on my warship, I am able to see my designed missles only.

Has the possibility to use alien missles not implemented yet?

The function number: N/A
The complete error text: N/A
The window affected: Ship window - Ordnance
What you were doing at the time: Trying load precursors missles on my warship
Conventional or TN start: TN.
Random or Real Stars: Real
Is your decimal separator a comma? Period.
Is the bug is easy to reproduce, intermittent or a one-off? Easy.

I have attached my db if someone wants have a look at it.

Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 17, 2020, 03:01:08 PM
v1.9.5

Function #336: Object reference not set to an instance of an object.

I had assigned a target to a fleet of ships and selected to open fire. They were in range and ready. I clicked 5 seconds, and got the error message pop up.

DB attached, but it's right after the error message, not right before it. Target was destroyed, so it probably won't pop the error again.

If the target was a ground unit this is already fixed for next release.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 17, 2020, 03:05:14 PM
v1.9.5

Function #840: The given key was not present in the dictionary

This occurred when I hit the 8 hour, and it triggered yet another massacre of my poor troops on Beta Cassiopiae A II. I might have lost all of the troops, and the transports that were trying to pick them up before their untimely demise had nothing to pick up. Or, maybe the Brigade HQ formation had fully perished, and that was the lead formation I was trying to pick up with all sub units.

Are you saying you got this when having a pickup order for a unit which was destroyed in ground combat before the order could complete?
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 17, 2020, 03:14:43 PM
The function number:  1531
The complete error text: Object reference not set to an instance of an object.
The window affected: NA
What you were doing at the time: Time increment 30 days
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy see db

Might be linked to new alien contacts in system Alpha Chamaeleontis

I'm getting errors straight on opening that db but not the one you mention, what did you do to the poor thing? It looks corrupted and probably not possible to connect to a single bug at this point. Did you get your error before saving or are you getting it after loading it up?
Was there any db editing involved?
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 17, 2020, 03:29:21 PM
The function number:  1531
The complete error text: Object reference not set to an instance of an object.
The window affected: NA
What you were doing at the time: Time increment 30 days
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy see db

Might be linked to new alien contacts in system Alpha Chamaeleontis

I'm getting errors straight on opening that db but not the one you mention, what did you do to the poor thing? It looks corrupted and probably not possible to connect to a single bug at this point. Did you get your error before saving or are you getting it after loading it up?
Was there any db editing involved?
I just tried that save file.  There are a bunch of errors at startup due to missing medal graphics, but those are harmless and likely due to using a custom image pack.  Clicking 30 days then gives the specified error.  Maybe you had a download error?
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 17, 2020, 03:29:41 PM
Version 1.9.5 started as 1.9.0
The function number:  478, 1943, 1951
The complete error text: 478 - Object reference not set to an instance of an object, 1943 - Object reference not set to an instance of an object, 1951 - An item with this key has already been added (not copletely sure about this one, it is translation from my language)
The window affected: NA
What you were doing at the time: I discovered Precursor space forces via thermal sensor. While conducting gravitational and geological survey of the system.
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Unable to reproduce

I encountered infinitete series of these three errors. They continue to happen and it is necessary to force Aurora to close.

It happend to me twice in two different star systems. But in both cases I was unable to reproduce the bug with my saved DBs.

While I cannot reproduce I want to pass this one on to Steve. Since you say you got a thermal contact, did it pop up first and you then started getting the errors in the same increment without being able to do anything else in between? or was it different increments? Any further detail you can give on the exact sequence of events could help.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 17, 2020, 03:31:04 PM
I just tried that save file.  There are a bunch of errors at startup due to missing medal graphics, but those are harmless and likely due to using a custom image pack.  Clicking 30 days then gives the specified error.  Maybe you had a download error?

It was not the graphics ones, will retry downloading.
Edit: Yes, was corrupted during download, could reproduce now.
Title: Re: v1.9.5 Bugs Thread
Post by: Destragon on May 17, 2020, 05:20:04 PM
It's looking to me like you can clone your ground units by moving them around between different ground forces windows.

Open multiple ground forces windows with shift click, then drag unit elements from your formations in the additional windows to one formation in one specific window.  When you are dragging some element out of a formation in one window, the element is only removed from that formation in THAT window, not in the other windows you have open, which means you can duplicate your units as many times as you have windows open.
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 17, 2020, 05:24:13 PM
It's looking to me like you can clone your ground units by moving them around between different ground forces windows.

Open multiple ground forces windows with shift click, then drag unit elements from your formations in the additional windows to one formation in one specific window.  When you are dragging some element out of a formation in one window, the element is only removed from that formation in THAT window, not in the other windows you have open, which means you can duplicate your units as many times as you have windows open.
I'm betting that this is just a refresh bug.  When you refresh a window or open a new one, is the unit still duplicated, or is it in the last place you dropped it?
Title: Re: v1.9.5 Bugs Thread
Post by: amschnei on May 17, 2020, 11:41:02 PM
I also have a file that is generating the #1951 -> #1943 -> #478 error loop, if more info on that one is needed.
Title: Re: v1.9.5 Bugs Thread
Post by: Black on May 18, 2020, 01:32:04 AM
Version 1.9.5 started as 1.9.0
The function number:  478, 1943, 1951
The complete error text: 478 - Object reference not set to an instance of an object, 1943 - Object reference not set to an instance of an object, 1951 - An item with this key has already been added (not copletely sure about this one, it is translation from my language)
The window affected: NA
What you were doing at the time: I discovered Precursor space forces via thermal sensor. While conducting gravitational and geological survey of the system.
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Unable to reproduce

I encountered infinitete series of these three errors. They continue to happen and it is necessary to force Aurora to close.

It happend to me twice in two different star systems. But in both cases I was unable to reproduce the bug with my saved DBs.

While I cannot reproduce I want to pass this one on to Steve. Since you say you got a thermal contact, did it pop up first and you then started getting the errors in the same increment without being able to do anything else in between? or was it different increments? Any further detail you can give on the exact sequence of events could help.

It was in the same increment - I detected the Precursors and started getting the errors. I was pressing enter to try to get through the errors. I was on auto turns (1 day increments and auto sub-pulse length) so the game continued but so did the errors in each further increment.

One more thing - I had 4 or 5 systems with Precursors in this game, I got the errors twice and with the rest there were no errors when I detected the Precursors.

Reported
Title: Re: v1.9.5 Bugs Thread
Post by: Destragon on May 18, 2020, 12:21:31 PM
Quote from: SpikeTheHobbitMage link=topic=11298. msg133643#msg133643 date=1589754253
Quote from: Destragon link=topic=11298. msg133640#msg133640 date=1589754004
It's looking to me like you can clone your ground units by moving them around between different ground forces windows. 

Open multiple ground forces windows with shift click, then drag unit elements from your formations in the additional windows to one formation in one specific window.   When you are dragging some element out of a formation in one window, the element is only removed from that formation in THAT window, not in the other windows you have open, which means you can duplicate your units as many times as you have windows open.
I'm betting that this is just a refresh bug.   When you refresh a window or open a new one, is the unit still duplicated, or is it in the last place you dropped it?
You can check for yourself, it's very easy to reproduce.
The units stay duplicated, even if you reopen the window, pass time, or load them onto transports.
Title: Re: v1.9.5 Bugs Thread
Post by: davidr on May 18, 2020, 12:49:53 PM
Reporting again , in case missed 1st time

When scrapping a ship - say Military - the drop-down class box gives me a list of all the Military ship classes that have ever been designed , even designs that have long since been obsoleted and all ships scrapped. This is making the drop-down box unwieldy to view.

The same goes for the Commercial vessel scrap drop-down box.

DavidR

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: timotej on May 18, 2020, 01:20:43 PM
I was researching Active Grav Sensor Strength 16, with Thermal Sensor Sensitivity 11 and EM Sensor Sensitivity 11 queued up after that one.   I picked up an enemy life pod and got the "successful espionage" message about acquiring technical details for Active Grav Sensor Strength 16, which finished.

Now, when I go to the research screen, I get an error popup and cannot find any EM/Thermal sensor sensitivty techs.  This seems to block me from progressing further than sensitivity 8.

Here is my database after the issue, i. e.  when the EM/Thermal sensitivity techs can't be found: https://drive. google. com/file/d/16NKGcBlQUj3BqgJ-nWHWXjf2DzMAUZ7j/view?usp=sharing
Here is the last save before the issue happened, although that's several hours of playtime earlier: https://drive. google. com/file/d/12iSRvopichWx6DEbcaL3EnWUYSuN0eRo/view?usp=sharing


The function number
2169

The complete error text
1. 9. 5 Function #2169: Object reference not set to an instance of an object.

The window affected
Research window

What you were doing at the time
Picking up enemy surviors

Conventional or TN start
Conventional

Random or Real Stars
Real Stars

Is the bug is easy to reproduce, intermittent or a one-off?
Easy to reproduce: open the research screen in my save
One-off: Guess I had to be unlucky to get the tech with queued techs from rescuing a life pod?

Failed to reproduce
Title: Re: v1.9.5 Bugs Thread
Post by: Treahblade on May 18, 2020, 01:55:09 PM
Hey all, I seam to have found a bug in the in flight replenishment.  It seams like it stops transferring fuel to the target even though I have it researched to do so at 30%.  Do tankers need to be built after you research this or is this a tech that is just auto applied to all fleets that have tankers?

My example is a TUG moving a mining station that I also have a tanker along for the ride.  The tanker has a refueling system that can transfer 50k liters per hour and at 30% that should be 15,000 liters per hour.  If I check the fuel amount on the tanker its 3,757,321.  I advance time by 1 hour and its then at 3,757,321 ( no change ) and the tug is still loosing fuel.  I currently have the fleet at picket speed (1kms) to test this.  If I tell the fleet to stop and remove all the orders then refueling happens normally? I am sure this is not intended. 

No function
No error text
Fleet / Ship overview
Refueling a ship in transit.  - The tanker moved and joined the fleet that was already moving
Real Stars game. 
This game is currently in year 65
Very easy to reproduce just make a tanker have  Underway replenishment at less then 100% ( I only tested with my current tech level of 30%)

Possibly covered by a fix already done, asked Steve about it
Title: Re: v1.9.5 Bugs Thread
Post by: Demakustus on May 18, 2020, 02:06:32 PM
The function number - #609
The complete error text - 1.9.5 Function #609: Incorrect input string format.
The window affected - Economics -> Civilian Economy tab
What you were doing at the time - Setting up supply or demand for an installation
Conventional or TN start - n/a
Random or Real Stars - n/a
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easy
If this is a long campaign - say 75 years or longer - Can happen immediately

You cannot directly set a non integer amount of installations for either supply or demand on a colony. For example, you cannot directly set 1.5 research laboratories to be supplied.
You can however, set 1 installation to be supplied/demanded first, and then modify that amount to include a decimal value.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Iceranger on May 18, 2020, 05:06:49 PM
reporting 3 potential bugs with the same DB setup:

The function number - N/A
The complete error text - N/A
The window affected - N/A
What you were doing at the time -testing
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easy
If this is a long campaign - say 75 years or longer - N/A


This is our (unfortunate) test subject:
Code: [Select]
Adana class Destroyer      12 000 tons       440 Crew       6 460.6 BP       TCS 240    TH 4 800    EM 0
20000 km/s      Armour 6-46       Shields 0-0       HTK 86      Sensors 0/0/0/0      DCR 10      PPV 51
Maint Life 2.60 Years     MSP 3 365    AFR 115%    IFR 1.6%    1YR 702    5YR 10 527    Max Repair 1200 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Inertial Fusion Drive  EP2400.00 (2)    Power 4800    Fuel Use 30.81%    Signature 2400    Explosion 15%
Fuel Capacity 987 000 Litres    Range 48.1 billion km (27 days at full power)

20cm C10 Far X-Ray Laser (2)    Range 600 000km     TS: 20 000 km/s     Power 10-10     RM 80 000 km    ROF 5       
20cm Railgun V80/C12 (1x4)    Range 320 000km     TS: 20 000 km/s     Power 12-12     Accuracy Modifier 100%     RM 80 000 km    ROF 5       
Particle Beam-2 (4)    Range 500 000km     TS: 20 000 km/s     Power 5-5    ROF 5       
R400/C10 Meson Cannon (2)    Range 400 000km     TS: 20 000 km/s     Power 10-10     RM 400 000 km    ROF 5       
Beam Fire Control R600-TS40000 (1)     Max Range: 600 000 km   TS: 40 000 km/s   
Inertial Confinement Fusion Reactor R43 (2)     Total Power Output 86.4    Exp 5%
Filler (1)     Total Power Output 0    Exp 5%

Active Search Sensor AS24-R1 (1)     GPS 60     Range 24.7m km    MCR 2.2m km    Resolution 1

ECCM-6 (1)         ECM 60

This design is classed as a Military Vessel for maintenance purposes

Note that, all its beam weapons have ROF of 5, and the total power requirement is 10*2+12*1+5*4+10*2 = 72, which is less than the power plant capacity of 86.4.

BFC setup: after incoming missiles are detected, one of the salvos is targeted, and BFC set to open fire.
(https://cdn.discordapp.com/attachments/426723819529437184/712054644377124894/unknown.png)

9 salvos of 6-missile are incoming
(https://cdn.discordapp.com/attachments/426723819529437184/712054855937556481/unknown.png)

When the missiles are in range for lasers, the lasers fired at ALL salvos once during the same tick:
(https://cdn.discordapp.com/attachments/426723819529437184/712055131159396352/unknown.png)

Same for the particle beams. Note that, the lasers are not firing in this tick even if they are supposed to have a 5s ROF. Also, note that the energy weapon impact symbol is drawn on the fleet itself rather than on the missile salvos.
(https://cdn.discordapp.com/attachments/426723819529437184/712055415977934958/unknown.png)

Same for the mesons and railguns. Note that the lasers and particle beams are not firing in this tick. It also can be seen the 4 missiles destroyed in the last tick are indeed destroyed.
(https://cdn.discordapp.com/attachments/426723819529437184/712055819734351983/unknown.png)

The beam weapons firing multiple times bug could be that they were not flagged as 'fired' in this tick in area PD mode. Final fire PD seems to work as intended. The power charging issue could be related to this ship has been SM modified from having 12 particle cannons to the current weapon suite.

Attached is the DB for this scenario. The attacking side is the Earth Federation on earth. In its Battle Fleet, 3 missile destroyers have their target set up and are ready to fire. The target ship Adana001 (in a fleet bearing the same name) belongs to the Martian Republic, traveling from Mars towards Earth.

If missiles are ordered to launch immediately after loading the game, the missile detection from the Martian side happens about 59 mins after the launch.

Once the missiles are detected by Adana001, reverse its course (flying to Mars), and set up its fire control as above (just need to target a missile salvo and order open fire).



Title: Re: v1.9.5 Bugs Thread
Post by: DFNewb on May 18, 2020, 05:37:45 PM
1.9.5, game started on 1.9.5

Start new game. everything default but:
In race settings put auto research tech checkbox and start with 100 000 instead of 80 000 research points.
Create game.

Earth will have no fighter factories.

Title: Re: v1.9.5 Bugs Thread
Post by: DFNewb on May 18, 2020, 07:04:37 PM
Commercial hangers cannot reload box launchers (maybe not even give fighters missiles at all).

Periods not commas.
1.9.5. Started in 1.9.5
non-TN start, roughly 70 years in (DB attached, start year 2000).

Attached is DB to check it out yourself. As per the changelog it said commercial hangers can reload fighters. My commercial carriers have missiles but do not have the same options that ships with regular hangers do when it comes to parasite ordinance.

To add to this I added the ordinance transfer, civ mag, and civ hanger on a ship, landed box launcher fighters with no ammo on it, and they will not reload and there is no command to reload them as in a regular hanger can.

As per this posts:

 http://aurora2.pentarch.org/index.php?topic=8495.msg103584#msg103584

http://aurora2.pentarch.org/index.php?topic=8495.msg104195#msg104195

They should be able to do it if they have these 3 things.
Title: Re: v1.9.5 Bugs Thread
Post by: hostergaard on May 19, 2020, 04:01:47 AM
Version 1.9.5

Academy commandants positions that are in fact already occupied keeps being displayed even when the checkbox for "Available Only" have been checked.

Relevant default Info:

What you were doing at the time: Assigning Commanders to academies
The window affected: Commanders
Is the bug is easy to reproduce, intermittent or a one-off? Easy. Always there even from the beginning. You just need an academy.
Is your decimal separator a comma? Yes (I think)

Likely irrelevant default Info:

The function number:     no error
The complete error text: no error
Random or Real Stars: Real
Let me know the length of the campaign as well: over 100 years, but saw it from the beginning

If your decimal separator is a comma then you need to change it, once you have then you can try to reproduce the bug and report it again, heres a guide on how: -SpaceMarine http://aurora2.pentarch.org/index.php?topic=11139.0

Confirmed - Bughunter


I just checked and my decimal separator is dot. Usually is comma on most computers here in Denmark, but I guess I may have changed it at some point, probably while playing aurora a year or two again, so I guess I am re-submitting it as a bug without testing it again...?
Title: Re: v1.9.5 Bugs Thread
Post by: hostergaard on May 19, 2020, 04:23:39 AM
Version 1.9.5

Essentially, if you have one supply order and two or more demands of a particular installation, shipping lines get really confused and oversupply and undersupply various destination.

I seen it happen many times, never got around to reporting it, so you can easily replicate it.  But in the latest case I was shipping automated mines to C/2017 K2 and Crommelin from earth. I had set earth to supply 80 automated mines and the automated mining colonies to demand 40 each. They ended up with 54 and 26 respectively. And Crommelin ended up with still demanding 14. I will note that I have 15 civilian shipping lines and I am guessing something like 200-400 civilian ships.

The issue seem in my estimation to get worse when you take larger turns. I am guessing multiple ships try to load the same order and unload and the check goes out of sync when taking 30 day turns and don't check properly.

Also, sometimes the shipment gets lost when this happens, not all the installations makes it. I am guessing they end up lost in the storage of some civilian hauler as they don't know where to drop it of.

I want to check and see if dividing supply into different orders will help but have not gotten around to it

Relevant default Info:

What you were doing at the time: Shipping installations via civilian shipping lines
The window affected: Economics (Civilian Economy)
Is the bug is easy to reproduce, intermittent or a one-off? Easy. Just ship to two different colonies with one order.
Is your decimal separator a comma? No

Likely irrelevant default Info:

The function number:     no error
The complete error text: no error
Random or Real Stars: Real
Let me know the length of the campaign as well: over 100 years, but saw it from the beginning. Actually the same campaign as my previous post
Title: Re: v1.9.5 Bugs Thread
Post by: hostergaard on May 19, 2020, 04:24:17 AM
Version 1.9.5


Might be an extension of the previous bug, but when looking into the civilian shipping lines I found that some ships where hauling trade goods to automated mine colonies despite these having no demands for trade whatsoever.

Relevant default Info:

What you were doing at the time: Checking where civilian shipping lines where shipping goods
The window affected: Naval Organization
Is the bug is easy to reproduce, intermittent or a one-off? Hard to say. Easy maybe?
Is your decimal separator a comma? No

Likely irrelevant default Info:

The function number:     no error
The complete error text: no error
Random or Real Stars: Real
Let me know the length of the campaign as well: over 100 years, but saw it from the beginning. Actually the same campaign as my previous post
Title: Re: v1.9.5 Bugs Thread
Post by: Kaiser on May 19, 2020, 04:35:50 AM
Version 1.9.5


Might be an extension of the previous bug, but when lookin into the civilian shipping lines I found that some ships where hauling trade goods to automated mine colonies despite these having no demands for trade whatsoever.

Relevant default Info:

What you were doing at the time: Checking where civilian shipping lines where shipping goods
The window affected: Economics (Civilian Economy)
Is the bug is easy to reproduce, intermittent or a one-off? Hard to say.
Is your decimal separator a comma? No

Likely irrelevant default Info:

The function number:     no error
The complete error text: no error
Random or Real Stars: Real
Let me know the length of the campaign as well: over 100 years, but saw it from the beginning. Actually the same campaign as my previous post

I experienced exactly the same issue, civilian contracts get confused sometimes when you set multiple contract in one locations and you want deliver it in different bodies in different system.
For example I had 100 mines as supply on Earth and 50 + 50 mines in two different bodies as demand on another system.
Civilian simply delivered 42 + 49 mines or other way around, other 9 mines were delivered on another body.
Then I was getting messages events thet civilian shipping lines could not load mines on Earth.
Title: Re: v1.9.5 Bugs Thread
Post by: Demonius on May 19, 2020, 08:51:55 AM
1.9.5, possibly more a feature request than a bug.

Regarding Populations and academies - in VB6 it was possible to have People from different planets go to the same academy, for example a Titan Born Person could graduate at Earth academy and vice versa - and also the planets without academies sent their populace to the academies for graduation. In C# this seems to be hardlocked to "Earth Born - Earth academy" or "Luna born- Luna academy" and the planets without academies are not getting any graduates at all. Would be nice to see the VB6 behaviour again for that extra smidge of RP.
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 19, 2020, 09:39:41 AM
Something strange about alien contact reporting.

On Jan 24 2048, my event log indicated new alien contacts (for two ships) in Catapult system.
I manually intervened to turn off auto turns (sidenote: I would think a new alien contact event would interrupt auto turns. Bug or WAI?).
Autoturns stopped on Jan 26 2048.
At that time, I no longer have active contacts for the ships.
Instead, I have lost contacts, which are more than 1 day and less than 1 month old.
If I double click the event log report of the new contact, it centers the tactical map in the Catapult system, very near the JP to Carbine system, within the thermal sensor range of my scout ship sitting on the JP.
This makes sense. The alien ships may have been approaching the JP in Catapult when they were spotted, or they may have squad-transited from Carbine.
The odd thing is the location of the lost contacts--they are in Carbine, not Catapult. And they are a LOONNNNGGGG way from anything, including anywhere I could possibly have seen them.
In fact: the lost contacts seem to be in the exact same position relative to the center of the Carbine system that they were in relative to the center of the Catapult system when they were scanned.
That is to say, about 4.00b km SW of the center (bearing 236).

My theory:
The alien fleet squad-transited from Carbine to Catapult.
I immediately spotted them in Catapult.
Within the next sub-pulse, they moved out of my scanner range, and the contact became a lost contact.
When a new contact occurs in the sub-pulse in which a fleet transits a JP and the contact is lost in the very next sub-pulse, the code that records (and/or renders) lost contacts correctly records the bearing and distance of the contact, but incorrectly records the system. It uses the system that the fleet was in prior to transit, rather than the system that the contact occurred in.

Attached are two dbs.
One is the current (Jan 26 2048) save, the other is the previous save.
I don't know exactly how far back the previous one goes, but it is not very far. Maybe a year? I strongly suspect that it is recent enough that the bug can be reproduced by running time forward. I don't think any orders I've submitted in the interim would have affected the movements of this alien fleet. (I don't have time at the present to try this myself.)
I was using 1-day increments for auto-turns, if that matters.

UPDATE: I got an error when trying to attach both dbs. I will attach one here and then the other one immediately after.
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 19, 2020, 09:41:25 AM
UPDATE: I got an error when trying to attach both dbs. I will attach one here and then the other one immediately after.

Here is the other one.
Title: Re: v1.9.5 Bugs Thread
Post by: Demakustus on May 19, 2020, 10:37:37 AM
The technology line for maintenance facilities production rate has wrong names.
The basic production rate seems to be 80 MSP per facility. But the first tech says: "Maintenance Production Rate 24 MSP".
The ratios seem correct (20% increase), it's only a matter of the technology description.
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 19, 2020, 10:45:29 AM
The technology line for maintenance facilities production rate has wrong names.
The basic production rate seems to be 80 MSP per facility. But the first tech says: "Maintenance Production Rate 24 MSP".
The ratios seem correct (20% increase), it's only a matter of the technology description.

I think the number refers to the cost per year of the MSP produced, not the number of MSP.
Each MSP costs 0.25 wealth (and mins).
So, the base rate is 20 (80 * 0.25), and the first tech is 24.
Title: Re: v1.9.5 Bugs Thread
Post by: ydirbut on May 19, 2020, 11:14:30 AM
The function number: N/A
The complete error text: N/A
Game started in 1. 9. 0, but has since been updated to 1. 9. 5

The window affected: Naval Organization

What you were doing at the time:

Conventional or TN start: TN

Random or Real Stars: Real

Is your decimal separator a comma?: No

Is the bug is easy to reproduce, intermittent or a one-off?: Easy to Reproduce

If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years


If you order a fleet to absorb another fleet and then move somewhere, the absorbing fleet will cancel its movement order at the end of the increment.
Title: Re: v1.9.5 Bugs Thread
Post by: ydirbut on May 19, 2020, 11:56:37 AM
   
   The function number: N/A
   The complete error text: N/A
   
   The window affected: Naval Organization
   
   What you were doing at the time:
   
   Conventional or TN start: TN
   
   Random or Real Stars: Real
   
   Is your decimal separator a comma?: No
   
   Is the bug is easy to reproduce, intermittent or a one-off?: Easy to Reproduce
   
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years

You can transfer more ground units than exist in formation to another (i. e.  if you have ten infantry in formation A, you can transfer 20 from to formation B, resulting in formation B having 20 infantry and Formation A having negative ten).  Screenshot attached.
Title: Re: v1.9.5 Bugs Thread
Post by: ydirbut on May 19, 2020, 12:01:29 PM
   
   
   The function number: N/A
   The complete error text: N/A
   
   The window affected: Naval Organization
   
   What you were doing at the time:
   
   Conventional or TN start: TN
   
   Random or Real Stars: Real
   
   Is your decimal separator a comma?: No
   
   Is the bug is easy to reproduce, intermittent or a one-off?: Easy to Reproduce
   
   If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years


FFD components don't seem to have any affect on artillery, contra what Steve said in hxxp: aurora2. pentarch. org/index. php?topic=8495. msg105824#msg105824.  I am about to launch an assault on an NPR homeworld.  Each Corps has a division with FFD in it and and division without.  I ran a short experiment and setting the artillery to support one formation rather than another doesn't make a difference in how much damage they do.  (Fleet is Assault Fleet in Altair system if you want to test.  First division in each corps should be the only one with FFD)
Title: Re: v1.9.5 Bugs Thread
Post by: Kelewan on May 19, 2020, 01:24:05 PM
The function number N/A
The complete error text N/A
The window affected Main Window, Singapore System
What you were doing at the time Point Defence with reduced chance-to-hit twin guas-turrets
Conventional or TN start TN
Random or Real Stars Random
Is your decimal separator a comma? dot
Is the bug is easy to reproduce, intermittent or a one-off? easy with the db
If this is a long campaign Year 8

There was a forum thread (http://aurora2.pentarch.org/index.php?topic=11325.0)  suggesting that more weapons with reduced size
would be more effective as PD than fewer normal sized.
So i build a 0.6 HS (10% chance to hit)  gauss cannon and build twin turrets with an TS of 16000 km/s

My Napoleon failed to hit any of the alien missiles (35,200 km/s )

I know that the chance to hit is low, but event log indicates that it is still 1%.
As i did not safe at this point, I recreated this with SM created/moved ships.

10 ships fire each 180 shots at 7 missile salvos = 126000 shots and hit 0

- So either the chance to hit is much lower and the event log is showing the wrong number,
- there is a bug (rounding error)
- or my fleet is very very ..... very unlucky

AuroraDB-test-low-to-hit-1 .db is a few seconds before the first impact,
AuroraDB-test-low-to-hit-2 .db after 7 salvos engaged

Confirmed
 
Title: Re: v1.9.5 Bugs Thread
Post by: Kelewan on May 19, 2020, 01:26:37 PM
Failed to upload 2 dbs

here is the second db
Title: Re: v1.9.5 Bugs Thread
Post by: ydirbut on May 19, 2020, 05:05:47 PM
   
   
   The function number: N/A
   The complete error text: N/A
   
   The window affected: Naval Organization
   
   What you were doing at the time:
   
   Conventional or TN start: TN
   
   Random or Real Stars: Real
   
   Is your decimal separator a comma?: No
   
   Is the bug is easy to reproduce, intermittent or a one-off?: Easy to Reproduce
   
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years

NPRs (and possibly you as well) will create CMCs on worlds that you already have colonies (including possibly forces on).  I've attached a DB file where this has just happened.  Notice that the CMCs will spawn with there normal garrison, allowing them to take over unprotected colonies if you are at war.
Title: Re: v1.9.5 Bugs Thread
Post by: Demakustus on May 19, 2020, 05:55:31 PM
The function number - #1821
The complete error text - 1.9.5 Function #1821: Attempt to divide by zero.
The window affected - n/a
What you were doing at the time - Fighting ground combat
Conventional or TN start - Conventional
Random or Real Stars - Real Stars
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easy
If this is a long campaign - say 75 years or longer - 17 years

A formation without any units causes a divide by zero error during ground combat. To make such an empty formation, manually move all elements to different formations.
Attached is a DB, that has this happen during the next ground combat. The image shows where the empty formation is.
Empty formations can actually be useful, you can put spare elements in them, or reorganize your forces. An option to create from scratch them would be welcome.
Title: Re: v1.9.5 Bugs Thread
Post by: Iceranger on May 19, 2020, 09:57:25 PM
The function number N/A
The complete error text N/A
The window affected Main Window, Singapore System
What you were doing at the time Point Defence with reduced chance-to-hit twin guas-turrets
Conventional or TN start TN
Random or Real Stars Random
Is your decimal separator a comma? dot
Is the bug is easy to reproduce, intermittent or a one-off? easy with the db
If this is a long campaign Year 8

There was a forum thread (http://aurora2.pentarch.org/index.php?topic=11325.0)  suggesting that more weapons with reduced size
would be more effective as PD than fewer normal sized.
So i build a 0.6 HS (10% chance to hit)  gauss cannon and build twin turrets with an TS of 16000 km/s

My Napoleon failed to hit any of the alien missiles (35,200 km/s )

I know that the chance to hit is low, but event log indicates that it is still 1%.
As i did not safe at this point, I recreated this with SM created/moved ships.

10 ships fire each 180 shots at 7 missile salvos = 126000 shots and hit 0

- So either the chance to hit is much lower and the event log is showing the wrong number,
- there is a bug (rounding error)
- or my fleet is very very ..... very unlucky

AuroraDB-test-low-to-hit-1 .db is a few seconds before the first impact,
AuroraDB-test-low-to-hit-2 .db after 7 salvos engaged

I setup some scenarios to replicate your bug in the bug thread, and I think I figure out what went wrong.

In short, if the final hit chance is between 0.5% and 1%, the display will round it to 1, but the actual hit chance will be rounded down to 0. If the final hit chance is slightly higher than 1%, it seem to be working as expected.

My setup: incoming missiles at 100kkm/s, turret tracking speed 40kkm/s, missiles have ECM 6, BFC has ECCM 2, BFC 10kkm accuracy 98%, 10% size gauss

Test 1: Active range against 6MSP is 14,419,238 km, the missiles can traverse this distance in less than 29 ticks, so the final tracking bonus is 28%. In this case, hit chance can be calculated as:
Code: [Select]
( (40000*1.28/100000)*0.98 - (0.6-0.2) ) * 0.1 * 100% = ( 0.50176 - 0.4 ) * 10% = 1.0176%
The displayed interception chance is 1%. The interception used 16650 shots out of 18000 available shots to intercept 180 incoming missiles, which gives an accuracy of 1.081%

Test 2: Active range against 6MSP is 13,894,726 km, the missiles will spend less than 28 ticks in this range, so the final tracking bonus is 27%. In this case, hit chance can be calculated as:
Code: [Select]
( (40000*1.27/100000)*0.98 - (0.6-0.2) ) * 0.1 * 100% = ( 0.49784 - 0.4 ) * 10% = 0.9784%
The displayed interception chance is still 1%, however the interception hits 0 out of 18000 available shots.

Attached is the DB for the above setups:
The attacking side is the Earth Federation on Earth. 10 missile destroyers have been setup in the Battle Fleet to fire 30x 6-missile salvos.
The defending side is the Martian Republic on Mars. 10 PD ships of the Gauss 10 PD class are setup for final PD with the proper PD settings. 2 long range AMM sensors are available. For test 1, nothing needs to be adjusted. For test 2, turn off the active sensor on Gauss 10 PD 001.

While I still have the setup around, I tested a bit more.

Same setup: incoming missiles at 100kkm/s, turret tracking speed 40kkm/s, missiles have ECM 6, BFC 10kkm accuracy 98%, 10% size gauss. This time BFC has ECCM3. This can be achieved with the same DB, but SM edit Gauss 10 PD class to replace its ECCM2 with ECCM3, and then use auto FC assign for all 10 ships in this class in the Battle Fleet.

With 28% tracking bonus, the hit chance is:
Code: [Select]
( (40000*1.28/100000)*0.98 - (0.6-0.3) ) * 0.1 * 100% = ( 0.50176 - 0.3 ) * 10% = 2.0176%
The interception showed 2% hit chance, 8832 shots fired destroying all 180 missiles, which gives an accuracy of 2.0380%

With 27% tracking bonus, the hit chance is
Code: [Select]
( (40000*1.27/100000)*0.98 - (0.6-0.3) ) * 0.1 * 100% = ( 0.49784 - 0.3 ) * 10% = 1.9784%
The displayed interception chance is 2%, while 18000 shots filed hitting 164 missiles, which gives an actual accuracy of 0.9111%. So the actual hit chance used in game is probably again rounded down to 1%, which is inconsistent with the displayed hit chance.

As an overall suggestion for fixing this bug, @Steve please use double for the hit percentages (and in the log), rather than int.
Title: Re: v1.9.5 Bugs Thread
Post by: rainyday on May 20, 2020, 12:11:09 PM
The function number: #2092
The complete error text: "Value was either too large or too small for a Decimal"
The window affected: N/A
What you were doing at the time: 5 day increments
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Consistent
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well:  ~30 years

To Reproduce:
- Open the save "United Nations" and click "5 days" 3 times, you should get the error. It's been occurring consistently for several months and I was able to reproduce it multiple times from the save.

EDIT: It seems to be related to Venus. Clicking Venus in the Colony/Economics window causes the same error. Possibly because the civilians have reduced the Manufacturing Efficiency there to zero by trucking in a few million people to the surface.

EDIT: Yeah, it's definitely Venus. I marked it "Source of Colonists" to stop the civs and then started moving people off with my colony ships and the error went away.
Title: Re: v1.9.5 Bugs Thread
Post by: Second Foundationer on May 20, 2020, 01:46:57 PM
1.9.5 conventional, real stars start going back to 1.9, campaign 44 years, no decimal comma, no mods, no db editing
Function #2115: Object reference not set to an instance of an object.
What was I doing: Many things. But the explanation that seems most likely to me: Downloading tech from a salvager for a nearly-completed but temporarily inactive research project.
Same error message, but component disassembly report by Bubbaisagod in the 1.9.3. thread: http://aurora2.pentarch.org/index.php?topic=11173.msg129811#msg129811

Reproduction: not from my saves on first attempt yesterday. I'll try again later from earlier backups, and would retro-attach db in a few hours if successful.

Edit: Had to go back further than I hoped, but caught it after quite some SM-fiddling. In the attached db, Game "TwoToTango", Race "United Planets", select "SV Topaz" under "AAA Bugbusters" admin command. Deselect the "Retain Tech Data" tickbox, give order to transit into Sol, advance time.
Result: The error comes up, the log claims "Tech Downloaded", but the 3,600 tech points are apparently *not* transferred, although they should finish the project with remaining 3,242 points before and after.
(Now I only wish I had been lucky enough to find that same engine tech in the real timeline.)
Title: Re: v1.9.5 Bugs Thread
Post by: Aloriel on May 20, 2020, 02:49:18 PM
Not strictly a bug, but definitely something out of balance.

v1.9.5, started in v1.9.5, TN, period separator

I have been preparing for a major invasion of an alien homeworld. I have prepared an entire division of troops to do so, and so I want to include a division HQ as well. My division HQs are set up to manage size 474,000, which is slightly larger than 4 brigades. I began construction, and it said it will take a year and a half for 636 build points. To be clear, I am not concerned about the build points of the HQ. It has support units as well, such as MPs and artillery, so it's not all HQ. Also, probably 90% of the BP cost is the HQ itself. It all makes sense so far.

About 3 months after I began that construction, I decided to make a new heavy cruiser design. This is a 32,000+ ton ship with the latest in technology. This ship is a massive 3784 BP. I immediately set a shipyard onto retooling and have now began construction of it (probably 1-2 additional months later).

Where the out of balance bit is, is the fact that my CA will finish before the Division HQ. Literally almost 6 times the build points. Easily 4 to 5 months later for a start time. It's not as if my tech is that out of balance either, where my ground forces might construct that much more slowly because of it.

TL;DR: GF construction rates are seriously low, and/or ship construction rates are seriously high.
Title: Re: v1.9.5 Bugs Thread
Post by: serger on May 20, 2020, 02:51:44 PM
The function number: -
The complete error text: -
The window affected: -
What you were doing at the time: Using tug to tow another ship with intact engines
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: Seems to be easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 91 years from start

I have designed JP monitors (MN-1 rev.1 class) with very low fuel capacity, to tow them at their deployment points with tugs. My first tug (G 01 Atlas, G111/121 class) have done several tours of this kind without any unexpected event, but second tug (G 02 Juno, G130 class: newer engines, one large fuel tank instead of two smaller ones) seems to use fuel of towed ship, so towed monitors are reporting Low Fuel every time they are towed to their points. It seems like old bug from VB version, though I have no such event with previous tug!

Towed ship also using own engines is WAI
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 20, 2020, 04:38:49 PM
The function number: -
The complete error text: -
The window affected: -
What you were doing at the time: Using tug to tow another ship with intact engines
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: Seems to be easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 91 years from start

I have designed JP monitors (MN-1 rev.1 class) with very low fuel capacity, to tow them at their deployment points with tugs. My first tug (G 01 Atlas, G111/121 class) have done several tours of this kind without any unexpected event, but second tug (G 02 Juno, G130 class: newer engines, one large fuel tank instead of two smaller ones) seems to use fuel of towed ship, so towed monitors are reporting Low Fuel every time they are towed to their points. It seems like old bug from VB version, though I have no such event with previous tug!
It isn't just the low fuel capacity ship affected.  I tried towing a high capacity ship and it showed fuel consumption as well.  The fleet is correctly calculating its speed using just the tug's engines, but towed ships still consume fuel.

Towed ship also using own engines is WAI
Title: Re: v1.9.5 Bugs Thread
Post by: ydirbut on May 20, 2020, 08:26:22 PM
   The function number: N/A
   The complete error text: N/A
   
   The window affected: Naval Organization
   
   What you were doing at the time:
   
   Conventional or TN start: TN
   
   Random or Real Stars: Real
   
   Is your decimal separator a comma?: No
   
   Is the bug is easy to reproduce, intermittent or a one-off?: Easy to Reproduce
   
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years

There seems to be a huge discrepancy between reported enemy losses (in ground combat) and what my sensors are telling me.  I am currently attacking an NPR homeworld (in Altair System).  Compare attached pics (Combat 1 and Combat 2).  They are one ground contact tick apart, during which I inflict 180 casualties on the NPR.  The smallest unit in the game is 3 tons, so that should be an absolute minimum of 540 tons of damage, but the sensor contact only goes down by 200 tons.

WAI
Title: Re: v1.9.5 Bugs Thread
Post by: ydirbut on May 20, 2020, 08:29:14 PM
   The function number: N/A
   The complete error text: N/A
   
   The window affected: Naval Organization
   
   What you were doing at the time:
   
   Conventional or TN start: TN
   
   Random or Real Stars: Real
   
   Is your decimal separator a comma?: No
   
   Is the bug is easy to reproduce, intermittent or a one-off?: Easy to Reproduce
   
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years

You can't scrap captured enemy civilian ships.  See fleets CS Styphus in Sol System in save.

Added to previously reported scrapping bug
Title: Re: v1.9.5 Bugs Thread
Post by: Aloriel on May 20, 2020, 08:38:37 PM
v1.9.5

Issue: Damaged fire controls can not be told to cease fire, and remain in open fire mode. This causes a 5 second interval no matter what until the fire control is repaired and can be shut off.

Expected behavior: Damaged fire controls are automatically marked as cease fire, resulting in the ability to use any time increment.

Story:
I was quite recently in 5 second hell when two fleets were near each other. I mistakenly thought they still had their fire controls locked on me and "firing" even though they were out of missiles. This was not the case.

What actually was the case was that the fire controls on one of my escort ships had become damaged by a missile impact. They were in-op, and unable to be told to cease fire. I did not think of it until literal real world hours had passed. I SM repaired that fire control just to see if it was. Suddenly, I am free of 5 second hell.

Reported
Title: Re: v1.9.5 Bugs Thread
Post by: Froggiest1982 on May 20, 2020, 09:28:09 PM
1.9.5 easy to replicate in any game

When click assign on any officer or administrator the system keep logging assignments even if the character is already on the job.

Correct behaviour should be not registering the assignment and eventually pop a text like: the commander is already assigned to this post

Attached a picture

For this example, I just clicked multiple times on assign

reposting
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 20, 2020, 10:47:09 PM
   The function number: N/A
   The complete error text: N/A
   
   The window affected: Naval Organization
   
   What you were doing at the time:
   
   Conventional or TN start: TN
   
   Random or Real Stars: Real
   
   Is your decimal separator a comma?: No
   
   Is the bug is easy to reproduce, intermittent or a one-off?: Easy to Reproduce
   
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years

There seems to be a huge discrepancy between reported enemy losses (in ground combat) and what my sensors are telling me.  I am currently attacking an NPR homeworld (in Altair System).  Compare attached pics (Combat 1 and Combat 2).  They are one ground contact tick apart, during which I inflict 180 casualties on the NPR.  The smallest unit in the game is 3 tons, so that should be an absolute minimum of 540 tons of damage, but the sensor contact only goes down by 200 tons.
Sensor reported tonnage is lower than actual tonnage if the enemy is fortified.  2-3x sensor reduction for an entrenched opponent isn't uncommon.
Title: Re: v1.9.5 Bugs Thread
Post by: ExChairman on May 20, 2020, 10:57:03 PM
1.9.5

I made the misstake of putting 2 destroyer flotillas in overhaul, while they were assigned to training command, got messages that they cant train, that's ok but there is no overhaul going on and I cant abort overhaul, only give a new overhaul order, that wont work due to the existing overhaul... Tried to move them out of training but no effect.

Is there a "manual" abort of overhaul?
Title: Re: v1.9.5 Bugs Thread
Post by: Borealis4x on May 20, 2020, 11:40:56 PM
I think the small troop compartments are missing. The only variation I have is a small compartment with boarding pods.

A bit of a problem because the 250 ton capacity is perfect for ferrying large HQs around.
Title: Re: v1.9.5 Bugs Thread
Post by: klyoh on May 21, 2020, 08:11:36 AM
Quote from: Iceranger link=topic=11298.  msg133819#msg133819 date=1589839609
reporting 3 potential bugs with the same DB setup:
  • Beam weapon can fire multiple within the same 5s tick under Area PD mode
  • SM edited ship class may have incorrect power consumption calculation for beam weapons
  • When Area PD hits targets, the energy impact shown on the tactical map are on the firing fleet, rather than the target missiles

The function number - N/A
The complete error text - N/A
The window affected - N/A
What you were doing at the time -testing
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easy
If this is a long campaign - say 75 years or longer - N/A


This is our (unfortunate) test subject:
Code: [Select]
Adana class Destroyer      12 000 tons       440 Crew       6 460.6 BP       TCS 240    TH 4 800    EM 0
20000 km/s      Armour 6-46       Shields 0-0       HTK 86      Sensors 0/0/0/0      DCR 10      PPV 51
Maint Life 2.60 Years     MSP 3 365    AFR 115%    IFR 1.6%    1YR 702    5YR 10 527    Max Repair 1200 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Inertial Fusion Drive  EP2400.00 (2)    Power 4800    Fuel Use 30.81%    Signature 2400    Explosion 15%
Fuel Capacity 987 000 Litres    Range 48.1 billion km (27 days at full power)

20cm C10 Far X-Ray Laser (2)    Range 600 000km     TS: 20 000 km/s     Power 10-10     RM 80 000 km    ROF 5       
20cm Railgun V80/C12 (1x4)    Range 320 000km     TS: 20 000 km/s     Power 12-12     Accuracy Modifier 100%     RM 80 000 km    ROF 5       
Particle Beam-2 (4)    Range 500 000km     TS: 20 000 km/s     Power 5-5    ROF 5       
R400/C10 Meson Cannon (2)    Range 400 000km     TS: 20 000 km/s     Power 10-10     RM 400 000 km    ROF 5       
Beam Fire Control R600-TS40000 (1)     Max Range: 600 000 km   TS: 40 000 km/s   
Inertial Confinement Fusion Reactor R43 (2)     Total Power Output 86.4    Exp 5%
Filler (1)     Total Power Output 0    Exp 5%

Active Search Sensor AS24-R1 (1)     GPS 60     Range 24.7m km    MCR 2.2m km    Resolution 1

ECCM-6 (1)         ECM 60

This design is classed as a Military Vessel for maintenance purposes

Note that, all its beam weapons have ROF of 5, and the total power requirement is 10*2+12*1+5*4+10*2 = 72, which is less than the power plant capacity of 86.  4. 

BFC setup: after incoming missiles are detected, one of the salvos is targeted, and BFC set to open fire. 
(https://cdn.  discordapp.  com/attachments/426723819529437184/712054644377124894/unknown.  png)

9 salvos of 6-missile are incoming
(https://cdn.  discordapp.  com/attachments/426723819529437184/712054855937556481/unknown.  png)

When the missiles are in range for lasers, the lasers fired at ALL salvos once during the same tick:
(https://cdn.  discordapp.  com/attachments/426723819529437184/712055131159396352/unknown.  png)

Same for the particle beams.   Note that, the lasers are not firing in this tick even if they are supposed to have a 5s ROF.   Also, note that the energy weapon impact symbol is drawn on the fleet itself rather than on the missile salvos. 
(https://cdn.  discordapp.  com/attachments/426723819529437184/712055415977934958/unknown.  png)

Same for the mesons and railguns.   Note that the lasers and particle beams are not firing in this tick.   It also can be seen the 4 missiles destroyed in the last tick are indeed destroyed. 
(https://cdn.  discordapp.  com/attachments/426723819529437184/712055819734351983/unknown.  png)

The beam weapons firing multiple times bug could be that they were not flagged as 'fired' in this tick in area PD mode.   Final fire PD seems to work as intended.   The power charging issue could be related to this ship has been SM modified from having 12 particle cannons to the current weapon suite. 

Attached is the DB for this scenario.   The attacking side is the Earth Federation on earth.   In its Battle Fleet, 3 missile destroyers have their target set up and are ready to fire.   The target ship Adana001 (in a fleet bearing the same name) belongs to the Martian Republic, traveling from Mars towards Earth. 

If missiles are ordered to launch immediately after loading the game, the missile detection from the Martian side happens about 59 mins after the launch. 

Once the missiles are detected by Adana001, reverse its course (flying to Mars), and set up its fire control as above (just need to target a missile salvo and order open fire). 

+1

I can confirm at least the first and third point.   From my tests, it seems that, when the Fire Control in Area Defense has a target and fire is active (FC in orange), it will fire on several salvos in range simultaneously, even if the target itself is out of range.   This happens when you use the "Auto Target BFC" button followed by the "Open Fire Fleet" button for example.

Further tests show that they fire on several salvos when they enter range, then don't fire on them anymore , even if they stay multiple increments within range (even though the FC are in Area Defense).

Additionally, my contact list (in "Fleet Organization window"/"movement orders") seems to list every salvo 3 times, once with the full details (origin, salvo size, salvo ID, thermal,. . . ) and twice with only the salvo ID.  Don't know if it means anything, though.

I have a DB available if IceRanger's is not enough. 
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 21, 2020, 08:23:39 AM
"Autoroute by System" sometimes takes longer paths than necessary.

I recently discovered a JP (Dart-Aden) that created a 6-JP loop:
Aden-Arbalest-Arquebus-Dagger-Daikyu-Dart-Aden.

Prior to that discovery, I had stabilized the JPs on the path from Aden to Dagger (via Arb. and Arq.).
The distance of that route is 15.4bkm.

Now that the loop exists, the new route (via Dart and Daikyu) is much shorter: only 5.9bkm.

However, autoroute still uses the longer route, even for ships that have their own jump drives, and even if I also tic the "Assume fleet is jump-capable" box.

DB attached.
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 21, 2020, 08:43:40 AM
...

DB attached.

Another bug in the same DB:
In the Aden system, I have a mass driver at KEarth sending packets to ADE-B1.
KEarth has reserve levels of 999,999 set for every mineral except Duranium and Neutronium.
I would expect the result to be that the driver flings a total of 5kt/yr of those two minerals, and nothing else.
Since my construction cycle time is set at one day, this should mean daily packets of 13-14 t.
Instead, I see daily packets of 1t. Most of the packet contents say "D0 N0."
Apparently, these contain small amounts of minerals. Over time, I can see the stocks of the two expected minerals slowly reflect the arrival of these minerals.
Why is the rate so low? It almost seems like it's off by a factor of 100.

Also, I occasionally see packets that contain "U0" or "G0".
These apparently contain Uridium and Gallicite.
The target planet is slowly acquiring these two minerals.
This should not be happening. The reserve levels set on KEarth should prevent the drivers from flinging anything besides Duranium and Neutronium.
Title: Re: v1.9.5 Bugs Thread
Post by: Borealis4x on May 21, 2020, 03:00:12 PM
Auto-assaign is checked, but my freighters have stopped being assigned officers despite there being many candidates of the appropriate rank available. Civilians arent being assigned either, nor are Commendants or Admin Commanders.
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 21, 2020, 03:06:56 PM
Auto-assaign is checked, but my freighters have stopped being assigned officers despite there being many candidates of the appropriate rank available. Civilians arent being assigned either, nor are Commendants or Admin Commanders.

If they don't have any logistics skill, they won't be auto-assigned to a freighter.

Auto-assign only handles ship and ground unit assignments. You have to handle academy and admin command assignments manually, and all civilian administrator assignments.
Title: Re: v1.9.5 Bugs Thread
Post by: SerBeardian on May 21, 2020, 08:59:39 PM
1.9.5, about 60 years in, decimal is dot, no error messages.

Seem to have found a bug with ground unit resupply.

Formation overview:

HQ1 containing supply LV
 - Combat sub-Formation 1 containing supply LV
 - Combat sub-Formation 2 containing supply LV
 - sub-Formation 3 entirely composed of supply LV

The two formations with combat vehicles consumed the supply from superior formations and their own as expected, however once they ran below 100% supply, there was no way to bring them back up to 100%.

They did not draw further supply once Supply LVs were added to any level of the formation
They did not draw supply in or after combat
They did not resupply on the combat planet, nor on the transport ship, nor once they got back to Earth.

The only way to resupply them back to 100% was to bring them back up to 100% via DB editing.

This happened during two invasions of a Precursor site.
Title: Re: v1.9.5 Bugs Thread
Post by: ydirbut on May 22, 2020, 09:26:48 AM
Quote from: skoormit link=topic=11298. msg134358#msg134358 date=1590091616
Quote from: BasileusMaximos link=topic=11298. msg134356#msg134356 date=1590091212
Auto-assaign is checked, but my freighters have stopped being assigned officers despite there being many candidates of the appropriate rank available.  Civilians arent being assigned either, nor are Commendants or Admin Commanders.

If they don't have any logistics skill, they won't be auto-assigned to a freighter.

Auto-assign only handles ship and ground unit assignments.  You have to handle academy and admin command assignments manually, and all civilian administrator assignments.

I think the auto-assign will remove commanders from there posts when they get promoted so that there rank is "too high" for the position, and it won't reassign them to that post.

So for instance, freighters have an R7 commander.  So every time a freighter captain that is ranked higher than R7 gets promoted, he will be relieved from command (even if there is nobody to replace him and there is no higher-ranking position that needs to be filled. )
Title: Re: v1.9.5 Bugs Thread
Post by: ydirbut on May 22, 2020, 12:33:17 PM
   The function number: 1884
   The complete error text: Unable to cast object of type 'ha' to type 'f4'
   
   The window affected: Ground Forces Tab on Colony Window
   
   What you were doing at the time: Trying to assign a medal to a colony (i. e.  to all of the ground forces present on the colony).
   
   Conventional or TN start: TN
   
   Random or Real Stars: Real
   
   Is your decimal separator a comma?: No
   
   Is the bug is easy to reproduce, intermittent or a one-off?: Easy to Reproduce
   
   If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years
   
   Note that I did the same thing recently on another planet and it worked fine.

Not a bug according to ydirbut below
Title: Re: v1.9.5 Bugs Thread
Post by: Second Foundationer on May 22, 2020, 12:36:32 PM
Minor glitch in 1.9.5 Medal Management Window with player-controlled races >1, other standard questions n/a

With two player-controlled races that have separate medals, including some conditional medals, the Medal Conditions tab becomes confused: Regardless of which empire is in focus/opens the medal window, it always lists the conditional medals from Empire1 unless there is no Empire1 medal for a condition, but one exists in Empire2.

To reproduce: Create medals with partly overlapping conditions in a fresh game with 2 player races. Open Medal Conditions tab.
Title: Re: v1.9.5 Bugs Thread
Post by: Second Foundationer on May 22, 2020, 01:08:29 PM
   The function number: 1884
   The complete error text: Unable to cast object of type 'ha' to type 'f4'
   
   The window affected: Ground Forces Tab on Colony Window
   
   What you were doing at the time: Trying to assign a medal to a colony (i. e.  to all of the ground forces present on the colony).
   
   Conventional or TN start: TN
   
   Random or Real Stars: Real
   
   Is your decimal separator a comma?: No
   
   Is the bug is easy to reproduce, intermittent or a one-off?: Easy to Reproduce
   
   If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years
   
   Note that I did the same thing recently on another planet and it worked fine.

Just mentioning in case it might be related: I'm quite sure that I encountered a list full of 'ha' entries once, I think it was in the Naval Organisation window. It appeared to be a refresh issue: As soon as I forced the window to refresh, the correct names were displayed. No errors. But if it actually uses 'ha' values and throws errors it could be more than just a display thing, or these could be two entirely separate issues.
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 22, 2020, 05:42:22 PM
   The function number: 1884
   The complete error text: Unable to cast object of type 'ha' to type 'f4'
   
   The window affected: Ground Forces Tab on Colony Window
   
   What you were doing at the time: Trying to assign a medal to a colony (i. e.  to all of the ground forces present on the colony).
   
   Conventional or TN start: TN
   
   Random or Real Stars: Real
   
   Is your decimal separator a comma?: No
   
   Is the bug is easy to reproduce, intermittent or a one-off?: Easy to Reproduce
   
   If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years
   
   Note that I did the same thing recently on another planet and it worked fine.

Just mentioning in case it might be related: I'm quite sure that I encountered a list full of 'ha' entries once, I think it was in the Naval Organisation window. It appeared to be a refresh issue: As soon as I forced the window to refresh, the correct names were displayed. No errors. But if it actually uses 'ha' values and throws errors it could be more than just a display thing, or these could be two entirely separate issues.
What you saw is a display issue.  Type codes in error messages are normal in this case.  I think 'f4' is a 32 bit float but I'm not sure what 'ha' is.
Title: Re: v1.9.5 Bugs Thread
Post by: stabliser on May 22, 2020, 06:59:46 PM
#2186 Attempted to divide by zero.

96 year old game, started in 1.9.3, now 1.9.5, dot not comma, TN start, random stars

I tried to build a ground unit on a colony that has 1.7 ground unit training facilities
...(or 2 ground unit training facilities if the civilian economy tab is to be believed - they hauled them to the colony - must've damaged one in transit and said nothing)
The error popped up immediately.
Every time I select that planet it pops up again. I save, shutdown and restart, it pops up when I select the planet, everytime without fail.

I've reverted back to a previous save and tried to build a ground unit at that planet... same error.

So there appears to be a problem with training ground units at facilities that were delivered in parts by the civs.  If the other 0.3 facilities turn up (bringing it up to 2.0) I'll try again.
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 23, 2020, 12:01:46 AM
1.9.5.  No mods.

The function number: N/A
The complete error text: N/A
The window affected: Economics, Environment tab
What you were doing at the time: Terraforming Mercury
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: '.'
Is the bug is easy to reproduce, intermittent or a one-off?: Easy

There are two related bugs involving hydrosphere on hot planets, such as Mercury:
Water vapour condenses to liquid despite being too hot.
The hydrosphere gets erased if terraformers are active on hot worlds.

I seem to recall seeing something about this before but can't find it.

How to reproduce:
Start a new Sol start game.
Put 50 terraformers on Mercury.  Ground or orbital doesn't matter as long as they work.
Use the formers or SM mode to add Water Vapour.  0.5 atm is fine.
Stop the formers.  This is important.
Advance a few 5 day increments.
Water will condense into hydrosphere.  This shouldn't happen because Mercury is too hot for liquid water, but it otherwise works normally.
Set the formers to add a gas such as Oxygen.  0.2 atm target is fine.
Advance 5 days.
Water Vapour will continue to disappear as if condensing, but the hydrosphere will be immediately set to 0.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: ydirbut on May 23, 2020, 12:16:30 AM
Quote
   The function number: 1884
   The complete error text: Unable to cast object of type 'ha' to type 'f4'
   
   The window affected: Ground Forces Tab on Colony Window
   
   What you were doing at the time: Trying to assign a medal to a colony (i. e.  to all of the ground forces present on the colony).
   
   Conventional or TN start: TN
   
   Random or Real Stars: Real
   
   Is your decimal separator a comma?: No
   
   Is the bug is easy to reproduce, intermittent or a one-off?: Easy to Reproduce
   
   If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years
   
   Note that I did the same thing recently on another planet and it worked fine.
Modify message
* AuroraDB.db (97794 kB - downloaded 0 times.)

Nevermind, I was hitting the formation medal button instead of the Hierarchy Medal :P
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 23, 2020, 01:10:07 AM
1.9.5.  No mods.

The function number: 2238
The complete error text: Value was either too large or to too small for a Decimal.
The window affected: Economics, Summary tab.
What you were doing at the time: Terraforming Venus in SM Mode.
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: '.'
Is the bug is easy to reproduce, intermittent or a one-off?: Trivial

This error happens on the Summary tab if the population becomes negative.  Setting a population to a negative value with 'SM: Edit Pop' will trigger it directly.  Setting it back to 0 fixes it.


While terraforming in SM mode I discovered that if a planet's Annual Growth Rate becomes sufficiently bad then it is possible for the population to become negative.  What is 'sufficiently bad' depends on the Increment Length.  For a 30 day increment the minimum malus is around -1400%, which can be achieved with 220 atm pressure.  For a 5 day increment the threshold is around -7400%, which occurs at around 1200 atm.

While the methods used above readily fall under "don't do that", anything that could cause a severe enough growth rate malus will trigger this condition.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 23, 2020, 04:28:14 AM
Reporting again , in case missed 1st time

When scrapping a ship - say Military - the drop-down class box gives me a list of all the Military ship classes that have ever been designed , even designs that have long since been obsoleted and all ships scrapped. This is making the drop-down box unwieldy to view.

The same goes for the Commercial vessel scrap drop-down box.

DavidR

You can delete classes from the class design window and they won't show up any more. But yes, possibly a bug so will report.
Title: Re: v1.9.5 Bugs Thread
Post by: Demakustus on May 23, 2020, 05:27:03 AM
If you setup auto-refit task in a shipyard, it will still be going when you retool that shipyard to a totally different class.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 23, 2020, 06:57:14 AM
I was researching Active Grav Sensor Strength 16, with Thermal Sensor Sensitivity 11 and EM Sensor Sensitivity 11 queued up after that one.   I picked up an enemy life pod and got the "successful espionage" message about acquiring technical details for Active Grav Sensor Strength 16, which finished.

Now, when I go to the research screen, I get an error popup and cannot find any EM/Thermal sensor sensitivty techs.  This seems to block me from progressing further than sensitivity 8.

Here is my database after the issue, i. e.  when the EM/Thermal sensitivity techs can't be found: https://drive. google. com/file/d/16NKGcBlQUj3BqgJ-nWHWXjf2DzMAUZ7j/view?usp=sharing
Here is the last save before the issue happened, although that's several hours of playtime earlier: https://drive. google. com/file/d/12iSRvopichWx6DEbcaL3EnWUYSuN0eRo/view?usp=sharing


The function number
2169

The complete error text
1. 9. 5 Function #2169: Object reference not set to an instance of an object.

The window affected
Research window

What you were doing at the time
Picking up enemy surviors

Conventional or TN start
Conventional

Random or Real Stars
Real Stars

Is the bug is easy to reproduce, intermittent or a one-off?
Easy to reproduce: open the research screen in my save
One-off: Guess I had to be unlucky to get the tech with queued techs from rescuing a life pod?

Cannot reproduce. Game loads fine for me with the after save and I can start research of EM/Thermal sensitivity 11.
Title: Re: v1.9.5 Bugs Thread
Post by: Steelpoint on May 23, 2020, 08:55:16 AM
The function number: N/A
The complete error text: N/A
The window affected: N/A

What you were doing at the time: I constructed a over 1 million ton mining station via my industry that has attached 50,000 tons of cargo space and a cargo shuttle bay, upon its construction the mining station was automatically assigned to a civilian freighter, the freighter in question had no tractor beam system and yet it was successfully transporting my mining station away from Earth.

Upon detaching it from the civilian ship and tugging it back to Earth, I noticed it had 20 units of Industry loaded, I tried to unload the industry and load a single mass driver, yet I continually return a 'pickup order failed', and it will not unload the industry.

I saved my game and created a second mining station, the second station did not attach to a civilian ship, and was able to load/unload ground buildings without issue.

Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: It appears to be a one off.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Campaign is 91 years in.
Title: Re: v1.9.5 Bugs Thread
Post by: Demakustus on May 23, 2020, 11:26:39 AM
I've conquered a neutral race I've created in my starting system, now the civilians are trying to ferry the neutral colonists from the conquered colony to other colonies in the same system, spamming me with events that neutral colonists cannot be unloaded in the same system.

This might not be game breaking, but it basically interrupts the game all the time.

EDIT: I'll attach the DB, it'll be easier to test that way.
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 23, 2020, 11:05:12 PM
1.9.5.  No mods.
The function number: N/A
The complete error text: N/A
The window affected: Tactical Map
What you were doing at the time: Interacting with fleets.
Conventional or TN start: N/A
Random or Real Stars: N/A
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Trivial.

When right-clicking the tactical map, if no object is at that location then the last popup menu to be displayed is used.  To reproduce, simply right click any object and then right click any empty area or on any control.

Note:  I'm also getting rare random segfaults when right clicking which are likely Wine's fault, so I'm not completely certain if the menu glitch is Aurora or not.
Title: Re: v1.9.5 Bugs Thread
Post by: JyeGuru on May 24, 2020, 01:17:04 AM
Quote from: SpikeTheHobbitMage link=topic=11298.  msg134676#msg134676 date=1590293112
When right-clicking the tactical map, if no object is at that location then the last popup menu to be displayed is used.    To reproduce, simply right click any object and then right click any empty area or on any control. 

Note:  I'm also getting rare random segfaults when right clicking which are likely Wine's fault, so I'm not completely certain if the menu glitch is Aurora or not. 
Definitely not a Wine thing - can confirm this happens on Windows 10.
Title: Re: v1.9.5 Bugs Thread
Post by: Raumschiffo on May 24, 2020, 07:10:04 AM
Cannot scrap captured civilian shipping line ships.

I have captured some civilian ships during combat and moved them to a commercial shipyard which is big enough, but I cannot scrap them.  Their class appears in the class dropdown but the ship name dropdown list is empty. 
In the shiplist their status is F (like all civilian ships).  In the class design and naval organization windows the ships are not affected by the "Show Civilians" flags.

Added to existing report on same bug
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 24, 2020, 10:26:16 AM
Deleting a system does not delete discovered JPs that link to that system.
As a result, this causes various "key not found" errors whenever the game needs to iterate the list of locations in a linked system (e.g. System window, or fleet movement orders).

What I was doing:
I started a random stars game, then created a new (random) system and a new player race in that system.
I then deleted the initial starting race, but I did not delete Sol.
Later, I discovered Sol via a JP.
I transited my ship back out of Sol, then deleted Sol.

Possibly only happens when deleting Sol? I haven't deleted any other systems.

I eliminated the errors by manually deleting the JP record from the database.
Attached is my save prior to performing that deletion.
Title: Re: v1.9.5 Bugs Thread
Post by: IanD on May 24, 2020, 11:39:24 AM
The function number:1.9.0 now 1.9.5
The complete error text: None
The window affected: Ship Display
What you were doing at the time: Post combat revue
Conventional or TN start: TN Start
Random or Real Stars: Real Stars
Is your decimal separator a comma? :Decimal
Is the bug is easy to reproduce, intermittent or a one-off? : unknown
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 79 years

Ship well and truly perforated by STO. However in the Naval Tab, Ship Design Display, the notes say there was no internal damage taken. However the screens below show extensive damage.
 
Title: Re: v1.9.5 Bugs Thread
Post by: simast on May 24, 2020, 01:10:11 PM
Refitting a design with missile magazines to a design without missile capacity does not unload missiles.

Steps to reproduce:

1. Create and build a class design with missile magazines.
2. Load ship with missiles.
3. Refit this ship to a new class design without missile magazines.
4. The ship still has missiles transported and there is no option to unload them.

---

The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: See reproduction steps.
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: DFNewb on May 24, 2020, 01:52:19 PM
I reported these once with no response. The first one is really easy to check for and will take a bug mod 1 minute to check... The second one I have attached a DB to make it fast to check too.

The function number: N/A
The complete error text: N/A
The window affected: Industry window and race set up window for bug 1. Naval organization for bug 2.
What you were doing at the time: see below
Conventional or TN start: TN start. See below both bugs were done with same settings.
Random or Real Stars: Real
Is your decimal separator a comma? No.
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce both.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well. Bug 1 affects new games. Bug 2 affects all games.

First bug:

Starting a game with the auto-assign Tech points (and nothing else changed from what is put in by default) causes Earth to start with no fighter factories.

Second bug:

Commercial hangars do not function as described in the changes posts:
http://aurora2.pentarch.org/index.php?topic=8495.msg103584#msg103584
Quote
Commercial hangars are available in C# Aurora. They are 50% larger than military hangar bays (size 32), have the same cost of 100 BP and the same crew requirement (15).

They are intended for transport of other commercial vessels, temporary transport of military vessels, reloading of box launchers and for repairing ships. With this in mind, a military ship still has normal maintenance requirements while in a civilian hangar.

See attached DB it is set up with a carrier and some fighters with box launchers that are empty an they are landed on the carrier with the missiles. The carrier does not have the same drop down menu available to ships with military hangars (also included in DB). Ships with military hangars have the Add parasite ordnance drop down box which ships with commercial hangars do not have but the post makes it seem like they should be able to.
Title: Re: v1.9.5 Bugs Thread
Post by: UberWaffe on May 24, 2020, 03:21:30 PM
Deleting a system does not delete discovered JPs that link to that system.
As a result, this causes various "key not found" errors whenever the game needs to iterate the list of locations in a linked system (e.g. System window, or fleet movement orders).

What I was doing:
I started a random stars game, then created a new (random) system and a new player race in that system.
I then deleted the initial starting race, but I did not delete Sol.
Later, I discovered Sol via a JP.
I transited my ship back out of Sol, then deleted Sol.

Possibly only happens when deleting Sol? I haven't deleted any other systems.

I eliminated the errors by manually deleting the JP record from the database.
Attached is my save prior to performing that deletion.
The game also looks for a system with SystemNumber = 0 when it tries to create long range links back to the 'root' system. Will throw errors if no system with SystemNumber = 0 exists (Sol has this).
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 24, 2020, 08:27:45 PM
Something is definitely buggy about how the game reports lost contacts.

I have had (and lost) contacts with several ships of the Swale Empire over the last year or two.
Recently, I explored a JP and discovered a new system, Cestus.
In this system, I see three "Lost" contacts at one of the planets.
The contacts are all for Swale ships that I had seen before (Braxen 001 and 002, and Bavern 002).
But, as I had never before been in this system, there is no way that I could have lost the contacts here.

Attached is the current save, at the time of first entering Cestus (reported as Battlaxe in the event log; I renamed it to Cestus).
Title: Re: v1.9.5 Bugs Thread
Post by: teslatrooper on May 25, 2020, 05:02:05 AM
The window affected: Ground forces/Unit Class Design & Ground Forces/Formation Template
Is Spacemaster Mode on?: Yes
What you were doing at the time: Designing Ground Units
Is the bug is easy to reproduce, intermittent or a one-off?: Intermittent

While i was designing multiple different types of Infantry with varying capabilities for my Ground units, after using the spacemaster mode button to instant research the ground unit research project.

I noticed that after i instant the GU project, all my different types of Infantry template will all have the same Advanced Genetic Enhancement capabilities.  As that was the last capabilities that i choosed.

I'm not exactly sure whether this bug is easy to produce cause sometimes the bug doesn't appear.
Title: Re: v1.9.5 Bugs Thread
Post by: Kaiser on May 25, 2020, 06:16:58 AM
There was a topic under Mechanics.

It happend to me to conquer a precursor base, where they had thousand of missles (I can see those missles from the economy window and stockpiles also.

I have an ordnance transfer station, however I cannot load them on my warship, I am able to see my designed missles only.

Has the possibility to use alien missles not implemented yet?

The function number: N/A
The complete error text: N/A
The window affected: Ship window - Ordnance
What you were doing at the time: Trying load precursors missles on my warship
Conventional or TN start: TN.
Random or Real Stars: Real
Is your decimal separator a comma? Period.
Is the bug is easy to reproduce, intermittent or a one-off? Easy.

I have attached my db if someone wants have a look at it.

Re-entered as I haven't received any confirmation from bug moderators.
Title: Re: v1.9.5 Bugs Thread
Post by: Demakustus on May 25, 2020, 12:16:21 PM
The function number - #2169
The complete error text - 1.9.5 Function #2169: Reference not set to an instance of an object.
The window affected - Economics -> Research tab
What you were doing at the time - Got currently researched technology through espionage
Conventional or TN start - Conventional
Random or Real Stars - Real Stars
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Very rare
If this is a long campaign - say 75 years or longer - 20 years

I've been researching Construction Equipment with more techs in the queue, then I've gotten the Construction Equipment tech through ELINT espionage. That had caused an error any time the research tab was opened for this world. Also the research queue was empty, though it had its header, and all the research from the queue was missing as if assigned. The scientist was ready for another assignment as well as their labs. I've saved the DB, but after reloading everything was back to normal, the missing technologies were available for research again and the error didn't pop-up any more.
Title: Re: v1.9.5 Bugs Thread
Post by: SerBeardian on May 25, 2020, 05:03:04 PM
1.9.5, decimal as dot, no mods, ~70 years in.

Here's a weird one:

Clicking twice on a category immediately after adding a component added an extra one of the last added component.

Category must be a different one than that of the added component.
It still works as long as you are opening and closing categories and not selecting components, so you can open one category, open another, then you will get two extra components when you close the two categories again.
Also works if you close then re-open a category.

Video footage of it happening attached and very easily replicated.
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 25, 2020, 05:19:45 PM
The function number: 2662
The complete error text: 1.9.5 Function #2662: Could not load file or assembly 'System.Data.Entity.Design, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies.
The window affected: N/A
What you were doing at the time: Recovering ruins
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: '.'
Is the bug is easy to reproduce, intermittent or a one-off?: random

This error always occurs when recovering DSTS.  I get the same error text but with function 2661 when recovering designed ship components that don't show up in the logs.

The odd message text is due to running under mono instead of .net.  The best information I've been able to find is that it caused by a text formatting error.

This is a known and elusive bug.  I hope this information might be helpful.
Title: Re: v1.9.5 Bugs Thread
Post by: Lightning on May 25, 2020, 06:20:33 PM
Something is definitely buggy about how the game reports lost contacts.

I have had (and lost) contacts with several ships of the Swale Empire over the last year or two.
Recently, I explored a JP and discovered a new system, Cestus.
In this system, I see three "Lost" contacts at one of the planets.
The contacts are all for Swale ships that I had seen before (Braxen 001 and 002, and Bavern 002).
But, as I had never before been in this system, there is no way that I could have lost the contacts here.

Attached is the current save, at the time of first entering Cestus (reported as Battlaxe in the event log; I renamed it to Cestus).

I've had NPR ships seemingly jump locations for where I "lost" contact with them as well. And I just had a NPR ship capable of only going 78m Km in the 6 hr time increment move ~12billion km in that 6 hrs.
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 25, 2020, 06:23:15 PM
Something is definitely buggy about how the game reports lost contacts.

I have had (and lost) contacts with several ships of the Swale Empire over the last year or two.
Recently, I explored a JP and discovered a new system, Cestus.
In this system, I see three "Lost" contacts at one of the planets.
The contacts are all for Swale ships that I had seen before (Braxen 001 and 002, and Bavern 002).
But, as I had never before been in this system, there is no way that I could have lost the contacts here.

Attached is the current save, at the time of first entering Cestus (reported as Battlaxe in the event log; I renamed it to Cestus).

I've had NPR ships seemingly jump locations for where I "lost" contact with them as well. And I just had a NPR ship capable of only going 78m Km in the 6 hr time increment move ~12billion km in that 6 hrs.
Is it possible that they moved through a JP or LP?
Title: Re: v1.9.5 Bugs Thread
Post by: Lightning on May 25, 2020, 06:34:50 PM
Something is definitely buggy about how the game reports lost contacts.

I have had (and lost) contacts with several ships of the Swale Empire over the last year or two.
Recently, I explored a JP and discovered a new system, Cestus.
In this system, I see three "Lost" contacts at one of the planets.
The contacts are all for Swale ships that I had seen before (Braxen 001 and 002, and Bavern 002).
But, as I had never before been in this system, there is no way that I could have lost the contacts here.

Attached is the current save, at the time of first entering Cestus (reported as Battlaxe in the event log; I renamed it to Cestus).

I've had NPR ships seemingly jump locations for where I "lost" contact with them as well. And I just had a NPR ship capable of only going 78m Km in the 6 hr time increment move ~12billion km in that 6 hrs.
Is it possible that they moved through a JP or LP?
Doesn't look it. Ship showed approx at POI #5 in Merga, 6 hrs later, was at the location in Achemar with a really long movement trail from a totally different direction than the supposed entry JP.

1.9.5 Fresh, period, ~104 years in
Title: Re: v1.9.5 Bugs Thread
Post by: Lightning on May 25, 2020, 06:43:12 PM
Something is definitely buggy about how the game reports lost contacts.

I have had (and lost) contacts with several ships of the Swale Empire over the last year or two.
Recently, I explored a JP and discovered a new system, Cestus.
In this system, I see three "Lost" contacts at one of the planets.
The contacts are all for Swale ships that I had seen before (Braxen 001 and 002, and Bavern 002).
But, as I had never before been in this system, there is no way that I could have lost the contacts here.

Attached is the current save, at the time of first entering Cestus (reported as Battlaxe in the event log; I renamed it to Cestus).

I've had NPR ships seemingly jump locations for where I "lost" contact with them as well. And I just had a NPR ship capable of only going 78m Km in the 6 hr time increment move ~12billion km in that 6 hrs.
Is it possible that they moved through a JP or LP?
Doesn't look it. Ship showed approx at POI #5 in Merga, 6 hrs later, was at the location in Achemar with a really long movement trail from a totally different direction than the supposed entry JP.

1.9.5 Fresh, period, ~104 years in
After posting the screenshots & db, I advanced time 5 sec, and the ship appeared on the WP to Merga in Achemar where I would have expected it to be. The ships jumping around appears to be a display issue.
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 25, 2020, 07:05:46 PM
Something is definitely buggy about how the game reports lost contacts.

I have had (and lost) contacts with several ships of the Swale Empire over the last year or two.
Recently, I explored a JP and discovered a new system, Cestus.
In this system, I see three "Lost" contacts at one of the planets.
The contacts are all for Swale ships that I had seen before (Braxen 001 and 002, and Bavern 002).
But, as I had never before been in this system, there is no way that I could have lost the contacts here.

Attached is the current save, at the time of first entering Cestus (reported as Battlaxe in the event log; I renamed it to Cestus).

I've had NPR ships seemingly jump locations for where I "lost" contact with them as well. And I just had a NPR ship capable of only going 78m Km in the 6 hr time increment move ~12billion km in that 6 hrs.
Is it possible that they moved through a JP or LP?
Doesn't look it. Ship showed approx at POI #5 in Merga, 6 hrs later, was at the location in Achemar with a really long movement trail from a totally different direction than the supposed entry JP.

1.9.5 Fresh, period, ~104 years in
After posting the screenshots & db, I advanced time 5 sec, and the ship appeared on the WP to Merga in Achemar where I would have expected it to be. The ships jumping around appears to be a display issue.
What I suspect is that the long tail is from the coordinates of the JP in the other system, and yes that is a display issue.
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 25, 2020, 07:44:33 PM
The function number: N/A
The complete error text: None
The window affected: Economics/Stockpiles
What you were doing at the time: Disassembling components
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Easy

If you disassemble a partial ship component then you can get negative remaining components.  You also get full credit for the disassembly.  Partial components happens when a freighter moves a component without enough room in the hold for the whole thing.

Recommendation: Disallow disassembling partial components.

Addendum:  Scrapping a partial component can give negative minerals and wealth but correctly leaves you with 0 components remaining.
Title: Re: v1.9.5 Bugs Thread
Post by: Kelewan on May 26, 2020, 01:26:39 AM
Reposting bug report as it has not been marked as confirmed or WAI

The function number N/A
The complete error text N/A
The window affected Main Window, Singapore System
What you were doing at the time Point Defence with reduced chance-to-hit twin guas-turrets
Conventional or TN start TN
Random or Real Stars Random
Is your decimal separator a comma? dot
Is the bug is easy to reproduce, intermittent or a one-off? easy with the db
If this is a long campaign Year 8

There was a forum thread (http://aurora2.pentarch.org/index.php?topic=11325.0)  suggesting that more weapons with reduced size
would be more effective as PD than fewer normal sized.
So i build a 0.6 HS (10% chance to hit)  gauss cannon and build twin turrets with an TS of 16000 km/s

My Napoleon failed to hit any of the alien missiles (35,200 km/s )

I know that the chance to hit is low, but event log indicates that it is still 1%.
As i did not safe at this point, I recreated this with SM created/moved ships.

10 ships fire each 180 shots at 7 missile salvos = 126000 shots and hit 0

- So either the chance to hit is much lower and the event log is showing the wrong number,
- there is a bug (rounding error)
- or my fleet is very very ..... very unlucky

AuroraDB-test-low-to-hit-1 .db is a few seconds before the first impact,
AuroraDB-test-low-to-hit-2 .db after 7 salvos engaged

Iceranger was able to reproduce the problem an added some additional informations

I setup some scenarios to replicate your bug in the bug thread, and I think I figure out what went wrong.

In short, if the final hit chance is between 0.5% and 1%, the display will round it to 1, but the actual hit chance will be rounded down to 0. If the final hit chance is slightly higher than 1%, it seem to be working as expected.

My setup: incoming missiles at 100kkm/s, turret tracking speed 40kkm/s, missiles have ECM 6, BFC has ECCM 2, BFC 10kkm accuracy 98%, 10% size gauss

Test 1: Active range against 6MSP is 14,419,238 km, the missiles can traverse this distance in less than 29 ticks, so the final tracking bonus is 28%. In this case, hit chance can be calculated as:
Code: [Select]
( (40000*1.28/100000)*0.98 - (0.6-0.2) ) * 0.1 * 100% = ( 0.50176 - 0.4 ) * 10% = 1.0176%
The displayed interception chance is 1%. The interception used 16650 shots out of 18000 available shots to intercept 180 incoming missiles, which gives an accuracy of 1.081%

Test 2: Active range against 6MSP is 13,894,726 km, the missiles will spend less than 28 ticks in this range, so the final tracking bonus is 27%. In this case, hit chance can be calculated as:
Code: [Select]
( (40000*1.27/100000)*0.98 - (0.6-0.2) ) * 0.1 * 100% = ( 0.49784 - 0.4 ) * 10% = 0.9784%
The displayed interception chance is still 1%, however the interception hits 0 out of 18000 available shots.

Have look at it before and confirmed it now. Thanks for this but try to keep reposting to a minimum.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 26, 2020, 10:44:16 AM
I've conquered a neutral race I've created in my starting system, now the civilians are trying to ferry the neutral colonists from the conquered colony to other colonies in the same system, spamming me with events that neutral colonists cannot be unloaded in the same system.

This might not be game breaking, but it basically interrupts the game all the time.

EDIT: I'll attach the DB, it'll be easier to test that way.

Sounds like a bug but I'm not seeing it here, all your colonies are imperial population. What are the steps to trigger it from this save?
Title: Re: v1.9.5 Bugs Thread
Post by: DFNewb on May 26, 2020, 10:45:46 AM
Units in boarding combat do not use supplies.

I had formations with no supply units board an enemy ship and their supply never falls from 100 percent. After 10 round of combat they still fire 100 percent of the time.

Not sure if WAI as boarding combat is already a "dumbed" down version of ground combat but I thought supplies would matter at least.

Please ask Steve if this is WAI.
Title: Re: v1.9.5 Bugs Thread
Post by: Iceranger on May 26, 2020, 10:48:51 AM
@Bughunter would you mind checking if this one has been reported/confirmed/WAI? Thanks.

http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819 (http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819)
Title: Re: v1.9.5 Bugs Thread
Post by: DFNewb on May 26, 2020, 11:10:51 AM
It is possible for a ship to launch negative amounts of crew into lifepods.

I just captured a ship in boarding combat, then the enemy ships fired and destroyed it, -38 have survived from the original crew of 139.

I have attached db.

1.9.5. Periods. 70 Year long campaign, conventional start, Real stars.

The event with the negative crew is in the most recent tick in the event log.

Confirmed
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 26, 2020, 01:20:30 PM
@Bughunter would you mind checking if this one has been reported/confirmed/WAI? Thanks.

http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819 (http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819)

Not handled yet. I went up to just before it on that page, but looks like one that deserves attention.
Title: Re: v1.9.5 Bugs Thread
Post by: skoormit on May 26, 2020, 01:38:09 PM
The function number - N/A
The complete error text - N/A
The window affected - Intelligence window
What you were doing at the time - N/A
Conventional or TN start - Conventional
Random or Real Stars - Real
Is your decimal separator a comma? - Yes
Is the bug is easy to reproduce, intermittent or a one-off? - Not sure.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Around 120 years in.

I have this ship:

Code: [Select]
IS Psicodaemon  (Astradaemon class Intelligence Ship)      2,066 tons       62 Crew       474.7 BP       TCS 4    TH 10    EM 0
1452 km/s    JR 1-50      Armour 1-14       Shields 0-0       HTK 16      Sensors 0/14/0/0      DCR 1      PPV 0
Maint Life 5.56 Years     MSP 265    AFR 18%    IFR 0.3%    1YR 14    5YR 216    Max Repair 280 MSP
Captain of the List    Control Rating 1   BRG   
Intended Deployment Time: 60 months    Morale Check Required   

Antimachus-Galenus JD-ELINT-001     Max Ship Size 2250 tons    Distance 50k km     Squadron Size 1

Agemman Aeromarine MCFD-ELINT-001 (2)    Power 60    Fuel Use 7.39%    Signature 4.80    Explosion 4%
Fuel Capacity 93,000 Litres    Range 109.6 billion km (873 days at full power)

ELINT Module (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
Cloaking Device: Class cross-section reduced to 10.0% of normal

This design is classed as a Military Vessel for maintenance purposes

It is 22m km away from a NPR population with a EM signature of 1,275.  However, on the intelligence screen, current intel and maximum intel points are both 0. They have remained at 0 for over a year. Communications have been established with the NPR.

It appears I am not gaining any intel on the pop at the target yet cannot find a reason why. I bounced it off folks in Discord and no one was able to come up with any ideas as to why this might be.

I'm pretty sure this is a bug, but I'm not 100% sure!

I just had this happen to me as well.
I SM added a 1-HS EM sensor to the ship design (the same specs as the ELINT module's built-in scanner), and then I started gaining intel points.
So, it appears that the ELINT module is not actually working as an EM scanner, despite the text that indicates it does.
Title: Re: v1.9.5 Bugs Thread
Post by: Bughunter on May 26, 2020, 02:05:25 PM
@Bughunter would you mind checking if this one has been reported/confirmed/WAI? Thanks.

http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819 (http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819)

I'm getting another strange effect, seeing the earthling FC when opening up the martian fleet by right-click. So far I have only been able to confirm the impacts shown in the wrong place.
Title: Re: v1.9.5 Bugs Thread
Post by: Iceranger on May 26, 2020, 02:27:43 PM
@Bughunter would you mind checking if this one has been reported/confirmed/WAI? Thanks.

http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819 (http://aurora2.pentarch.org/index.php?topic=11298.msg133819#msg133819)

I'm getting another strange effect, seeing the earthling FC when opening up the martian fleet by right-click. So far I have only been able to confirm the impacts shown in the wrong place.

Hmm, interesting, I tested with the same DB but it reproduced the bug as when I set it up.

Another potential bug is area PD won't fire unless the BFC is manually targeted and order to open fire.

And, yes, I can somehow see earthling's FC when selecting martian ships... Reselecting the ship again seems to fix it

Title: Re: v1.9.5 Bugs Thread
Post by: Zeebie on May 26, 2020, 03:32:03 PM
The function number: Function # 3040
The complete error text: Value was either too large or too small for a decimal.
The window affected: Tactical
What you were doing at the time: happens at the end of every interval, no matter how long. The error appears four times in succession.
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Happens every turn.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: started less than a year in.
Title: Re: v1.9.5 Bugs Thread
Post by: Lightning on May 26, 2020, 04:15:04 PM
The function number - N/A
The complete error text - N/A
The window affected - Intelligence window
What you were doing at the time - N/A
Conventional or TN start - Conventional
Random or Real Stars - Real
Is your decimal separator a comma? - Yes
Is the bug is easy to reproduce, intermittent or a one-off? - Not sure.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Around 120 years in.

I have this ship:

Code: [Select]
IS Psicodaemon  (Astradaemon class Intelligence Ship)      2,066 tons       62 Crew       474.7 BP       TCS 4    TH 10    EM 0
1452 km/s    JR 1-50      Armour 1-14       Shields 0-0       HTK 16      Sensors 0/14/0/0      DCR 1      PPV 0
Maint Life 5.56 Years     MSP 265    AFR 18%    IFR 0.3%    1YR 14    5YR 216    Max Repair 280 MSP
Captain of the List    Control Rating 1   BRG   
Intended Deployment Time: 60 months    Morale Check Required   

Antimachus-Galenus JD-ELINT-001     Max Ship Size 2250 tons    Distance 50k km     Squadron Size 1

Agemman Aeromarine MCFD-ELINT-001 (2)    Power 60    Fuel Use 7.39%    Signature 4.80    Explosion 4%
Fuel Capacity 93,000 Litres    Range 109.6 billion km (873 days at full power)

ELINT Module (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
Cloaking Device: Class cross-section reduced to 10.0% of normal

This design is classed as a Military Vessel for maintenance purposes

It is 22m km away from a NPR population with a EM signature of 1,275.  However, on the intelligence screen, current intel and maximum intel points are both 0. They have remained at 0 for over a year. Communications have been established with the NPR.

It appears I am not gaining any intel on the pop at the target yet cannot find a reason why. I bounced it off folks in Discord and no one was able to come up with any ideas as to why this might be.

I'm pretty sure this is a bug, but I'm not 100% sure!

I just had this happen to me as well.
I SM added a 1-HS EM sensor to the ship design (the same specs as the ELINT module's built-in scanner), and then I started gaining intel points.
So, it appears that the ELINT module is not actually working as an EM scanner, despite the text that indicates it does.
Me too... Had started a question about it in the mechanics to make sure I was understanding right, seemed like I was, & was in the process of getting an ELINT only ship back into range so I could post a DB to the bug thread... However, the NPR is being pig headed as combat has broken out on the JP leading into their system so can't sneak the ship back in.
Title: Re: v1.9.5 Bugs Thread
Post by: roug on May 26, 2020, 04:56:39 PM
The function number - 1.9.5 #1531
The complete error text - 1.9.5 Function#1531(translatet to English) Object reference is not set to object instance.
The window affected - All
What you were doing at the time - playing
Conventional or TN start - conventional
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced

If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/AI am just in the middle of a game, i just pushed the 5 day turn as i always do, suddenly i get 1.9.5 Function #1531 error, but it seem the turn goes, i have tried to save and restart the game, its still the same..
Title: Re: v1.9.5 Bugs Thread
Post by: Iceranger on May 26, 2020, 08:51:35 PM
Old bug from VB6: cloaking device does not check ship size.

The function number - N/A
The complete error text - N/A
The window affected - Ship class design window
What you were doing at the time - testing
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A

In the design below, the cloaking device is rated for 40HS, and this design is obvisously above 40HS, but its TCS is still reduced.
(https://cdn.discordapp.com/attachments/402321466839793664/715018568911159367/unknown.png)

To reproduce, research any cloaking device, put on a ship larger than the device's rated size, and profit :)
Title: Re: v1.9.5 Bugs Thread
Post by: SpikeTheHobbitMage on May 26, 2020, 10:09:32 PM
The function number: 1429
The complete error text: see below
The window affected: N/A
What you were doing at the time: Saving the game after updating ship classes to use new tech.
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off?  One-off
If this is a long campaign: Almost 53 years in.

During save:
1.9.5 Function #1429: constraint failed
UNIQUE constraint failed:
FCT_PausedResearch.TechSystemID,
FCT_PausedResearch.PopulationID

Attempting to save again gave the same error.

Quitting and reloading gave a blank tactical map and:
1.9.5 Function #1617: Object reference not set to an instance of an object
Error repeated many times.  Forced to kill Aurora in order to quit again.

The backup save made immediately before updating the classes shows no errors.  The save created when the error occurred is completely unusable.

I am currently unable to reproduce the error.
Title: Re: v1.9.5 Bugs Thread
Post by: Rince Wind on May 27, 2020, 04:05:16 AM
The function number: n/a
The complete error text: n/a
The window affected: economy
What you were doing at the time: conquered a pre TN NPR
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: dot
Is the bug is easy to reproduce, intermittent or a one-off?: You'd have to find a suitable NPR
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: about 50 years in

I conquered a pre-TN NPR and they had more people on their planet than it could support, they even built some infrastructure but not nearly enough.
Worse: the planet isn't even suitable for them, it has a colony cost due to it not having enough water.
It is the Mergui in the Gliese 588 system.


I can also confirm that you don't get fighter factories on earth if you have your tech points automatically spent and that you cannot pick up alien missiles because they don't appear in the ordnance window in the ship designer.
Title: Re: v1.9.5 Bugs Thread
Post by: mike2R on May 27, 2020, 04:29:37 AM
The function number: n/a
The complete error text: n/a
The window affected: economy
What you were doing at the time: conquered a pre TN NPR
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: dot
Is the bug is easy to reproduce, intermittent or a one-off?: You'd have to find a suitable NPR
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: about 50 years in

I conquered a pre-TN NPR and they had more people on their planet than it could support, they even built some infrastructure but not nearly enough.
Worse: the planet isn't even suitable for them, it has a colony cost due to it not having enough water.
It is the Mergui in the Gliese 588 system.

Just to note I've had this as well, although with excessive CO2 in my case.
Title: Re: v1.9.5 Bugs Thread
Post by: Steve Walmsley on May 27, 2020, 09:41:39 AM
Locked for next release