Author Topic: Official v7.10 Bugs Reporting Thread  (Read 43434 times)

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Offline obsidian_green

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Re: Official v7.10 Bugs Reporting Thread
« Reply #705 on: July 14, 2017, 03:30:18 AM »
Abandoned ship causes game to freeze.

I've run it twice and run into (maybe) separate problems both times. The first produced an Error 5, UseFuel message that could be clicked past for several turns before becoming incessant. The second attempt from a (far too old) save resulted in a freeze in which the game never moved to the next time increment after the new wreck was created.

The problem ship is a prize captured by boarding. In both cases the boarders had previously (many turns before the freeze/error message loop) been returned to dropships and all fuel had previously been transferred to other ships. The only other detail I think might be relevant is that commander auto-assignment had given the ship a CO in both cases, but he showed up in the lifepods after the Abandon Ship order was issued from the Damage Control tab on the ship screen. In the second instance all TG orders had been canceled for the captured ship, but that might also have been the case in the first instance in an attempt to minimize the notices that an unfueled ship couldn't complete its orders.

I welcome advice on getting past the hang up; I'd really like to abandon the ship and salvage it because it's in no shape to make it to my shipyards ... I did shoot it up before boarding.
 

Offline Barkhorn

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Re: Official v7.10 Bugs Reporting Thread
« Reply #706 on: July 14, 2017, 03:38:36 PM »
Bring up a tug and tow it instead?
 

Offline Detros

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Re: Official v7.10 Bugs Reporting Thread
« Reply #707 on: July 14, 2017, 04:41:55 PM »
Bring up a tug and tow it instead?
Or big carrier :D

If all else fails, store your save file sideways and SM the ship out of existence.
 

Offline Barkhorn

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Re: Official v7.10 Bugs Reporting Thread
« Reply #708 on: July 17, 2017, 08:47:15 PM »
In the United States commander name set, the name "Jospeh" should probably be "Joseph".
 

Offline Rich.h

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Re: Official v7.10 Bugs Reporting Thread
« Reply #709 on: July 19, 2017, 08:51:53 PM »
I am getting a strange bombardment issue. I had a colony that was terraformed to cost zero and had a population of around 90m, invaders turned up and sent missiles to the colony. This resulted in a total loss of all population, and installations along with an amount of radiation and dust. Once the overall battle in the system had been won and I have scouted out the rest of the system out to a distance of 1.5bkm in all directions I presumed things would be ok to resettle the world. However every few hours or so I seem to get damage messages, these seem to set at random times and I have checked to ensure there are no other enemy ships around. If they are in the system then they have missiles or beams with a range beyond 2bkm which I find highly improbable.

Things have gotten that bad that I am loosing populations numbers I do not even have as the population is zero, along with dust and radiation levels constantly rising too. Here is a copy of the last few messages from the event log. The last on after I did some SM to the colony to remove all dust and radiation simply to see what would happen.

Quote
26th June 2177 11:29:06,UEA,Struve 2398,Caldos colony hit by 57 points of damage. Casualties: 5.7m. Industrial Damage:
26th June 2177 11:29:06,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 57 points of damage. Casualties: 5.7m. Infrastructure Loss: 0. Industrial Damage as follows:
26th June 2177 11:29:06,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 3365.31 Dust Level: 7216.275
26th June 2177 11:29:06,UEA,Struve 2398,As a result of the population surrender, the Lee Small C4 057 has surrendered as it was in orbit of the planet
26th June 2177 11:29:06,UEA,Struve 2398,As a result of the population surrender, the Chiang Small C7 001 has surrendered as it was in orbit of the planet
26th June 2177 11:29:06,UEA,Struve 2398,As a result of the population surrender, the Campbell Small C4 065 has surrendered as it was in orbit of the planet
26th June 2177 11:29:06,UEA,Struve 2398,The alien population on Caldos colony has surrendered!
26th June 2177 11:29:06,UEA,Sol,The supply of Duranium on Earth has been exhausted
26th June 2177 11:29:06,UEA,Ross 154,Mineral Shortage (Neutronium) in Production of Maintenance Facility at New Berlin
26th June 2177 11:29:06,UEA,Sol,A team on Mars led by Christelle Florit has completed research into Fuel Consumption: 0.25 Litres per Engine Power Hour
26th June 2177 11:29:06,UEA,Struve 2398,The civilian mining colony on Struve 2398-A VI - Moon 6 has been expanded to 45 civilian mining complexes
26th June 2177 11:29:06,UEA,Struve 2398,The civilian mining colony on Struve 2398-A Asteroid #98 has been expanded to 23 civilian mining complexes
26th June 2177 11:29:06,UEA,Struve 2398,The civilian mining colony on Struve 2398-A Asteroid #74 has been expanded to 18 civilian mining complexes
26th June 2177 11:29:06,UEA,Sol,Ensign Yu Yab Hua has joined your naval officer corps.  Initiative 128  Fighter Ops 10%  Logistics 10%  Operations 10%:  Promotion Score 170
26th June 2177 11:29:06,UEA,Unknown,Through training or experience, Civilian Administrator Leon Nash has increased his Mining Bonus to 55%
26th June 2177 11:29:06,UEA,Unknown,Through training or experience, Lieutenant Commander Mattie Bohner has increased his Training Bonus to 400
26th June 2177 11:29:06,UEA,Unknown,Through training or experience, Lieutenant Andre Sublett has increased his Fighter Combat Bonus to 64%
26th June 2177 11:29:06,UEA,Unknown,The Political Reliability Bonus of Civilian Administrator Hershel Perricone has increased to 5%
26th June 2177 11:29:06,UEA,Unknown,Through training or experience, Lieutenant Junior Grade Kay Seidman has increased his Fighter Combat Bonus to 33%
26th June 2177 11:29:06,UEA,Unknown,Colonel Xiao Yuan Yuan  has died of natural causes. Assignment prior to death: Unassigned
26th June 2177 11:29:06,UEA,Unknown,Lieutenant Junior Grade Helmar Sch├╝tz has been assigned to Lee Small C4 057 (Crew Training 100)
26th June 2177 17:29:06,UEA,Struve 2398,Caldos colony hit by 1 points of damage. Casualties: 0.1m. Industrial Damage:
26th June 2177 17:29:06,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 1 points of damage. Casualties: 0.1m. Infrastructure Loss: 0. Industrial Damage as follows:
26th June 2177 17:29:06,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 3363.94 Dust Level: 7213.851
26th June 2177 19:29:11,UEA,Struve 2398,Caldos colony hit by 5 points of damage. Casualties: 0.5m. Industrial Damage:
26th June 2177 19:29:11,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 5 points of damage. Casualties: 0.5m. Infrastructure Loss: 10. Industrial Damage as follows:
26th June 2177 19:29:11,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 3363.94 Dust Level: 7218.851
26th June 2177 21:29:11,UEA,Struve 2398,Caldos colony hit by 85 points of damage. Casualties: 8.5m. Industrial Damage:
26th June 2177 21:29:11,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 85 points of damage. Casualties: 8.5m. Infrastructure Loss: 170. Industrial Damage as follows:
26th June 2177 21:29:11,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 3363.94 Dust Level: 7303.851
27th June 2177 05:24:11,UEA,Struve 2398,Caldos colony hit by 55 points of damage. Casualties: 5.5m. Industrial Damage:
27th June 2177 05:24:11,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 55 points of damage. Casualties: 5.5m. Infrastructure Loss: 110. Industrial Damage as follows:
27th June 2177 05:24:11,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 0 Dust Level: 55


Just to add to this issue, I went ahead and abandoned the colony and then set up a new colony on the same body. Now it seems the civilian colony ships are setting up new colonies on the same planet every time they arrive and not just adding to the existing colony. Worse still even if I leave the planet totally abandonded then civilian ships go ahead and set up new colonies all by themselves even when I check the ban body button
« Last Edit: July 19, 2017, 09:52:54 PM by Rich.h »
 

Offline obsidian_green

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Re: Official v7.10 Bugs Reporting Thread
« Reply #710 on: July 20, 2017, 12:17:33 AM »
Bring up a tug and tow it instead?

Towing was the first thing I tried. No bugs with that, just too many fuel warnings to be bothered with---I'd shot up the fuel tanks and the game wouldn't just let the tug tow it in peace. That's when I decided to scuttle it. Restarting a couple of times after the freeze ultimately got me past whatever the problem was.
 

Offline obsidian_green

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Re: Official v7.10 Bugs Reporting Thread
« Reply #711 on: July 20, 2017, 12:21:18 AM »
Or big carrier :D

If all else fails, store your save file sideways and SM the ship out of existence.

Gotta clue me in on what saving the file sideways means, if it's something other than simply making a copy of the stevefire.db. I restarted after a couple of freezes and that seemed to get me past whatever the problem was. Captain and crew of the abandoned prize made it home just fine.
 

Offline obsidian_green

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Re: Official v7.10 Bugs Reporting Thread
« Reply #712 on: July 20, 2017, 01:18:33 AM »
"Error 11, division by zero" notice that seems to be related to damage control for fighters recovered by a carrier, possibly in relation to queued damage control components.

It might be related to a damaged crew quarters on one of those fighters. I get notifications of "complete life support failure" on a fighter that has no crew and the damage control has not fixed that component while (many) others have been repaired on other fighters.

**** I really think it's related to this. I've just switched to fixing a different damaged component and I get no error messages as time rolls; the crew quarters is even in the queue, so the error might be specifically related to crew quarters selected in "Current damage Control Assignment". Error messages resume when crew quarters finally make its way up the queue and repairs on that component are never carried out. ****

Plenty of maintenance supplies on carrier, damaged fighters have been docked.

EDIT: the error message is specifically related to 0 crew after life support gives out. I don't know if the inability to repair crew quarters in hangar is related to what underlies the error message or if it's just coincidental.
« Last Edit: July 21, 2017, 06:54:20 PM by obsidian_green »
 

Offline Detros

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Re: Official v7.10 Bugs Reporting Thread
« Reply #713 on: July 21, 2017, 04:11:37 AM »
Class design: summary shows only one type of jump engine while you can have multiple types
Code: [Select]
Gatekeeper class Mobile Jump Gate    45,000 tons     436 Crew     3024.4 BP      TCS 900  TH 1800  EM 0
4000 km/s    JR 3-50(C)     Armour 3-112     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 0     PPV 0
MSP 11    Max Repair 286 MSP
Intended Deployment Time: 169 months    Spare Berths 0   

Ward International J15000(3-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Charlton Foundation 400 EP Commercial Magneto-plasma Drive (9)    Power 400    Fuel Use 6.19%    Signature 200    Exp 5%
Fuel Capacity 3,000,000 Litres    Range 193.9 billion km   (560 days at full power)

Stanley-Coles Systems CIWS-200 (6x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Commercial Vessel for maintenance purposes
while


It seems to me which one gets shown depends on the order you put them in: the first one added is shown. This affects both brief and full summary areas, both component areas show properly both/all types of jump engines included.

Alternatively only one type of jump engine (or even only one piece of that type) may be allowed.
 

Offline obsidian_green

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Re: Official v7.10 Bugs Reporting Thread
« Reply #714 on: July 22, 2017, 02:40:07 PM »
Code: [Select]
Error in UpdateMessages
Error 94 was generated by Aurora
Invalid use of Null

These notifications began after scrapping a pair of ships and receiving one
Code: [Select]
Error in UpdateGameLog
Error 3163 was generated by DAO.Field
The field is too small to accept the amount of data you attempted to add. Try inserting or pasting less data.

An instance of the Error 94 then occurred with each of the components I scrapped from those ships, but later resumed at the end of each time increment (set for 1 day, but possibly interrupted by task completions, etc.) during/at the end of a turn in which ground HQ unit suffered a loss of readiness and the commander received a GCB.

I find this odd, considering the Error 94 messages immediately popped up in response to component scrapping and ceased when I did. The regular resumption of the error messages began 7 time increments later with situation I described, the only other new events being the launch (not the scrapping) of several new civilian ships. Since that turn, the last event update in each time increment is the Error 94 message.

EDIT: The error has ceased repeating after exiting and resuming play, but I don't believe the conditions changed.
« Last Edit: July 25, 2017, 01:11:29 AM by obsidian_green »
 

Offline Barkhorn

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Re: Official v7.10 Bugs Reporting Thread
« Reply #715 on: July 23, 2017, 02:33:04 PM »
In the US Cities ship name theme, New York City appears twice.  Once as "New York" and again as "New York City".
 

Offline midikiman

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Re: Official v7.10 Bugs Reporting Thread
« Reply #716 on: July 25, 2017, 02:39:47 PM »
Error in UpdateRaceClassDesigns
Error 3265 generated by DAO. Fields
Item not found in this collection.

Was advancing time, hadn't done any new designs in years.  I'm assuming either civilian or NPR.  It happened multiple times within the tick.  Not too far along, only 29 years in.

 

Offline midikiman

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Re: Official v7.10 Bugs Reporting Thread
« Reply #717 on: July 26, 2017, 11:18:20 AM »
Error in RetireCommander

Error 3022 was generated by DAO. Recordset
The changes you requested to the table were not successful because they would
create duplicate values in the index, primary key, or relationship.  Change the data
in the field or fields that contain duplicate data, remove the index, or redefine the
index to permit duplicate entries and try again.

Thrown during time advancement.
 

Offline Lossmar

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Re: Official v7.10 Bugs Reporting Thread
« Reply #718 on: July 28, 2017, 03:48:47 PM »
I've started to get bugs like that recently ...

Havent even left Sol, no pre generated NPR's, all spoilers on. :/ I have only one ship in the air - small geo scout that counts as fighter.

Its impossible to continue and bug like that appears anytime i try to open task group menu or ships menu.

EDIT : It dissapeared .. WTF.
« Last Edit: July 28, 2017, 03:55:38 PM by Lossmar »
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Offline Erik Luken

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Re: Official v7.10 Bugs Reporting Thread
« Reply #719 on: July 28, 2017, 04:09:41 PM »
I've started to get bugs like that recently ...

Havent even left Sol, no pre generated NPR's, all spoilers on. :/ I have only one ship in the air - small geo scout that counts as fighter.

Its impossible to continue and bug like that appears anytime i try to open task group menu or ships menu.

EDIT : It dissapeared .. WTF.

So it's a Heisenbug.
 

 

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