Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on March 14, 2011, 12:27:14 PM

Title: Official v5.42 Bugs Thread
Post by: Steve Walmsley on March 14, 2011, 12:27:14 PM
Please post confirmed bugs for v5.42 in this thread. However, please read the guidelines below on reporting bugs before posting.

Bug Reporting Guidelines (http://aurora2.pentarch.org/index.php/topic,1930.0.html)

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: davidr on March 15, 2011, 11:29:07 AM
Steve,

Wanted to check the cargo in a vessel cargo hold from Fleet Orders Screen and got an

Error in CalculateTotal MoveTime
Error 6 generated by Aurora

DavidR
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on March 15, 2011, 11:41:59 PM
Steve,

Wanted to check the cargo in a vessel cargo hold from Fleet Orders Screen and got an

Error in CalculateTotal MoveTime
Error 6 generated by Aurora

DavidR

Check your TG speed - it's probably 1.  This error message usually shows up due to an arithmetic overflow when Aurora is trying to calculate the time it will take to execute at TG's orders, i.e. pilot error.

John
Title: Re: Official v5.42 Bugs Thread
Post by: davidr on March 16, 2011, 05:05:14 AM
Steve,

Although it is a minor point , there seems to be a discrepancy between the ETA information shown on the System Map (F3) , the Task Group Screen (F12) and the Task Force Organisation Screen (CTL+F4).

The ETA shown is identical on the F3 and F12 screens but different on the CTL+F4 screen. Should these screens all show the same ETA or is the ETA on the Task Force Organisation Screen based on different parameters ?

E.G.  On the System Map and the Task Group Screen an ETA for a TG is shown as 109.22.25 but on the Task Force Organisation Screen the ETA is shown as 10.23.50. All other Task Groups also have different ETA information on this screen compared to the F3 and F12 screens.

DavidR


John  - Thank you for your reply - I think the TG got confused with the large amount of orders given. I deleted all the orders and re-inputted and the error disappeared.
Title: Re: Official v5.42 Bugs Thread
Post by: viperfan7 on March 16, 2011, 05:19:03 AM
Error in SetClassObsolete

Error 3021 generated by DAO.  Recordset
no current record


Error in CreateDesign

Error 3201 gened by DAO.  Recordset
cannot add/change a recod because a related record is required in "TechSystem"

got spammed by this, first one 5 times, second one 5-7 times, happened when I incremented by 30 days, 3 ships had just finished their overhaul, after this it turned out Terraforming Rate 0. 0025 had finished it looks like
Title: Re: Official v5.42 Bugs Thread
Post by: alanwebber on March 16, 2011, 08:34:14 AM
Hi Steve

We still seem to have the obliteration of shipping lines once trade access is given by an NPR i.e. they grant trade access, the civilian fleets pile off with trade goods, they revoke the trade status and blow the lot to kingdom come.

If this is deliberate then please could you explain the methodology as this has happened in my last six games. I suspect, however, it is a bug related to sensor interactions.

Regards

Alan
Title: Re: Official v5.42 Bugs Thread
Post by: voknaar on March 16, 2011, 09:54:37 AM
I'm detecting missile explosions in a system which i have no presence in, but have explored. Its a NPR or Precursor vs Invader because its all unfolding around a stable wormhole with wrecks abound. I don't think i should have regularly updated info on detonations if I'm not in system. If its not a bug then I'll make it a suggestion.

Edit: Found the potential cause. I have a empty colony on one of the planets from before i discovered Alien presences. This could be allowing me to gather intel on system events.

Oh and a new error i've not seen before:

Error in CheckAlienShip

error 3077 recorded by DAO.Recordset
Syntax error (missing operator) in expression
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on March 16, 2011, 01:17:36 PM
On the Galactic Map the "Show Uncolonised Col Cost 2 or less" survey display option only includes those less than 2.
Title: Re: Official v5.42 Bugs Thread
Post by: alexwallis on March 16, 2011, 01:57:00 PM
Hi.
I am a newbie when it comes to this game, though it really seems like it will be interesting.
I got the following error after starting my game.
To be honest I was just experimenting, as I don't really have a clue what to do to start after setting up my game.  I was in the main window after starting the game by pressing select,
I pressed f9
and got the following
Error in cboControlRace
Error 76 was generated by Aurora
Path not found: 'Planetjpeg\ha3. jpg'
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11
when I hit OK, I kept going round in a loop getting the same error til eventually the program crashed and exited.
The address given in the error to report the problem to doesn't work either, it says not found when you put it into a web browser.
Title: Re: Official v5.42 Bugs Thread
Post by: davidr on March 16, 2011, 02:07:52 PM
Alex.

In the Planetjpeg folder I think you will find another folder which contains all pictures of the planets/moons in the Sol system. If you copy or move these into the main Planetjpeg folder then the programme should be able to find the pictures required. My ha3 pic is now in the main Planetjpeg folder as I have moved all the files out of the embedded folder into the main Planetjpeg folder.

DavidR
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on March 16, 2011, 02:28:42 PM
@alexwallis  I had that same problem when I didn't uncompress the AuroraUpdate491. zip after running the installer and before installing the latest update.
Title: Re: Official v5.42 Bugs Thread
Post by: alexwallis on March 16, 2011, 02:37:55 PM
Hi.
I don't seem to have a folder called Planetjpeg in the main aurora folder under program files.
In fact, this folder only contains 13 files.

Did I mess the install up? To be honest installation and updating sounds a bit messy.

To install, I used the setup file contained in
AuroraInstall491. zip
after that, I then installed the updates contained in
Aurora540. zip and Aurora542. zip
into the program files folder for aurora overwriting the files as requested.
was that the correct way to install the game? I guess maybe I haven't done it right and maybe have files missing.
Title: Re: Official v5.42 Bugs Thread
Post by: alexwallis on March 16, 2011, 02:45:08 PM
Hi.
I did uncompress the zip file before running the setup file.  I never run programs from within zip files for that very reason.
I uncompressed and then ran the setup file.

I don't know if it makes a difference, but I am on windows 7 64 bit.
Before getting this error with some of the pictures not being found, I had to spend about an hour today chasing round the net for a vb6 dll that my computer didn't have, and then when I finally tracked it down I get this picture error.

During installation, I was also getting a lot of version conflict messages, I guess because the game is based on fairly out of date technology.  I said yes to keeping all my files during install, there were quite a lot of them.
Title: Re: Official v5.42 Bugs Thread
Post by: alexwallis on March 16, 2011, 03:11:07 PM
Hi.
Oh my mistake, I didn't read the last reply properly, I thought you meant you ran the setup file from within the zipped archive.
I just had a look, and saw the zip file in the unzipped folder with the setup file.
I got it unzipped and everything in the right place, and now the error seems to have gone away.
But really, I think the hole process for installing aurora and updating it is really messy and not very intuitive. 
I mean that's weird, having a setup file, and not bundling all the images and stuff the game needs to install into that setup file.
Surely, its time to make a new all in one installer, with everything included in it so that newbies like me don't make this mistake.  and don't have to install loads of old versions and move lots of files around etc.
Well at least I have got that issue solved.
Now I am going to have fun figuring out exactly what I need to do to get started.
Title: Re: Official v5.42 Bugs Thread
Post by: Elouda on March 17, 2011, 03:06:08 PM
Missile active sensors are still using the old formula for range and resolution (directly proportional as opposed to proportional to the square root of).
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on March 17, 2011, 03:41:57 PM
Missile active sensors are still using the old formula for range and resolution (directly proportional as opposed to proportional to the square root of).

Corrected for the next version.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on March 17, 2011, 03:43:56 PM
On the Galactic Map the "Show Uncolonised Col Cost 2 or less" survey display option only includes those less than 2.

I've corrected the option text to reflect what is actually being displayed.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on March 17, 2011, 03:48:56 PM
Error in SetClassObsolete

Error 3021 generated by DAO.  Recordset
no current record


Error in CreateDesign

Error 3201 gened by DAO.  Recordset
cannot add/change a recod because a related record is required in "TechSystem"

got spammed by this, first one 5 times, second one 5-7 times, happened when I incremented by 30 days, 3 ships had just finished their overhaul, after this it turned out Terraforming Rate 0. 0025 had finished it looks like


Those functions are used when NPRs are designing new ships after they research new systems. I've added a check to the SetObsoleteClass function so it can no longer try to obsolete an old class that doesn't exist. Not sure what happened with CreateDesign and I think this is one of those errors that will require a specific set of circumstances. If it starts happening every time you do a long increment, let me know and I'll take a look at your DB.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on March 17, 2011, 04:10:19 PM
Hi Steve

We still seem to have the obliteration of shipping lines once trade access is given by an NPR i.e. they grant trade access, the civilian fleets pile off with trade goods, they revoke the trade status and blow the lot to kingdom come.

If this is deliberate then please could you explain the methodology as this has happened in my last six games. I suspect, however, it is a bug related to sensor interactions.

Regards

Alan

It's definitely a bug. Unfortunately I still haven't figured out the logic hole yet. I have a lot of breakpoints set in the code around this area but I think I am going to have to set up a specific scenario to try and get this to happen. I will get back to you when I figure it out.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on March 17, 2011, 04:17:07 PM
I'm detecting missile explosions in a system which i have no presence in, but have explored. Its a NPR or Precursor vs Invader because its all unfolding around a stable wormhole with wrecks abound. I don't think i should have regularly updated info on detonations if I'm not in system. If its not a bug then I'll make it a suggestion.

The problem is caused by the way Aurora handles sensor detection. Trying to check every system during every sub-pulse would be hard on performance so Aurora tries to keep track of what races in which systems need to be checked. It does this by flagging a system/race combination when a ship enters a system, a ship is built, a population is established, etc. and that system has another race present. During the 5-day increment Aurora tidies up the list by removing those systems where only one race is present. This is not a problem for most forms of detection as they require sensors to be present. For missile explosions Aurora was assuming that a flagged system meant sensors where present. I've fixed it so that Aurora will check for the presence of at least one sensor of any type before reporting a missile explosion.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: dooots on March 17, 2011, 10:59:41 PM
When I was looking for some numbers for a faster conventional start I came across this response to a suggestion I had made.

http://aurora2.pentarch.org/index.php/topic,2506.msg27135.html#msg27135

According to it the abundance modifier for a sol start should always be 1, it does not seem that is the case.

When I started my last game with 2 billion pop the smallest deposit of resources I had was 40k.  For a 500 million pop start I get 10k for my smallest resource deposit and if I use the HW Minerals button on the f9 screen I get a minimum deposit of 20k.
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on March 18, 2011, 04:04:57 AM
Heres a ME TOO
Game froze up and crashed.  Not sure what I was doing, i was looking at some other websites.

Started it up, opened my windows, went to stare at the research screen and click + 5 days until the research finished.

When the research finished, specifically my newly designed size 4 anti ship missile,

-Error in SetClassObsolete

ERROR 3021 was generated by DAO.Recordset
No current reccord.

Next error in create design,
ERROR 3021 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table TechSystem



I've duplicated the research line for the missile, and have started researching it again.  we'll see what happens...
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on March 18, 2011, 04:22:31 AM
Heres a ME TOO
Game froze up and crashed.  Not sure what I was doing, i was looking at some other websites.

Started it up, opened my windows, went to stare at the research screen and click + 5 days until the research finished.

When the research finished, specifically my newly designed size 4 anti ship missile,

-Error in SetClassObsolete

ERROR 3021 was generated by DAO.Recordset
No current reccord.

Next error in create design,
ERROR 3021 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table TechSystem

I've duplicated the research line for the missile, and have started researching it again.  we'll see what happens...

Thanks for the me too post. That means the bug isn't a weird one-off problem. It shouldn't be your missile that affects it as those are NPR-related areas of the code but you never know :). Let me know if it happens again.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: alexwallis on March 18, 2011, 02:47:44 PM
Hi.
I just generated myself a new game, I haven't played anything at all with it yet.
But when I go to select my game from the available list I get the following error

Error in cboGame
Error 380 was generated by Aurora
Invalid property value
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11

I actually get the above when I press cursor down in the game list to select my game.
When I OK the box, I am able to press the select button and load my game, still I thought you should be aware of this problem.  I can send you my database if needed.
Title: Re: Official v5.42 Bugs Thread
Post by: dooots on March 19, 2011, 06:37:36 AM
When using reduced height windows the Min Distance from Target (k km) text box is missing from the Task Groups window.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on March 19, 2011, 01:48:27 PM
Something very screwy is going on with the "Refit Cost From" pull-down on the DAC tab of the Class Design (F5) screen.  It seems like you can scroll forever on it.

I think that somehow scrolling around in it changes the sort order or something like that, so that the currently selected item keeps changing its place in the list, leading to a never-ending list.  I could be totally wrong about this, though - it's all I can think of that would cause what I'm seeing.

John
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on March 19, 2011, 03:57:57 PM
Something very screwy is going on with the "Refit Cost From" pull-down on the DAC tab of the Class Design (F5) screen.  It seems like you can scroll forever on it.

I think that somehow scrolling around in it changes the sort order or something like that, so that the currently selected item keeps changing its place in the list, leading to a never-ending list.  I could be totally wrong about this, though - it's all I can think of that would cause what I'm seeing.

John
I just looked and it lists all my classes twice.
Title: Re: Official v5.42 Bugs Thread
Post by: dooots on March 19, 2011, 10:07:11 PM
Something very screwy is going on with the "Refit Cost From" pull-down on the DAC tab of the Class Design (F5) screen.  It seems like you can scroll forever on it.

I think that somehow scrolling around in it changes the sort order or something like that, so that the currently selected item keeps changing its place in the list, leading to a never-ending list.  I could be totally wrong about this, though - it's all I can think of that would cause what I'm seeing.

John

Something is causing the classes to be added every time you do it.

Oh figured it out, every time you add/delete a class all the classes get added again.  Looks like closing the screen and opening it again cleans up the list.
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on March 20, 2011, 07:42:44 AM
Something very screwy is going on with the "Refit Cost From" pull-down on the DAC tab of the Class Design (F5) screen.  It seems like you can scroll forever on it.

I think that somehow scrolling around in it changes the sort order or something like that, so that the currently selected item keeps changing its place in the list, leading to a never-ending list.  I could be totally wrong about this, though - it's all I can think of that would cause what I'm seeing.

John

Looks like I forgot to clear the list before I fill it :). Fixed for the next version.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: inteuniso on March 20, 2011, 02:51:19 PM
This is an odd bug, I no longer have Sorium and Uridium on Earth, and now construction is at a standstill for buildings and ships that do not require Uridium or Sorium.  I'm guessing they're seeing a lack of resources and refusing to build.  Any help?
Title: Re: Official v5.42 Bugs Thread
Post by: voknaar on March 20, 2011, 05:31:31 PM
The refresh button on the system map doesn't refresh the list of known ruins under display 2. Only way is to exit the window and open it again to get the new ruin information.

Edit because i'm cool: Also in the system generation and display screen the delete star button is visible and can be used regardless of being in SM mode to delete secondary stars and all bodies orbiting it. Should be a quick fix to hide it when playing in non-SM mode.
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on March 20, 2011, 07:10:50 PM
Was sending colonists and infrastructure to my first extrasolar colony.

Clicked a couple +months because it was a  long trip, and not much else going on except me going into the poor house.

 happened on ship arrival, was supposed to deposit colonists and infrastructure.

Error in ExecuteOrders
Error 94 was generated by Aurora
Invalid Use of Null

A second one popped up when the same task group went back to the planet, and was ordered to unload everything again.


bug 2
Ive been having a few problems with ships doing the first half of their conditional orders-- say, pick up a mine from a pop, and getting stuck without doing the other half-- drop off the mine at a mining colony.
And come to think of it... i've got four commercial shipping line freighters stuck at earth "loading trade goods."

They've been "loading" their trade goods for months now.
Title: Re: Official v5.42 Bugs Thread
Post by: voknaar on March 20, 2011, 09:07:48 PM
Found a bunch of wrecks early on in my explorations eventually got around to salvage ship + cargoship combo to go out and see what goodies i can snatch. I left it to its thing and then magicly got an "error in SalvageWreck error 6 overflow" I know why its happening every construction cycle... for some reason the size is 25039950 tons which is epicly huge or epicly bugged my vote is on the latter. But even if i could salvage it i'd need WAAY more cargo ships :(
Title: Re: Official v5.42 Bugs Thread
Post by: Father Tim on March 20, 2011, 11:30:17 PM
The 'Retire officers who haven't had a job in six years' code triggers regardless of whether Automated Assignments have been selected or not.  Also regardless of whether Realistic Commander Promotions is selected or not.  In other words, there's no way to turn it off.
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on March 21, 2011, 01:52:54 AM
Things were running slow after my last bug.  Something to do with unseen aliens shooting eachother I think.

Error in CycleOrders

Error 3421 was generated by DAO.Field
Data type conversion error.


Things were locking up, and I eventually just ticked 1hr increments until this occured, walked away, adn the bug appeared on the screen.

Reboots and it comes back on the next increments.  This may be the end of my endeavour.

Edit:  YEP.  Game over, methinks, restarted and backed up copies of the database this time.
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on March 21, 2011, 12:25:22 PM
XP SP3

When setting the F9 System Info screen to use one of the "ggx.jpg" pictures for a body it will set it, but the next time it tries to access the picture it will try to use "gx.jpg" and crash. Somehow it loses a "g". ("x" is a number.) For example, set Jupiter to gg10.jpg, then click on its line and the game gives the error of not finding "g10.jpg" and crashes. Renaming the file(s) with 1 "g" prevents this.

Code: [Select]
---------------------------
Error in cboControlRace
---------------------------
Error 53 was generated by Aurora
File not found: 'Planetjpeg\g10.jpg'
Please report to http://aurora2.pentarch.org/viewforum.php?f=11
---------------------------
OK   
---------------------------
Code: [Select]
---------------------------
Aurora
---------------------------
Run-time error '53':

File not found: 'Planetjpeg\g10.jpg'
---------------------------
OK   
---------------------------
Title: Re: Official v5.42 Bugs Thread
Post by: Erik L on March 21, 2011, 08:15:10 PM
Had a ship being built and assigned to a fleet. Prior to construction, said fleet was removed via the Task Force Organization. Ship completes and is assigned to "Unknown". Also throws a couple errors in CreateShip and AddToShipHistory. Ship is vaporized. Does not exist on the f6 screen. Ship does not exist in the database either.
Title: Re: Official v5.42 Bugs Thread
Post by: Zed 6 on March 21, 2011, 08:18:15 PM
XP SP3

When setting the F9 System Info screen to use one of the "ggx.jpg" pictures for a body it will set it, but the next time it tries to access the picture it will try to use "gx.jpg" and crash. Somehow it loses a "g". ("x" is a number.) For example, set Jupiter to gg10.jpg, then click on its line and the game gives the error of not finding "g10.jpg" and crashes. Renaming the file(s) with 1 "g" prevents this.

Code: [Select]
---------------------------
Error in cboControlRace
---------------------------
Error 53 was generated by Aurora
File not found: 'Planetjpeg\g10.jpg'
Please report to http://aurora2.pentarch.org/viewforum.php?f=11
---------------------------
OK   
---------------------------
Code: [Select]
---------------------------
Aurora
---------------------------
Run-time error '53':

File not found: 'Planetjpeg\g10.jpg'
---------------------------
OK   
---------------------------


This also happened to me with Windows 7 with Jupiter but not with other pictures.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on March 21, 2011, 10:19:56 PM
In the bottom middle panel (under the Mothership/Population/... selector) of the Ordnance Management tab of the Unit (F6) screen, the contents of the panel (with available ammo) doesn't update when the source or ship are changed.  For example if I switch from an FFG Sides on Earth with Population selected (so I see all the missiles I've got sitting in warehouses) to an FFG Flatley in space, I still see the loadout of Earth in the panel.

This would not be so bad, except it couples with a different bug....  If I now hit the "Population" button in the "fast reload" section, I get a couple of errors about the (non-existent) population and all of Flatley's missles disappear.  I think I remember something similar a couple of years ago, and at the time they vanished into thin air - I suspect the same happened here since there's no population to put them on.

John

PS - I could have role-played this as a weird alien dematerialization event, but instead I SM'd what I thought the current load (before the "incident") was.
Title: Re: Official v5.42 Bugs Thread
Post by: davidr on March 22, 2011, 02:37:11 AM
Steve,

A minor point , but for some reason the total tonnage of minerals shown in a mineral packet on the system screen is always more than the total of the individual mineral amounts making up that package.

DavidR

PS Please ignore this - looking further ,  I assume the mineral packages have decimal parts of material tonnage and the totals do agree.
Title: Re: Official v5.42 Bugs Thread
Post by: dooots on March 22, 2011, 04:03:37 AM
Had a ship being built and assigned to a fleet. Prior to construction, said fleet was removed via the Task Force Organization. Ship completes and is assigned to "Unknown". Also throws a couple errors in CreateShip and AddToShipHistory. Ship is vaporized. Does not exist on the f6 screen. Ship does not exist in the database either.

I just had this happen also.  It was working fine the last time I played and when I started playing tonight the ships that were being built worked fine but the new ones I added tonight had this error.  So I guess something is not getting saved.

Hmm now that I think about it I might have moved my cargo ships into the cargo task group before I started up the next two, and I think the that last time I played I always started more ships before moving the newly built cargos into the cargo task group.

Yep it looks like thats what happened.
To reproduce:
Make a task group
open/refresh the f2 screen
delete the task group
make a ship using the task group you just deleted
in the Shipyard Task tab of the f2 screen it should say No assignment under Assigned Task Group

I don't know if its the same bug Erik had but I'm pretty sure that is what happened to me.
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on March 22, 2011, 05:51:51 AM
Hey i found a fun one this time, rather than an annoying one.

If you have a fleet of asteroid miners at a location, mining away, and send another fleet of miners to join with that task group, the two taskgroups will merge as expected, but the new miners will not mine.

You must move the task group away from the location, then move it back and all the miners will mine as expected.
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 22, 2011, 09:56:23 AM
Quote
Error in ApplyInternalDamage

Error 6 was generated by Aurora
Overflow

I'm not involved in any battles. Hell, I haven't even made contact with anything save a few drifting wrecks (including a 25-million-ton one, penny for your thoughts), but it seems some NPRs are slugging it out pretty hard. I'm getting considerable amounts of this error in bursts right now. I suppose it'll go away once one side is dead, but I had to report this.
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on March 23, 2011, 01:52:37 PM
Assigning a battalion to a BHQ that they are already currently assigned to reduces their morale (by accidentally clicking the transfer button twice, for example.)

Edit: Also, assigning a battalion to a BHQ, then clearing the assignment and assigning them to a different BHQ does not reduce morale. I think clearing an assignment would reduce morale (if they were actually assigned to a BHQ.)
Title: Re: Official v5.42 Bugs Thread
Post by: Narmio on March 23, 2011, 07:52:59 PM
a few drifting wrecks (including a 25-million-ton one, penny for your thoughts)

Holy crap!  Want.
Title: Re: Official v5.42 Bugs Thread
Post by: dooots on March 24, 2011, 03:35:53 AM
On the Missile / Buoy Design screen there is something screwy going on the the calculation for hitting 3000km/s targets.  My best guess is that the (missile speed / target speed) part of the equation is being truncated.
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on March 24, 2011, 12:31:18 PM
On the Missile / Buoy Design screen there is something screwy going on the the calculation for hitting 3000km/s targets.  My best guess is that the (missile speed / target speed) part of the equation is being truncated.
Confirmed. My 4 MSP, 35200 km/s, MR 13 is displaying "3k km/s 143%", should be 152.5%. 143/13 = 11 and 35200/3000 = 11.7334.
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 24, 2011, 08:00:36 PM
On the Technology window, components in certain categories (like EM Detection Sensors) cannot be renamed.
Title: Re: Official v5.42 Bugs Thread
Post by: Rastaman on March 25, 2011, 04:25:37 PM
In the fighters window, when launching a fighter squadron:

-----------------------------------

Error 3075 was generated by the DAO.Database
Syntax error (missing operator) in query expression 'RaceID = 1029 and FleetName = 'VRN-305 - Devil's Kin'.

-----------------------------------

Upon pressing 'OK':

-----------------------------------

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


-----------------------------------


The errors repeat, Aurora hangs and needs to be terminated. After changing the squadron designation ('VRN-305') into something else the error does not happen anymore (sometimes - see below) and the squadron launches normally. All this is very much repeatable (see below).

Edit: it also happens when creating a TG with the 'Branch Only' button in Naval Organization. Something happened and changing the name does not do it anymore with another aquadron..
Title: Re: Official v5.42 Bugs Thread
Post by: Erik L on March 25, 2011, 04:31:04 PM
In the fighters window, when launching a fighter squadron:

-----------------------------------

Error 3075 was generated by the DAO.Database
Syntax error (missing operator) in query expression 'RaceID = 1029 and FleetName = 'VRN-305 - Devil's Kin'.

-----------------------------------

Upon pressing 'OK':

-----------------------------------

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


-----------------------------------


The errors repeat, Aurora hangs and needs to be terminated. After changing the squadron designation ('VRN-305') into something else the error does not happen anymore and the squadron launches normally. All this is very much repeatable.

It's the apostrophe in the squadron name.
Title: Re: Official v5.42 Bugs Thread
Post by: Rastaman on March 25, 2011, 04:37:52 PM
It's the apostrophe in the squadron name.


That it is.
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 25, 2011, 05:52:37 PM
Sigh.

Aurora seems to be stuck processing a particular construction cycle, and I can't get past it. I'm sorry I can't provide any further information, but the game isn't telling me much. The DB isn't much bigger than its default size (it's hoving around 81 MB) nor anything. I tried compacting it, but it hasn't helped. I guess the only thing I can do is leave the computer processing for a while and hope Aurora unstucks at some point.

:(
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 25, 2011, 08:01:21 PM
I left Aurora running for about 90 minutes and it didn't unstuck. By pure luck, I had a backed up DB from three game months eariler. I hope I'll be able to get past that construction cycle this time. It's also time to adopt a more frequent backup routine.

By the way, I also kept a copy of the DB that hangs, in case Steve wants to look into the issue.

EDIT: Backup didn't work. I played from February 2078 and the game still hanged at the second construction cycle of May 2078. My game's toast. Help, Steeeeeve! :'(
Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on March 26, 2011, 12:04:03 AM
I left Aurora running for about 90 minutes and it didn't unstuck. By pure luck, I had a backed up DB from three game months eariler. I hope I'll be able to get past that construction cycle this time. It's also time to adopt a more frequent backup routine.

By the way, I also kept a copy of the DB that hangs, in case Steve wants to look into the issue.

EDIT: Backup didn't work. I played from February 2078 and the game still hanged at the second construction cycle of May 2078. My game's toast. Help, Steeeeeve! :'(

Is there any construction or research finishing on that 5-day cycle? I wonder if maybe a ship is coming out of the Shipyards and it can't find the fleet or some such ...
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 26, 2011, 01:29:14 AM
Is there any construction or research finishing on that 5-day cycle? I wonder if maybe a ship is coming out of the Shipyards and it can't find the fleet or some such ...

No construction nor research scheduled to finish in that particular cycle. The only current shipyard activity is a series of refits that won't be done for a few months.

The game doesn't produce any errors. It just gets stuck processing that cycle seemingly indefinitely.
Title: Re: Official v5.42 Bugs Thread
Post by: Hawkeye on March 26, 2011, 09:12:23 AM
Did you try to shut down aurora via Task-Manager while running the turm and then start again? I had something similar where Aurora got stuck and after restarting there was a "Increment Placeholder" in the log, but Aurora took up again.
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 26, 2011, 09:25:56 AM
Did you try to shut down aurora via Task-Manager while running the turm and then start again? I had something similar where Aurora got stuck and after restarting there was a "Increment Placeholder" in the log, but Aurora took up again.

I did that as well a number of times, to no avail. :-\

Well, I tried to close the program normally. Windows 7 would tell me it's not responding and then prompt me to force-close it, which is what I did. And then when I restarted there was that increment placeholder (though it didn't say "placeholder" anywhere), but Aurora would get stuck again if I told it to process the turn.

EDIT: It seems it's not the construction cycle after all. The cycle takes place around 07:47 of May 17th, 2078, but apparently it was processed just fine (I got reports of a new officer and someone else's promotion at that time). However, I can't get much farther than that. I went on testing with smaller and smaller increments, down to 5-second ones, and found out the game can't progress after 11:32:01 or 11:32:06, May 17th, 2078. So it's probably something tiny yet critical enough to kill my game. :(

EDIT2: I've also noticed that the DB is growing beyond its usual size as I test further. My early May '78 backup is 80 MB, and my DB at the problematic increment is 92 MB, and it was 90 MB before the last test.
Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on March 26, 2011, 05:16:54 PM
Can you upload the DB somewhere? If I get some time before Steve can get to it then might be able to track it down, long shot but I like debugging stuff - it's part of my job :)
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 26, 2011, 05:55:13 PM
Can you upload the DB somewhere? If I get some time before Steve can get to it then might be able to track it down, long shot but I like debugging stuff - it's part of my job :)

Here it is (http://www.sendspace.com/file/0jzspp). It's the early May '78 backup. You should run into the issue a couple of construction cycles in. Possibly not the exact same 5-second increment, but who knows.

We can't rule out an .exe bug, either, but thanks and good luck. :)

Oh, and by the way, I had added a custom flag to my installation, so you might get an error about it in the Race Details screen.
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on March 26, 2011, 11:42:41 PM
I have a conditional order for my GEV ships to join the parent fleet when their fuel is low. When the condition is triggered the ship is getting the order "Join ", without a target. This of course throws errors. The parent fleet is "GEV Team" which is in the same system and currently consists of a jump scout. GEV Team is listed as the superior and it lists both GEV ships as subordinates. The GEV ships were manually detached from GEV Team when they arrived in the system. Edit: Also, after the conditional order is added, the default orders are also added.
Code: [Select]
---------------------------
Error in CheckConditionalOrders
---------------------------
Error 5 was generated by Aurora
Invalid procedure call or argument
Please report to http://aurora2.pentarch.org/viewforum.php?f=11
---------------------------
OK  
---------------------------
Code: [Select]
---------------------------
Error in ExecuteOrders
---------------------------
Error 5 was generated by Aurora
Invalid procedure call or argument
Please report to http://aurora2.pentarch.org/viewforum.php?f=11
---------------------------
OK  
---------------------------
Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on March 27, 2011, 12:20:34 AM
Here it is (http://www.sendspace.com/file/0jzspp). It's the early May '78 backup. You should run into the issue a couple of construction cycles in. Possibly not the exact same 5-second increment, but who knows.

We can't rule out an .exe bug, either, but thanks and good luck. :)

Oh, and by the way, I had added a custom flag to my installation, so you might get an error about it in the Race Details screen.

Got it, looking at it now - this might be a spoiler to you so I will put this in tags (it is what your NPRs are doing)


One NPR has ran out of some TN minerals so that is causing issues with production - it also has something scheduled to come out in 5 days but that might just be coincidence. I don't notice anything else obvious.

Another NPR will finish construction of something in 10 days. Don't notice anything else obvious although it is in debt.

There is one NPR in your game that has nothing but population on one planet and then an empty colony on another - the population has construction and research queues but nothing to actually work with. That could be a problem. In fact, judging by the number of wrecks it may be an NPR that just got stomped on and is now down to a colony and couple of survey ships but the events for the NPR don't show any combat and no radiation or dust is in the atmosphere.


I do not see anything saying that any race is in combat or just about to enter combat so it probably isn't a fight-yo-yo.

You have demand for research facilities on Earth, were is the supply coming from?

Nothing else is jumping out to me as being wrong except for the fact that 8hour increment is taking quite a long time - although it is a large galaxy you have now.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on March 27, 2011, 07:07:33 AM
I have a conditional order for my GEV ships to join the parent fleet when their fuel is low. When the condition is triggered the ship is getting the order "Join ", without a target. This of course throws errors. The parent fleet is "GEV Team" which is in the same system and currently consists of a jump scout. GEV Team is listed as the superior and it lists both GEV ships as subordinates. The GEV ships were manually detached from GEV Team when they arrived in the system. Edit: Also, after the conditional order is added, the default orders are also added.

I'm not sure you realize this because you typed "of course", but it sounds like you're mixing up Task Forces (fleets, controlled by the 4th tab) and responsible for organization) with Task Groups (collections of ships which move around, controlled by the 1st tab).  TG can be created from branches of the TF tree, but they have their own parent/child structure.  IIRC, the "Join" conditional command is "Join with parent TG"; if you haven't set a parent TG for the TG then this command will have problems.

John
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on March 27, 2011, 07:12:56 AM

One NPR has ran out of some TN minerals so that is causing issues with production - it also has something scheduled to come out in 5 days but that might just be coincidence. I don't notice anything else obvious.


My experience in the past has been that having NPR out of minerals causes this sort of hang.  I thought Steve had solved this a while back.  When I have an NPR run out of minerals and it hangs like this, I just give them some more - I think this can be done in designer+SM mode - and it usually solves the problem.  You might try it and send the DB back to him.  The other option would be to delete the NPR race in SM mode.  I tend to go for the one that leaves the NPRs around, though :-)


John
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on March 27, 2011, 09:00:58 AM
I did that as well a number of times, to no avail. :-\

Well, I tried to close the program normally. Windows 7 would tell me it's not responding and then prompt me to force-close it, which is what I did. And then when I restarted there was that increment placeholder (though it didn't say "placeholder" anywhere), but Aurora would get stuck again if I told it to process the turn.

EDIT: It seems it's not the construction cycle after all. The cycle takes place around 07:47 of May 17th, 2078, but apparently it was processed just fine (I got reports of a new officer and someone else's promotion at that time). However, I can't get much farther than that. I went on testing with smaller and smaller increments, down to 5-second ones, and found out the game can't progress after 11:32:01 or 11:32:06, May 17th, 2078. So it's probably something tiny yet critical enough to kill my game. :(

EDIT2: I've also noticed that the DB is growing beyond its usual size as I test further. My early May '78 backup is 80 MB, and my DB at the problematic increment is 92 MB, and it was 90 MB before the last test.

I've found it and the good news is that I can fix it and return your DB :). I am emailing it now. The reason involves information that some players may not want to know about as it involves how the swarm operates in interaction with something new in v5.42.

The Swarm use wrecks to incubate their young. In v5.42 there is the possibility of finding a 25 million ton object, or wreck in some cases. In this game, the swarm used the 25m ton wreck to incubate over 31,000 soldiers. The game wasn't actually hanging. It was just taking a really long time to create all those individual ships. My advice is to stay out of that system :). For the next version I have restricted the max number of soldiers per wreck to 100.

Steve

Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 27, 2011, 11:42:59 AM
Fantastic! :D

Thanks a lot, Steve. I've a few questions:

Could the previously unlimited Star Swarm procreation be also responsible for the gradually enlarging DBs? I noticed you've slimmed down my DB, so does that mean you've curtailed their numbers in my game to some extent? Have you implemented the 100-hatchlings-per-wreck limitation on my DB or could this happen again if the Swarm ever finds another 25-megaton wreck in this version?

Thank you for your input as well, Beersatron and sloanjh. The research lab demand on Earth must be the remnant of something I tried some time ago. I wanted to divide my research efforts between Earth and Mars, but when I realized project progress is planet-based (and I keep a lot of scientists working on a lot of projects to build up their experience), I immediately reversed the contract. I also had government freighters helping, so I guess all the labs were returned to Earth before the contract actually ran out.
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on March 27, 2011, 12:27:34 PM
I'm not sure you realize this because you typed "of course", but it sounds like you're mixing up Task Forces (fleets, controlled by the 4th tab) and responsible for organization) with Task Groups (collections of ships which move around, controlled by the 1st tab).  TG can be created from branches of the TF tree, but they have their own parent/child structure.  IIRC, the "Join" conditional command is "Join with parent TG"; if you haven't set a parent TG for the TG then this command will have problems.

John
No, I'm talking only about groups here. In fact, in this game I haven't yet used the 4th tab "Naval Organization" at all. When I say they are listed as superior and subordinate I mean on the second tab "Special Orders / Organization".

When you detach a ship from a group (in this case using the Detach button at the bottom of the window) it gets a new group that is automatically set as a subordinate of the group it was detached from.

Edit: Maybe it was because the GEV Team group had the Shipyard TG group as superior, which was in another system. So, the GEV Discovery group might have been trying to join Shipyard TG instead of GEV Team.

Which would mean the conditional order "Join Parent Fleet if in System" generates a targetless join order if the parent is not "in System".

Edit 2: No that's not it. The "GEV Team" group has no superior group on the "Special Orders / Organization" tab and lists the "GEV Mark Aaronson" as subordinate. Both groups are in the same system and the Aaronson is trying to set the conditional order "Join Parent Fleet if in System". An error is displayed, a targetless "Join " order is set and an event is generated: "11th September 2039 22:13:06,Shaka,GEV Marc Aaronson  has been given a conditional order to join GEV Team".
Code: [Select]
---------------------------
Error in CheckConditionalOrders
---------------------------
Error 5 was generated by Aurora
Invalid procedure call or argument
Please report to http://aurora2.pentarch.org/viewforum.php?f=11
---------------------------
OK   
---------------------------
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 27, 2011, 03:14:27 PM
Ran into two more unusually long turns, in November '78 and January '79, but I could carry on by killing and restarting Aurora, and telling it to process again. The Events log showed it had processed at least some of my construction cycle to some extent despite the 'hanging'.

Shortly after, I got the following errors a few times each.

Error in SetClassObsolete
Error 3021 was generated by DAO.Recordset
No active registry (translated from Spanish)

Error in CreateDesign
Error 3201 was generated by DAO.Recordset
Cannot add or change the registry because a registry related to
the 'TechSystem' table is required (translated from Spanish)

EDIT: Oh, and each hang increased my DB size by a few MBs. Might be related to Star Swarm reproduction?
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 28, 2011, 10:56:24 AM
Minor name bug: Claudine Desjardins (surname). It actually says "(surname)".
Title: Re: Official v5.42 Bugs Thread
Post by: Cassaralla on March 28, 2011, 07:38:44 PM
Had a ship being built and assigned to a fleet. Prior to construction, said fleet was removed via the Task Force Organization. Ship completes and is assigned to "Unknown". Also throws a couple errors in CreateShip and AddToShipHistory. Ship is vaporized. Does not exist on the f6 screen. Ship does not exist in the database either.

Had this one happen to me tonight.  Lost 3 brand new Destroyer Escorts due to accidentally deleting the fleet they were due to join between starting and ending construction.
Title: Re: Official v5.42 Bugs Thread
Post by: antofdeath on March 29, 2011, 08:25:49 AM
I'm using the most recent patch so I assume this is the right place to explain this.  I created a ship, and sent it through a one way wormhole there where the NPCs put up a small ambush because of their dislike of my existence.  This ship is relatively big so I get to watch it painfully die a slow death.  My enemies like Kenetic weapons (big ones) and missiles.  Onto the bug.  I was getting spammed with

"Error 6 generated by Aurora, Overflow, Please contact swalmslay@drizzt. demon. co. uk"

So after the 12th time of getting that everytime I hit next second I rebooted the client and now receive

"Error 94 generated by Aurora, Invalid use of Null, Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11"
The address doesn't exist.

Onto why this annoys me.  I cannot shoot these ships.  Before when I attempted to fight them I would get "Targeting" infinitely I assume that had to do with the inexperience of my ship, now I gave it 100% experience to potentially get past that issue, and now it can't target their ships, period.  Just nothing happens when I open the ships individual status box.  They show up on the map which means the actives sensors know of their existence but they do not exist to my ship.

/Ship specs dump
Sovremenny class Heavy Cruiser    86,150 tons     11248 Crew     15125. 4 BP      TCS 1723  TH 9040  EM 0
5246 km/s     Armour 6-173     Shields 0-0     Sensors 80/80/0/0     Damage Control Rating 224     PPV 440
Annual Failure Rate: 265%    IFR: 3. 7%    Maint Capacity 24578 MSP    Max Repair 396 MSP    Est Time: 6. 34 Years

Magneto-plasma Drive E5 (113)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 800,000 Litres    Range 33. 4 billion km   (73 days at full power)

35cm C3 Plasma Carronade (40)    Range 192,000km     TS: 5246 km/s     Power 32-3     RM 1    ROF 55        32 16 10 8 6 5 4 4 3 3
Fire Control S16 96-16000 (1)    Max Range: 192,000 km   TS: 16000 km/s     95 90 84 79 74 69 64 58 53 48
Stellarator Fusion Reactor Technology PB-1 AR-0 (12)     Total Power Output 1584    Armour 0    Exp 5%

Active Search Sensor MR9-R50 (1)     GPS 800     Range 9. 1m km    Resolution 50
Thermal Sensor TH10-80 (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km
EM Detection Sensor EM10-80 (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km

This design is classed as a Military Vessel for maintenance purposes
/End

The enemy ships have thermal readings of 800 and the ship I have most data on is size 6700

They also seem to like to use missiles at point blank range for some reason.  So my ship has 6 of these things it can't hit at point blank shooting somewhat dangerous missiles.

I can scrounge up more details if needed but hopefully this can help someone figure out WTF is going on with my game.
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 29, 2011, 08:50:10 AM
Wow, that's a gigantic ship. With a wildly excessive power supply (should only need a total output of 120), but design aside...

Contacts on the map aren't necessarily active ones. The enemy could've been detected by your huge passive sensors, but you need an active contact to be able to target your weapons on it. If you don't have that, the enemy won't exist for your weapons. Have you turned your active sensors on? They're off by default.

Also, have you assigned your carronades to the fire control on the Combat Overview (crosshair button between the TIE Fighter and the sun, on the System Map screen) window?
Title: Re: Official v5.42 Bugs Thread
Post by: antofdeath on March 29, 2011, 09:11:32 AM
All sensors are on, i'll past something else that should help.

Fire Control S16 96-16000 #1:  - Weapons Firing
35cm C3 Plasma Carronade #1 (Ready To Fire)
35cm C3 Plasma Carronade #2 (Ready To Fire)//
//35cm C3 Plasma Carronade #30 (Ready To Fire)



Active Sensors On

The ships are engaging me at point blank and a second group who I think are using the kenetic weapons is at about 60million meters (60k km) I don't know how to properly see the distance so pointing me to that would be cool.

As for the ship design make note this thing was designed to have 40 plasma cannonades not 1.  I might be off still and yes it is a massive ship xD I like big.
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 29, 2011, 09:23:33 AM
60k km is 60,000 km. And a total power output of 120 (means 120 power units every 5 seconds) is what your 40 carronades require, since each consume 3 power units every 5 seconds. I would also have had installed a total of four fire control modules or so: with that kind of rate of fire, your ship might obliterate one target, but then be subject to 55 seconds of enemy fire before she could fire again. With more FCs, you'd be able to divide your fire and engage more targets simultaneously.

It doesn't look like the fire control is targeting anything. Have you assigned a contact to it (a list of them should appear on the box to the left of what you pasted) or did you say you can't see any targets? Might be better to post a screenshot of your Combat Overview window.
Title: Re: Official v5.42 Bugs Thread
Post by: antofdeath on March 29, 2011, 09:29:17 AM
I'm bad with screenshots but i'll see what I can do.    Skiffshort yes the entire list is empty, i'll edit this post with some screenshots plunked on tiny URL or something.   

hxxp: tinypic. com/r/zt93ly/7

hxxp: tinypic. com/r/28s5861/7
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 29, 2011, 09:55:06 AM
Hmm. The only reason I can think of with the available information is that your active sensor was shot off by the enduring barrages of enemy fire.

As for showing ranges, I think you have to tick the Distances box on the Contacts tab.
Title: Re: Official v5.42 Bugs Thread
Post by: alanwebber on March 29, 2011, 10:02:09 AM
Have you checked whether the ship is under fire delay because of the jump gate transit. You can check the ship on the task force display.

Alan
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 29, 2011, 10:02:56 AM
Have you checked whether the ship is under fire delay because of the jump gate transit. You can check the ship on the task force display.

Alan

Totally forgot about that. Sensor delay is entirely possible.
Title: Re: Official v5.42 Bugs Thread
Post by: antofdeath on March 29, 2011, 10:15:34 AM
Already considered that it's been easily over 5 minutes (Big ship remeber)

Okay so I went to that contacts thing and noticed a checkbox for "Active only" and turns out for some reasons without logical pause that they aren't regarded as active.  As the combat report said though the sensor is active and that the weapons are "Firing" which implies that well they targeted something.  The ranges of my foes are 0 and 50k.
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on March 29, 2011, 10:44:49 AM
Already considered that it's been easily over 5 minutes (Big ship remeber)

Okay so I went to that contacts thing and noticed a checkbox for "Active only" and turns out for some reasons without logical pause that they aren't regarded as active.  As the combat report said though the sensor is active and that the weapons are "Firing" which implies that well they targeted something.  The ranges of my foes are 0 and 50k.

What does the event log say?
Title: Re: Official v5.42 Bugs Thread
Post by: antofdeath on March 29, 2011, 10:54:14 AM
A large list of "damage" starting at 5:57:31 and back is as far as the list goes but I know it goes further back, now it's 5:59:11.  Maybe not 2 minutes but good call on the event log.  I could leave it longer.  I mostly reported this because of those first two error BTW.
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 29, 2011, 11:33:09 AM
Again, check the active sensor hasn't been damaged. It could say it's on and that weapons are firing, but that means little if the sensor was hit at some point.

Check the Damage Control tab on the Individual Unit Details window.
Title: Re: Official v5.42 Bugs Thread
Post by: antofdeath on March 29, 2011, 11:36:57 AM
I do that pretty much every time someone implies it, it is a working sensor in any way I could find to be working.
Title: Re: Official v5.42 Bugs Thread
Post by: alanwebber on March 29, 2011, 01:32:32 PM
I've just checked and ships carrying out non-squadron jumps have both sensor and fire control delays of 2 to 3 minutes (not necessarily the same). This can be reduced by crew grade.

Alan
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 29, 2011, 05:34:41 PM
I've experienced a few ground combat bugs, mostly related to attacks on already defeated enemy forces (in these cases, alien ruin robotic soldiers). Last time, the enemy unit was destroyed during its first attack, before my forces were even ordered to attack. I missed that and ordered the attack on the Precursor forces. The force itself still existed, because there hadn't been a "general ground attack" event yet, so the next cycle I got a bunch of errors and a seemingly infinite succession of this one...

Quote
Error in GroundCombat

Error 3420 was generated by DAO.Recordset
The object is not valid or has no value. (translated from Spanish)

I had to kill Aurora's process after a while, since there was no apparent end to the identical pop-ups, even holding down Enter. When I restarted the game, I cancelled the attack, and the cycle processed just fine.
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 29, 2011, 07:04:29 PM
Another thing: the tooltip on the Class Priority box says "higher is better", but actually the opposite is true. The lower the value (always in relation to that of other classes, of course), the more skilled the officers selected to command ships of the design in question.
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on March 29, 2011, 09:50:43 PM
Heres another 3420

Error in cmdDelete_Click

Error 3420 generated by DAO.Recordset
object invalid or no longer set


I was abandoning a mining colony with the summary window for that colony open.
Title: Re: Official v5.42 Bugs Thread
Post by: ndkid on March 30, 2011, 07:18:33 AM
I just got my first example of the

Error in CheckAlienShip

error 3077 recorded by DAO.Recordset
Syntax error (missing operator) in expression


It appears non-catastrophic. I have invaders and swarm on, and this game has had a high degree of NPR combat... I've let it run overnight automatically through 5-second turns more than once. I do not believe there are currently any alien races in systems I am in, so I expect this error was generated by some not-in-my-neighborhood alien.
Title: Re: Official v5.42 Bugs Thread
Post by: antofdeath on March 30, 2011, 09:40:06 AM
So I went to take a nap and leave the game alone for a day and I come back to even more weirdsmeg.  The "Invalid use of null" error happens once more then, nothing.  The ship actually doesn't even register it's own equipment anymore.  Under combat settings the sensor is unable to select the enemy list is completely empty and the actual weapon list, completely dry of weapons.  The "Damage Reports record 1/3 of my guns stilll there (alot of guns) all 3 sensors are working and in combat settings the "turn on active sensors button" is missing.  I don't know but I'm just going to tug on make a new bigger and better ship and see what happens.
Title: Re: Official v5.42 Bugs Thread
Post by: Rastaman on March 30, 2011, 04:00:06 PM
While pressing time increment, when "officer updates" are made (...surplus to requirements ... released from service):

Error in GetCommanderName

Error 94 was generated by Aurora
Invalid use of Null
Title: Re: Official v5.42 Bugs Thread
Post by: Rastaman on March 30, 2011, 04:40:51 PM
When pressing on a leader in the leaders list on the very right of the leaders window:

Error in grdSorted_SelChange

Error 30009 was generated by MSFlexGrid
Invalid Row Value
Title: Re: Official v5.42 Bugs Thread
Post by: Rastaman on March 30, 2011, 05:36:50 PM
When pressing "Abandon" Colony in the economy window:

Error in cmdDelete_Click

Error was generated by DAO.Recordset
Object invalid or no longer set



Aurora hangs (error repeats over and over on clicking "ok") and needs to be terminated. Confirmation prompts are not displayed. After restart the colony is abandoned.
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on March 30, 2011, 06:50:03 PM
Found a bunch of wrecks early on in my explorations eventually got around to salvage ship + cargoship combo to go out and see what goodies i can snatch. I left it to its thing and then magicly got an "error in SalvageWreck error 6 overflow" I know why its happening every construction cycle... for some reason the size is 25039950 tons which is epicly huge or epicly bugged my vote is on the latter. But even if i could salvage it i'd need WAAY more cargo ships :(
I've got these, but as ships. TCS 500799, Speed 0, Thermal 1, EM 0, Armor 1. They don't seem to do anything. Damaging them causes the error "Error in ApplyInternalDamage - Error 6 was generated by Aurora - Overflow". Don't think I can wreck them. Edit: Actually, I can. Some where over 2000 damage. There's still one left, I'll back up the DB.
Title: Re: Official v5.42 Bugs Thread
Post by: Father Tim on March 31, 2011, 04:14:38 AM
While pressing time increment, when "officer updates" are made (...surplus to requirements ... released from service):

Error in GetCommanderName

Error 94 was generated by Aurora
Invalid use of Null



When pressing on a leader in the leaders list on the very right of the leaders window:

Error in grdSorted_SelChange

Error 30009 was generated by MSFlexGrid
Invalid Row Value

These errors are almost always the result of an apostrophe in a commander's name.
Title: Re: Official v5.42 Bugs Thread
Post by: Rastaman on March 31, 2011, 06:21:11 AM
Well not in this case, the Error 94 happens multiple times a year and none of the officers have apostrophes. Also with "New Officer" messages. But not in every campaign either.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on March 31, 2011, 08:35:44 AM
Well not in this case, the Error 94 happens multiple times a year and none of the officers have apostrophes. Also with "New Officer" messages. But not in every campaign either.

I think this is the same one that I regularly see.  It's usually a fairly senior commander (like my CNO) - as I'm highlighting officers in the right-hand (sort by abilities) panel, every now and then a flexgrid error will pop up.  I haven't been able to track it down, but I suspect that it might have something to do with their command being first on a list somewhere.

John
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on March 31, 2011, 08:37:29 AM
The algorithm for HTK of magazines seems to be completely wrong in terms of scaling behavior for larger magazines.  As far as I can tell, it is always better to use size-1 magazines.  See this thread for details: http://aurora2.pentarch.org/index.php/topic,3413.0.html

John
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 31, 2011, 11:55:39 AM
Odd. About the renaming bug related to certain components, it seems the renaming is actually almost totally incomplete as opposed to not happening at all. Components keep their initial name on the Technology Report, Class Design and even Task Groups (related orders) windows, but I just salvaged some shields from a ship I lost, and they had the new name I wanted to give them! At least as far as the events log is concerned...
Title: Re: Official v5.42 Bugs Thread
Post by: antofdeath on March 31, 2011, 12:35:19 PM
Well just thought I would make note that A I'm still getting smeg tons of random errors in battles I can't even account for what they are built off of but they are diverse but my new ship made it through the wormhole with little to no problem this time and dealt with those pesky NPCs with wrathfull injustice.  It seems to be very likely that it was infact my sensors being offline for wormhole.  I dunno about you but I figure everyone could benefit if it said so somewhere on the UI that it was wormhole jammed instead of other stuff.


Minsk class Gunboat    186,850 tons     23220 Crew     39149. 8 BP      TCS 3737  TH 980  EM 3750
749 km/s     Armour 15-291     Shields 125-300     Sensors 110/110/0/0     Damage Control Rating 1021     PPV 1420
Annual Failure Rate: 387%    IFR: 5. 4%    Maint Capacity 94428 MSP    Max Repair 1312 MSP    Est Time: 5. 6 Years

Magneto-plasma Drive E3. 75 ARM-1 (40)    Power 70    Fuel Use 37. 5%    Signature 24. 5    Armour 1    Exp 3%
Fuel Capacity 200,000 Litres    Range 5. 1 billion km   (79 days at full power)
Delta R300/12. 5 Shields (50)   Total Fuel Cost  625 Litres per day

Quad R15/C6 Meson Cannon Turret (50x4)    Range 150,000km     TS: 25000 km/s     Power 24-24     RM 15    ROF 5        1 1 1 1 1 1 1 1 1 1
35cm C6 Plasma Carronade (20)    Range 256,000km     TS: 4000 km/s     Power 32-6     RM 1    ROF 30        32 16 10 8 6 5 4 4 3 3
Fire Control S16 128-16000 H70 (20)    Max Range: 256,000 km   TS: 16000 km/s     96 92 88 84 80 77 73 69 65 61
Tokamak Fusion Reactor Technology PB-0. 875 AR-1 (7)     Total Power Output 1470    Armour 1    Exp 3%

Active Search Sensor MR23-R1 (4)     GPS 210     Range 23. 1m km    Resolution 1
Active Search Sensor MR163-R50 (70%) (2)     GPS 10500     Range 163. 3m km    Resolution 50
Active Search Sensor MR816-R50 (70%) (1)     GPS 52500     Range 816. 7m km    Resolution 50
Thermal Sensor TH10-110 (70%) (2)     Sensitivity 110     Detect Sig Strength 1000:  110m km
EM Detection Sensor EM10-110 (70%) (2)     Sensitivity 110     Detect Sig Strength 1000:  110m km

This design is classed as a Military Vessel for maintenance purposes

But I would like to make note for future reference THIS GAME DOES NOT LIKE BIG SHIPS.  I found it like 8x easier to start manually designating all my targets and rapidly reassigning my weapons categories, but there doesn't seem to be a "Quickclear" targets button from say when you want to clean your weapons groups so it doesn't tick every 5 seconds. 
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 31, 2011, 12:38:18 PM
There is indeed a Clear Fleet button on the lower portion of the Combat Overview window.

Also, I shudder to think how long that behemoth took to build. :P
Title: Re: Official v5.42 Bugs Thread
Post by: antofdeath on March 31, 2011, 12:42:23 PM
Only 2. 6years, on that note I'm already in the works of the bigger one up xD This one finally broke through but I found some flaws I need to address.  But where is this button? If you don't mind me asking for very precise instructions to it's existence.
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 31, 2011, 12:46:47 PM
The Combat Overview screen is accessed through the crosshairs icon on the System Map window. The Clear Fleet button is one of the bottom four in there.
Title: Re: Official v5.42 Bugs Thread
Post by: antofdeath on March 31, 2011, 12:55:43 PM
Oh thats very usefull ^. ^ Thank you.  Either way the "Autoselect" from the game has no idea how to handle 80 turrets, infact it doesn't know how to handle firecontrols x 2 or more, the basic thing it jumps at doing is pairing up 2 quad mason turrets per FC.  And well this doesn't work so well when you have A overflows B a whole other group of weaponry.  So essentially on ships like this it means you have to assign everything individually.  The UI is confusing as hell you go around in circles between screens trying to find things like that combat overview that don't show up in the main toolbar and things like that.

Also that system was viciously defended for the fact that there was nothing here from what I could tell no colonies or anything.
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 31, 2011, 01:19:39 PM
Autoselect? You should assign weapons (and ECCM, if you have the tech) to fire controls manually on the Combat Overview screen, which is your central tool for managing combat. You only need to do this for one ship of each class, as you can copy the assignments to all vessels of the same class, using the Copy Assign -> Copy Race button on that same screen.
Title: Re: Official v5.42 Bugs Thread
Post by: creodor on March 31, 2011, 01:30:06 PM
You can. . . copy them? Oh thank you!
I have a problem with the game overwriting my FC choices though.  Does AutoFC try to overwrite what you manually choose, even if it's after you press the button?
I had a gate guard that I just auto FC'd without paying attention, and it slapped all the particle beams in the PD FC and the PD guns in the offensive FC.  So I changed it manually, but every time I closed the window it would reset back to the Auto FC settings.  Is that a bug or a feature?
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 31, 2011, 01:55:52 PM
It'd make sense if automatic settings, if enabled, overrode manual ones. But I'm not sure since I do assignments manually.
Title: Re: Official v5.42 Bugs Thread
Post by: creodor on March 31, 2011, 02:47:59 PM
That makes sense, except, is there a way or button to disable it if it's a toggle? Doesn't matter very much, I'm on a different game since that one was eaten by the 1 minute increment because an AI is in range but not shooting bug (I waited for around an hour for it to clear up).  I'm just curious.
Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on March 31, 2011, 08:29:30 PM
Steve wrote the auto FC code for the AI which has simpler ship designs, he then enabled it for plYers to help with tedium but I think making it smarter is on his to-do list!
Title: Re: Official v5.42 Bugs Thread
Post by: jseah on March 31, 2011, 09:10:01 PM
From this thread -> http://aurora2.pentarch.org/index.php/topic,3416.0.html

Essentially, when the difference between staying above water or sinking into debt depends on which timestep you use for auto-turns, there might be a problem. 

Could be due to the way I try to balance my economy to ±0 that the problem shows up.  It would be seriously weird to have to trade-off OOC convenience with in-game efficiency.  (I can imagine being tempted to run the game at 1 hour timesteps if you have enough spaceports on two moons in the same moon system that have a massive 1k CF civilian contract between them...
Which *might* just happen later in my game when I decide to split my construction base.  )
Mostly, it's just slightly irritating that stuff doesn't work the same way in 8 hour chunks and 24 hour chunks. 
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on March 31, 2011, 11:15:46 PM
Well, it seems you're using a rather awkward construction cycle figure. Maybe that's somehow throwing off the standard calculations? Why are you using it in the first place? Calculating everything that's normally determined once every five days everyday instead is going to make your game a lot slower. Especially once you're a few decades into it.
Title: Re: Official v5.42 Bugs Thread
Post by: jseah on April 01, 2011, 07:41:00 AM
It would happen anyway. 

If I click 5 days as a time step instead of 1 day, civilians would take 5 days to go from "move to Nilosia Trade Location" to "load trade goods Nilosia". 
In fact, if I click 5 days, right now, where the construction cycle time is 1 day, the civilians will take 5 days to do their thing.  Which does mean my lack of infrastructure on my homeworld disappears because my civilians transport ~3 times less infrastructure. 

My economy also dies. 


I also just like a 1 day construction cycle time.  I find it meshes very well with my transports and colony ships since I stick on enough cargo handling systems to finish load/unload in 1 day + 1 hour. (which drops to <1 day with space ports)
EDIT: also because I tend to use civilian contracts alot.  By third or fourth year, I usually move something like 10 facilities per day on average.  (not this particular game because I'm trying out a new strategy)
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 01, 2011, 09:00:20 AM
If I click 5 days as a time step instead of 1 day, civilians would take 5 days to go from "move to Nilosia Trade Location" to "load trade goods Nilosia". 
In fact, if I click 5 days, right now, where the construction cycle time is 1 day, the civilians will take 5 days to do their thing.  Which does mean my lack of infrastructure on my homeworld disappears because my civilians transport ~3 times less infrastructure.  *SNIP*

A small point: If you have a 1-day construction cycle set up and click for and achieve 5-day time advance, you will evaluate a single 5 day cycle.  The way that it works is that Aurora looks for the time since the last update; if that's greater than the cycle time then it will do a construction cycle for the total elapsed time since the last update, not the cycle time you've chosen.  So construction updates can't be "broken" by taking longer timesteps than the requested construction cycle.

John

PS - Everyone: it seems like we're getting some thread drift into discussions/questions in this "Official 4.2 Bugs" thread.  Please remember that this thread is the one that Steve uses as a database for the bugs he needs to fix - it's in our best interest to keep the signal to noise for actual bug posts high.  If you want to ask questions or discuss things (like I'm doing in this post :) ), please consider opening a new thread in The Academy or Aurora Chat.  Thanks!
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on April 01, 2011, 12:25:40 PM
Both Colony Ship and Strike Cruiser classes share the same designation (CS). Would be nice to have a special window to edit existing class names and designations at least.
Title: Re: Official v5.42 Bugs Thread
Post by: tbro on April 01, 2011, 02:34:44 PM
After trying to locate a vessel using the 'center map on fleet' check box in the Task Group window I got the following error msg 'Error in CenterOnLocation' 'Error 6 was generated by Aurora' 'Overflow' 'Please report to. . . '

Thereafter any time I moved the screen when in the Sol system or used the drop down menu to go to the Sol system on the System map window, I got the same error msg.  All other system maps work fine.  Using either the 'center on fleet' check box for fleets ourtside Sol or the system map drop down to go to systems other than sol is no problem.  I'm just shut out of Sol.  Restarts don't fix the problem.  Any ideas?
Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on April 01, 2011, 05:17:15 PM
After trying to locate a vessel using the 'center map on fleet' check box in the Task Group window I got the following error msg 'Error in CenterOnLocation' 'Error 6 was generated by Aurora' 'Overflow' 'Please report to. . . '

Thereafter any time I moved the screen when in the Sol system or used the drop down menu to go to the Sol system on the System map window, I got the same error msg.  All other system maps work fine.  Using either the 'center on fleet' check box for fleets ourtside Sol or the system map drop down to go to systems other than sol is no problem.  I'm just shut out of Sol.  Restarts don't fix the problem.  Any ideas?

After you click OK on the error try and click on the zoom out or zoom in buttons (or even a reset zoom level button if there is one?).
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 01, 2011, 09:07:54 PM
When pressing on a leader in the leaders list on the very right of the leaders window:

Error in grdSorted_SelChange

Error 30009 was generated by MSFlexGrid
Invalid Row Value

Ok, I think I've isolated the exact condition.  It happens to the 1st of any rank, e.g. 1st Commander Charlie Hussain.  First click on anyone of a different rank, then click on the 1st guy and the error pops up.  All clicks are in the "Search by Ability or Location" panel.  I assume that the code that draws the "Seniority of Officers by Selected Rank" panel (left hand side) is what's triggering the bug.

John
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on April 01, 2011, 09:48:04 PM
I don't get the error for the Commander, but for the other ranks that is when it happens.
Title: Re: Official v5.42 Bugs Thread
Post by: Brian Neumann on April 02, 2011, 02:54:19 PM
On the reduced hight window for events (cntl F3) if you want to filter events, you loose all the buttons on the bottom.  I think the filter events screen is still set for full hight.

Brian
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 02, 2011, 04:21:03 PM
The Ordnance Management tab on the F6 (units) screen is broken when you've got multiple populations on the same planet.  I had ships in orbit of Earth trying to use the "Population" fast reload button (or even the slow reload dialogue).  Some of my ships were appear to have been using Earth as the population, while others were using Bizarro Earth (oops - I mean Lunie Earth).  I tried setting their location to "Capital", but that didn't fix it.

The real kicker was that the Population pulldown (for doing slow reload) doesn't give an option of choosing between Human Earth and Lunie Earth - this is the part that's definitely broken - I couldn't find a way for a ship which thought it was a Lunie Earth to talk to the Human Earth's stockpiles.  I worked around the issue, btw, using the ammo transfer window to move missiles between colonies through intermediary ships which were talking to different stockpiles.

John
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 02, 2011, 06:55:32 PM
There's something very strange going on in the design window for active sensors with sub-20 resolution - the "Range vs. 1000 ton object" entry is larger than the "Maximum Range vs. (50xResolution) ton object" entry.  All the numbers in the examples are use Active strength 21, EM sensitivity 11, and sensor size 1 for search sensors.  This does not match my recollection of the formula - the range is supposed to simply be multiplied by min(1,size/res)^2.

Example 1:  Res=20.  Max Range vs. 1000 ton = 10.33 MKm,   Range vs. 1000 ton = 10.33 MKm, Range vs. 250 ton = 645.625 KKm.  (this is correct)
Example 2:  Res=10.  Max Range vs.  500 ton =   7.3   MKm,   Range vs. 1000 ton = 29.2  MKm, Range vs. 250 ton =  1.825 MKm. (1st  and 3rd correct, 2nd 4x too big)
Example 3:  Res= 2.   Max Range vs.  100 ton =   3.26 MKm,   Range vs. 1000 ton = 326  MKm, Range vs. 250 ton = 20.375 MKm. (1st correct, 2nd 10^4x too big, 3rd 6.25 too big)
Example 4:  Res= 1.   Max Range vs.   50 ton =    2.31 MKm,   Range vs. size 6 Missile = 251.559 KKm, vs. size 8 = 369.6 KKm, vs. size 12 = 831.6 KKm.

So it looks like for ships it's incorrectly applying (size/res)^2 when the resolution is smaller than the size.  I hope/assume this is due to coding the formula up separately for this window (rather than referring to the actual code from the sensor routine).  For missiles (res 1) I have no clue what's going on.  According to the previous pattern, none of the missile sizes should be affected, since they're all smaller than 1 HS.  My recollection is that a missile size point is 1/20 a HS, so I would expect the range for size 6 to be (6/20)^2*2.31 MKm =  2.079 MKm.  Instead, it's (33/100)^2*2.31, i.e. 10% too big (I just checked - this is NOT due to sensitivity of 11).  Looking at the numbers some more, size 8 and size 12 look correct; it's just size 6 that is too big by a factor of (1.1)^2.  Weird

John

Title: Re: Official v5.42 Bugs Thread
Post by: tbro on April 03, 2011, 10:50:36 AM
Thanks Beersatron.  That worked.  I've also found I seem to be able to avoid it happening in the first place by not minimizing the system map.  I was minimizing it to avoid the flashing when it updated.
Title: Re: Official v5.42 Bugs Thread
Post by: EarthquakeDamage on April 03, 2011, 01:55:59 PM
My recollection is that a missile size point is 1/20 a HS, so I would expect the range for size 6 to be (6/20)^2*2.31 MKm =  2.079 MKm.  Instead, it's (33/100)^2*2.31, i.e. 10% too big (I just checked - this is NOT due to sensitivity of 11).  Looking at the numbers some more, size 8 and size 12 look correct; it's just size 6 that is too big by a factor of (1.1)^2.  Weird

I think Steve mentioned some time back that he set a minimum size for detection purposes.  That size must be about 1/3 HS.
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on April 03, 2011, 04:23:00 PM
I've noticed that sometimes Civ ships get hung.  They display a speed and a target, for example, "load trade goods at earth, 1500 km/s"

But they just sit at earth and don't move.  Ever.  For months.

This is a situation worth looking into.  I'm wondering about a conflict with civilian contracts.  Sometimes I also set my contracts up wrong.  This time it was Supply 5 mass drivers at earth, and demand 2 automated factories at Penumbra and 3 automated factories at Corundus.

Clearing orders from the shipping lines tab didn't alter anything, but after correcting the mistake in the contracts everyone started moving again.  I am wondering if theres a logic problem where civs would rather fulfill contracts than trade normally, but finding imbalanced contracts they just simply wait, rather than heading off to trade normally.

A curiosity.

 
Title: Re: Official v5.42 Bugs Thread
Post by: ardem on April 03, 2011, 05:26:23 PM
Not sure if this is a bug or something that was suppose to happen.

I accidentally released robot guards in some ruins I was converting, and they wiped out my small military I had in place, this happened in one foul swoop, the city surrendered also, which in turn said my transport ships in orbit surrendered or so  the log said. But what happened was the transport ships did not surrender they split from the main taskforce, and made individual task forces and the original task force was still there. I was able to control them and use them. So I lost none of my ships.

The other interesting thing , is the assault force was three robot guardian assault brigades, they knocked out 1 armour and 1 assault brigade and 2 engineer brigade in 1 battle. But I went back with 2 armoured and 1 assault and 1 mobile infantry lost only 3% of troops in one brigade in removing them over a month of fighting.

For me the numbers do not add up, If they were so powerful to knock over the defenders so quickly, how come they were incapable of defencding a slighly larger force. I think steve need to revisit ground combat numbers.

one other thing was there was 100,000 colonist left on the planet, the robot guardians killed the rest, but when I came back and took over the colony again, which was only in a month. The colony still said vanquished then moved in subjugated, since these were robot guardian I imagine all of them dead and this is the original colonies who are human. They should be classified as liberator or atleast go back to the original setting for the colony.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 03, 2011, 06:50:54 PM
I think Steve mentioned some time back that he set a minimum size for detection purposes.  That size must be about 1/3 HS.
IIRC, it's supposed to be 6HS (the minimum size) which would give a factor of 0.3 to be squared.  The factor it appears to be using is 0.33, not 0.3333 (the currency variable version of 1/3) or 0.33333333333333....

John
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on April 03, 2011, 07:43:38 PM
Ship destruction by high-power microwaves is not registered by the Event Log. The sensor contact is simply lost as opposed to getting a "Xeno 001 has been destroyed" event message.

I'm not sure HPMs are even supposed to deal damage to stuff besides shields and electronics, but they do. Crispy, crunchy Star Swarm brochettes are legendary among the Solar League's military spacers.


The other interesting thing , is the assault force was three robot guardian assault brigades, they knocked out 1 armour and 1 assault brigade and 2 engineer brigade in 1 battle. But I went back with 2 armoured and 1 assault and 1 mobile infantry lost only 3% of troops in one brigade in removing them over a month of fighting.

For me the numbers do not add up, If they were so powerful to knock over the defenders so quickly, how come they were incapable of defencding a slighly larger force. I think steve need to revisit ground combat numbers.

The numbers do add up. The total defensive strength of your defeated force (1x Low Tech Armour Division, 1x Assault Infantry Battalion and 2x Engineer Brigades) was 45, whereas the combined offensive strength of the three Precursor battalions was 75. Ground units don't always have the same strength in offense and defense. When you came back with more forces, the robots found themselves fighting a more even series of offensive and defensive operations, and Assault Infantry Battalions are considerably weaker on the latter.

My estimates might be wrong, though, since I think you got mixed up with unit types. I may not have entirely understood what you actually meant.
Title: Re: Official v5.42 Bugs Thread
Post by: Narmio on April 03, 2011, 10:13:14 PM
Ship destruction by high-power microwaves is not registered by the Event Log. The sensor contact is simply lost as opposed to getting a "Xeno 001 has been destroyed" event message.

I'm not sure HPMs are even supposed to deal damage to stuff besides shields and electronics, but they do. Crispy, crunchy Star Swarm brochettes are legendary among the Solar League's military spacers.
Wait, are you sure that HPMs destroyed ships?  Just having the contact lost is what's supposed to happen, isn't it? Since you're meant to be just frying their sensors.
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on April 03, 2011, 10:59:35 PM
I fried them good. My attacking corvettes had nothing but HPM mounts. I'm sure the targets were destroyed: an active enemy contact doesn't simply vanish when your sensor's around 100k km away from it. The Tactical Intelligence window showed the contacts as destroyed, too. The only reason they didn't leave wrecks behind is because Swarm creatures never do. Though I did microwave a Precursor assault transport once. It naturally became a wreck, but I can't remember whether the Event Log reported the kill or not.
Title: Re: Official v5.42 Bugs Thread
Post by: EarthquakeDamage on April 05, 2011, 01:07:23 AM
Component design bugs:
Title: Re: Official v5.42 Bugs Thread
Post by: Andrew on April 05, 2011, 04:03:43 PM
I have had the error problem in getname for an NPR , I have looked through the DB and the problem is either the Theme Odd or Hobbit commander names as the NPR having the problems is using those themes
Title: Re: Official v5.42 Bugs Thread
Post by: antofdeath on April 06, 2011, 08:22:52 PM
Any period longer then one day, sometimes even 5-10 second bursts get me spammed with

"Error in UpdateDatabasePostMovement

Error 3709 was generated by DAO.Recordset
The search key was not found in any record.
Please Report"...

Well... I tried continuing my game but after about the 3rd year of getting it... it's kind of annoying.
Title: Re: Official v5.42 Bugs Thread
Post by: AlStar on April 07, 2011, 06:57:57 AM
I'm getting an error after my team stole the location data for a system from an NPR ally.  Going to the Galactic Map screen, I get the following error:

ERROR: WP Link not found in GetWarpPointData

If I hit ok there, it'll then throw:
Error in DisplayWP
Error 5 was generated by Aurora.  Invalid proceedure call or arguement.

If I hit ok twice, it'll let me into the Galactic Map, however selecting or moving any system on the map will throw more error 5s.

Looking at the system in question (called Elrood), it should be connected to a system I know called Marathon.  However, on the map, it's shown as connected to a completely different system called Kiev.

I don't know if this is significant or not, but I haven't done any gravsurveys on Marathon, so I can't see the link between Marathon <-> Elrood when I look in the Marathon system.

Also, are we supposed to be able to have multiple diplomatic teams on the same alien race? If no, then I have the bug that I can sometimes assign multiple ones.  If yes, then I have the bug that sometimes my teams will reset to 'no race' when I try to assign multiples.
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on April 07, 2011, 10:27:34 AM
The game's automatic design lock on production doesn't seem to extend to fighters and commercial ships built exclusively by the civilian sector. I'd check PDCs too.

However, given fighters can't be refitted, I'd suggest leaving the auto-lock as it is, in their case, until they can be. Otherwise there's no way to preserve what might be a very experienced crew.
Title: Re: Official v5.42 Bugs Thread
Post by: Rastaman on April 07, 2011, 01:04:09 PM
A ship with inoperable drives can still move at normal speeds.

"Maximum speed" is given as 1km/s in the Task Groups Window, but the "set" speed is still as if it is functioning normally. So on the map it moves normally at that set speed.
Title: Re: Official v5.42 Bugs Thread
Post by: EarthquakeDamage on April 07, 2011, 03:34:37 PM
Does anyone else get endless errors (forcing an End Task, though the game continues fine afterward) when they finish off the last ruin guardian battalion in ground combat?
Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on April 07, 2011, 03:57:00 PM
Does anyone else get endless errors (forcing an End Task, though the game continues fine afterward) when they finish off the last ruin guardian battalion in ground combat?

I did the first time I ran into them and then realized for next time to cancel the attack on the tick you get the 'defeated' message - before you hit the next tick. Seem to work ok after that.

I think the problem is that the attack should be cancelled automatically but isn't, so next tick it is trying to attack thin air!
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on April 07, 2011, 06:00:31 PM
Does anyone else get endless errors (forcing an End Task, though the game continues fine afterward) when they finish off the last ruin guardian battalion in ground combat?

I think that happens when the guardians are destroyed during their initial attack and you miss that detail and order your forces to attack anyway.

EDIT: By the way, Gliese 67 is misspelt Gleise 67.
Title: "assigned to Unknown Fleet"
Post by: Deoxy on April 08, 2011, 03:09:52 PM
I had a large military ship that I transferred to the Shipyard TG, waiting to be scrapped.    While I was waiting for a slip to open to scrap it, had a maintenance failure and exploded (it was very old).    Bummer.

The next ship that was built gave that error - "[whatever] built on [planet] was assigned to Unknown Fleet" - and the ship is GONE.    It's nowhere - not in the ship menu, nothing.

Well, it turns out that the Shipyard TG taskgroup is gone.  .  .   the ship that exploded was the only ship in there, so it was removed.

Well, I recreated the Shipyard TG and set it to the default taskgroup again, but the existing ships under construction now all have "No assignment" as their taskgroup, and each one gives errors and goes POOF when it's done.

I can give myself the ships back with SM, but I can't find a way to change the assigned group on stuff already in progress.    It should just act like hitting the "detach" button and create it's own TG. 
Title: Re: Official v5.42 Bugs Thread
Post by: Grunden on April 08, 2011, 04:33:07 PM
I've had this happen before, normally when you use the Naval Organization tab, and assign the Shipyard TG to a branch.  If you then create that branch as a TG it'll delete the Shipyard TG in the same way.  All the ships currently under construction with then be built into "Limbo", and creation of a new Shipyard TG won't have the same database ID.  Only thing I know of to do in that case is to edit the database on the ships under construction and assign them to your "new" Shipyard TG.
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on April 09, 2011, 01:18:15 AM
It can also happen if you tractor the last ship in the group.



On the Political Relations tab of the Intelligence (Ctrl-F5) window, the Initiate Communications button is not disabled when switching to an initiated race from a an uninitiated race.
Title: Re: Official v5.42 Bugs Thread
Post by: Rastaman on April 09, 2011, 10:59:45 AM
Reduced size launcher x 0.25 size / x 100 reload has higher crew requirements than x 0.33 size / x 20 reload

While the others conform to the rule larger = more crew. Bug or wad?
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 09, 2011, 12:28:34 PM
Able to perform time travel without having researched the tech.

It's 23 July, 2126.  I just gave an order to scrap an FAC.  It's showing up in the SY Tasks tab with an estimated completion date of 5 June 2126.

(seriously, I assume the negative build cost for scrapping is showing up as negative estimated scrap time)

John
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on April 09, 2011, 05:41:12 PM
The Multi-Loc targeting button, while a godsend, requires some tweaking. It doesn't quite grab targets from the same location (or distance) as that assigned to the selected FC. It has a rather ample radius which is quite bothersome when, for example, your strike cruisers are being chased by 400 murderous Star Swarm warriors. Several fire controls keep locking onto stragglers at least as far as 2 million km away from the firing ships.

If complete precision is not possible to achieve, then the Multi-Loc function should at least ignore targets beyond the maximum range of the weapon assigned to the selected FC (generally the closest hostiles).
Title: Re: Official v5.42 Bugs Thread
Post by: PandaQ on April 09, 2011, 11:09:58 PM
I searched and found this in this thread already, and in 5.   40.   
This is in 10 second intervals or something.    Im guessing two NPR are fighting.   

Error in ApplyInternalDamage
Error 6  was generated by Aurora
Overflow

Its crippled my current game and im going to have to start a new one :(  (i was about 40 years into this one)

Edit: Its changed to 5 second interrupt intervals, still same error with each one.
Title: Re: Official v5.42 Bugs Thread
Post by: ardem on April 09, 2011, 11:15:48 PM
Strange Bug that may apply to other research issues.

I had a good number of invader magnetic containment fusion drives, I disassembled them and gained research tech, on the last drive that pushed me over into gaining the technology but instead of MCF drives I end up getting planetary sensor 700 and the drive technology went back to 80,000 research points. Up until the last one it was dumping the research correctly.

I backed up the database just in case, you need it.

I SM the 700 sensor out and the MCF in so no big deal but one to be aware of.
Title: Re: Official v5.42 Bugs Thread
Post by: jseah on April 10, 2011, 11:48:36 AM
I just got a pretty strange one.  It's also not reproducible so I'm not sure what went wrong. 

6am:
I hit next 24 hours on the 24th of december 2006 (86000 construction cycle, I start on year 2000) and it takes forever to process.  It's not a problem of continuous 1 second intervals, it just locks up completely. 

In any case, I notice this happens when a new NPR is generating and so I leave it for a bit and go play something else. 

12 noon:
I come back to Aurora after a few goes and nothing's changed.  It's still not responding.  The date on the system map window didn't change either so I don't know what's happening. 
Looking in the aurora folder showed me that the database is now 148 thousand kb from the 59,844 the backups were.  It's also increasing by a few hundred kb every minute or so. 

I use task manager and kill aurora and start it up again. 
Wonders!  My game loads!  Nothing has gone wrong with my empire (still in one system).  I hit 1 day expecting it to break, and I get a few errors involving obsoletetech and something about class design (IIRC) but after about 20-30 clicks, they go away, turn processes normally and everything is fine. 

I don't get the errors again and the just-before-restarting DB is now a few months on so I'm not sure how useful that'll be.  I do have backups from before the 'event', though they're quite far back. 
Checked SM mode for new races appearing in the list (NPRs show up there) and nothing.  Which is weird. 

I suspect some kind of class design infinite loop occurred with the 1 NPR in the game.  All I know about it is that they have a fleet positioned right on top of my homeworld so going to war is not an option.  'sides, we're hitting it off well and I would sorely like an ally in a hostile universe. 
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 10, 2011, 02:13:46 PM
I just got a pretty strange one.  It's also not reproducible so I'm not sure what went wrong. 

6am:
I hit next 24 hours on the 24th of december 2006 (86000 construction cycle, I start on year 2000) and it takes forever to process.  It's not a problem of continuous 1 second intervals, it just locks up completely. 

Just so you know, this (vice the clicks about obsolete tech) is the sort of behavior that you get when an NPR has a mining crash.  The way to tell is if in a few more 5-days it happens again.  If it's a mining crash (where the NPR can't mine minerals as fast as it needs to consume them, often due to declining abundance), then the ctrl-c will have bumped up the amount stockpiled by 1 5-day's worth.  This is because (apparently) Aurora first does mining, then decides what to build, then subtracts from the stockpile.  The hang happens in the middle step, you you end up with a bit of a surplus for that 5-day.  This little bit of extra will last a few 5-days, then the NPR will be out again and the cycle repeats.

I assume you'll be keeping frequent backups for the next while, so you can send it to Steve (or someone who can look in the DB, since he'll be incommunicado) if it happens again.  In the case of mining/minerals (where the NPR is completely out of something) crashes, I usually just bump the abundance and/or amount back up so the NPR can keep on functioning....

John
Title: Re: Official v5.42 Bugs Thread
Post by: jseah on April 10, 2011, 02:20:17 PM
There's two reasons why that is wrong. 

1. That NPR is one I placed.  All the systems I generated at the start have infinite resources at their original accessibility.  (1 billion is as good as infinite)
Still, I'm nearing a mining crash despite having a total of ~3k mines (including civilian ones I'm purchasing)

2. I've played 2 months onwards of that point.  No problems whatsoever.  This was the database I was mentioning that might not be useful, since I went ahead and continued playing regardless of the error.  It only occured to me that the problem might be reportable afterwards. 
Title: Re: Official v5.42 Bugs Thread
Post by: davidr on April 10, 2011, 03:16:02 PM
Steve,

On opening the Galactic map I have started to receive the following pop-up error -"Error in LoadRaceData. Error 76. Path not found in "flags\".

Folder in place and flags in folder.

DavidR
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 11, 2011, 01:16:59 PM
Alien ships which are detected only by thermal sensors don't seem to be appearing in the tactical intel screen.  I assume this is a hold-over from when one needed an active contact to ID a class....

John
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on April 11, 2011, 01:38:42 PM
Steve,

On opening the Galactic map I have started to receive the following pop-up error -"Error in LoadRaceData. Error 76. Path not found in "flags\".

Folder in place and flags in folder.

DavidR

It sounds like one of the races is trying to use a flag that doesn't exist. You could fix it by going through each race on the F2 Race window and checking which one doesn't have a flag loaded. If the player races are fine, then it may be an NPR and you would need designer mode to check that.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on April 11, 2011, 01:43:04 PM
The Multi-Loc targeting button, while a godsend, requires some tweaking. It doesn't quite grab targets from the same location (or distance) as that assigned to the selected FC. It has a rather ample radius which is quite bothersome when, for example, your strike cruisers are being chased by 400 murderous Star Swarm warriors. Several fire controls keep locking onto stragglers at least as far as 2 million km away from the firing ships.

If complete precision is not possible to achieve, then the Multi-Loc function should at least ignore targets beyond the maximum range of the weapon assigned to the selected FC (generally the closest hostiles).

There is a bug in this code which I have already fixed for the next version. In v5.42, all contacts are loaded into memory when Aurora starts and saved when it is closed. Unfortunately, the code above uses the database instead of the contacts in memory so it matches the location of the current target with the location of anything that occupied the same location when Aurora started. The only workaround is to close Aurora and re-start it just before you use this function so that all the contact information is correct in the database.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Rastaman on April 11, 2011, 03:18:19 PM
Error in UpdateGameEvents

Error 3159 was generated by DAO.Recordset
Not a valid bookmark


followed by

Error in UpdateGameEvents

Error 3012 was generated by DAO.Recordset
No current record




Seen after pushing 30 day increment button. Aurora hangs and must be terminated.


After restart and pushing the event update window button:

Error in UpdateMessages

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


Aurora hangs again and must be terminated. Database file is backed up at this point via normal copy/paste.

After restart when pushing 5-day increment from the system map screen:

Error in UpdateGameLog

Error 3049 was generated by DAO.Recordset
Cannot open database". It may not be a database that your application recognizes, or the file may be corrupt.


Aurora hangs and must be terminated. Database is corrupted. After pushing 5-day increment button, a different campaign ( "Space Race") receives:

Error in UpdateGameEvents

Error xxxx was generated by DAO.Database
Unrecognized database format 'C:\...\Stevefire.mdb'.


After the following startup:

Error in Form Load

Error 3343 was generatedby DAO.Workspace
Unrecognized database format 'C:\...\Stevefire.mdb'.



Of course, Aurora always hangs. The backup is also corrupted.


All campaigns would be lost and reinstall necessary, if I hadn't backed it up before that. Still hours of playtime lost.



 
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on April 11, 2011, 04:30:16 PM
Minimum Cloak Size is still bugged (http://aurora2.pentarch.org/index.php?action=post;quote=27368;topic=2496.180;num_replies=252;sesc=9ad0fa4204dc72d0c701d4f647b1b91e). You don't have to research it to design a cloaking device, but you do have to to be able to research size 20.
Title: Re: Official v5.42 Bugs Thread
Post by: seinwave on April 11, 2011, 07:50:14 PM
I also have the "Error 6 - Overflow" in ApplyInternalDamage.  It never goes away, however, making it impossible to play.
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on April 11, 2011, 07:53:53 PM
I also have the "Error 6 - Overflow" in ApplyInternalDamage.  It never goes away, however, making it impossible to play.

I think a possible workaround is forcing Aurora to shut down, restarting it and having it process the turn again.
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on April 11, 2011, 08:02:33 PM
It's probably a NPR trying to destroy one the 25 megaton ships. They will eventually succeed, but it takes a lot of damage. It took me over 40 minutes doing 108 damage per minute. And every time I damaged it, I got that error. I got past it by holding down the enter key after pressing a time increment. Once you've pressed a increment button pressing enter will activate it.
Title: Re: Official v5.42 Bugs Thread
Post by: seinwave on April 11, 2011, 10:03:56 PM
Quote from: Shadow link=topic=3348. msg33602#msg33602 date=1302569633
I think a possible workaround is forcing Aurora to shut down, restarting it and having it process the turn again.

I restarted and did this multiple times but it did not help, no matter what turn I did.  It just spammed that error again.
Title: Re: Official v5.42 Bugs Thread
Post by: jseah on April 11, 2011, 10:59:12 PM
I just got a pretty strange one.  It's also not reproducible so I'm not sure what went wrong. 
I opened the database to have a look and see what might be taking up all that memory (which might point to the fault).  Opened every single table to check. 

Nothing appears to be out of hand.  89 551 commander names gave me a shock, but that's the same in my pre-incident control. 

After I quit, despite telling Access to not save changes, the database shrank to 24 324 kb and the backup control shrank to 22 412 kb.  So there really seems to be nothing in that one hundred mb. 

EDIT:
in any case, my game runs perfectly fine and there's nothing, so I guess it's just a strange glitch?

--------------------

OT:
Under research categories, which unsurprisingly is the techtrees list, I found one called "Nova Cannon".  What the heck is THAT?  o.O

Spoilered... just in case. 
Title: Re: Official v5.42 Bugs Thread
Post by: jseah on April 12, 2011, 12:54:49 AM
Ordnance does not update when capacity changes.  (esp. when it drops)

-> Start with 20 magazines, load missiles in ordnance screen
-> remove 10 magazines, lock the class
-> build ship
-> order ship to load ordnance at colony
-> ship has 200% ordnance, carries more ordnance than magazines allow
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on April 12, 2011, 07:55:52 AM
Ordnance does not update when capacity changes.  (esp. when it drops)

-> Start with 20 magazines, load missiles in ordnance screen
-> remove 10 magazines, lock the class
-> build ship
-> order ship to load ordnance at colony
-> ship has 200% ordnance, carries more ordnance than magazines allow

This is a known issue.  Short answer, always review your default loadouts before locking the design.
Title: Re: Official v5.42 Bugs Thread
Post by: Divuad on April 12, 2011, 09:47:19 AM
I'm having the same problem right now.  It says that it can't find gg11. jpeg and I did what was advised but I still get the error message every time I go to the System Info menu.  What do I need to do?
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on April 12, 2011, 09:56:13 AM
You could copy some other planet image and rename it gg11.jpeg.
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on April 12, 2011, 01:25:22 PM
the gg problem arises, I believe, from the ringed planet image which is just named g11

change it to gg11 and the problem vanishes.
Title: Re: Official v5.42 Bugs Thread
Post by: seinwave on April 12, 2011, 04:17:18 PM
Should I post my database for help with the Overflow?
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on April 12, 2011, 07:37:40 PM
The advanced version of the Particle Beam Strength tech appears as Advanced Particle Torpedo Warhead.

Sounds like a leftover from an old version.
Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on April 12, 2011, 11:29:39 PM
Should I post my database for help with the Overflow?

Go ahead and host it somewhere if you can, Steve is busier than normal recently but there are a few of us who could possibly get a look and attempt to debug it.
Title: "not been given any assignments"?!?
Post by: Deoxy on April 13, 2011, 01:57:18 PM
Ok, I suspected this for a while, but there are definitely cases where officers are "released from service" as "surplus to requirements" when they most certainly HAVE been given assignments recently.

Just a moment ago, I reassigned my Fleet Headquarters commander, since an officer had been promoted that had a higher Crew Training score.  The very next turn, the guy who was just relieved (and had been the fleet commander for a while) was released as not having had an assignment in 12.4 years.

So, basically, is any officer in danger of being "released" if he isn't CURRENTLY assigned?  Or are only certain things (staff? teams?) not counted as "assignments" for job history purposes?  Either way, it's clearly a bug.
Title: Re: Official v5.42 Bugs Thread
Post by: seinwave on April 13, 2011, 02:30:48 PM
Quote from: Beersatron link=topic=3348. msg33680#msg33680 date=1302668979
Go ahead and host it somewhere if you can, Steve is busier than normal recently but there are a few of us who could possibly get a look and attempt to debug it.

K, here it is.  I noticed that every time I play it it grows by ~500 kB, even when it's failing on that one turn.
http://dl.dropbox.com/u/5080725/Stevefire.mdb


*edit* fixed url
Title: Re: Official v5.42 Bugs Thread
Post by: Shadow on April 13, 2011, 04:09:38 PM
The Design Errors box doesn't warn you when a cloaking device is too small for the current design.
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on April 15, 2011, 01:13:24 AM
Mistakenly changing design alters ship

I don't have the original ship with which to compare, because it got changed.  I had a lovely colony ship-- the Ark.  Its my jumpcapable ship that ferries smaller colony ships to distant startup worlds.  What happened is i opened the design window.  The Ark was the default ship displayed.  Locked, and had ships in service.  Accidentally changed it to a PDC because, well, I wanted to design a PDC.

The popup telling me things would be changed appeared, and phfoosh.  Turned it back to a ship and this is what the existing ark, in service, turned into:

Code: [Select]
Ark class Colony Ship 350 tons     479 Crew     74.5 BP      TCS 7  TH 0  EM 0
1 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 0 MSP

Fuel Capacity 150,000 Litres    Range 0.0 billion km   (0 days at full power)


This ship is classed as a commercial vessel for maintenance purposes

gone
Title: Re: Official v5.42 Bugs Thread
Post by: Erik L on April 15, 2011, 01:14:34 AM
Mistakenly changing design alters ship

I don't have the original ship with which to compare, because it got changed.  I had a lovely colony ship-- the Ark.  Its my jumpcapable ship that ferries smaller colony ships to distant startup worlds.  What happened is i opened the design window.  The Ark was the default ship displayed.  Locked, and had ships in service.  Accidentally changed it to a PDC because, well, I wanted to design a PDC.

The popup telling me things would be changed appeared, and phfoosh.  Turned it back to a ship and this is what the existing ark, in service, turned into:

Code: [Select]
Ark class Colony Ship 350 tons     479 Crew     74.5 BP      TCS 7  TH 0  EM 0
1 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 0 MSP

Fuel Capacity 150,000 Litres    Range 0.0 billion km   (0 days at full power)


This ship is classed as a commercial vessel for maintenance purposes

gone
This is known behavior. Not sure if Steve classes this as a bug though.
Title: Re: Official v5.42 Bugs Thread
Post by: dooots on April 15, 2011, 03:36:32 AM
If you fire missiles at a way point and remove the way point the same increment that the missiles are fired the missiles will head to the center of the system.
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on April 15, 2011, 07:35:56 AM
If you fire missiles at a way point and remove the way point the same increment that the missiles are fired the missiles will head to the center of the system.

Personally, when I do things like this (and I do), I call it a "stupid user trick" or "learning opportunity".  :-[
Title: Re: Official v5.42 Bugs Thread
Post by: dooots on April 15, 2011, 06:49:10 PM
Personally, when I do things like this (and I do), I call it a "stupid user trick" or "learning opportunity".  :-[

I agree, but a quick search through the 5.0+ bug threads didn't bring it up so I figured I would report it.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 15, 2011, 08:00:38 PM
I agree, but a quick search through the 5.0+ bug threads didn't bring it up so I figured I would report it.
It's generally a really bad idea to remove waypoints that are in use.  IIRC, removing a waypoint that's a target of a ship's movement orders results in REALLY nasty behavior (like missing record errors) - don't remember what it is, since I put it into the "don't do that" category :)

John
Title: Re: Official v5.42 Bugs Thread
Post by: Father Tim on April 15, 2011, 09:51:17 PM
The center of every system is co-ordinate [0,0].  Erasing the target waypoint 'erased' the missiles target - which in computer speak set it to zero.  Hence, missiles head for center of system.
Title: Re: Official v5.42 Bugs Thread
Post by: Father Tim on April 15, 2011, 09:54:35 PM
Mistakenly changing design alters ship

I don't have the original ship with which to compare, because it got changed.  I had a lovely colony ship-- the Ark.  Its my jumpcapable ship that ferries smaller colony ships to distant startup worlds.  What happened is i opened the design window.  The Ark was the default ship displayed.  Locked, and had ships in service.  Accidentally changed it to a PDC because, well, I wanted to design a PDC.

gone

Congratulations!  You found a loophole in the 'user protection scheme'.  You're not supposed to be able to change a Locked design in this way, but it sounds like the 'Ship/PDC/Fighter' dropdown isn't properly locking when a design is 'Locked'.
Title: Re: Official v5.42 Bugs Thread
Post by: dooots on April 15, 2011, 10:03:01 PM
It's generally a really bad idea to remove waypoints that are in use.  IIRC, removing a waypoint that's a target of a ship's movement orders results in REALLY nasty behavior (like missing record errors) - don't remember what it is, since I put it into the "don't do that" category :)

John

But you have to remove the way point for the missiles to attack targets they see with their sensors.

The center of every system is co-ordinate [0,0].  Erasing the target waypoint 'erased' the missiles target - which in computer speak set it to zero.  Hence, missiles head for center of system.

Actually it seems to be missiles are fired and then the next turn / sub pulse they are given a target so I was removing the target before they had been assigned to it.
Title: Re: Official v5.42 Bugs Thread
Post by: Narmio on April 15, 2011, 10:08:22 PM
But you have to remove the way point for the missiles to attack targets they see with their sensors.
It seems like this this, not the result of doing this too early, is the actual bug here.
Title: Re: Official v5.42 Bugs Thread
Post by: dooots on April 15, 2011, 10:30:21 PM
It seems like this this, not the result of doing this too early, is the actual bug here.

That is up to Steve to decide.  As it is now neither is really a bug just a lack of user safety or ease of use.
Title: Re: Official v5.42 Bugs Thread
Post by: davidr on April 16, 2011, 03:23:12 AM
Steve,

As with other people I have just received the following pop-up error

Error in cmdDelete_Click

Error 3420 was generated by DAO recordset
Object invalid or no longer set.

I was trying to abandon a moon which had been visited by a Geology team and received the error  . The main problem is that once this pop-up error appears it locks the game screens and the only way around was to exit the game.

DavidR

PS  - Worked out why the error occurred - was trying to abandon a moon but had assigned a planetary governor to the moon. Had to re-assign the governor and could then abandon the moon without the error.
Title: Re: Official v5.42 Bugs Thread
Post by: Felius on April 16, 2011, 06:32:30 AM
Had the game all but freeze when tried to pass the time, managed to do a 5 seconds turn in about 5 minutes real time, but got the following error:
Quote
Error in CycleOrders
Error 3421 was generated by DAO.  Field
Data type conversion error. 

Edit: Correction.  I got stuck in this error message, that is, as soon as I close the error box another opens. 
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 16, 2011, 12:47:16 PM
Administrators and Scientists appear to be invisible on both the "Officers stationed at this Colony" panel of the Teams/Academy tab of the F2 screen, and in the Pickup Commander panel of the TG orders (F12) screen.

I've got an exhausted mining colony and I'm trying to evacuate the administrator.  Even in SM mode I can't change the planet she's on.  The only way to move here (besides assigning then de-assigning her at earth) appears to be to go to the F4 screen and move her to a ship in orbit.  Even then, I have to go through all the other administrators to make sure none of them are hanging out on the planet.  (AHA!!  That last bit is not quite correct - I can filter by location in the search function in the RHS of the F4 screen.)

In any event, when I try to give my TG orders to pick up commanders, they don't see anyone there to pick up, even if I've unassigned her from the governor's slot.

John
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 16, 2011, 12:49:22 PM
Passive contacts are disappearing in the F3 screen when I change the zoom level.

I have to switch away from the system and then back in to get them to reappear.

John
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on April 16, 2011, 02:15:10 PM
Passive contacts are disappearing in the F3 screen when I change the zoom level.

I have to switch away from the system and then back in to get them to reappear.

John

This has been around for a while and I still haven't tracked it down. Pressing the refresh button on the System Map toolbar should also get them to re-appear though.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Erik L on April 16, 2011, 02:22:15 PM
Administrators and Scientists appear to be invisible on both the "Officers stationed at this Colony" panel of the Teams/Academy tab of the F2 screen, and in the Pickup Commander panel of the TG orders (F12) screen.

I've got an exhausted mining colony and I'm trying to evacuate the administrator.  Even in SM mode I can't change the planet she's on.  The only way to move here (besides assigning then de-assigning her at earth) appears to be to go to the F4 screen and move her to a ship in orbit.  Even then, I have to go through all the other administrators to make sure none of them are hanging out on the planet.  (AHA!!  That last bit is not quite correct - I can filter by location in the search function in the RHS of the F4 screen.)

In any event, when I try to give my TG orders to pick up commanders, they don't see anyone there to pick up, even if I've unassigned her from the governor's slot.

John
At the top center of the screen, there is a check box for Available for Pickup. Check that.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 16, 2011, 04:30:38 PM
Administrators and Scientists appear to be invisible on both the "Officers stationed at this Colony" panel of the Teams/Academy tab of the F2 screen, and in the Pickup Commander panel of the TG orders (F12) screen.

I've got an exhausted mining colony and I'm trying to evacuate the administrator.  Even in SM mode I can't change the planet she's on.  The only way to move here (besides assigning then de-assigning her at earth) appears to be to go to the F4 screen and move her to a ship in orbit.  Even then, I have to go through all the other administrators to make sure none of them are hanging out on the planet.  (AHA!!  That last bit is not quite correct - I can filter by location in the search function in the RHS of the F4 screen.)

In any event, when I try to give my TG orders to pick up commanders, they don't see anyone there to pick up, even if I've unassigned her from the governor's slot.
At the top center of the screen, there is a check box for Available for Pickup. Check that.
Oh yeah - I remember that one!!  And now I notice that unassigned military officers don't show up on the "Officers Stationed at this Colony" tab either.

Perhaps this should change into a suggestion that unassigned leaders default to being available for pickup, and/or show up in a separate category in the "Officers Stationed..." panel, and/or can be moved to different planets by hand when in SM mode using the F4 screen.

John

PS - Mea culpa on the "probably working-as-intended" - oops!
Title: Re: Official v5.42 Bugs Thread
Post by: ndkid on April 16, 2011, 10:24:27 PM
Hey, Steve, I sent you an email a while back with a link to a db for my game which is exhibiting a couple of chronic problems still around in 5.42 that I think you have problems reproducing. Did you get it?
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 17, 2011, 11:19:32 AM
I'm beginning to suspect that there's a bug involving fuel consumption when a ship is being towed.  I suspect that the fuel consumption rate is calculated as proportional to (ActualTGSpeed/MaxShipSpeed), rather than (ActualTGSpeed/MaxTGWithoutNebulaEffects)  (I threw the nebula part in there based on others' reports).

[EDIT]
I just realized the above formula is wrong - "MaxTGWithoutNebulaEffects" should be "MaxTowComplexSpeedWithoutNebulaEffects", by which I mean the maximum speed of all the ships linked by tractor to the ship whose fuel consumption is being calculated.
[/EDIT]

I've got jump-gate construction ships which don't have many engines - max speed is 847 km/s with 381 days of fuel.  Twice now, I've gotten a "low fuel" message while one of these is being towed by a powerful tug - the TG speed is 2392 (or roughly 3x).  The first time I thought it was an oversight, but this time I'm 90% I checked that fuel was 100% before the journey started.  One definite piece of evidence that something's wrong - my first "low fuel" message says the ship's at 6.8%, which means it burned at least 3.2% in a single 5-day.  Given a ship with 381 days of fuel is ~76 5-days, which means that it should burn 1.4% fuel at most in a single 5-day (and I'm using 1-day increments, so the 5-day wasn't 10 days long).

It occurs to me that the tug is probably also burning fuel too slowly if I'm correct about what's going on....

John
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 17, 2011, 11:39:31 AM
I just got a divide-by-zero error in "IndustrialProduction" (not the exact string).  It looks like Earth ran out of fuel - I got Fuel Shortage events for automated mines (which I am building) and the 4 missile types that I'm building.  Note that I'm also building construction factories and fuel factories (heh :) ) - neither of them gave an error.  Most of this makes sense, except the error in automine production.

John

PS - The reason Earth ran out of fuel was that I had a bunch of new ship builds (4 carriers) come on line that sucked the fuel dry.
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on April 17, 2011, 03:55:06 PM
This (http://aurora2.pentarch.org/index.php/topic,1122.msg9309.html#msg9309) is still an issue.

Mars' requested PPV is 175. The displayed actual PPV is 246. The total PPV in system without the fleet HQ PR officer's bonus is 174. Mars unrest from insufficient military protection increased by 0.002%.
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on April 19, 2011, 04:12:28 PM
Moving a shipyard to a body without a colony does not create a colony and the shipyard disappears.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 19, 2011, 11:06:11 PM
Giving the "Land on assigned Mothership" order from the F12 screen to a mixed TG (contained ships assigned a mothership and ships not assigned a mothership) results in disintegration of the ships that don't have a mothership.

I had a couple of scout corvettes in the same TG as a carrier wing.  When I gave the TG orders to land, the corvettes disappeared.  I backed up my DB just before doing this ('cuz I suspected this might happen), so I'm good as far as recovering from the problem goes....

John
Title: Re: Official v5.42 Bugs Thread
Post by: Narmio on April 20, 2011, 07:00:38 AM
I'm getting "Error in ApplyInternalDamage", with the text "Error 3265 was generated by DAO.fields, Item not found in this collection."  It's occurring every month or two, not at regular intervals, but it's quite frequent.

(edit: I should probably have mentioned that I'm not getting it in conjunction with any combat I'm doing, there's something going on out in the stars of which I'm not aware)
Title: Re: Official v5.42 Bugs Thread
Post by: Father Tim on April 21, 2011, 02:05:56 AM
Quote from: sloanjh
Perhaps this should change into a suggestion that unassigned leaders default to being available for pickup


That is how it used to be, and the necessity of scrolling through 400 officers on the homeworld (which is where the majority of 'load officer' events occur) to find the one you wanted is what led to the 'set for pickup' option.
Title: Re: Official v5.42 Bugs Thread
Post by: Father Tim on April 21, 2011, 02:09:51 AM
Giving the "Land on assigned Mothership" order from the F12 screen to a mixed TG (contained ships assigned a mothership and ships not assigned a mothership) results in disintegration of the ships that don't have a mothership.

I had a couple of scout corvettes in the same TG as a carrier wing.  When I gave the TG orders to land, the corvettes disappeared.  I backed up my DB just before doing this ('cuz I suspected this might happen), so I'm good as far as recovering from the problem goes....

John


Just to confirm, are you sure they didn't also land on the carrier?  Any ship small enough to fit into the hangar space available can do so - I remember Steve designing his supercarriers so that their escorting DDGs with box launchers could just squeeze into the hangar bay for reloading purposes.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 21, 2011, 08:29:15 AM

Just to confirm, are you sure they didn't also land on the carrier?  Any ship small enough to fit into the hangar space available can do so - I remember Steve designing his supercarriers so that their escorting DDGs with box launchers could just squeeze into the hangar bay for reloading purposes.
99% sure.  I even checked the DB and couldn't find them (although I was using Visual Studio rather than Access so couldn't sort the names column to be sure).  I don't explicitly remember doing so, but I assume that I checked the F6 screen before doing that too.

Oh, yeah, and the squadrons were of a size to exactly fill the carriers' capacity (and hadn't sustained losses).

John
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 23, 2011, 10:46:58 AM
In the US theme system list, I've got the system of "Tusla".  Read the letters carefully - I've had this system for a few days and only now did I notice the problem.

EDIT:  Found another one:  "Cincinatti" should be "Cincinnati".

John
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 23, 2011, 03:11:11 PM
I just got a divide-by-zero during planet generation.  Other than that, the system seemed fine.  The first 5-day, I got an error in orbital movement (divide-by-zero, I think) - I assume it was from the same system.  I took a quick look at all the orbital distances, and I didn't see a "0".

The one unusual thing here is that the system is a nebula.  I system nebula mechanics might be screwing something up.

I've saved out my DB and restored to my pre-probe backup (which caused a different system to be generated, since Aurora doesn't seem to save the RNG seed in the DB), so this is not an ongoing issue....

John
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on April 24, 2011, 01:21:18 PM
I just got an error last night that was pretty bad.  I noticed that the game was lagging out, but it was 3 AM and I figured I should go to bed some time-- the task manager was showing 100% usage. 
I think the error number was error in cycleorders, 3442.  ish.  Whatever.

What happened was that a fleet had been cycling its orders, and i wanted it to finish the last two commands and sit at Earth.  But I didn't turn off the cycle.  Somehow when it arrived, it began duplicating its order list such that when I did finally get control back and got the game loaded up, the fleet had infinite move to earth \ refuel from earth orders.

How the orders were duplicated i'm not sure about.  Had something to do with "move to earth, refuel from earth" and having it sitting there the whole time.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 24, 2011, 01:52:29 PM
"Banning" doesn't seem to have much effect.

I recently had an NPR grant me trade relations.  Because of the diplomacy bug (where NPR grant you trade access, then treat civie merchies entering the system as a diplomatic incident), I tried banning the NPR homeworld.  My hope was that this would prevent the usual parade of civie ships heading to a new NPR.  It didn't work - over the next few weeks, somewhere between 50 and 75% of my civie freighters ended up heading for the NPR's world, and when they got there relations plummeted.

I think it's vital for 5.5 that either trade relations work properly (so NPR relations don't go in the dumper once they open trade relations), or that we have the ability to reliably ban NPR commercial worlds so that we can work around the bug by keeping our civies from going there.

John
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on April 24, 2011, 06:35:42 PM
The one time I banned a planet, none of the ships already headed for the planet changed their orders. I had to go into the Shipping Lines window and clear them; after that none of the civvies went to the planet.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on April 24, 2011, 07:27:35 PM
The one time I banned a planet, none of the ships already headed for the planet changed their orders. I had to go into the Shipping Lines window and clear them; after that none of the civvies went to the planet.
I banned it right away - none of the civies had orders yet....

Was it one of your planets, or an alien one?

One more point of information:  Because of the "feature" :) where one's civilization can't remember that there's a population of billions on a world if there's no sensor contact with that world (i.e. the F9 screen shows worlds as uninhabited if you don't have a sensor contact with their alien population), the world wasn't showing as having an alien colony when I banned it, even though my civies knew to go there.  Don't know if there's a weird interaction going on there or not - that's why I asked if it was your planet for which it worked - you'd have had a population listed for that one.

Franckly, I'd rather just get the diplomacy bug fixed....

John
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on April 24, 2011, 08:34:15 PM
It was an alien planet. Ships of a third race showed up and started destroying my civ ships.

(Actually, the game will not let you ban bodies that have a colony of your own race. It says population, but it won't let me ban Phobos which has a completely empty colony.)

I did have civ ships in orbit at the time, so I could "see" the alien pop.

Franckly, I'd rather just get the diplomacy bug fixed....

Indeed.
Title: Re: Official v5.42 Bugs Thread
Post by: Dragon on April 25, 2011, 06:26:59 PM
Just found this game last week.    Been going over the tutorials and trying to figure it out.    Looks like it will be awesome once I get over the learning curve.    However, I did run into one bug and I couldn't see where it had been resolved on the boards.    I did a little more digging and I found out how to reliably reproduce it for my game. 

Steps to reproduce:
1) Installed 4.  91 to a custom, non-default, path
2) Updated first to 5.  40 and then to 5.  42. 
3) Ran Aurora and deleted the default game, "The Space Race"
4) Created a new game. 
5) Observed the Race Generation Complete message (as expected) and clicked "OK". 
6) Observed the "Error in SetupNPRClasses"* pop-up. 
7) Clicked OK and observed an identical message pop up.    Repeated 3 times. 
8) Clicked OK and observed the "Game Setup Complete" message

What causes these error message?  More importantly, are they going to have unforeseen consequences years later in my new game?  In general, if I delete one game is it going to have unforeseen consequences in one of the other games?

Thanks


* Error in SetupNPRClasses
Error 3201 was generated by DAO.  Recordset
You cannot add or change a record because a related records is required in table 'TechSystem'. 
Please Report to hxxp: aurora2.  pentarch.  org/viewforum.  php?f=11

Also, the link in the error report (hxxp: aurora2.  pentarch.  org/viewforum.  php?f=11) goes to a dead page and gives a 404 error.


Edit:
Just found an easier way to reproduce.   Replace steps 1 and 2 with "Replace the file 'Stevefire. mdb' with a fresh copy from 'Aurora540. zip'"

Following the rest of the steps result in the same error without requiring a reinstall of the game.
Title: Re: Official v5.42 Bugs Thread
Post by: Lorq13 on April 26, 2011, 06:30:34 AM
I recently installed Aurora, and am learning the ins and outs.   I have come across a problem, though.   When I try to access the system view(sun symbol) I get

Error 713 was generated by Aurora
Class not registered
You need the following file to be installed on your machine.   MSSTDFMT. DLL.
Please report to hxxp: aurora2. pentarch. org/viewform. php?f=11

I imagine I need this file; but it should have been installed with the game or patch?  Everything else I have tried to do seems to work fine(I have only been a year or so into the game. )
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on April 26, 2011, 07:02:47 AM
I recently installed Aurora, and am learning the ins and outs.   I have come across a problem, though.   When I try to access the system view(sun symbol) I get

Error 713 was generated by Aurora
Class not registered
You need the following file to be installed on your machine.   MSSTDFMT. DLL.
Please report to hxxp: aurora2. pentarch. org/viewform. php?f=11

I imagine I need this file; but it should have been installed with the game or patch?  Everything else I have tried to do seems to work fine(I have only been a year or so into the game. )

This is a known issue with installations to systems with OS's newer than XP.  A quick search and you'll find several threads describing how to find and install the missing dll.
Title: Re: Official v5.42 Bugs Thread
Post by: Sloshmonger on April 26, 2011, 02:19:51 PM
The "Old Control" dropbox in the Main tab of the F11 window is not retaining information when the window is closed.   Not sure if this is a recent bug or has worked previously.
Title: Re: Official v5.42 Bugs Thread
Post by: Lorq13 on April 26, 2011, 05:27:29 PM
Quote from: Charlie Beeler link=topic=3348.   msg34229#msg34229 date=1303819367
This is a known issue with installations to systems with OS's newer than XP.     A quick search and you'll find several threads describing how to find and install the missing dll.   

I am using XP service pack 3.   

Found it and it works now.   Thanks.
Title: Re: Official v5.42 Bugs Thread
Post by: Bgreman on April 28, 2011, 11:23:12 PM
If you have a ship design that you have produced (i. e. , it has been auto-locked) and you click the 'Add New Armor' button, it becomes unlocked and any modifications you make are reflected in real-time on any ships of that class, even if SM mode is off.
Title: Re: Official v5.42 Bugs Thread
Post by: felis on April 30, 2011, 04:18:10 PM
I encounter a bug whenever advancing time, be it 5 seconds or 30 days.  Played the campaign a month or so already.  First the 3075 happens, then an unending number of 91s.

Error in SystemBodyCheck
Error 3075 was generated by DAO. Database
Syntaxfehler (Komma) in Abfrageausdruck 'sqr((Xcor - -13566704,2189)^2 + (Ycor - -12651556,3006)^2)'.

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

Running on W7 64.
Title: Re: Official v5.42 Bugs Thread
Post by: Erik L on April 30, 2011, 04:24:56 PM
I encounter a bug whenever advancing time, be it 5 seconds or 30 days.  Played the campaign a month or so already.  First the 3075 happens, then an unending number of 91s.

Error in SystemBodyCheck
Error 3075 was generated by DAO. Database
Syntaxfehler (Komma) in Abfrageausdruck 'sqr((Xcor - -13566704,2189)^2 + (Ycor - -12651556,3006)^2)'.

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

Running on W7 64.

Aurora doesn't like the comma designator for fractions. You need to change that from a comma to a period. That is covered in the FAQ someplace.
Check this post, last entry, http://aurora2.pentarch.org/index.php/topic,2031.0.html Relevant section is in part 2.
Title: Re: Official v5.42 Bugs Thread
Post by: felis on April 30, 2011, 04:38:15 PM
Thanks for the quick reply.  Oddly I thought I just had to switch the keyboard layout, not the regional settings.  Thanks again!
Title: Re: Official v5.42 Bugs Thread
Post by: Dragon on May 01, 2011, 05:26:23 AM
I suspect this is a bug and not a feature which has to do with the Biology / Genetics tech tree.

Researching "Genome Sequence: Temperature +4 degrees" unlocks access to the "+5 degrees", "+6 degrees" and "+8 degrees" techs.   In other words, once I research the "+4" version, I can skip "+5" and "+6" and jump straight to "+8".

It seems likely that these were meant to be researched in order in the same fashion as every other "Genome Sequence" tech line.
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 01, 2011, 04:38:31 PM
I suspect this is a bug and not a feature which has to do with the Biology / Genetics tech tree.

Researching "Genome Sequence: Temperature +4 degrees" unlocks access to the "+5 degrees", "+6 degrees" and "+8 degrees" techs.   In other words, once I research the "+4" version, I can skip "+5" and "+6" and jump straight to "+8".

It seems likely that these were meant to be researched in order in the same fashion as every other "Genome Sequence" tech line.

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: LtWarhound on May 01, 2011, 06:17:13 PM
Bug: Gaining enough RP via disassembling salvaged NPR ship components causes the related in-progress research project to reset back to 0 instead of completing the project.

Error in AddRaceTech
Error 3201 was generated by DAO. Recordset
You cannot add of change a record because a related record is required in table 'TechSystem'.

Error in AddRaceTech
Error 3201 was generated by DAO. Field
No current record.

Easy enough to replicate, I can send a saved Stevefire. mdb if needed.   

Scenario:

Have a tech being researched, in this case it was Missile Launcher Reload Rate 5.    Not sure if it matters, but it was 1 scientist.   I had about 6k progress of 15k needed.   I salvaged a large number of NPR missile launchers, and was disassembling them for RP.   After I disassembled enough of them to generate the remaining RPs needed for the tech, I got the two errors with a line in the event log between them that read 'Research into  completed on Earth'.   The research project ended, the scientist was freed up, but I did not gain the tech.   Checking the available research list, it shows up as needing all 15000 RP, as if I had never started the project.   Trying to design a launcher, Reload Rate 4 is the highest I can use.   Starting a new research project works, as does disassembling more of the salvaged NPR launchers, so I assume that if I were to assign scientists I could eventually research the tech.   Haven't tried that.
Title: Re: Official v5.42 Bugs Thread
Post by: ExChairman on May 02, 2011, 05:53:36 AM
Presume that this is a bug...

Isobel Pratt Energy Weapons, has been the last year researching in Power and Propulsion and after making a breakthrue in engines, she went from +30% to +40%...
Title: Re: Official v5.42 Bugs Thread
Post by: Brian Neumann on May 02, 2011, 06:00:37 AM
I have had the same problem with dissasembling tech.  On some occasions however it deletes the colony on which it was being done.  Just like if I had hit the abandon colony button.  It tends to happen more if I keep dissasembling something after gaining a technology.  The work around that I have been doing is to either dissasemble until I am really close to the tech (no more than 2 more dissasemblings to get it).  Or when I get to a likely place I use the sm function and instant the technology in question.  If you are trying to get the special systems from the invaders or precursors that you have salvaged from ships I would recommend making a copy of the database before you start dissasembling.  Also as soon as you get the first tech from dissasembly I would stop a wait a couple of build cycles before continuing.  This has helped on occasion.

As far as exchairman having a reasearcher get better, it does happen naturally.  Any time that a scientist is assigned to a project or a team the relevent skill has a small chance of going up.  For reasearch this would either be their reasearch rate, or the admin rating.  For a team (ie xenology) it would be the team skill in question.
Title: Re: Official v5.42 Bugs Thread
Post by: Hawkeye on May 02, 2011, 10:24:37 AM
Presume that this is a bug...

Isobel Pratt Energy Weapons, has been the last year researching in Power and Propulsion and after making a breakthrue in engines, she went from +30% to +40%...


No bug. Your scientists grow on their job. Isobel got new insights in her special field or research and can now conduct their projects even more efficient than before.

Big party all around :)

Title: Re: Official v5.42 Bugs Thread
Post by: LtWarhound on May 02, 2011, 02:06:43 PM
The bug he might be referring to is the big jump from 30 to 40.   I've never seen a 10% jump, only a 5% jump.
Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on May 02, 2011, 02:17:05 PM

No bug. Your scientists grow on their job. Isobel got new insights in her special field or research and can now conduct their projects even more efficient than before.

Big party all around :)



I think it is the fact that the scientist was Energy Weapons but they got the increase whilst researching Power and Propulsion.
Title: Re: Official v5.42 Bugs Thread
Post by: Brian Neumann on May 02, 2011, 03:40:23 PM
From personal experience it is possible to get a 10% jump, just incredibly rare.  As far as the specialty mattering, it doesn't seem to be a factor.  When Steve initially coded all of this there were no specialties and the reasearch rate was a factor of the govenor for the colony.  With that in mind it makes some sense that the code does not discriminate between projects in their special field and outside of it.

Brian
Title: Re: Official v5.42 Bugs Thread
Post by: Dragon on May 02, 2011, 03:57:30 PM
It is probably fine.   Your scientists will use their bonus even outside of their field.   The bonus just gets multiplied by 4 if the research is in their field.

For example, while working on a Power and Propulsion (P&P) project with 5 labs (base 1000 RP):
Scientist 1, P&P +0% will generate 1000 RP
Scientist 2, Biology / Genetics 20% will generate 1200 RP
Scientist 3, P&P 20% will generate 1800 RP

The point is, even though he is researching outside of his specialty, Scientist 2 is still using his skill so it doesn't seem odd to me that he can raise that skill.
Title: Re: Official v5.42 Bugs Thread
Post by: CarlMartin on May 03, 2011, 11:12:11 AM
Edit:
Never mind, it wasn´t a bug.
Title: Re: Official v5.42 Bugs Thread
Post by: Narmio on May 06, 2011, 05:29:36 AM
So, I'm now getting one I haven't seen before.  From the short interrupts I assume it's two NPRs fighting. I got these in a big bunch, several dozen errors, I just held Enter until they stopped popping up.  Then several intervals later (about 60s) I'm getting them again.

Error in ApplyShapedDamage
Error 6 was generated by Aurora
Overflow.
Title: Re: Official v5.42 Bugs Thread
Post by: LtWarhound on May 06, 2011, 12:15:34 PM
Intermittant problem with launchers not remaining assigned to the selected fire control.

Note: This problem happened on the Battle Control screen (F8?) workaround was to go to the Individual Ships and manually fire each ship, one at a time.  Fortunately a small battle, so this was feasible.

Missiles on ship, check.
Missiles loaded in launchers, check.
Launchers assigned to fire control, check.
ECCM assigned to fire control, check.
Target assigned, check.
Target in range (FC has range of 35m, targets at range 10m. and it only has ECM-4, so yep, in range).  Check.

Click the button to have all ships fire, and the launchers are no longer assigned to the fire control. "Assigned Missiles/Buoys without Shipboard Fire Control" is now all of them.

Reassign launchers to the fire control (only one on the ship), verify everything else is still set, click button to fire the launchers assigned to the selected fire control, and the launchers are now unassigned.

Reassign launchers, try again, same results.  Try the next ship, same problem, try a third ship in the task group, same problem.  Shut down Aurora, reopen, verify everything, same problem.

Go to the Individual ships window, combat tab, set everything up again just to be sure, fire, go to the next ship, repeat 19 times (gunboats, they run in packs). 

And the missiles fire.

Combats prior and after that one, worked as expected.  No clue.

Gunboat, 20 size 2 box launchers, one firecontrol, one compact eccm-1, target on active sensors provided by fleet scout (hanging back 400m km).  The gunboats already had a kill from a previous fight, different star system a few jumps back, so I know they worked.  Same gunboats, the next day (real time, years later game time) worked properly, no problems.  Good luck tracking this down.
Title: Re: Official v5.42 Bugs Thread
Post by: Narmio on May 06, 2011, 10:12:48 PM
So, I'm now getting one I haven't seen before.  From the short interrupts I assume it's two NPRs fighting. I got these in a big bunch, several dozen errors, I just held Enter until they stopped popping up.  Then several intervals later (about 60s) I'm getting them again.

Error in ApplyShapedDamage
Error 6 was generated by Aurora
Overflow.

OK, in the same game as this a few days later I'm now getting this:

Error in CheckSpecialOrders
Error 3167 was generated by DAO.Database
Record is deleted.

Followed by:

Error in CheckSpecialOrders
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.

And that second one flashed up a bunch of times.

EDIT:  And now a day or so later we've changed to:

Error in WormholeMoves
Error 3265 was generated by DAO.Fields
Item not found in this collection.

EDIT again:  And now about five days after that I've got:

Error in LoadOrders
Error 84 was generated by Aurora
Invalid use of Null.

That one popped up three times.

Then a few days later I went back to the first one:

Error in CheckSpecialOrders
Error 3167 was generated by DAO.Database
Record is deleted.

followed again by:

Error in CheckSpecialOrders
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.

I then went to compact my database so I could email it to Steve, but got:

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

followed by a seemingly huge number of:

Error in UpdateGameLog
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.

So I'll RAR the database and send that, I think.

I *think* this game might be shot. :)  My guess is that everybody's favourite intergalactic party-crashers have gone astray somewhere.
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on May 07, 2011, 12:06:20 AM
Are your invaders on?  Wormhole travel is a clue there.  Maybe a wormhole is opened to an undefined location, or ships that don't exist are trying to move through it?
Title: Re: Official v5.42 Bugs Thread
Post by: ExChairman on May 07, 2011, 11:37:55 AM
Got a BIG problem, first all goes white, no problem there, but when its still white after an hour I ended Aurora and started it again, some 30 new enemy ships were reported but I cant see them... Well sooner or later they will be seen...  :)
Let the time begin, the same problem happens, now I notices that time does not move, the same ships are shown as new ships...
After several tries some are updated and some are new ones... Still cant see them so I cant destroy them...
Anyone knows whats going on??

Presume that its a bug... :'(
Title: Re: Official v5.42 Bugs Thread
Post by: Father Tim on May 09, 2011, 02:17:34 AM
So, I'm now getting one I haven't seen before.  From the short interrupts I assume it's two NPRs fighting. I got these in a big bunch, several dozen errors, I just held Enter until they stopped popping up.  Then several intervals later (about 60s) I'm getting them again.

Error in ApplyShapedDamage
Error 6 was generated by Aurora
Overflow.

Most likely a very small ship (such as a fighter) is being hit by a very wide weapon (a large plasma torpedo, perhaps) causing the damage template to 'wrap around' the ship twice.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on May 09, 2011, 08:39:08 AM
Someone pointed out in The Academy that Maintenance Storage Bays cost no minerals, even though their build cost is 15.  I noticed that Command Modules cost 3 minerals, even though their build cost is 2.5.  My understanding is that build cost == mineral cost on a 1-for-1 basis, hence this bug report.

John

PS - Have you thought about writing a little DB validation tool that would run over the DB and make self-consistency checks on things like this?  That would be the way to catch all of these....
Title: Re: Official v5.42 Bugs Thread
Post by: Peter Rhodan on May 11, 2011, 01:31:28 AM
I have a simple one Steve
Gleise 542

Should be Gliese 542


:)
Title: Re: Official v5.42 Bugs Thread
Post by: stamasd on May 11, 2011, 06:11:26 PM
Error 381

Built ship with 2x size8 missile launchers and a missile fire control FC15-R100
Stocked magazine with size8 missiles
Individual ship settings > combat settings, select missile fire control FC15-R100 then select both size8 launchers, click "assign" generates error 381 twice, every single time.
Title: Re: Official v5.42 Bugs Thread
Post by: Vicarrah on May 12, 2011, 02:38:25 PM
Total newb here, want to play this, but can't even get through the tutorial.  when I try to design the first sensor package, size 2, resolution 100(2HS), it crashes with a 381 error, invalid property array index.

I'm on a 64bit vista, have checked the msstdfmt. dll and it seems fine, so I don't think that's the problem.
Title: Re: Official v5.42 Bugs Thread
Post by: Dragon on May 13, 2011, 01:49:20 AM
I have read in a couple of places on this forum that the Low Tech Infantry and Armour units were supposed to be pre-TN and the other units were supposed to be post TN; however, even on a conventional start, I can build every unit type before I even research Trans-Newtonian Technology.

Shouldn't most of the ground units have a Trans-Newtonian Technology prerequisite?
Title: Re: Official v5.42 Bugs Thread
Post by: stamasd on May 14, 2011, 10:13:38 AM
Aurora 5.42 on Win XP SP1, installed through 4.91 complete, 5.40 upgrade then 5.42 upgrade.

From "system map" clicking on "system information" generates the following error, every time:

"Error in LaunchSystemWindow. Error 713 was generated by Aurora.exe. Class not registered. You need the following file to be installed on the machine: MSSTDFMT.DLL. Please report to http://aurora2.pentarch.org/viewforum.php?f=11"

I looked in windows/system32 and indeed there is no msstdfmt.dll - looks like Aurora didn't install it. The file is present on my Win7 machine (where I don't get this error). I don't know whether the file (which is part of VB6) comes by default on win7 but not on XP, or if the Aurora installer has it or not (and if it does, why the install fails silently on XP).

(edit) the error is corrected by downloading the msstdfmt.dll file and registering it with regsvr32. Suggest including it in the distribution package for those OS that don't have it by default.
Title: Re: Official v5.42 Bugs Thread
Post by: Sloshmonger on May 14, 2011, 12:24:35 PM
getting
"Error in OrbitalMovment
Error 11
Division by Zero"

similar to hxxp: aurora2. pentarch. org/index. php/topic,1422. 0. html

5. 4. 2
Title: Re: Official v5.42 Bugs Thread
Post by: Sheb on May 15, 2011, 08:17:05 AM
I got another bug. Civilians ships are trying to go into Kapteyns Star from 40 Eridani. Now, I get the message saying that they cannot transit since at least one ship is larger than the ship with the higher jump rating. Now, the problem is that I've got Jump Gate on both side of the jump point.
Title: Re: Official v5.42 Bugs Thread
Post by: Sheb on May 15, 2011, 08:27:54 AM
Actually, the bug seems to be that the civies attempt to do squadron transit rather than regular one.
Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on May 15, 2011, 04:15:43 PM
'Conditional' type events are interrupting the increments but are not being displayed on the system screen. They are being displayed in the Events window though.
Title: Re: Official v5.42 Bugs Thread
Post by: Vicarrah on May 16, 2011, 01:43:35 PM
Quote from: Vicarrah link=topic=3348. msg34920#msg34920 date=1305229105
Total newb here, want to play this, but can't even get through the tutorial.   when I try to design the first sensor package, size 2, resolution 100(2HS), it crashes with a 381 error, invalid property array index. 

I'm on a 64bit vista, have checked the msstdfmt.  dll and it seems fine, so I don't think that's the problem. 

just got this working, the crash only happens when you type the sensor size into the size dropdown, not select it from the list, this is why it gives an invalid array index, coz I didn't actually select an index.

if the user is given the option of typing directly into a dropdown or edit box, the application should honour that, and not crash, sorry to be a programmer-snob, but that's basic input sanitising 101.
Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on May 16, 2011, 03:37:02 PM
just got this working, the crash only happens when you type the sensor size into the size dropdown, not select it from the list, this is why it gives an invalid array index, coz I didn't actually select an index.

if the user is given the option of typing directly into a dropdown or edit box, the application should honour that, and not crash, sorry to be a programmer-snob, but that's basic input sanitising 101.


I 'think' that is an undocumented feature of the language that Steve uses :(
Title: Re: Official v5.42 Bugs Thread
Post by: Vicarrah on May 16, 2011, 05:14:47 PM
technically, it doesn't matter what language he uses, there are ways to check which input method is used in every language. . . .  as far as I'm aware.  btw, what does he use?
Title: Re: Official v5.42 Bugs Thread
Post by: Brian Neumann on May 16, 2011, 06:20:42 PM
I normally type in the size sensor that I want.  The trick is you then need to hit an arrow key up or down to get it to change from what it was previously.  Otherwise it just works with the whatever you had scrolled to previously, or the default if nothing else.  It has not crashed my machine in the past and this was with both a vista 64 bit and xp 32 bit systems.

Brian
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on May 17, 2011, 07:57:01 AM
technically, it doesn't matter what language he uses, there are ways to check which input method is used in every language. . . .  as far as I'm aware.  btw, what does he use?

http://aurora2.pentarch.org/index.php/topic,2187.0.html (http://aurora2.pentarch.org/index.php/topic,2187.0.html)
Title: Re: Official v5.42 Bugs Thread
Post by: stamasd on May 17, 2011, 08:02:56 PM
Here's another bug. Research should have finished on Feb 21st, 2032; current date is Feb 23rd, 3032 and it's still going.

(http://img10.imageshack.us/img10/7237/bug1b.png)

(edit) I advanced the time by a day at a time, the research wasn't completed until Feb 29th.
Title: Re: Official v5.42 Bugs Thread
Post by: Brian Neumann on May 17, 2011, 08:38:04 PM
Here's another bug. Research should have finished on Feb 21st, 2032; current date is Feb 23rd, 3032 and it's still going.

(http://img10.imageshack.us/img10/7237/bug1b.png)

(edit) I advanced the time by a day at a time, the research wasn't completed until Feb 29th.
This is a known problem.  The date completed is an estimate and can be off by one 5 day build cycle.  In most cases the difference is a small amount that got lost in rounding.

Brian
Title: Re: Official v5.42 Bugs Thread
Post by: Father Tim on May 18, 2011, 03:56:17 AM
This is a known problem.  The date completed is an estimate and can be off by one 5 day build cycle.  In most cases the difference is a small amount that got lost in rounding.

Brian

This is not actually a bug at all.  If you advance time by less than a construction cycle (default length 5 days*) then no construction/production/mining/research/etc. takes place, and therefore the estimated time of completion is pushed back by the same amount.

If this is sufficiently annoying to you, reduce the construction cycle time to one day (86,400 seconds**) and the problem will largely disappear - though keep in mind an estimated completion date of 'September 7' could mean twelve minutes after midnight, or 23:50:15.


*Actually a few minutes less five full days.

**A day is actually 86,400 seconds, but choosing an amount a few shorter is recommended.
Title: Re: Official v5.42 Bugs Thread
Post by: blue emu on May 20, 2011, 10:00:37 AM
First, my compliments on a wonderful game design. It gets even better with every patch.

I've encountered a rather specialized bug, and couldn't find any earlier mention of it when searching the thread:

I discovered a neutral NPR, built up relations to get a trade treaty, then sent in a Freighter and dropped off an Espionage Team on their home world. Eventually, the Espionage Team reported back with the location of a new star system, known to the NPRs but not to me. The new star system had a jump-link to the NPR's home system, and four other unexplored jump-links.

However... when I opened the Galaxy Map, I immediately got an error message:

ERROR: WP Link not found in GetWarpPointData

... and when I closed that error box, two more error messages popped up one after the other, both reading the same:

Error in Display WP
Error 5 was generated by Aurora
Invalid procedure call or argument

This sequence of three error messages repeats every time I open the Galaxy Map, every time I (shift-drag) adjust the display position of a star system, or scroll or zoom the Galaxy Map... basically, anything that forces a re-write of that map screen will set off the three error messages again.

It was starting to get a bit annoying, so I tried to correct the problem by using SM mode to create a new scout-ship, teleport it into the new star system, and explore all the jump-point connections until I had linked up this new star system with my existing map. Unfortunately, this did not fix the problem... the error messages continue every time I open or adjust the Galaxy Map.

The game doesn't crash, however... in fact, I find this game to be surprisingly robust at handling error states.
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on May 20, 2011, 10:24:50 AM
First, my compliments on a wonderful game design. It gets even better with every patch.

I've encountered a rather specialized bug, and couldn't find any earlier mention of it when searching the thread:

I discovered a neutral NPR, built up relations to get a trade treaty, then sent in a Freighter and dropped off an Espionage Team on their home world. Eventually, the Espionage Team reported back with the location of a new star system, known to the NPRs but not to me. The new star system had a jump-link to the NPR's home system, and four other unexplored jump-links.

However... when I opened the Galaxy Map, I immediately got an error message:

ERROR: WP Link not found in GetWarpPointData

... and when I closed that error box, two more error messages popped up one after the other, both reading the same:

Error in Display WP
Error 5 was generated by Aurora
Invalid procedure call or argument

This sequence of three error messages repeats every time I open the Galaxy Map, every time I (shift-drag) adjust the display position of a star system, or scroll or zoom the Galaxy Map... basically, anything that forces a re-write of that map screen will set off the three error messages again.

It was starting to get a bit annoying, so I tried to correct the problem by using SM mode to create a new scout-ship, teleport it into the new star system, and explore all the jump-point connections until I had linked up this new star system with my existing map. Unfortunately, this did not fix the problem... the error messages continue every time I open or adjust the Galaxy Map.

The game doesn't crash, however... in fact, I find this game to be surprisingly robust at handling error states.


This is a known issue http://aurora2.pentarch.org/index.php/topic,2826.msg28510.html#msg28510 (http://aurora2.pentarch.org/index.php/topic,2826.msg28510.html#msg28510)

But it may have slipped Steve's attention, so reposting is a good idea.
Title: Re: Official v5.42 Bugs Thread
Post by: iche_bins on May 21, 2011, 02:25:27 PM
Right now I'm fighting some orbital habitats I think, and when ever I hit them, and apperantly causing internal damage I an an Error in ApplyInternalDamage
Error 6
Overflow

Here is the file if you want to take a look:

hxxp: www. filedropper. com/stevefire
Title: Re: Official v5.42 Bugs Thread
Post by: LoSboccacc on May 21, 2011, 02:43:03 PM
I've an error 6 overflow when opening the system map.   

it's caused by the zoom being far out and the position being far north.   probably caused by a comet or something far out the system. 

is there a way to reset the system view to a planet or something?


edit: the 'min zoom' button did the trick
Title: Re: Official v5.42 Bugs Thread
Post by: James Patten on May 22, 2011, 04:00:17 PM
I think I'm on 5.20 but I'm sure you can still do this in later versions.  You can use a negative number of research labs for your research job, and it increases the number of available labs by the negative number - so if I start a job with -20 labs, I now have an extra 20 labs.  The time to completion is marked as N/A, and I didn't check to see what happened when time advanced.  I was doing it as an experiment.
Title: Re: Official v5.42 Bugs Thread
Post by: Peter Rhodan on May 23, 2011, 05:30:30 PM
Here's one Steve

Had an abandoned city on a planet - 1 engineer brigade - 1 garrison battalion and 1 Mobile infantry battalion
I had found an automated mine and a fuel refinery and had dropped a mass driver on the planet and about 0.6m colonists.
The former owners (Precursors) still had a ship in the system which came a dropped a marine battalion on my colony.
After several rounds of losses to me and them they got really mauled in one round and surrendered:
The colony the suddenly became a vanquished Human colony - as if I'd conquered it - and although my xeno team was still there all my ground forces simply disappeared.
So I now have a conquered colony (20% etc) of my own colonists and have to replace 3 ground units for no reason....

Fortunatelyt i backed the game up 2 months (game time) previously - so will simply go back to that
You need to check the coding in the above situation.
Title: Re: Official v5.42 Bugs Thread
Post by: iche_bins on May 23, 2011, 07:07:39 PM
Quote from: iche_bins link=topic=3348. msg35121#msg35121 date=1306005927
Right now I'm fighting some orbital habitats I think, and when ever I hit them, and apperantly causing internal damage I an an Error in ApplyInternalDamage
Error 6
Overflow

Here is the file if you want to take a look:

hxxp: www.  filedropper.  com/stevefire

Same error happens while boarding the same ship. . .
Title: Re: Official v5.42 Bugs Thread
Post by: Bgreman on May 24, 2011, 08:12:06 PM
My game has been stuck on 1-day increments for about 6 in-game months now.   I checked the SM log text file, and every day has this in it:

Code: [Select]
15th April 2080 22:15:31,SM Only,System 0,Sub-pulse length adjusted due to potential fleet interception
16th April 2080 01:15:31,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
16th April 2080 01:30:31,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
16th April 2080 01:30:31,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on May 24, 2011, 08:57:07 PM
That looks like a yo-yo event and should be cleared up by some logic Steve put in a while back (one of the two entities causing the yo-yo will get deleted by the system) but I wonder if the yo-yo cycle is too long for the system to register it as a yo-yo?

You could see if Steve will accept your database and try to clean it out.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on May 26, 2011, 08:45:56 AM
"Me too" reference.  I get an error-in-apply-internal-damage error whenever I destroy an Invader ship.  Narmio says he posted the same bug up-thread.  See the "Error in Execute Orders" thread in Bugs for more details.

John
Title: Re: Official v5.42 Bugs Thread
Post by: Father Tim on May 27, 2011, 12:49:23 AM
Try advancing time by 30 minutes with 5 second subpulses, and see how long the yo-yo behaviour actually takes to occur.
Title: Re: Official v5.42 Bugs Thread
Post by: Bgreman on May 27, 2011, 06:12:51 PM
Quote from: Father Tim link=topic=3348. msg35285#msg35285 date=1306475363
Try advancing time by 30 minutes with 5 second subpulses, and see how long the yo-yo behaviour actually takes to occur.

Tried doing this at 12:06 on 2080/08/24.   Looking through the text log reveals:

Code: [Select]
Line 50: 24th August 2080 17:15:01,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 51: 24th August 2080 17:15:06,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 52: 24th August 2080 17:15:06,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 53: 24th August 2080 18:08:36,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 54: 24th August 2080 18:08:41,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 55: 24th August 2080 18:08:41,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 56: 24th August 2080 19:18:11,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 57: 24th August 2080 19:18:16,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 58: 24th August 2080 19:18:16,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 59: 24th August 2080 20:03:46,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 60: 24th August 2080 20:03:51,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 61: 24th August 2080 20:03:51,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 375: 24th August 2080 20:10:26,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 2468: 24th August 2080 20:10:31,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 2469: 24th August 2080 20:10:31,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 2470: 24th August 2080 21:15:26,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 2471: 24th August 2080 21:15:31,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 2472: 24th August 2080 21:15:31,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 2473: 24th August 2080 22:07:56,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 2474: 24th August 2080 22:08:01,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 2475: 24th August 2080 22:08:01,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 2476: 24th August 2080 23:19:11,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 2477: 24th August 2080 23:19:16,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 2478: 24th August 2080 23:19:16,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 2479: 25th August 2080 00:02:21,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 2480: 25th August 2080 00:02:26,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 2481: 25th August 2080 00:02:26,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 3627: 25th August 2080 00:12:31,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 3628: 25th August 2080 00:12:36,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 3629: 25th August 2080 00:12:36,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 3630: 25th August 2080 01:12:21,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 3631: 25th August 2080 01:12:26,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 3632: 25th August 2080 01:12:26,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 3633: 25th August 2080 02:12:31,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 3634: 25th August 2080 02:12:36,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 3635: 25th August 2080 02:12:36,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on May 27, 2011, 07:03:44 PM
That looks like a yo-yo event and should be cleared up by some logic Steve put in a while back (one of the two entities causing the yo-yo will get deleted by the system) but I wonder if the yo-yo cycle is too long for the system to register it as a yo-yo?

You could see if Steve will accept your database and try to clean it out.

Here's the link for the auto-yoyo-fix (warning - spoilers!): http://aurora2.pentarch.org/index.php/topic,2569.0.html

Basically, you need 200 consecutive shortened increments, e.g. you click for 1 day and it only gives you 30 minutes.

If you can get that to happen, it should delete the aliens in question.

John
Title: Re: Official v5.42 Bugs Thread
Post by: jseah on May 27, 2011, 07:08:10 PM
Testing Construction Cycle Time effect on recruitment and assigned officers:
Total bonus is calculated as the sum of all bonuses including admin rating and political reliability.  5% = 1 rank, admin rating = rank.  

Test 1:
Sol start, no NPRs, 500 million population.  Military Academy Level 1.  
Construction cycle: 2590000 (2000 seconds under 30 days)
Time advanced in 30 day segments.  No interrupts under 30 days were generated.  

Start (1st Jan 2000): 6 Civilian Administrators, Admin ratings of 5/3/3/3/1/1
 - Interrupt generated by idle research labs squashed by abusing the queue top function and making it do Research 1500 after Research 240 (started 1st Feburary 2000).  Research 240 finished in 1st Feburary 2001.  
 - Admins are NOT assigned.  
24 segments and 2 years later (1st Jan 2002): 8 Civilian Administrators, Admin ratings of 5/3/3/3/1/1/1/1
 - Civilian administrators assigned to random rocks in Sol
 - Highest Factory Production: 25%; Highest Mining: 25%; Highest Population Growth: 20%
36 segments and 3 years later (1st Jan 2005): 9 Civilian Administrators, Admin ratings of 5/3/3/3/1/1/1/1/(1)
 - Highest Factory Production: 25%; Highest Mining: 25%; Highest Population Growth: 20%
 - Total Bonus of 8 assigned administrators: 12/13/22/11/14/12/19/3

Test 2:
Sol start, no NPRs, 500 million population.  Military Academy Level 1.  
Construction cycle: 86000 (400 seconds under 24 hours)
Time advanced in 1 day segments.  No interrupts under 30 days were generated.  

Start (1st Jan 2000): 5 Civilian Administrators, Admin ratings of 5/4/3/2/1
 - Same orders given for research labs, Research 240 completed on 14 Feburary 2001.  
 - Admins are NOT assigned.  
720 segments and 2 years later (1st Jan 2002): 6(+2) Civilian Administrators, Admin ratings of 6/5/4/3/2/1
 - 2 more administrators created via add new officer (admin ratings of 6 and 4), Civilian administrators assigned to random rocks in Sol
 - Highest Factory Production: 20%; Highest Mining: 30%; Highest Population Growth: 20%
1080 segments and 3 years later (1st Jan 2005): 9 Civilian Administrators, Admin ratings of 6/6/6/6/6/(6)/5/4/3
 - Highest Factory Production: 25%; Highest Mining: 40%; Highest Population Growth: 25%
 - Total Bonus of 8 assigned administrators: 18/28/35/21/31/28/25/21

-----------------------------------------------------------------------------------------------------------------------

Based on the observation that virtually all bonuses had their highest increased in the 1 day cycle test while only wealth increased in the 30 day cycle test, and that the final total bonuses and admin ratings had such massive discrepancies, I can only conclude that Construction Cycle Interval affects bonuses gained from assignments.  
Recruitment appears to not be affected but has insufficient data.   (shortage of 2 Admins in the 1 day cycle test is probably not enough to reject the null hypothesis)

Someone who knows the formulae for how bonuses are gained can go do a Student T-test but that would be overkill.  
Database available on request.  
Title: Re: Official v5.42 Bugs Thread
Post by: Brian Neumann on May 27, 2011, 07:57:03 PM
I have long noticed a trend with ability scores.  The shorter the cycle time the more the bonuses go up.  If you have the standard cycle time of about 5 days then hitting the 5 day 6 times will produce more bonuses than hitting the 30 day button.  I am not sure of the formula but I think it checks once each build cycle that is processed, not incremented past and the chance of getting an upgrade is the same for both.  I had a conventional start game where I had a lot of scientists working on small projects.  I did a test of cycling every 30 days for 5 years.  I then reloaded the database and using the same scientists went for 5 years every 5 days.  There were no nprs and everything else was basically shut down so the only promotions were in the scientists.  The overall average of the 5 day cycle was almost twice as high as when using the 30day button.  In both cases the construction cycle time was not changed at all, just what I was implementing.

Brian
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on May 27, 2011, 11:18:17 PM
It appears that the command "Provide Ordnance Reload For" instead sends all missiles in both target and collier fleet into the twilight zone.

I just had an unrep TG with some missiles on board attempt to replenish a CVBG with partially depleted magazines on the carriers..  After the command executed, all the missiles in both TG were gone - including those in the DDG.  (Hmmm - I just realized that I didn't check the FFGs, but both ASM and AMM disappeared from one of the carriers, so I suspect they got knocked out too.)  So the refined statement is "all the ships whose loadouts included the missiles the colliers were carrying got their missiles wiped out; I didn't check the other ships".

John
Title: Re: Official v5.42 Bugs Thread
Post by: LtWarhound on May 28, 2011, 02:00:18 PM
Firehawk-class fighter/bomber 18 is missing, presumed dead...

Gave a task group of 11 fighters a 'Land on assigned mothership' order, and one of them vanished.  The assigned mothership had enough space for all 11, but the game threw a 'cannot dock as the assigned or specified mothership does not have sufficient hanger space' error.  The next error is a 'task group failed to land on assigned mother.  Additional orders will be on hold until the problem is resolved'.

That wouldn't be a problem, except the task group vanished.  The other 10 fighters were moved to the mothership task group, and landed.  Fighter 18 and its task group are gone, just as if I deleted the task group from the F12 screen.

I'll just Fast OOB a replacement so its not a game stopper, just annoying.
Title: Re: Official v5.42 Bugs Thread
Post by: Zangi on May 28, 2011, 06:45:03 PM
Quote from: ardem link=topic=3348. msg33165#msg33165 date=1301869583
Not sure if this is a bug or something that was suppose to happen.

I accidentally released robot guards in some ruins I was converting, and they wiped out my small military I had in place, this happened in one foul swoop, the city surrendered also, which in turn said my transport ships in orbit surrendered or so  the log said.  But what happened was the transport ships did not surrender they split from the main taskforce, and made individual task forces and the original task force was still there.  I was able to control them and use them.  So I lost none of my ships.

The other interesting thing , is the assault force was three robot guardian assault brigades, they knocked out 1 armour and 1 assault brigade and 2 engineer brigade in 1 battle.  But I went back with 2 armoured and 1 assault and 1 mobile infantry lost only 3% of troops in one brigade in removing them over a month of fighting.

For me the numbers do not add up, If they were so powerful to knock over the defenders so quickly, how come they were incapable of defencding a slighly larger force.  I think steve need to revisit ground combat numbers.

*snip*
Same thing happened to me, but. . .  in my case, I had a whole division stationed there to defend it from the Robotic Guardians. . .   3 Brigades of Garrison Troops and a single division of Engineers.

There were only 4 Precursor assault troops.
Ground Defense: 192. 8245
Combat Ratio: . 2074
Chance of Unit Loss: 2. 1%

Reparations/Loot/Surrender

No messages about my troops getting wiped out.   But, they poofed. . .  All my assigned commanders are still alive.   
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on May 28, 2011, 07:07:13 PM
Perhaps the robotic guardians[/spoilers] have the element of surprise?
Title: Re: Official v5.42 Bugs Thread
Post by: ggamer on May 28, 2011, 08:26:33 PM
Error 7 was generated by aurora
out of memory
please report to (URL that doesn't work)

This is generated when I press F9 for system view.

help?
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 29, 2011, 12:10:37 PM
just got this working, the crash only happens when you type the sensor size into the size dropdown, not select it from the list, this is why it gives an invalid array index, coz I didn't actually select an index.

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 29, 2011, 12:39:51 PM
First, my compliments on a wonderful game design. It gets even better with every patch.

I've encountered a rather specialized bug, and couldn't find any earlier mention of it when searching the thread:

I discovered a neutral NPR, built up relations to get a trade treaty, then sent in a Freighter and dropped off an Espionage Team on their home world. Eventually, the Espionage Team reported back with the location of a new star system, known to the NPRs but not to me. The new star system had a jump-link to the NPR's home system, and four other unexplored jump-links.

However... when I opened the Galaxy Map, I immediately got an error message:

ERROR: WP Link not found in GetWarpPointData

Found it. And it is the same problem reported in the v5.20 bugs thread. The problem was that if you get knowledge of a new system via espionage, the program checks to see if any jump points in the system have been explored by the race from whom you stole the knowledge. If they have, the program checks to see if they lead to a system known by your race. If so, it sets the jump points in both systems to explored. However, the bug is caused because Aurora only sets a charted status in the newly discovered system, so if you haven't surveyed the system you already know about, that jump point is explored but not charted. This is a problem because when the program looks for links in the system map, it checks a list of charted jump points. This causes an error because although a link exists the program can't find it because it is only looking at charted jump points. I have added a line of code to set the jump point in the existing system as charted as well as explored, which should fix the bug.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 29, 2011, 12:52:04 PM
Right now I'm fighting some orbital habitats I think, and when ever I hit them, and apperantly causing internal damage I an an Error in ApplyInternalDamage
Error 6
Overflow

Here is the file if you want to take a look:

hxxp: www. filedropper. com/stevefire

Is it one of the huge 25m ton habitats you are fighting?

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 29, 2011, 12:55:23 PM
I think I'm on 5.20 but I'm sure you can still do this in later versions.  You can use a negative number of research labs for your research job, and it increases the number of available labs by the negative number - so if I start a job with -20 labs, I now have an extra 20 labs.  The time to completion is marked as N/A, and I didn't check to see what happened when time advanced.  I was doing it as an experiment.

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 29, 2011, 12:58:24 PM
Someone pointed out in The Academy that Maintenance Storage Bays cost no minerals, even though their build cost is 15.  I noticed that Command Modules cost 3 minerals, even though their build cost is 2.5.  My understanding is that build cost == mineral cost on a 1-for-1 basis, hence this bug report.

John

PS - Have you thought about writing a little DB validation tool that would run over the DB and make self-consistency checks on things like this?  That would be the way to catch all of these....

Minerals fixed. Yes, some type of validation tool would be a good idea.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 29, 2011, 01:00:03 PM
I have a simple one Steve
Gleise 542

Should be Gliese 542

:)

Fixed, along with the other fourteen systems with the same spelling mistake :)

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 29, 2011, 01:02:18 PM
Error 381

Built ship with 2x size8 missile launchers and a missile fire control FC15-R100
Stocked magazine with size8 missiles
Individual ship settings > combat settings, select missile fire control FC15-R100 then select both size8 launchers, click "assign" generates error 381 twice, every single time.

Just to make sure, check you are pressing the assign button below the weapon list and not the assign button below the target list.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 29, 2011, 01:03:42 PM
I have read in a couple of places on this forum that the Low Tech Infantry and Armour units were supposed to be pre-TN and the other units were supposed to be post TN; however, even on a conventional start, I can build every unit type before I even research Trans-Newtonian Technology.

Shouldn't most of the ground units have a Trans-Newtonian Technology prerequisite?

Yes, they probably should. It's just something I haven't added yet. I'll get back to you on this one.

EDIT: Ground units now need to be researched in v5.50. See the v5.50 Changes post for more details

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 29, 2011, 01:31:24 PM
The bug he might be referring to is the big jump from 30 to 40.   I've never seen a 10% jump, only a 5% jump.

You can have a 10% jump

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 29, 2011, 01:32:28 PM
So, I'm now getting one I haven't seen before.  From the short interrupts I assume it's two NPRs fighting. I got these in a big bunch, several dozen errors, I just held Enter until they stopped popping up.  Then several intervals later (about 60s) I'm getting them again.

Error in ApplyShapedDamage
Error 6 was generated by Aurora
Overflow.

I think this may be related to Invaders and I think I have fixed it. We'll find out in v5.50 :)

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on May 29, 2011, 02:34:58 PM
Fixed, along with the other fourteen systems with the same spelling mistake :)

Steve

I think I forgot to log: "Cincinatti should be Cincinnati".  And when I tried to fix the name on my system with a rename, the next system I explored picked up the old, incorrect name (since it was unused :) ).

John
Title: Re: Official v5.42 Bugs Thread
Post by: Father Tim on May 29, 2011, 07:48:43 PM
I think I forgot to log: "Cincinatti should be Cincinnati".  And when I tried to fix the name on my system with a rename, the next system I explored picked up the old, incorrect name (since it was unused :) ).

John

This is actually one of my biggest pet peeves:  If you rename a theme-named system (to fix a spelling mistake, or simply because you don't like the name), then the next auto-named system gets the 'rejected' name.  So if there's a name you really don't like, you have to abandon your theme entirely to avoid it.  I'd much prefer if Aurora kept track of names I've rejected in this way, or even just picked names at random from the theme instead of sequentially.
Title: Re: Official v5.42 Bugs Thread
Post by: jRides on May 30, 2011, 05:15:15 AM
As father Tim says, with the rejected name thing - there are a few Names (ship names) that should be two lines but the linebreak is missing so there are ships with names like:

"AkagiAldara", "AtlasAurora", "BalbaoBayta", "BeagleBelak", "GalorGalaxy", "HawkingHera" and "HoodHoratio" in the Trek Ships theme. Luckily with shipnames you can choose the name as you build. Strangley though, I have a weird bug with the Hood; (it was the HoodHoratio but i renamed it after it was built), every line of text that mentions that ship adds a linebreak after its name. Odd but hardly gamebreaking.
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 30, 2011, 08:33:33 AM
As father Tim says, with the rejected name thing - there are a few Names (ship names) that should be two lines but the linebreak is missing so there are ships with names like:

"AkagiAldara", "AtlasAurora", "BalbaoBayta", "BeagleBelak", "GalorGalaxy", "HawkingHera" and "HoodHoratio" in the Trek Ships theme. Luckily with shipnames you can choose the name as you build. Strangley though, I have a weird bug with the Hood; (it was the HoodHoratio but i renamed it after it was built), every line of text that mentions that ship adds a linebreak after its name. Odd but hardly gamebreaking.

Fixed all of the above

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 30, 2011, 08:33:50 AM
I think I forgot to log: "Cincinatti should be Cincinnati".  And when I tried to fix the name on my system with a rename, the next system I explored picked up the old, incorrect name (since it was unused :) ).

John

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 30, 2011, 10:52:20 AM
Finally found the bug that causes an alien race to view your freighters as intruding on their space, even when a trade treaty is in effect. The problem was that the treaty status was being checked the wrong way around. Instead of checking if the alien race had granted a trade treaty, the program was checking if you had granted the alien race a trade treaty. The bug won't happen in the case of reciprocal treaties. Only if the alien race has granted a trade treaty and you haven't.

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on May 30, 2011, 11:09:10 AM
Finally found the bug that causes an alien race to view your freighters as intruding on their space, even when a trade treaty is in effect. The problem was that the treaty status was being checked the wrong way around. Instead of checking if the alien race had granted a trade treaty, the program was checking if you had granted the alien race a trade treaty. The bug won't happen in the case of reciprocal treaties. Only if the alien race has granted a trade treaty and you haven't.

Fixed for v5.50

Steve

YEAH!!!!  So does that mean there's an easy workaround - SM your relation with them up to 100 and grant them trade access?
(And remember how many points you added so they can be subtracted later when the relationship is strong enough.)

John
Title: Re: Official v5.42 Bugs Thread
Post by: Sheb on May 30, 2011, 11:12:21 AM
Do you know the workaround for my civies getting stuck in checkpoint bug?
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on May 30, 2011, 11:28:33 AM
Do you know the workaround for my civies getting stuck in checkpoint bug?

Was this as a result of using the clear orders button or did it just appear with no apparent cause?

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on May 30, 2011, 01:38:14 PM
Heres a non-error-throwing bug.

I was transferring troops to drop modules, when i realized I had no cargo handling systems to actually move them.  Their morale had started dropping before they had even 1\3 transferred to the module.  So I canceled the order, and noticed they were declared in the module already.  So I combat dropped them.

I then split the fleet (why do three separate ships move units one at a time)  did 5 seconds of transfer to drop modules, canceled the order and dropped to planet.  15 seconds for the whole thing.  I figure this falls under cheating at solitaire, but i thought it was worth mentioning.

Now I just need to figure out how to transfer the batallions to the drop modules without losing morale.
Title: Re: Official v5.42 Bugs Thread
Post by: Sheb on May 30, 2011, 03:35:46 PM
It just appeared without apparent causes. And using the clear order button didn't solve that, as they re-pathed through the same jump point.
Title: Re: Official v5.42 Bugs Thread
Post by: Peter Rhodan on June 02, 2011, 06:24:14 PM
I haven't seen this one but anyone else ...

If you send a task group to a planet with maintenance facilities to be overhauled and forget turn their shields off then never finish being overhauled... their clock just jeeps going up even though it syas next to their name - overhaul
Also the Abandon Overhaul order is missing from the order list so you can't get out of it that way either.
If anyone had this problem the workaround is to first turn shields off on the F12 screen and then individually transfer the ships to another Tg that is being already being overhauled successfully and this seems to solve the problem - then delete the empty TG and create a new one for the overhauled ships...
Title: Re: Official v5.42 Bugs Thread
Post by: Bgreman on June 03, 2011, 12:19:47 AM
Quote from: sloanjh link=topic=3348. msg35317#msg35317 date=1306541024
Here's the link for the auto-yoyo-fix (warning - spoilers!): hxxp: aurora2. pentarch. org/index. php/topic,2569. 0. html

Basically, you need 200 consecutive shortened increments, e. g.  you click for 1 day and it only gives you 30 minutes.

If you can get that to happen, it should delete the aliens in question.

John

Do they have to be literally consecutive?  That is, if anything else happens (TGs completing orders, etc), does it reset the count?  With a yoyo cycle that appears to be upwards of 12+ hours, it will be almost impossible to force this to happen.   I'd have to cancel all orders for every unit in my empire AND just mindlessly advance time for 200 in-game days.   That would be 2/3 of a game year wasted.   Is there any way to manually delete the offending TGs?  At my last job, I basically manhandled Access databases 9 hours a day, so I'm familiar with them, but it would seem that the DB is locked.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 03, 2011, 01:00:31 AM
Do they have to be literally consecutive?  That is, if anything else happens (TGs completing orders, etc), does it reset the count?  With a yoyo cycle that appears to be upwards of 12+ hours, it will be almost impossible to force this to happen.   I'd have to cancel all orders for every unit in my empire AND just mindlessly advance time for 200 in-game days.   That would be 2/3 of a game year wasted.   Is there any way to manually delete the offending TGs?  At my last job, I basically manhandled Access databases 9 hours a day, so I'm familiar with them, but it would seem that the DB is locked.

That's the way it reads to me.  Designer mode is actually the way to fix it (since that makes the computer controlled races visible), but that's password protected too.  (Steve is cautious about sharing the passwords since he's concerned that someone will accidentally corrupt a DB and then start logging bug reports.)  I think Erik's got upload capability on the board; if your DB is reasonably sized then you could try to upload a DB that's moments before one of the interrupts and I (or someone else with the pw) can try to fix it for you.  The only problem is that I have a vague recollection of trying to do a DB upload in the past and failing miserably....  (I assume you're running with the latest version 5.42....)

John
Title: Re: Official v5.42 Bugs Thread
Post by: Bgreman on June 03, 2011, 01:12:54 AM
My DB is up near 230 MB at this point.   If someone wants to take a look at it, I can upload it to my website and PM the location.
Title: Re: Official v5.42 Bugs Thread
Post by: Nabobalis on June 03, 2011, 06:00:38 AM
My DB is up near 230 MB at this point.   If someone wants to take a look at it, I can upload it to my website and PM the location.

Compress it into a zip and it should be much smaller.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 03, 2011, 11:34:44 AM
I strongly suspect there's something seriously broken when conquering an alien population by fire.

I have a pesky NPR who's been sending colony ships into my systems.  He colonized some airless moons, so I sent a beam-destroyer to clean out his garrison.  I fired one salvo of lasers at his ground troops and got a message that his colony had surrendered.

I went to the F2 screen expecting to see a colony on that world with an alien race inhabiting it.  Instead I found a colony of humans!  So unless you've put a zinger in that NPR can magically be generated with the same race as the player race, I assume there's a bug in the colony transfer code.  Perhaps I should rename this race "Doppelganger", since they can obviously assume human form well enough to fool my sensors.

The next issue is that the colony already had a governor.  And I didn't appoint him.  When I went looking for him on the F4 screen he wasn't there, and someone else was "33rd Civ Admin".  I assume that this is actually the alien governor, who never got relieved/captured and is still on the alien books but visible to me through his link to the colony.

I'll edit this message if I find any more weirdness.

[EDIT] - ok looks like the first issue might be Working As Intended.  It turns out my bombardment killed off all the alien scum - I think I recall seeing that Aurora is set up to convert the population type to the conquerer in that case (hmmmm - but the status is still "Vanquished").  The second issue about the governor still holds.


John
Title: Re: Official v5.42 Bugs Thread
Post by: Father Tim on June 03, 2011, 12:14:20 PM
Do they have to be literally consecutive?  That is, if anything else happens (TGs completing orders, etc), does it reset the count?

Yes.  No.

They need to be performed consecutively by that fleet - what happens anywhere else, to anyone else, is irrelevant.
Title: Re: Official v5.42 Bugs Thread
Post by: Bgreman on June 03, 2011, 01:09:15 PM
Quote from: Father Tim link=topic=3348. msg35662#msg35662 date=1307121260
Yes.   No.

They need to be performed consecutively by that fleet - what happens anywhere else, to anyone else, is irrelevant.


Well, it's been over an in-game year since this started, so maybe it's not quite a yoyo situation.   Thanks for that clarification though.
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on June 03, 2011, 02:29:51 PM
On loading ground forces:

Consider two task groups, each able to load one batallion.  Set the following orders:

Orders for task group 1:
Absorb Task Group #2
Load Ground unit 1 into transport bay
Load Ground Unit 2 into transport bay

The second load will fail for not enough space.  Something about the absorb\join commands screws up some function.  Transferring units to another TG, running a 5 second cycle, then transferring them back seems to fix it.  I observed the same thing with join commands for asteroid miners.
Title: Re: Official v5.42 Bugs Thread
Post by: Qloos on June 03, 2011, 04:22:43 PM
Me too for error 76

"Error 76 was generated by Aurora
Path not found: 'Planetjpeg/ha3.   jpg'[or]'Planetjpeg/b13.   jpg'
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11"

This error repeats itself several times when pushing ok for "ha3" and once in the middle for "b13"

Lastly, it gives the error message:
"Run-time error '76':
Path not found: 'Planetjpeg/ha3.   jpg'

and crashes completely.   

Happened when pushing F9 while following tutorial 9.   
Just fixed a MSSTDFMT.  dll bug from pushing F9 in the same situation.   
Title: Re: Official v5.42 Bugs Thread
Post by: Dravo on June 03, 2011, 05:08:32 PM
After shutting down an industry, reactivating it usually requires a 180 day wait.
When you reactivate a shutdown industry, the time in the box shows how much longer before the industry is active.
If you click the cancel button you would assume that this would cancel the reactivation, but instead it makes the industry active immediately.
Title: Re: Official v5.42 Bugs Thread
Post by: georgiaboy1966 on June 03, 2011, 08:51:32 PM
Has anyone found the answer/workaround for the update all sensors error.

Glen
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 04, 2011, 01:50:26 AM
My game has been stuck on 1-day increments for about 6 in-game months now.   I checked the SM log text file, and every day has this in it:

Code: [Select]
15th April 2080 22:15:31,SM Only,System 0,Sub-pulse length adjusted due to potential fleet interception
16th April 2080 01:15:31,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
16th April 2080 01:30:31,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
16th April 2080 01:30:31,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
I found out the problem.  A Star Swarm queen was chasing a precursor in a nebula (and they were waaaaay out in deep space too).  I suspect that they both had the same armor and so had exactly the same speed.  Deleting them both solved the problem.

I think the root cause here is that the AI isn't smart enough to eventually give up on chasing TG that it will never catch and do something more profitable.

John

Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 05, 2011, 03:07:13 PM
I can't see the stats for an NPR race on the "View Race Details" (ctrl-F2) screen (including in SM mode) even if I've captured thousands of them from lifepods.

I understand that you might not want to give players access to the edit functions on the race details screen, 'cuz they might manage to screw up the computer-controlled NPR, but that could be fixed by disabling the edit mode if it's a computer-controlled race.  I think ctrl-F2 information should be available for any race with which you've got communications....

John
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 05, 2011, 08:25:17 PM
I just gave orders for a TG to jump out of a system where there are bad guy contacts, and I have "contacts" checked on the orders screen.  The contacts in system A (the one with bad guys) were still listed after the order to jump to system B (no bad guys).  I assume that the contacts list is looking at the present system rather than the last system in the orders chain.

John
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 06, 2011, 12:05:00 AM
I think I've found a serious bug in point defence - it looks like multiple beam fire-controls firing at a single salvo only register the hits from the last fire-control to fire. 

I've got a single laser-DD and 3xFFG (AMM) defending a TG that's getting sandblasted by an NPR AMM DD.  The DD has 2x AM fire controls, each with 4x10cm C3 lasers in point-blank mode.  The NPR missiles are coming in in volleys of 12x; the DD is engaging the leakers.  Twice now, I've been told the DD got enough hits to destroy a salvo of leakers, only to see damage being registered.  I looked at the SM mode event log and saw the following messages (amidst a lot of other clutter) when engaging a salvo of 7 leakers (one of which was killed by AMM fire before the salvo attacked):

Terran Federation: Firing Summary: 4 weapons fired, 3 missiles destroyed.
(other Terran Federation messages, but no Empire of Kabili messages)
Terran Federation: Firing Summary: 4 weapons fired, 4 missiles destroyed.
Empire of Kabili: Missiles Destroyed: 4x Santa Cruz Anti-missile Missile destroyed by point blank point defence fire.
Empire of Kabili: Chance to Hit: Salvo of 2x Santa Cruz... has intercepted its target...
Empire of Kabili: Damage: 001 hit by 1 points of damage from Santa Cruz Anti-missile Missile.
Terran Federation: Damage: Arthur W. Radford hit by 1 points of damage from Santa Cruz Anti-missile Missile
...
Empire of Kabili: Damage: 001 hit by 1 points of damage from Santa Cruz Anti-missile Missile.
Terran Federation: Damage: Arthur W. Radford hit by 1 points of damage from Santa Cruz Anti-missile Missile

There's 3 things I see wrong with this picture:
1)  Radford claimed to hit 7 missiles when there were only 6 in the salvo (after AMM).
2)  Radford's 1st 3 hits seem to have been ignored - only 4 missiles were removed from the salvo.
2b)  Note that the first announcement of PD hits for Terran Fed. didn't have a corresponding announcement for Kabili.  This says to me that it was ignored by the system.
3)  Radford doesn't have a class name for the NPR (the "001").  Not sure if this is intentional since it's a computer-controlled NPR so there's no human to read the name....

The other time this happened it was a salvo of 4x and Radford got 1x then 3x hits and took 1 damage - same pattern.

John
Title: Re: Official v5.42 Bugs Thread
Post by: Hawkeye on June 06, 2011, 10:29:33 AM
Interesting one :)

I hit a series of Increment adjustments and went into designer mode to look what was up.

I found an NPR Jumpgate-constructer and a Precursor squadron basicly on the same spot in space.
I started to wonder, why the Precorsurs would not blow the NPR ship away and looked a bit deeper to find this:



Fighter-Killer #39690 class Missile Destroyer    7100 tons     628 Crew     1908.2 BP      TCS 142  TH 1100  EM 0
7746 km/s     Armour 7-32     Shields 0-0     Sensors 18/1/0/0     Damage Control 4     PPV 12
Annual Failure Rate: 35%    IFR: 0.5%    Maintenance Capacity 672 MSP
Magazine 266  

Internal Confinement Fusion Drive E6 (11)    Power 100    Fuel Use 60%    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 126.8 billion km   (189 days at full power)

CIWS-250 (1x2)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Size 4 Missile Launcher (3)    Missile Size 4    Rate of Fire 20
Hegu Anti-ship Missile (66)  Speed: 31,000 km/s   End: 80.6m    Range: 150m km   WH: 6    Size: 4    TH: 103 / 62 / 31

Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Signature 1000: 18m km
Active Search Sensor MR155-R4 (1)     GPS 1728     Range 155.5m km     Resolution 4
Active Search Sensor MR51-R4 (1)     GPS 576     Range 51.8m km     Resolution 4

ECCM-5 (1)         ECM 50


Now, this DDG doesn´t have any firecon, so it can not engage the enemy. Instead it has a second, smaller Active Sensor, that seems to be the size the MFC should be.

Title: Re: Official v5.42 Bugs Thread
Post by: Erik L on June 06, 2011, 11:03:23 AM
Interesting one :)

I hit a series of Increment adjustments and went into designer mode to look what was up.

I found an NPR Jumpgate-constructer and a Precursor squadron basicly on the same spot in space.
I started to wonder, why the Precorsurs would not blow the NPR ship away and looked a bit deeper to find this:



Fighter-Killer #39690 class Missile Destroyer    7100 tons     628 Crew     1908.2 BP      TCS 142  TH 1100  EM 0
7746 km/s     Armour 7-32     Shields 0-0     Sensors 18/1/0/0     Damage Control 4     PPV 12
Annual Failure Rate: 35%    IFR: 0.5%    Maintenance Capacity 672 MSP
Magazine 266  

Internal Confinement Fusion Drive E6 (11)    Power 100    Fuel Use 60%    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 126.8 billion km   (189 days at full power)

CIWS-250 (1x2)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Size 4 Missile Launcher (3)    Missile Size 4    Rate of Fire 20
Hegu Anti-ship Missile (66)  Speed: 31,000 km/s   End: 80.6m    Range: 150m km   WH: 6    Size: 4    TH: 103 / 62 / 31

Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Signature 1000: 18m km
Active Search Sensor MR155-R4 (1)     GPS 1728     Range 155.5m km     Resolution 4
Active Search Sensor MR51-R4 (1)     GPS 576     Range 51.8m km     Resolution 4

ECCM-5 (1)         ECM 50


Now, this DDG doesn´t have any firecon, so it can not engage the enemy. Instead it has a second, smaller Active Sensor, that seems to be the size the MFC should be.



Battle damage?
Title: Re: Official v5.42 Bugs Thread
Post by: Hawkeye on June 06, 2011, 10:57:16 PM
No damage at all.

I checked all Precurser designs, and the Fighter Killer and Jump Fighter Killer were the only ones without any kind of firecon

After changing the designs by exchanging the small active with a MFC, they started to take out the offending NPR ship.
Title: Re: Official v5.42 Bugs Thread
Post by: ZimRathbone on June 07, 2011, 06:32:53 AM
In my latest campaign I started with autodesigns (to save time) and saw the same thing - a DDG with two Active sensors, one of which was obviously meant to be an MFC (1/3 size, same resolution). It was also the AntiFighter type.

A lot of the ships also had errors in the amount of Life support.  There may also have been problems with larger units - I deleted all the 16Kt & 24Kt ship designs as the race only had shipyards capable of building to 10Kt (3 years in I'm starting to see the first heavier units come out of the slipways)
Title: Re: Official v5.42 Bugs Thread
Post by: Soyweiser on June 07, 2011, 11:21:26 AM
Found some bugs
1
Selecting Help -> About. 

Got the following errors:
Error in UpdateNPRClass
Error 3021 was generated bij DAO.  Field
No current record

And some similar errors in DAO.  Recordsset

And then a:
Error 3020 was generated by DOA.  Field
Update or CancelUpdate without AddNew or Edit. 

The about screen then opens normally. 

This was while I already had a game open (of course).   Running winxp. 

2
Selecting Miscellaneous -> StarType

Run-time error '3024':
Could not find file 'HYG. mdb'.
Title: Re: Official v5.42 Bugs Thread
Post by: Jong on June 09, 2011, 03:54:21 PM
Hi. 

I found that microwaves can damage non-electronic components.   I accidentally blew up a ship I was trying to disable.   It also made it monstrously hard to blind this other big ship. 

SM log

Quote
30th January 2042 22:22:51,Corsairs,London,Goiingsak 132 hit by 1 points of damage from R4.    5/C3 High Power Microwave
30th January 2042 22:22:51,Star Swarm,Carpi,Soldier 001 hit by 1 points of damage from an energy or kinetic weapon
30th January 2042 22:22:51,Star Swarm,Carpi,The ship has no shields
30th January 2042 22:22:51,Star Swarm,Unknown,As a result of combat, the crew grade bonus of Soldier 001 has increased to 0%
30th January 2042 22:22:51,Star Swarm,Carpi,GB Magneto-plasma Drive E70 destroyed on Soldier 001 after receiving 1 points of damage.     10 Casualties.   
30th January 2042 22:22:51,Star Swarm,Carpi,As Soldier 001 has slowed to 1 km/s due to damage, it has been detached from Queen 001 - Parasites.   

30th January 2042 22:23:01,Corsairs,London,Goiingsak 132 hit by 1 points of damage from R4.    5/C3 High Power Microwave
30th January 2042 22:23:01,Star Swarm,Carpi,Soldier 001 hit by 1 points of damage from an energy or kinetic weapon
30th January 2042 22:23:01,Star Swarm,Carpi,The ship has no shields
30th January 2042 22:23:01,Star Swarm,Unknown,As a result of combat, the crew grade bonus of Soldier 001 has increased to 0%
30th January 2042 22:23:01,Star Swarm,Carpi,R12/C3 Meson Cannon destroyed on Soldier 001 after receiving 1 points of damage.     18 Casualties.   

30th January 2042 22:23:06,Corsairs,London,Goiingsak 132 hit by 1 points of damage from R9/C3 High Power Microwave
30th January 2042 22:23:06,Star Swarm,Carpi,Soldier 001 hit by 1 points of damage from an energy or kinetic weapon
30th January 2042 22:23:06,Star Swarm,Carpi,The ship has no shields
30th January 2042 22:23:06,Star Swarm,Unknown,As a result of combat, the crew grade bonus of Soldier 001 has increased to 0%
30th January 2042 22:23:06,Star Swarm,Carpi,Fuel Storage - Small destroyed on Soldier 001 after receiving 1 points of damage.     0 Casualties.   

30th January 2042 22:23:26,Star Swarm,Carpi,Soldier 001 hit by 1 points of damage from an energy or kinetic weapon
30th January 2042 22:23:26,Star Swarm,Carpi,The ship has no shields
30th January 2042 22:23:26,Star Swarm,Unknown,As a result of combat, the crew grade bonus of Soldier 001 has increased to 0%
30th January 2042 22:23:26,Star Swarm,Carpi,Stellarator Fusion Reactor Technology PB-1 AR-0 destroyed on Soldier 001 after receiving 0 points of damage.     0 Casualties.   
30th January 2042 22:23:26,Star Swarm,Carpi,Active Search Sensor MR11-R1 destroyed on Soldier 001 after receiving 1 points of damage.     3 Casualties.   
30th January 2042 22:23:26,Corsairs,London,Goiingsak 132 hit by 1 points of damage from R9/C3 High Power Microwave
30th January 2042 22:23:26,Star Swarm,Carpi,Soldier 001 hit by 1 points of damage from an energy or kinetic weapon
30th January 2042 22:23:26,Star Swarm,Carpi,The ship has no shields
30th January 2042 22:23:26,Star Swarm,Unknown,As a result of combat, the crew grade bonus of Soldier 001 has increased to 0%
30th January 2042 22:23:26,Star Swarm,Carpi,Soldier 001 suffers complete structural failure due to the amount of damage it has received.     The ship is destroyed.   

Also in the system map view, the speed listing for my own ships are complete nonsense, sometimes showing 0km/s and sometimes showing the speeds of my other ships. 

I have occasionally encountered a certain OrbitalMovement, error 11, division by zero.   I never had this problem when using real stars, but I've seen it early in 2 previous campaigns w/o real stars, which are apparently in systems discovered by NPRs.   And in my current campaign I've already found 2 systems that caused this error.   They both planets orbiting the primary at 75k, and they both had stars with a luminosity of 1.  000E-04.   The error pops up every 5-days.   I managed to use SM to delete and regenerate the systems that I found, but I think I'll be at a loss if the NPR spawns a bugged system. 

I did start my current campaign with a fresh DB, but I think there might have been a point where I had to kill the program when it froze.  I'm not sure if I did it during the current campaign though. 
Title: Re: Official v5.42 Bugs Thread
Post by: Father Tim on June 09, 2011, 11:16:16 PM
The ship speeds displayed on the map are calculated by the simple expedient of distance moved since last increment / time of last increment.  So any ship that spent time not moving (loading, unloading, surveying, etc.) or jumped (only distance moved in the latest system is counted) will show an incorrect speed.

Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 09, 2011, 11:40:11 PM
I'm fairly certain that there's a bug in PDC production when more than 1 PDC of a particular type is produced in a 5-day.

I designed a fairly cheap fighter base and launched a build of 8 on Earth.  A while later I checked, and noticed there was 1 of them in my PDC task group, and the count remaining was 5.8-ish.  I thought "wait, where's the 2nd one?" then decided I'd probably just had a little too much Bailey's when I launched the task.  I bumped the number back up to 6.8 and didn't think about it more.  A while passed and the same thing happened - (built)+(sheduled)<8.  I bumped it up again, and this time watched more carefully.  I started out at ~5.6, now there's 2.66 left on the task, but only 1 appeared.  I assume that what's going on is that the PDC code is assuming that only 1 PDC needs to be added to the TG, even if more than 1 was completed in that 5-day, and the extras all "fell off the truck".

Now that I know what's going on, I'll just insta-oob the phantoms back into existence.

John
Title: Re: Official v5.42 Bugs Thread
Post by: Jong on June 10, 2011, 07:13:10 PM
Planetary Albedo doesn't go back down when you refreeze the hydrosphere. 

I was playing a methane breathing race and I accidentally melted the ice sheet while adding methane, raising the albedo from 1. 02 to 1. 0515, and the temperature from -27. 9C to -20. 4C.  Big whoops.  After adding some anti greenhouse gas the temperature is now -29. 45.  According to the system information window, the hydrosphere is back to "ice sheet", but the albedo is still 1. 05.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 11, 2011, 03:13:26 PM
TG speed is not reset when max changes due to maintenance failure.

I've got a single-ship TG that has essentially no maintenance supplies running away from bad guys who are at exactly the same speed.  I just noticed that it lost one of its two engines (slowing it from 10,000 km/s to 5,000 km/s) a few 5-days ago, but the TG is still charging along at a speed of 10,000 km/s (it is correctly listing the max speed as 5,000 km/s, though - that's how I noticed.)

John
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 11, 2011, 03:23:15 PM
Contacts are not saved to the DB at end of an update.

I regularly back up by doing a ctrl-c/ctrl-v on SteveFire.MDB while Aurora is running.  This works great, except that when I restore from a backup noone has any sensor contacts.  In the past I haven't thought of this as a big deal - I just do a couple of 5s increments to get location and speed back in the system, but I just realized that there's a good chance that this will screw up missile engagements.  I suspect that if missiles are in flight and I have to restore from a backup, then they'll lose their target and self-destruct during that first 5s update.

I realize that this is on the edge of not-a-bug, and that an appropriate response is "don't do that", but it's VERY convenient to be able to save while the game is running, rather than exiting, saving, then reopening the game.  And my understanding is that the entire state of the game is supposed to be in the DB while the game is waiting for input.

Which reminds me of another game-state thing: it looks like the RNG is not being save to the DB.  This is a good thing if you want to sidestep a bug (I had a corrupt new system get generated on me a while back, which I fixed by restoring to before generation and re-exploring), but it's nice to know that rolling back to a save will give you the same random numbers.  So if you decide to fix this, I'd like to see a "reset RNG seed' (SM?) button somewhere in order to still be able to do the workaround....

John
Title: Re: Official v5.42 Bugs Thread
Post by: Jong on June 11, 2011, 08:31:49 PM
System map continues to display the incorrect speed for player empire contacts.    Something is definitely wrong when i see a mineral packet going at nominally 1332 km/s, and it shows all my ships as moving at 0km/s.   

I ignored the problem since it didn't seem to affect anything concretely.    Ships still moved at what looked like the right speed.    That is, until my current boarding action, which receives 100% casualties about 90% of the time, despite a 10:1 speed advantage over the NPR ships.    This theoretically should make my maximum casualties somewhere between 9d10 and 10d10 % if I understand the mechanics correctly.   

I'm confidant it's not a statistical fluke, as I'm trying to board 83 ships at once.    The current statistics seem to correspond to the worst case 20d10 scenario, which has a 79.   18% chance of rolling at least 100.    There's no difference whether or not I drop while the NPR ships are moving or are holding position.    I haven't tried it while the NPRs are dead in the water.   

I'm not too sure about the link with the 0km/s system map speed, because I can't remember what was the displayed speed during the last boarding engagement, but I think at that time, it was displaying a non-zero but wrong speed, that would have been correct for other ships in the fleet.   

I'm at a loss as to where or how the error first arose.    I'm pretty sure it started early in the campaign, possibly right at the beginning.   

I'll just put up a link to the save file.   

hxxp: dl. dropbox. com/u/9957345/Stevefire. rar

EDIT: I just checked, my civilians in this campaign also display the incorrect speed, but my previous campaigns are fine.  Also I can't seem to make the link show up properly.
Title: Re: Official v5.42 Bugs Thread
Post by: Bgreman on June 16, 2011, 03:03:59 PM
As I was processing an increment last night, I got a blue screen and my machine rebooted.   Ugh.   (I don't think it was Aurora's fault, I was doing other stuff as well).   Now, I can load that game, and most things work fine, but I cannot open the economics screen for my player race.   If I use designer mode, I can select a different default race and open economics mode, but if I try to load my race, I get the follow errors:

Error in PopulateGenModSpecies
Error 3159 was generated by DAO. Database
Not a valid bookmark
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11

If I click OK, I get an unlimited string of the following error:

Error in PopulateGenModSpecies
Error 91 was generated by Aurora
Object variable or With block variable not set
Please report to hxxp: aurora2. pentarch. org/viewforum. php?f=11

I'm guessing something got messed up while saving my race's genetic modifications list (which is odd, as I don't have any).   I've tried opening in the DB in Access directly to see if I could fiddle around the problem, but I guess the designer mode PW isn't the actual DB password.   I'd really like to fix this DB if I can (my latest backup is 3 years before this problem, so I'd probably just wait for 5. 50 to come out instead of restarting 5. 42), since I'm having tons of fun with this current game.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 18, 2011, 12:38:29 PM
There seems to be an off-by-one error in the "Rename Ship" button in "Schedule" mode of the "SY Tasks" tab of the F2 screen (that lived in the house that Jack built....)

I click on a ship, click on the "rename" button, and when done a different ship is renamed.

Two smaller issues here:
1)  I have to refresh (by reselecting the empire) in order to see the name change.
2)  The dialog for renaming the ship comes up empty - it would be helpful if it came up with the current name.

[EDIT]  Note that the different ship was associated with a "scrap" task in both cases.  It's possible that the "scrap" tasks are messing up the indexing - I'd just assumed that it was the fact that "schedule" uses a different sort and you were pulling the wrong index out.

John
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 18, 2011, 02:01:34 PM
Synchronous Fire checkbox only applies to a single ship, and is not copied by "Copy Assign" or "Copy Target" buttons.

I've got a fleet of 48 FAC making an attack.  I thought that the Synchronous Fire box was intended to work at the fleet level, but apparently that's not the case (1/2 my FAC launched when ready).  I realize that the mouse-over says "this ship", so this could be interpreted as user error, but I'm putting it in bugs 'cuz not having a way to do this at the fleet level is a pretty major deficiency in my opinion. :)  I would prefer this box apply to the whole system, but would be ok with it being propagated by the "copy target" buttons.

John
Title: Re: Official v5.42 Bugs Thread
Post by: LoSboccacc on June 19, 2011, 01:39:50 PM
Errorin updategamelog,

Error 3159 was generated by DAO.Field

Invalid Bookmark (or something like that, the message is internationalized for some reason, even if I've set numbers format/language in english)

anyone had this? It happens when you run a turn, whether it's a 5 second increment or a 30 days one.
Title: Re: Official v5.42 Bugs Thread
Post by: LoSboccacc on June 19, 2011, 01:59:14 PM
Errorin updategamelog,

Error 3159 was generated by DAO.Field

Invalid Bookmark (or something like that, the message is internationalized for some reason, even if I've set numbers format/language in english)

anyone had this? It happens when you run a turn, whether it's a 5 second increment or a 30 days one.


update: running as administrator solved this. there should be a protected file somewhere on the used file list, probably a file related to a game log, considering the error message.
Title: Re: Official v5.42 Bugs Thread
Post by: Peter Rhodan on June 19, 2011, 09:15:59 PM
This is a bug I have mentioned before and my post was moved to the Spoilers list but I just had it again so I am putting a new mention of it here.
Defence strength of units attacked by enemy ground unit:
1st Grenadier Brigade Def 5.24  GCB 31%  M 100
 Grenadier Regiment 01 Def 15.99   M- 139  GCB 15%
 Grenadier Regiment 02 Def 17.02   M- 148  GCB 15%
 Grenadier Regiment 03 Def 16.47   M- 142  GCB 16%
 Grenadier Regiment 04 Def 16.10   M- 140  GCB 15%

Garrison Battalion 018   Def 21   M-100   GCB 5%
Engineer Brigade 02      Def 11.80  M - 118


Ground defence of Anwwn  61.5327

How the hell does it get 61.5327?????

The next round I attacked and it gave me an attack strength of 170.131
My Grenadiers (Assault Infantry)
had the following:
Atk 31.97, 34.04, 32.94 and 32.2 which comes to 131.15 before bonuses so is presumably fairly correct.

Can you please check how the defence total is arrived at as this strange total behaviour happens every time in this situation - you can tell the situation by the presence of the Engineer Brigade.....

Title: Re: Official v5.42 Bugs Thread
Post by: Cavgunner on June 19, 2011, 10:57:25 PM
I am getting an infinite loop error that is making the game unplayable.

At the time it occurred I had just encountered an NPR race.  Also, in another entirely different system, I had just encountered an uninhabited (I think) planet which seems to have all the TN minerals.

Other than that I have no clue why this could be occurring.

Error reads:

ERROR IN ASSIGNWEAPONS

Error 3049 was generated by DAO.recordset
Cannot open database".  It may not be an application that your database recognizes, or the file may be corrupt.
Please report to (forum website address).

Please help.  I would really like to continue this game.

Edit: I'm not sure if deleting the new race in SM will solve the problem.  Please advise.
Title: Re: Official v5.42 Bugs Thread
Post by: Father Tim on June 20, 2011, 05:20:40 AM
This is a bug I have mentioned before and my post was moved to the Spoilers list but I just had it again so I am putting a new mention of it here.
Defence strength of units attacked by enemy ground unit:
1st Grenadier Brigade Def 5.24  GCB 31%  M 100
 Grenadier Regiment 01 Def 15.99   M- 139  GCB 15%
 Grenadier Regiment 02 Def 17.02   M- 148  GCB 15%
 Grenadier Regiment 03 Def 16.47   M- 142  GCB 16%
 Grenadier Regiment 04 Def 16.10   M- 140  GCB 15%

Garrison Battalion 018   Def 21   M-100   GCB 5%
Engineer Brigade 02      Def 11.80  M - 118


Ground defence of Anwwn  61.5327

How the hell does it get 61.5327?????

The next round I attacked and it gave me an attack strength of 170.131
My Grenadiers (Assault Infantry)
had the following:
Atk 31.97, 34.04, 32.94 and 32.2 which comes to 131.15 before bonuses so is presumably fairly correct.

Can you please check how the defence total is arrived at as this strange total behaviour happens every time in this situation - you can tell the situation by the presence of the Engineer Brigade.....



What's the Colony Cost / gravity component of Colony Cost of the planet?  I recall a suggestion that ground troops should suffer a penalty to strength for fighting in hostile environments / gravities, but I can't remember if it was ever implemented.
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on June 20, 2011, 07:26:16 AM
Synchronous Fire checkbox only applies to a single ship, and is not copied by "Copy Assign" or "Copy Target" buttons.

I've got a fleet of 48 FAC making an attack.  I thought that the Synchronous Fire box was intended to work at the fleet level, but apparently that's not the case (1/2 my FAC launched when ready).  I realize that the mouse-over says "this ship", so this could be interpreted as user error, but I'm putting it in bugs 'cuz not having a way to do this at the fleet level is a pretty major deficiency in my opinion. :)  I would prefer this box apply to the whole system, but would be ok with it being propagated by the "copy target" buttons.

John

John,  you should be able to use the "synchronous fire" check box on the f12 task group screen.  I don't have a loaded game here, but I think it is on the third tab.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 20, 2011, 08:38:40 AM
John,  you should be able to use the "synchronous fire" check box on the f12 task group screen.  I don't have a loaded game here, but I think it is on the third tab.

Well lookie there!  It's on the 3rd (History/Officers/Misc) tab....  Thanks!!

That being said, it still seems to me that this should be a button on the combat overview screen.....

John
Title: Re: Official v5.42 Bugs Thread
Post by: Cavgunner on June 20, 2011, 04:14:25 PM
Any comments on my post a few messages above?  At this point I'm probably just going to try deleting the NPR I encountered and hope for the best, unless someone has a better idea.
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on June 20, 2011, 04:18:03 PM
:(

back up the database first, and give it a go i suppose-- anything could help!
Title: Re: Official v5.42 Bugs Thread
Post by: Cavgunner on June 20, 2011, 06:32:22 PM
Nope, still getting the same error. Going to have to start a new game.  :(
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 20, 2011, 10:25:21 PM
Nope, still getting the same error. Going to have to start a new game.  :(

I was going to say "roll back to a saved game from before you ran into problems, and see if that helps" but was waiting for someone else to chime in.

If you haven't been saving your DBs you should read the thread in FAQ; it gives a strategy that gives you a chance of recovering the game in situations like this.
Title: Re: Official v5.42 Bugs Thread
Post by: Cavgunner on June 20, 2011, 11:47:03 PM
New game... I haven't even LEFT the Sol system yet... same error as I posted above occurs for no apparent reason, a few years into the game.

Very, very discouraging.

If anyone has some insight into what might be happening here, that would be helpful.
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on June 21, 2011, 02:18:23 AM
hm-- save aggressively.

For an evening of gaming, I save:
three times per session, and every time i generate a new system.  that way, if something goes to hell in a handbasket, i can 'undo' that system and reload a fresh one instead.  My first game similarly crashed and burned, but my current game has been chugging on for some time.

Its just a quirk of the way the game works, and not every bug can be squashed, but aggressive saving (i keep 6 backed up copies of the DB in separate folders) can save you.
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on June 21, 2011, 07:43:28 AM
I think I've found a serious bug in point defence - it looks like multiple beam fire-controls firing at a single salvo only register the hits from the last fire-control to fire. 

I've got a single laser-DD and 3xFFG (AMM) defending a TG that's getting sandblasted by an NPR AMM DD.  The DD has 2x AM fire controls, each with 4x10cm C3 lasers in point-blank mode.  The NPR missiles are coming in in volleys of 12x; the DD is engaging the leakers.  Twice now, I've been told the DD got enough hits to destroy a salvo of leakers, only to see damage being registered.  I looked at the SM mode event log and saw the following messages (amidst a lot of other clutter) when engaging a salvo of 7 leakers (one of which was killed by AMM fire before the salvo attacked):

Terran Federation: Firing Summary: 4 weapons fired, 3 missiles destroyed.
(other Terran Federation messages, but no Empire of Kabili messages)
Terran Federation: Firing Summary: 4 weapons fired, 4 missiles destroyed.
Empire of Kabili: Missiles Destroyed: 4x Santa Cruz Anti-missile Missile destroyed by point blank point defence fire.
Empire of Kabili: Chance to Hit: Salvo of 2x Santa Cruz... has intercepted its target...
Empire of Kabili: Damage: 001 hit by 1 points of damage from Santa Cruz Anti-missile Missile.
Terran Federation: Damage: Arthur W. Radford hit by 1 points of damage from Santa Cruz Anti-missile Missile
...
Empire of Kabili: Damage: 001 hit by 1 points of damage from Santa Cruz Anti-missile Missile.
Terran Federation: Damage: Arthur W. Radford hit by 1 points of damage from Santa Cruz Anti-missile Missile

There's 3 things I see wrong with this picture:
1)  Radford claimed to hit 7 missiles when there were only 6 in the salvo (after AMM).
2)  Radford's 1st 3 hits seem to have been ignored - only 4 missiles were removed from the salvo.
2b)  Note that the first announcement of PD hits for Terran Fed. didn't have a corresponding announcement for Kabili.  This says to me that it was ignored by the system.
3)  Radford doesn't have a class name for the NPR (the "001").  Not sure if this is intentional since it's a computer-controlled NPR so there's no human to read the name....

The other time this happened it was a salvo of 4x and Radford got 1x then 3x hits and took 1 damage - same pattern.

John


I can confirm that there is an issue here.  So far it has been intermitent in my games. 

It appears that the count holding the missiles destroyed in a salvo is being reset at times when switching between multiple fire controls on multiple ships engaging the same salvo. 

I'm not seeing a consistant condition triggering this reset and it's not occuring every time a salvo is engaged.  When it does happen only the last fire controls results affect the salvo targeted.
Title: Re: Official v5.42 Bugs Thread
Post by: Harmonica on June 21, 2011, 08:32:30 AM
I think the 'Build Time (yrs)' estimate on the Class Design screen is buggy.  Depending on how you add things to your design, and whether you then remove some (ie, add in blocks of 10 then remove some), you will get a different time to if you simply add them 1 item by 1 item.  I've had varying estimates of 1. 33 years, 1. 23 years and 1. 85 years for exactly the same design, during when I was playing around with removing and adding elements.

Although I am sort of inclined to find it hilarious, because maybe because whichever contractor we're talking with is haggling around on the days! (It's not a bug, it's a feature)
Title: Re: Official v5.42 Bugs Thread
Post by: Sotak246 on June 21, 2011, 08:53:27 PM
I lost my homeworld.  ???  I was exploiting some ruins and discovered 60+ shields and transported them to my homeworld to disassemble.  I disassembled approximately 30 of them and check my research tab to see the number of research points I received in shield regeneration 1.5.  I had that project cued to be researched at the time.  It showed I needed about 900 more points so I go back to the industry tab to disassemble about 10 more shields and get the no further benefit notification.  I check the research tab again and realize I had forgotten to remove it from the cue and it was not updated with the new points.  I close out of the whole industry/research screen.  I open it up again and discover that my entire homeworld colony is gone.  Every building, person, stockpiled mineral, and shipyard, everything is gone like it never existed.  The being built are gone but the next ones built are numbered as if they were.  I would send in my database but I waited till just before going to bed to save it and accidental deleted the thing, arrrgh. :P

Mark
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 21, 2011, 11:25:29 PM
I lost my homeworld.  ???  I was exploiting some ruins and discovered 60+ shields and transported them to my homeworld to disassemble.  I disassembled approximately 30 of them and check my research tab to see the number of research points I received in shield regeneration 1.5.  I had that project cued to be researched at the time.  It showed I needed about 900 more points so I go back to the industry tab to disassemble about 10 more shields and get the no further benefit notification.  I check the research tab again and realize I had forgotten to remove it from the cue and it was not updated with the new points.  I close out of the whole industry/research screen.  I open it up again and discover that my entire homeworld colony is gone.  Every building, person, stockpiled mineral, and shipyard, everything is gone like it never existed.  The being built are gone but the next ones built are numbered as if they were.  I would send in my database but I waited till just before going to bed to save it and accidental deleted the thing, arrrgh. :P

Mark

Unfortunately, this is a known issue that's been around forever (I got burned by it a couple of years ago in real time).  The problem occurs when you're researching something and you get it granted to you by RP download or (now) disassembly.

The steps to avoid it are:

1)  ALWAYS save immediately before either doing disassembly OR before a TG with research points stored (typically a salvage ship) enters a system where the research points will be downloaded (I suspect that the criterion for this is if you have research labs).  Note that it's when the ship enters the system, NOT when it hits orbit that the research points download.
2)  Unassign any researchers working on tech you think you'll get from disassembly or research point download until the research points have been granted  This should be done at the same time as the save.  This should keep your planet from going into the phantom dimension....

John

Title: Re: Official v5.42 Bugs Thread
Post by: Brian Neumann on June 22, 2011, 03:53:42 AM
Those are the steps to prevent it from being a disaster.  The other place it seems to crop up is if you get more than 1 tech from either of these sources in the same time cycle.  Even a 5 second turn seems to break the pattern and prevent you from losing the planet invovled.  It will only be 1 colony even if there are multiple colonies in the system. 

If you remember enough about the colony you can use sm functions to recreate it.  To get your officers back you will need to do a global unassign all officers (bottom row of the officers screen).  You can get the ground forces that were present by being in sm mode and going to the ground forces tab of the (F2) population and production screen.  Change the view at the top from current colony to all ground forces and then reassign them using the transfer button on the lower right side.  You will probably want to do this before you recreate the colony, and then assign them to the colony itself.

Good Luck
Brian
Title: Re: Official v5.42 Bugs Thread
Post by: Cavgunner on June 23, 2011, 09:31:12 PM
Well, I think I'm done for now.

I really appreciate that Steve has created a free game with such a massive scope.  And I have to tell you, I really, really wanted to like this game.

However it shouldn't be necessary for me to worry about every situation where the game has a programming hiccup.  When the best solution to known problems is "save more often" that's not a good solution.  I'm just tired of having those damn error loops.

Unfortunately, in it's current form I'd say this game is only semi-playable.  Not knocking anything.  Just my opinion.  I certainly got enough enjoyment for what I paid for.

I might try again after it's been updated a few more times.  Until then, thanks for everyone who answered my questions.
Title: Re: Official v5.42 Bugs Thread
Post by: Sloshmonger on June 24, 2011, 01:25:51 PM
Bug: Can bypass the 180 day activation period of an inactive industry
Steps:
1) Deactivate an industry.
2) Reactivate the industry
3) Cancel reactivation.  This can be done immediately, or any time in the 180 day period
4) Industry is now activated.

Guessing that canceling the reactivation resets it to the default state, rather than the last state.
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 24, 2011, 01:52:19 PM
I lost my homeworld.  ???  I was exploiting some ruins and discovered 60+ shields and transported them to my homeworld to disassemble.  I disassembled approximately 30 of them and check my research tab to see the number of research points I received in shield regeneration 1.5.  I had that project cued to be researched at the time.  It showed I needed about 900 more points so I go back to the industry tab to disassemble about 10 more shields and get the no further benefit notification.  I check the research tab again and realize I had forgotten to remove it from the cue and it was not updated with the new points.  I close out of the whole industry/research screen.  I open it up again and discover that my entire homeworld colony is gone.  Every building, person, stockpiled mineral, and shipyard, everything is gone like it never existed.  The being built are gone but the next ones built are numbered as if they were.  I would send in my database but I waited till just before going to bed to save it and accidental deleted the thing, arrrgh. :P

Mark

Not that it helps your current situation, but this is fixed for v5.50. It was a copy/paste error where I had a loop to delete research queues and current projects but forgot to rename the database reference from rsPop to rsQueue. :(

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Marc420 on June 25, 2011, 02:18:31 AM
Quote from: viperfan7 link=topic=3348. msg32221#msg32221 date=1300270743
Error in SetClassObsolete

Error 3021 generated by DAO.   Recordset
no current record


Error in CreateDesign

Error 3201 gened by DAO.   Recordset
cannot add/change a recod because a related record is required in "TechSystem"

got spammed by this, first one 5 times, second one 5-7 times, happened when I incremented by 30 days, 3 ships had just finished their overhaul, after this it turned out Terraforming Rate 0.  0025 had finished it looks like


Got the RecordSet error, but with the 'required in' being first "fleets" then "ships"

Cause was that somehow I'd gotten a couple of ships into my shipyard que's with no target fleet assigned.  The bad news was that the two new survey ships vanished into the Luna Triangle and have never been heard from again.   Except in many B-rated 3-d Holo Vids.

Can't tell you how I got the ship's into the que that way.   Although, I do seem to be good at disappearing the Shakedown Fleet that I try to keep stationed at the shipyards.   Never quite sure how I do it, but I look up and its gone again.  Probably renaming it, or getting it mixed up somehow as I reassign ships and TG's after construction.
Title: Re: Official v5.42 Bugs Thread
Post by: Felius on June 25, 2011, 03:12:03 PM
I assume this was a bug, as there wasn't even an announcement telling me of it.  

On a precursor system, after I seemly cleared it, I made the excavation post and got my warships back to Terra.  But so it seems that there were more precursor ships, and they landed a few troops, who destroyed my anti-robot force there (only a mixed brigade, plus one engineer battalion).  So I sent back my warships, and diverged a troop transport to take a full brigade of heavy assault battalions there.  The warships arrived much faster, so after destroying the precursor ships, I parked the ships on orbit and shot a couple missiles at the precursor ground troops to properly weaken then.  So far so good.  Advance a couple months in game and a few days out (playing other stuff) I go check my battle group to shoot a couple more missiles at them while I wait for the troop transport to arrive (it's pretty slow, plus it was picking up the garrison in a far away asteroid that used to have a civilian mining station).  When I open the TG window all my ships had vanished.  After wondering about it for a while, I spawn back my warships using the SpaceMaster, since my last DB backup were a couple in game months old, with quite a lot of NPR combat in between there and my current date, and when I turn on the sensors, it shows 8 ships with the exact characteristic of mine (which are pretty rare, ridiculously high armor, low thermal emissions, exact same sensor range, etc.  ).  

Right now I'm in the process of cleaning them up with my newly spawned ships, and they don't seem to be doing anything (except fire the anti-missile missiles, but I had launchers set to PD mode).  It's also quite annoying to destroy, as I don't have any meson weaponry, and each of my ships take around 50-60 missiles (WH 16 each.  Yeah, I seriously exaggerate on the armor department.  It is 12k tons, with 20 thick armor).

So any idea of why my ships suddenly and stealthy became became precursor owned ships?
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 25, 2011, 05:32:58 PM

My best guess would be that a "planetary surrender" routine got invoked.  I'm pretty sure I've seen people mention ships in orbit changing sides (surrendering to the winner) when a planetary population is conquered.  It sounds like your ships got hit with that subroutine.

John

PS - Please try to avoid setting up potentially lengthy discussions in the official bugs thread by asking questions like "why is this happening".  Steve uses this thread as his "filing cabinet", so anything that can be done to keep it focussed is a good thing.  One way to do this in your case would have been to make your post in a new thread in The Academy, and then post a link to the thread here in the official bugs thread.

PPS - I took the liberty of adding spoiler tags to part of your discussion - it was talking about a surprise that was recently added to the game.

I assume this was a bug, as there wasn't even an announcement telling me of it.  

On a precursor system, after I seemly cleared it, I made the excavation post and got my warships back to Terra.  But so it seems that there were more precursor ships, and they landed a few troops, who destroyed my anti-robot force there (only a mixed brigade, plus one engineer battalion).  So I sent back my warships, and diverged a troop transport to take a full brigade of heavy assault battalions there.  The warships arrived much faster, so after destroying the precursor ships, I parked the ships on orbit and shot a couple missiles at the precursor ground troops to properly weaken then.  So far so good.  Advance a couple months in game and a few days out (playing other stuff) I go check my battle group to shoot a couple more missiles at them while I wait for the troop transport to arrive (it's pretty slow, plus it was picking up the garrison in a far away asteroid that used to have a civilian mining station).  When I open the TG window all my ships had vanished.  After wondering about it for a while, I spawn back my warships using the SpaceMaster, since my last DB backup were a couple in game months old, with quite a lot of NPR combat in between there and my current date, and when I turn on the sensors, it shows 8 ships with the exact characteristic of mine (which are pretty rare, ridiculously high armor, low thermal emissions, exact same sensor range, etc.  ).  

Right now I'm in the process of cleaning them up with my newly spawned ships, and they don't seem to be doing anything (except fire the anti-missile missiles, but I had launchers set to PD mode).  It's also quite annoying to destroy, as I don't have any meson weaponry, and each of my ships take around 50-60 missiles (WH 16 each.  Yeah, I seriously exaggerate on the armor department.  It is 12k tons, with 20 thick armor).

So any idea of why my ships suddenly and stealthy became became precursor owned ships?
Title: Re: Official v5.42 Bugs Thread
Post by: Felius on June 25, 2011, 06:29:36 PM
Makes sense. I guess next time I'm about to temporarily lose a planet, I'll leave my blockade fleet away-ish from the planet.
Title: Re: Official v5.42 Bugs Thread
Post by: Brownbeard on June 26, 2011, 01:23:33 AM
Unsure if this is bug, or the feature is still unfinished and in development. . .

V5. 42 - plasma torpedoes do not work

Code: [Select]
Imperium class Cruiser    6,600 tons     705 Crew     6072.5 BP      TCS 132  TH 2250  EM 0
17045 km/s     Armour 1-31     Shields 0-0     Sensors 75/75/0/0     Damage Control Rating 10     PPV 90
Annual Failure Rate: 34%    IFR: 0.5%    Maint Capacity 5750 MSP    Max Repair 2700 MSP    Est Time: 3.03 Years

Photonic Drive E2 (3)    Power 750    Fuel Use 20%    Signature 750    Armour 0    Exp 35%    Hyper Capable
Fuel Capacity 300,000 Litres    Range 409.1 billion km   (277 days at full power)

Size 90 Plasma Torpedo Launcher (1)     Warhead 90     Speed 250,000 km/s     Max Range 108m km     Rate of Fire 225 seconds
Missile Fire Control FC405-R1 (10%) (1)     Range 405.0m km    Resolution 1

Active Search Sensor MR6750-R100 (10%) (1)     GPS 90000     Range 6,750.0m km    Resolution 100
Thermal Sensor TH1-75 (10%) (1)     Sensitivity 75     Detect Sig Strength 1000:  75m km
EM Detection Sensor EM1-75 (10%) (1)     Sensitivity 75     Detect Sig Strength 1000:  75m km

This design is classed as a Military Vessel for maintenance purposes

The plasma torpedo gets launched but it dissapears after 5 seconds, doing nothing.  I've tried using it against invaders, precursors (I thought that it might get killed by ECM), and then again against a waypoint, but the effect is same, the torpedo just dissapears instead of moving.
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 26, 2011, 12:35:21 PM
Well lookie there!  It's on the 3rd (History/Officers/Misc) tab....  Thanks!!

That being said, it still seems to me that this should be a button on the combat overview screen.....


Added to combat overview for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 26, 2011, 01:55:06 PM
Bug: Can bypass the 180 day activation period of an inactive industry
Steps:
1) Deactivate an industry.
2) Reactivate the industry
3) Cancel reactivation.  This can be done immediately, or any time in the 180 day period
4) Industry is now activated.

Guessing that canceling the reactivation resets it to the default state, rather than the last state.

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 26, 2011, 02:23:10 PM
I think the 'Build Time (yrs)' estimate on the Class Design screen is buggy.  Depending on how you add things to your design, and whether you then remove some (ie, add in blocks of 10 then remove some), you will get a different time to if you simply add them 1 item by 1 item.  I've had varying estimates of 1. 33 years, 1. 23 years and 1. 85 years for exactly the same design, during when I was playing around with removing and adding elements.

Although I am sort of inclined to find it hilarious, because maybe because whichever contractor we're talking with is haggling around on the days! (It's not a bug, it's a feature)

Fixed for v5.50.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 26, 2011, 02:39:34 PM
Contacts are not saved to the DB at end of an update.

I regularly back up by doing a ctrl-c/ctrl-v on SteveFire.MDB while Aurora is running.  This works great, except that when I restore from a backup noone has any sensor contacts.  In the past I haven't thought of this as a big deal - I just do a couple of 5s increments to get location and speed back in the system, but I just realized that there's a good chance that this will screw up missile engagements.  I suspect that if missiles are in flight and I have to restore from a backup, then they'll lose their target and self-destruct during that first 5s update.

I realize that this is on the edge of not-a-bug, and that an appropriate response is "don't do that", but it's VERY convenient to be able to save while the game is running, rather than exiting, saving, then reopening the game.  And my understanding is that the entire state of the game is supposed to be in the DB while the game is waiting for input.

Which reminds me of another game-state thing: it looks like the RNG is not being save to the DB.  This is a good thing if you want to sidestep a bug (I had a corrupt new system get generated on me a while back, which I fixed by restoring to before generation and re-exploring), but it's nice to know that rolling back to a save will give you the same random numbers.  So if you decide to fix this, I'd like to see a "reset RNG seed' (SM?) button somewhere in order to still be able to do the workaround....

John

Because contacts are used so much, they are loaded into memory when you select a game and saved when you quit. Everything in the code is now geared to contacts being in memory at all times. If you are going to backup, you will need to close the game down first or, as you mentioned, the contacts won't be saved. One option might be some sort of Save Contacts button, or maybe even a Save Database button that creates a backup and saves contacts first.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 26, 2011, 02:47:57 PM
I am getting an infinite loop error that is making the game unplayable.

At the time it occurred I had just encountered an NPR race.  Also, in another entirely different system, I had just encountered an uninhabited (I think) planet which seems to have all the TN minerals.

Other than that I have no clue why this could be occurring.

Error reads:

ERROR IN ASSIGNWEAPONS

Error 3049 was generated by DAO.recordset
Cannot open database".  It may not be an application that your database recognizes, or the file may be corrupt.
Please report to (forum website address).

Please help.  I would really like to continue this game.

Edit: I'm not sure if deleting the new race in SM will solve the problem.  Please advise.

I don't think I have ever seen a Cannot Open Database error before. It sounds like the database file itself might be corrupted somehow. Have you opened the Stevefire.mdb file in Access or used designer mode in some way?

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 26, 2011, 02:53:21 PM

(snip design)

Now, this DDG doesn´t have any firecon, so it can not engage the enemy. Instead it has a second, smaller Active Sensor, that seems to be the size the MFC should be.

Fixed for v5.50. I wondered why I had seen no reports on this design :)

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 26, 2011, 03:00:10 PM
Found some bugs
1
Selecting Help -> About. 

Got the following errors:
Error in UpdateNPRClass
Error 3021 was generated bij DAO.  Field
No current record

And some similar errors in DAO.  Recordsset

And then a:
Error 3020 was generated by DOA.  Field
Update or CancelUpdate without AddNew or Edit. 

The about screen then opens normally. 

This was while I already had a game open (of course).   Running winxp. 

2
Selecting Miscellaneous -> StarType

Run-time error '3024':
Could not find file 'HYG. mdb'.

Sometimes I use menu items to run pieces of test code and then forget to remove them before release :) - that is what is happening with About option. The second error is because I use that menu item to load a window that helps me setup some of the Real Stars in the DB. I forgot to make it invisible before release.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 26, 2011, 08:56:31 PM
Instant OOB ignores the "conscript" flag.

I had a fleet of 4 cargo ships in a weird state - every time they offloaded (or loaded) something I would get a "failed to unload" message.  I instant-OOB'd another 4 replacement ships and that seemed to solve the problem, but the instant ships came in with my racial training level even though they're supposed to be conscript-only.

As for the weird state, I can think of 3 things that might have triggered it:
1)  The TG they were in was dropping components off after salvaging an Invader.
2)  I had just gone through a big commander auto-update cycle.
3)  The TG had both a tug and a salvage ship (with the tug towing the salvage ship) when I tried to offload.  I later pulled them out into a different TG and was seeing the same problems, though.

None of the above seem to me like it should have triggered this state, so I don't know what else is going on. 

John
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 27, 2011, 04:26:59 AM
Instant OOB ignores the "conscript" flag.

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 27, 2011, 04:35:53 AM
This is a bug I have mentioned before and my post was moved to the Spoilers list but I just had it again so I am putting a new mention of it here.
Defence strength of units attacked by enemy ground unit:
1st Grenadier Brigade Def 5.24  GCB 31%  M 100
 Grenadier Regiment 01 Def 15.99   M- 139  GCB 15%
 Grenadier Regiment 02 Def 17.02   M- 148  GCB 15%
 Grenadier Regiment 03 Def 16.47   M- 142  GCB 16%
 Grenadier Regiment 04 Def 16.10   M- 140  GCB 15%

Garrison Battalion 018   Def 21   M-100   GCB 5%
Engineer Brigade 02      Def 11.80  M - 118


Ground defence of Anwwn  61.5327

How the hell does it get 61.5327?????


What was the readiness of the above units? DefenceStrength is equal to Base Defence Strength x Ground Combat Bonus x (Morale / 100) x (Readiness / 100)  x Racial Ground Combat Strength

Defence strength is also modified by any armour bonus from PDCs, which is equal to 10% of the armour thickness

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 27, 2011, 04:44:22 AM
I think I've found a serious bug in point defence - it looks like multiple beam fire-controls firing at a single salvo only register the hits from the last fire-control to fire. 

I've got a single laser-DD and 3xFFG (AMM) defending a TG that's getting sandblasted by an NPR AMM DD.  The DD has 2x AM fire controls, each with 4x10cm C3 lasers in point-blank mode.  The NPR missiles are coming in in volleys of 12x; the DD is engaging the leakers.  Twice now, I've been told the DD got enough hits to destroy a salvo of leakers, only to see damage being registered.  I looked at the SM mode event log and saw the following messages (amidst a lot of other clutter) when engaging a salvo of 7 leakers (one of which was killed by AMM fire before the salvo attacked):

Terran Federation: Firing Summary: 4 weapons fired, 3 missiles destroyed.
(other Terran Federation messages, but no Empire of Kabili messages)
Terran Federation: Firing Summary: 4 weapons fired, 4 missiles destroyed.
Empire of Kabili: Missiles Destroyed: 4x Santa Cruz Anti-missile Missile destroyed by point blank point defence fire.
Empire of Kabili: Chance to Hit: Salvo of 2x Santa Cruz... has intercepted its target...
Empire of Kabili: Damage: 001 hit by 1 points of damage from Santa Cruz Anti-missile Missile.
Terran Federation: Damage: Arthur W. Radford hit by 1 points of damage from Santa Cruz Anti-missile Missile
...
Empire of Kabili: Damage: 001 hit by 1 points of damage from Santa Cruz Anti-missile Missile.
Terran Federation: Damage: Arthur W. Radford hit by 1 points of damage from Santa Cruz Anti-missile Missile

There's 3 things I see wrong with this picture:
1)  Radford claimed to hit 7 missiles when there were only 6 in the salvo (after AMM).
2)  Radford's 1st 3 hits seem to have been ignored - only 4 missiles were removed from the salvo.
2b)  Note that the first announcement of PD hits for Terran Fed. didn't have a corresponding announcement for Kabili.  This says to me that it was ignored by the system.
3)  Radford doesn't have a class name for the NPR (the "001").  Not sure if this is intentional since it's a computer-controlled NPR so there's no human to read the name....

The other time this happened it was a salvo of 4x and Radford got 1x then 3x hits and took 1 damage - same pattern.

John

Looking at the code, I think the "x missiles destroyed" message may be showing a cumulative number of missiles hit, rather than hit by that particular fire control. Are there any lines showing individual weapon fire, rather than the summary total?

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 27, 2011, 05:54:25 AM
TG speed is not reset when max changes due to maintenance failure.

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 27, 2011, 06:03:40 AM
Planetary Albedo doesn't go back down when you refreeze the hydrosphere. 

I was playing a methane breathing race and I accidentally melted the ice sheet while adding methane, raising the albedo from 1. 02 to 1. 0515, and the temperature from -27. 9C to -20. 4C.  Big whoops.  After adding some anti greenhouse gas the temperature is now -29. 45.  According to the system information window, the hydrosphere is back to "ice sheet", but the albedo is still 1. 05.

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 27, 2011, 06:12:07 AM
I'm fairly certain that there's a bug in PDC production when more than 1 PDC of a particular type is produced in a 5-day.

I designed a fairly cheap fighter base and launched a build of 8 on Earth.  A while later I checked, and noticed there was 1 of them in my PDC task group, and the count remaining was 5.8-ish.  I thought "wait, where's the 2nd one?" then decided I'd probably just had a little too much Bailey's when I launched the task.  I bumped the number back up to 6.8 and didn't think about it more.  A while passed and the same thing happened - (built)+(sheduled)<8.  I bumped it up again, and this time watched more carefully.  I started out at ~5.6, now there's 2.66 left on the task, but only 1 appeared.  I assume that what's going on is that the PDC code is assuming that only 1 PDC needs to be added to the TG, even if more than 1 was completed in that 5-day, and the extras all "fell off the truck".

Now that I know what's going on, I'll just insta-oob the phantoms back into existence.

John

Yes, the code was assuming a maximum of 1 PDC or Orbital Habitat per 5-day increment. Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 27, 2011, 08:46:54 AM
Looking at the code, I think the "x missiles destroyed" message may be showing a cumulative number of missiles hit, rather than hit by that particular fire control. Are there any lines showing individual weapon fire, rather than the summary total?

Steve

Aha!!  That's what I get for not reading the logs more carefully.  Yes - it looks like it's listing per-fire-control for "weapons fired" but per-enemy-salvo(?) for "missiles destroyed".  There are indeed the appropriate number of individual "hit" and "missed" messages.

Sorry about the false alarm.

John

PS - I assume you'll fix the counts to be consistent.  If so, it would be good if they were consistent with how often "Firing Summary" is printed.  If it's after every fire control then the missiles-destroyed count should be per fire control (of course).
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on June 27, 2011, 09:45:43 AM
Looking at the code, I think the "x missiles destroyed" message may be showing a cumulative number of missiles hit, rather than hit by that particular fire control. Are there any lines showing individual weapon fire, rather than the summary total?

Steve

Steve I'm working from memory, but...

In my case they were for individual weapons fire, specificly gauss turrets.  I the salvo engaged started with 66 missiles.  4 ships with triple turrets (12 shots) and 4 ships with quad turrets (16 shots), all are stacked together and firing final defense fire (not self) at range 1.  Indvidual totals varied between 4 and 8 hits with a grand total of 74 hits with the last individual total being 8.  The targeted ship was hit by 58 missiles. 

It is not consistant though.  Most salvos of this size are interecepted correctly (ie all missiles destroyed) and appear to have the same type of log entries (ie individual totals vary between 4-8 intercepts with the grand total exceeding the salvo size).

I don't have a copy of the database for this game with me or I would be more specific.

Charlie
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 27, 2011, 09:56:57 AM
I found that microwaves can damage non-electronic components.   I accidentally blew up a ship I was trying to disable.   It also made it monstrously hard to blind this other big ship. 

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 27, 2011, 09:58:41 AM
Aha!!  That's what I get for not reading the logs more carefully.  Yes - it looks like it's listing per-fire-control for "weapons fired" but per-enemy-salvo(?) for "missiles destroyed".  There are indeed the appropriate number of individual "hit" and "missed" messages.

Sorry about the false alarm.

John

PS - I assume you'll fix the counts to be consistent.  If so, it would be good if they were consistent with how often "Firing Summary" is printed.  If it's after every fire control then the missiles-destroyed count should be per fire control (of course).


Yes I have fixed the counts. The number of missiles destroyed per fire control is now tracked separately from total missiles destroyed and the former is used for the firing summary.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 27, 2011, 10:06:06 AM
Steve I'm working from memory, but...

In my case they were for individual weapons fire, specificly gauss turrets.  I the salvo engaged started with 66 missiles.  4 ships with triple turrets (12 shots) and 4 ships with quad turrets (16 shots), all are stacked together and firing final defense fire (not self) at range 1.  Indvidual totals varied between 4 and 8 hits with a grand total of 74 hits with the last individual total being 8.  The targeted ship was hit by 58 missiles. 

It is not consistant though.  Most salvos of this size are interecepted correctly (ie all missiles destroyed) and appear to have the same type of log entries (ie individual totals vary between 4-8 intercepts with the grand total exceeding the salvo size).

I don't have a copy of the database for this game with me or I would be more specific.

Charlie

Another issue with the point defence code is that overkill is possible, so more missiles appear to be shot down than are actually destroyed. For example, in v5.42 assume you have two fire controls, each with two triple laser turrets each firing at separate incoming salvos of four missiles. It is possible fire control A might show a summary of six hits, even though there are only four missiles to hit, and fire control B might show a summary of two hits. With eight missiles incoming and eight missile hit messages, you may think you have killed all eight when in fact two incoming missiles remain. This situation only occurs for multiple shot weapons such as turrets, railguns, CIWS, etc. In v5.50 I have added some code to stop firing as soon as all targeted missiles have been killed, even if this means a multi-shot weapon doesn't fire all available shots. This should mean that the number of successful shots matches the number of missiles destroyed.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on June 27, 2011, 11:01:14 AM
Another issue with the point defence code is that overkill is possible, so more missiles appear to be shot down than are actually destroyed. For example, in v5.42 assume you have two fire controls, each with two triple laser turrets each firing at separate incoming salvos of four missiles. It is possible fire control A might show a summary of six hits, even though there are only four missiles to hit, and fire control B might show a summary of two hits. With eight missiles incoming and eight missile hit messages, you may think you have killed all eight when in fact two incoming missiles remain. This situation only occurs for multiple shot weapons such as turrets, railguns, CIWS, etc. In v5.50 I have added some code to stop firing as soon as all targeted missiles have been killed, even if this means a multi-shot weapon doesn't fire all available shots. This should mean that the number of successful shots matches the number of missiles destroyed.

Steve

Let's hope that solves the issue I've had.  I have a feeling it will.

In my example there is only 1 salvo of 66 missiles.  There are a total of 8 turret/fire controls suites (1 per ship).  The log shows that each suite destroyed between 4 and 8 missiles with the last suite destroying 8.  I think the issue is that fire control #7 exactly destroyed the last of the salvo.  It would appear that since there was another fire control targeting the salvo in final defense the salvo size was reset to the original 66 and then the final fire control destroyed 8 leaving the 58 missiles that hit the targeted ship. 
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 27, 2011, 12:23:28 PM
I can't see the stats for an NPR race on the "View Race Details" (ctrl-F2) screen (including in SM mode) even if I've captured thousands of them from lifepods.

I understand that you might not want to give players access to the edit functions on the race details screen, 'cuz they might manage to screw up the computer-controlled NPR, but that could be fixed by disabling the edit mode if it's a computer-controlled race.  I think ctrl-F2 information should be available for any race with which you've got communications....

For v5.50, an Empire can conduct "Alien Autopsies" (using a 5000 RP research project) on each species that it recovers from lifepods. These species will then show up for the appropriate alien empire on the Alien Race window along with their environmental tolerances. Tracking known alien species has been running for a while in the background so this was fairly easy to introduce. When I get around to biowarfare, this will be the first step on the road to building bioweapons targeted on a particular species.

Steve

Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 27, 2011, 12:31:49 PM
After shutting down an industry, reactivating it usually requires a 180 day wait.
When you reactivate a shutdown industry, the time in the box shows how much longer before the industry is active.
If you click the cancel button you would assume that this would cancel the reactivation, but instead it makes the industry active immediately.

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on June 27, 2011, 12:32:46 PM
YEAH!!!!  So does that mean there's an easy workaround - SM your relation with them up to 100 and grant them trade access?
(And remember how many points you added so they can be subtracted later when the relationship is strong enough.)

John

Yes, that workaround will fix the problem.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on June 27, 2011, 11:58:37 PM
Instant OOB ignores the "conscript" flag.

I had a fleet of 4 cargo ships in a weird state - every time they offloaded (or loaded) something I would get a "failed to unload" message.  I instant-OOB'd another 4 replacement ships and that seemed to solve the problem, but the instant ships came in with my racial training level even though they're supposed to be conscript-only.

As for the weird state, I can think of 3 things that might have triggered it:
1)  The TG they were in was dropping components off after salvaging an Invader.
2)  I had just gone through a big commander auto-update cycle.
3)  The TG had both a tug and a salvage ship (with the tug towing the salvage ship) when I tried to offload.  I later pulled them out into a different TG and was seeing the same problems, though.

None of the above seem to me like it should have triggered this state, so I don't know what else is going on. 

John
I tracked this (the weird state) issue down: if a TF Logistics bonus is too good, you'll consistently get failed to load/unload messages for TG.

In my last bout of officer reassignments, I assigned a captain with a 100% logistics bonus to Logistics Command.  The commander of Logistics Command also has a bonus, so the total bonus (from the TF screen) is 110%.  It just occured to me while typing this that this probably means it takes negative time to unload a TG in that TF. :)

In any event, this was causing the weird behavior - when I swapped out the logistics officer for one with a lower bonus the problem went away.

John

PS - I'm not just guessing here - I actually did a lot of experimenting in SM mode and looking in the DB - the only difference between a TG that worked and one that didn't was the TF ID.

Title: Re: Official v5.42 Bugs Thread
Post by: Napoleon XIX on June 29, 2011, 08:27:20 AM
Whenever a try to advance the time, I get flooded with a bunch of these messages:

"Error in ExecuteOrders

Error 6 was generated by Aurora
Overflow
Please report to .  .  .  "

What could be causing it?

EDIT: the above (but not the below) problem was solved by deleting the training TG that had no units in it.

I have also been getting the following message ever since I discovered a nebula system:

"Error in OrbitalMovement

Error 11 was generated by Aurora
Division by 0
Pl.  .  .  "
Title: Re: Official v5.42 Bugs Thread
Post by: enkril on June 30, 2011, 10:23:30 AM
Hey for my first post 2 small bugs I founded :
- I created a crappy design just to make some test.  The problem is that it was based on my Colony Ship so some shipping lines chose to build it.  It wasn't that much of a problem because the speed was 1Km/s so it was just a waste of money for them.
But a while latter I did some more experimenting with my test design.  So I removed the Cryo Transport and put only engines.  As a result, I keep getting the following message:
12th August 2067 05:04:46,Sol,CS Gaudin Project 004 failed to Unload Colonists at Mars.  Please reschedule the orders for this fleet

As a result I changed again the design so it is again able to hold colonists and the message stopped.
I think design used by civilian should be locked or cloned to prevent such problem.
I haven't tried it but I think an exploit would be to oversized the design of an already built civilian ship

- This one is fairly easy to reproduce :
Go to the missile design screen and select the drone button
Close the screen and open it later.

As the result, the missile button is selected but the name and calculation are made according to the drone rules.  On the other side, engine and agility aren't read-only so it is probably possible to overrule the limitations of drones. . .
As I founded out, the biggest issue is that if you select a missile design it sticks with the drone calculation so you can end with something really different from what you want. . .


Since this is my first post, I must say thank you Steve, in many ways this is my dreams game!
Title: Re: Official v5.42 Bugs Thread
Post by: Cavgunner on July 02, 2011, 09:58:11 AM
I don't think I have ever seen a Cannot Open Database error before. It sounds like the database file itself might be corrupted somehow. Have you opened the Stevefire.mdb file in Access or used designer mode in some way?

Steve

I appreciate the response.  Imagine someone who has the least possible knowledge about programming.  That would be me.  So to answer the question, I don't recall opening any such file, and I wouldn't know what to do there if I had.  Also I have not used designer mode, though I do usually keep SM mode on.
Title: Re: Official v5.42 Bugs Thread
Post by: Jacob/Lee on July 04, 2011, 11:17:33 PM
For some reason, just out of the blue, the system map will chop in half. Something might be causing it but I haven't caught on to what it may be.
(http://i.imgur.com/jwPch.png)
Title: Re: Official v5.42 Bugs Thread
Post by: welchbloke on July 05, 2011, 01:01:44 AM
For some reason, just out of the blue, the system map will chop in half. Something might be causing it but I haven't caught on to what it may be.
(http://i.imgur.com/jwPch.png)
I've had this as well  it seems to be related to when another program uses the graphics card/chip. If I play  another game whilst Aurora is on I get this effect.
Title: Re: Official v5.42 Bugs Thread
Post by: trespoe on July 05, 2011, 08:08:02 PM
Quote from: Rastaman link=topic=3348. msg33584#msg33584 date=1302553099
Error in UpdateGameEvents

Error 3159 was generated by DAO. Recordset
Not a valid bookmark


followed by

Error in UpdateGameEvents

Error 3012 was generated by DAO. Recordset
No current record




Seen after pushing 30 day increment button.  Aurora hangs and must be terminated.


After restart and pushing the event update window button:

Error in UpdateMessages

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


Aurora hangs again and must be terminated.  Database file is backed up at this point via normal copy/paste.

After restart when pushing 5-day increment from the system map screen:

Error in UpdateGameLog

Error 3049 was generated by DAO. Recordset
Cannot open database".  It may not be a database that your application recognizes, or the file may be corrupt.


Aurora hangs and must be terminated.  Database is corrupted.  After pushing 5-day increment button, a different campaign ( "Space Race") receives:

Error in UpdateGameEvents

Error xxxx was generated by DAO. Database
Unrecognized database format 'C:\. . . \Stevefire. mdb'.


After the following startup:

Error in Form Load

Error 3343 was generatedby DAO. Workspace
Unrecognized database format 'C:\. . . \Stevefire. mdb'.



Of course, Aurora always hangs.  The backup is also corrupted. 


All campaigns would be lost and reinstall necessary, if I hadn't backed it up before that.  Still hours of playtime lost.



 

I just had my game crash and when I try to start it up again, I get two of these messages:

Error in UpdateMessages

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


and

Error in Form Load

Error 3343 was generatedby DAO. Workspace
Unrecognized database format 'C:\. . . \Stevefire. mdb'.

I was in the middle of increment hell as my survey ship was stuck between two NPR's fighting, and had between over 30 minutes game time of 5 second increments going on.  It just stopped responding after I hit the clock advance. 

Should I reload the game?
Is there anything I can do to stop being in that position again? (besides the obvious, and just destroy/exterminate all NPR's on sight)
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on July 06, 2011, 07:19:02 AM
I just had my game crash and when I try to start it up again, I get two of these messages:

Error in UpdateMessages

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


and

Error in Form Load

Error 3343 was generatedby DAO. Workspace
Unrecognized database format 'C:\. . . \Stevefire. mdb'.

I was in the middle of increment hell as my survey ship was stuck between two NPR's fighting, and had between over 30 minutes game time of 5 second increments going on.  It just stopped responding after I hit the clock advance. 

Should I reload the game?
Is there anything I can do to stop being in that position again? (besides the obvious, and just destroy/exterminate all NPR's on sight)

Sounds like when you crashed the database was corrupted.  Just copy in a new database and start over, no need to go through the entire game load process.
Title: Re: Official v5.42 Bugs Thread
Post by: Napoleon XIX on July 08, 2011, 05:46:06 AM
I don't know if this is a bug, but I've just encountered a jump point that is connected to itself.
Title: Re: Official v5.42 Bugs Thread
Post by: Jacob/Lee on July 08, 2011, 10:41:28 PM
(http://i.imgur.com/b8L4r.png)

...

...

Wut
Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on July 08, 2011, 11:29:22 PM
(http://i.imgur.com/b8L4r.png)

...

...

Wut

Wee you adding gas to a planet?
Title: Re: Official v5.42 Bugs Thread
Post by: Jacob/Lee on July 08, 2011, 11:57:38 PM
Wee you adding gas to a planet?
Indeed, safe greenhouse gas to Mars.
Title: Re: Official v5.42 Bugs Thread
Post by: Dutchling on July 10, 2011, 08:45:34 AM
I play with Dutch naming so all of my systems get the name of a Dutch city.
I just got a system called Zandvpprt. There is no city with that name, Zandvoort (http://en.wikipedia.org/wiki/Zandvoort) however, is a Dutch city.
Title: Re: Official v5.42 Bugs Thread
Post by: forgottenlord on July 11, 2011, 10:54:14 PM
On system map, if you clear min inc but do not set a value and then select an increment, it generates a type mismatch error and the game crashes.   

Error text:
Run-time error '13':

Type mismatch
Title: Re: Official v5.42 Bugs Thread
Post by: forgottenlord on July 11, 2011, 10:59:08 PM
Quote from: welchbloke link=topic=3348.   msg36792#msg36792 date=1309845704
I've had this as well  it seems to be related to when another program uses the graphics card/chip.    If I play  another game whilst Aurora is on I get this effect.   

I got a similar thing with the Galactic map, and come to think of it, that was right after a different game decided to start up after finishing its install.

I use two monitors and what I find is when those games start up and resize the window, they do it in such a way that any screens behind them end up having the excess on the right after the resize appear on my second monitor.   I wouldn't be shocked if this is related.
Title: Re: Official v5.42 Bugs Thread
Post by: forgottenlord on July 11, 2011, 11:37:38 PM
Minor text issue: In the shipping lines screen, the hover text for the subsidise button reads:

Grants 1000 wealth to thie selected shipping line. . .
Title: Re: Official v5.42 Bugs Thread
Post by: forgottenlord on July 12, 2011, 12:58:46 PM
System Map: When min inc is set to any non-zero numeric value but auto turns is not checked, it will suppress all interrupts and jump straight to the end of the selected increment (so if your pulse is 1 day, your increment is 30 days, and your min inc is 1, it'll go 30 days.   If your min inc is 432000, it'll go 30 days).

Related: I've got a sub-pulse of 1 day, an interrupt triggering on every sub-pulse (two ships requesting fuel), auto-turns set and using increment of 5 days.   I tried increment of 1, jump is 1 day.   I try increment 5, the first 4 increments are 5 days, the final one is 1 day.   So. . . . there is some use to the above issue.
Title: Re: Official v5.42 Bugs Thread
Post by: forgottenlord on July 13, 2011, 03:15:35 PM
Y'know, this one's been staring me in the face forever and I keep forgetting about it because it's always there.

With reduced height windows on, open up task groups.  By default, task group orders is displayed but the conditional order panels (Conditional Order A and B) are visible and clearly disrupting the screen.  Switch to special orders and back and it's properly hidden.  Switch to any other pane, and they're hidden.
Title: Re: Official v5.42 Bugs Thread
Post by: Dutchling on July 15, 2011, 09:53:24 AM
I actually kinda like that 'feature'  :-\
It makes me see the conditional orders without switching to the other tab. This is for me really useful because I keep forgetting my ships have them when I give them new normal orders.
But it is indeed a bug and should probably be fixed someday.
Title: Re: Official v5.42 Bugs Thread
Post by: Telral on July 15, 2011, 11:35:38 AM
I just got an error last night that was pretty bad.   I noticed that the game was lagging out, but it was 3 AM and I figured I should go to bed some time-- the task manager was showing 100% usage. 
I think the error number was error in cycleorders, 3442.   ish.   Whatever.

What happened was that a fleet had been cycling its orders, and i wanted it to finish the last two commands and sit at Earth.   But I didn't turn off the cycle.   Somehow when it arrived, it began duplicating its order list such that when I did finally get control back and got the game loaded up, the fleet had infinite move to earth \ refuel from earth orders.

How the orders were duplicated i'm not sure about.   Had something to do with "move to earth, refuel from earth" and having it sitting there the whole time.

Got the same error in cycleOrders, 3442 with a fuel freighter fleet.  This fleet was cycling "refuel at stationary fuel harvester fleet, refuel at earth, unload 90% fuel at earth".  I just removed the refuel at harvesters without turning off the cycling and incremented 30 days.  That's when it started to freeze and show the error in an infinite loop.  I had to kill the process and run aurora again to figure out that it was simply cycling instant orders.     
A suggestion to avoid this : you should auto turn off cycling orders when removing an order in the order list or when the order list has only instant orders on the same location.  My 2 cents.     
Title: Re: Official v5.42 Bugs Thread
Post by: Jacob/Lee on July 16, 2011, 01:28:18 AM
For some reason, opening up the system screen/maybe event screen creates the "Unsaved Theme" for my Windows 7 which reverts my font to an ugly ass yellow color but changes nothing else.
Title: Re: Official v5.42 Bugs Thread
Post by: Dutchling on July 16, 2011, 10:18:55 AM
This isn't really  bug but it is certainly weird.
(http://img.ie/images/03907.jpg) (http://img.ie/)
Windows claims Aurora has a total size of 272 GB!
It was 23 GB last time I checked so I wonder how much TB Aurora will use in a week (according to windows)
Title: Re: Official v5.42 Bugs Thread
Post by: Erik L on July 16, 2011, 12:05:00 PM
This isn't really  bug but it is certainly weird.
(http://img.ie/images/03907.jpg) (http://img.ie/)
Windows claims Aurora has a total size of 272 GB!
It was 23 GB last time I checked so I wonder how much TB Aurora will use in a week (according to windows)

Compact your database.
Title: Re: Official v5.42 Bugs Thread
Post by: Dutchling on July 17, 2011, 03:15:10 AM
My Aurora folder is only ~250 MB. The weird thing I meant was the fact that windows seems to think it is huge.
Title: Re: Official v5.42 Bugs Thread
Post by: forgottenlord on July 17, 2011, 11:12:13 PM
My Aurora folder is only ~250 MB. The weird thing I meant was the fact that windows seems to think it is huge.

Pfft, that's nothing

http://thedailywtf.com/Articles/Random-Recommendations.aspx#PPic2

One of many, many examples from that site
Title: Re: Official v5.42 Bugs Thread
Post by: forgottenlord on July 18, 2011, 06:39:30 AM
Minor: So, to hunt that fuel bug that got sidetracked to in the suggestions thread, I decided to start a new game to try and isolate it.  I got a bit ahead of myself and tried to add a component to a ship that did not yet exist and got 6 errors:

Error 381 was generated by Aurora
Invalid property array index
Please report ...

Error 3078 was generated by DAO.Database
The Microsoft database engine cannot find the input table or query ' and ComponentID = 39332'.  Make sure it exists and that its name is spelled correctly.
Please report to ...

Error 91 was generated by Aurora
Object variable or With block variable not set
Please report.... (x4)

Not sure how high checking your data rates on your todo list but....yeah.
Title: Re: Official v5.42 Bugs Thread
Post by: forgottenlord on July 18, 2011, 06:51:52 AM
A funny one

Aside from planets and moons (no asteroids or comments) in Ross 154, there were 4 wrecks
Wreck of unknown class 518: 12300 tons
Wreck of unknown class 519: 6150 tons
Wreck of unknown class 520: 1190 tons
Wreck of unknown class 521: 25039950 tons
Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on July 18, 2011, 06:57:12 AM
A funny one

Aside from planets and moons (no asteroids or comments) in Ross 154, there were 4 wrecks
Wreck of unknown class 518: 12300 tons
Wreck of unknown class 519: 6150 tons
Wreck of unknown class 520: 1190 tons
Wreck of unknown class 521: 25039950 tons

Finding wrecks is a feature, even ones that large. Just be prepared to wait a while for the salvager to do it's job.
Title: Re: Official v5.42 Bugs Thread
Post by: forgottenlord on July 18, 2011, 07:04:07 AM
Seems a bit....order of magnitude off

Anyways, got the fuel bug confirmed here.  If you have a refueling order somewhere in the future of your ship, it will ignore the conditional order.  Ship that triggered response:

Quote from: design
Tribal class Cruiser    2,200 tons     208 Crew     194 BP      TCS 44  TH 100  EM 0
2272 km/s    JR 3-50     Armour 1-15     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 38%    IFR: 0.5%    Maint Capacity 55 MSP    Max Repair 56 MSP    Est Time: 1.77 Years

J2250(3-50) Military Jump Drive     Max Ship Size 2250 tons    Distance 50k km     Squadron Size 3
Nuclear Thermal Engine E10 (4)    Power 25    Fuel Use 100%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 40.9 billion km   (208 days at full power)

This design is classed as a Military Vessel for maintenance purposes

Orders were to go from Alpha Centari A 1 to Alpha Centari B 1 and back again, 3 iterations followed by a trip back to Earth to refuel.  Conditional order triggers on 30% fuel reserves, and sends ship to nearest colony or tanker.  On second trip from B to A, it passed the 30% mark.  No response - just kept going.  A sister ship with the same order setup but no trip to Earth at the end went home on schedule.
Title: Re: Official v5.42 Bugs Thread
Post by: Xkill on July 21, 2011, 09:22:29 PM
Hello all, got a strange bug this time.

After pressing the 5 Day Increment this showed up:

Error in CreateNPRFleet

Error 3077 was generated by DAO.Recordset
Syntax error (missing operator) in expression. --> (This was translated by Google so if there are any errors, I can do nothing)

Never got this one before; probably because my games never passed the first 2 years  :)

Sorry, I put this in the Bug Reporting Thread I deleted the post there and put it in here.
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on July 21, 2011, 09:29:11 PM
Sorry, I put this in the Bug Reporting Thread I deleted the post there and put it in here.

Since you were the second person to post in there accidentally I just locked it.  Steve should be able to unlock it if he wants to add to the instructions.

John
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on July 22, 2011, 08:38:36 AM
This was mis-posted in a new Bugs thread, which I've removed.  The issue is that turning on civie filtering on the F3 screen leaves blank lines in the column of TG names orbitting a planet.  For the homeworld this can be annoying :)

http://aurora2.pentarch.org/index.php/topic,3845.0.html


bonus remark (unrelated, it is a bonus!), can the checkbox 'filter obsolete components' state remembered in the tech browser?
Title: Re: Official v5.42 Bugs Thread
Post by: Nibelung44 on July 22, 2011, 09:15:35 AM
thanks for updating the bug report.
Title: Re: Official v5.42 Bugs Thread
Post by: Jacob/Lee on July 25, 2011, 08:44:55 PM
I get this upon starting Aurora:
(http://i.imgur.com/uwofM.png)

Then I get this after clicking ok on the first one:
(http://i.imgur.com/ikogl.png)

Repeat that second message ad infinitum.
Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on July 25, 2011, 09:47:30 PM
I get this upon starting Aurora:
(http://i.imgur.com/uwofM.png)

Then I get this after clicking ok on the first one:
(http://i.imgur.com/ikogl.png)

Repeat that second message ad infinitum.

Is this a new start? It looks like there is no master reference to the game in the DB so maybe something ballsed up when creating a new start.
Title: Re: Official v5.42 Bugs Thread
Post by: Jacob/Lee on July 25, 2011, 10:06:38 PM
Nope; just tried to play my current game and it threw up that error.
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on July 26, 2011, 07:58:06 AM
Nope; just tried to play my current game and it threw up that error.

Looks like the type of error I get when the game is force aborted instead of closed.  Load your latest backup and try again.
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on July 28, 2011, 05:26:30 AM
Seems a bit....order of magnitude off

Anyways, got the fuel bug confirmed here.  If you have a refueling order somewhere in the future of your ship, it will ignore the conditional order.  Ship that triggered response:

Orders were to go from Alpha Centari A 1 to Alpha Centari B 1 and back again, 3 iterations followed by a trip back to Earth to refuel.  Conditional order triggers on 30% fuel reserves, and sends ship to nearest colony or tanker.  On second trip from B to A, it passed the 30% mark.  No response - just kept going.  A sister ship with the same order setup but no trip to Earth at the end went home on schedule.

This one is working as intended. This is to prevent the fleet from continually setting a new refuelling order. When the condition is checked, the conditional order won't be triggered if the ship has already got a fuelling order in its orders list.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on July 28, 2011, 05:30:14 AM
I play with Dutch naming so all of my systems get the name of a Dutch city.
I just got a system called Zandvpprt. There is no city with that name, Zandvoort (http://en.wikipedia.org/wiki/Zandvoort) however, is a Dutch city.

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on July 28, 2011, 05:31:06 AM
Minor text issue: In the shipping lines screen, the hover text for the subsidise button reads:

Grants 1000 wealth to thie selected shipping line. . .

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on July 28, 2011, 05:33:01 AM
On system map, if you clear min inc but do not set a value and then select an increment, it generates a type mismatch error and the game crashes.   

Error text:
Run-time error '13':

Type mismatch

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on July 28, 2011, 05:38:56 AM
I tracked this (the weird state) issue down: if a TF Logistics bonus is too good, you'll consistently get failed to load/unload messages for TG.

In my last bout of officer reassignments, I assigned a captain with a 100% logistics bonus to Logistics Command.  The commander of Logistics Command also has a bonus, so the total bonus (from the TF screen) is 110%.  It just occured to me while typing this that this probably means it takes negative time to unload a TG in that TF. :)

In any event, this was causing the weird behavior - when I swapped out the logistics officer for one with a lower bonus the problem went away.

John

PS - I'm not just guessing here - I actually did a lot of experimenting in SM mode and looking in the DB - the only difference between a TG that worked and one that didn't was the TF ID.


I have indirectly fixed this for v5.50. I have restricted bonuses to 60% - 65% for most commander bonuses, including logistics. Research bonuses are already restricted in v5.42. Bonuses that are too high can cause problems in a few different areas.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on July 28, 2011, 05:41:54 AM
For some reason, just out of the blue, the system map will chop in half. Something might be causing it but I haven't caught on to what it may be.
(http://i.imgur.com/jwPch.png)

Yes, I have had this issue occasionally as well. It usually happens after I have played another game with a lower resolution than my normal screen resolution. The only way I have been able to fix it is to shut down VB and restart.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: wilddog5 on July 29, 2011, 03:32:05 AM
earlier in the thread there was a bug about loading/ unloading ships if the taskforces officers operations, logistics whatever exceeded 100% this also applies to any skill that reached 100% for any officer, i have just had my gate construction ships commander reach 100% in factory and the ship stopped building gates no major problem just reported it in the event window

the 2 ways i can see to solve this

1 make a limit of 99% for all officers

2 put a check so that if a modifier is greater than 99% it reduces it,
(i think that this would be the better solution even it it might be more work as it is more universal)

Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on July 29, 2011, 11:18:04 AM
earlier in the thread there was a bug about loading/ unloading ships if the taskforces officers operations, logistics whatever exceeded 100% this also applies to any skill that reached 100% for any officer, i have just had my gate construction ships commander reach 100% in factory and the ship stopped building gates no major problem just reported it in the event window

the 2 ways i can see to solve this

1 make a limit of 99% for all officers

2 put a check so that if a modifier is greater than 99% it reduces it,
(i think that this would be the better solution even it it might be more work as it is more universal)



Read two posts up :)
Title: Re: Official v5.42 Bugs Thread
Post by: Jacob/Lee on July 29, 2011, 04:05:29 PM
Looks like the type of error I get when the game is force aborted instead of closed.  Load your latest backup and try again.
My... Latest backup?

....smeg
Title: Re: Official v5.42 Bugs Thread
Post by: ExChairman on July 30, 2011, 07:42:34 AM
Error 94... Error in getting commander name... I have filled al space with atleast one name... can this popup if NPR don´t fill their slots with commanders?
Title: Re: Official v5.42 Bugs Thread
Post by: sloanjh on July 30, 2011, 09:00:15 AM
Error 94... Error in getting commander name... I have filled al space with atleast one name... can this popup if NPR don´t fill their slots with commanders?
You (or the NPR) do NOT need to assign a ("named") commander to any command slot.  Named commanders are considered exceptional individuals.  If you don't assign a named commander to a particular slot, then the game considers that that slot is being filled by one of the unnamed (and unexceptional) masses with a zero rating for everything.

I don't remember which particular error 94 is, but I suspect it's either an apostrophe in a commander's name in the DB somewhere (possible NPR) or (less likely) two (possibly NPR) commanders with the same name.  The 2nd is less likely because I don't think commander name is used as a key in searches anywhere, and so the VB "duplicate key" error won't trigger.

Did the error only occur once, or is it regular/reproducible?  What are you doing when the error occurs, e.g. opening the Commanders screen?  Do you have any weird sort settings on the Commanders screen chosen?

John
Title: Re: Official v5.42 Bugs Thread
Post by: ExChairman on July 30, 2011, 10:07:01 AM
It pops up sometimes but not always when I start a new 30 day cycle, tried with both Commanders on and off...
By the way it poped up now and got the extra text of "Invalid use of Null"....

Found this in my text log, not sure if thath is causing the problems, got 50+ error in commander ... this period...

On the 5th even more of the following...

7th January 2056 07:20:16,Unknown,Commander Naomi Mann has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Eleanor Lynch has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Adam Reeves has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Jonathan Parsons has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Kieran Robson has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Imogen Slater has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Catherine King has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Kyle Kemp has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Emma Lord has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Daniel Harvey has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Thomas Brooks has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Lauren Foster has been promoted to Captain
7th January 2056 07:20:16,Unknown,Brigadier Laura Charlton has been promoted to Major-General
7th January 2056 07:20:16,Unknown,Commander Ellen Giles has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Jake Patel has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Oliver Owens has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Jake Kerr has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander James Lloyd has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Grace Fry has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Nathan Wallace has been promoted to Captain
7th January 2056 07:20:16,Unknown,Commander Naomi Marsh has been promoted to Captain
7th January 2056 07:20:16,Unknown,Colonel Sam Lowe  has developed a medical problem that will affect his long term health. Current Assignment: C.O. 255th Low Tech Armour

So it logs the errors so it have to bee my game/race  that are acting up, probobly no bug then.. Or?
Title: Re: Official v5.42 Bugs Thread
Post by: Nibelung44 on July 31, 2011, 07:14:47 AM
There is a major flaw in the AI routine, that I think can be fixed relatively easily. It seems a given AI fleet will only target one ship per 5 seconds segment... My current combat is 144 FAC of mine against 89 Alien FACs... we are now at point blank, and every 5 seconds, they only fire and kill one of my ship, whereas they have the firepower to take 10 per fire phase, at least...

So I won easily the fight in the end...
Title: Re: Official v5.42 Bugs Thread
Post by: davidr on August 01, 2011, 01:11:01 AM
The following error message just appeared in my 5.42 game with real stars:-

Error in UpdateGameLog

Error 3159 was generated by DAO.Field
Not a valid bookmark.

This cannot be circumvented and I have had to revert to a previous save.

DB with error saved in case of need.

DavidR
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on August 01, 2011, 07:36:52 AM
There is a major flaw in the AI routine, that I think can be fixed relatively easily. It seems a given AI fleet will only target one ship per 5 seconds segment... My current combat is 144 FAC of mine against 89 Alien FACs... we are now at point blank, and every 5 seconds, they only fire and kill one of my ship, whereas they have the firepower to take 10 per fire phase, at least...

So I won easily the fight in the end...

This is a well known and documented issue with the AI logic.  It will also apply to player use of the automated fire check box.
Title: Re: Official v5.42 Bugs Thread
Post by: Herode on August 01, 2011, 01:13:11 PM
Minor bug (but easy to fix  :P) :

class design screen / components summary tab / mouse over the buttons in the 'Sort components' panel on the right -> the tooltips are wrong.
Also, the 'close' button (to which the tool tips erroneously refer) seems to close the window AND save so the "without saving" part of the tip looks wrong.
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on August 02, 2011, 04:27:05 AM
Minor bug (but easy to fix  :P) :

class design screen / components summary tab / mouse over the buttons in the 'Sort components' panel on the right -> the tooltips are wrong.
Also, the 'close' button (to which the tool tips erroneously refer) seems to close the window AND save so the "without saving" part of the tip looks wrong.

Fixed for v5.50

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on August 02, 2011, 04:35:39 AM
Can't remember where I saw it reported, but I have fixed the bug of the missing distance box on the F12 Task Group window and also the conditional orders section appearing on the wrong tab on the same window.

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: Sloshmonger on August 02, 2011, 03:12:18 PM
In 5.  42 in Reduced Height Mode, the Fleet Orders Window (F12):

Unable to set a "Min Distance" for follow/move to orders.    The text box isn't there. 

It's there in normal height mode. 

Editing so there's no double post:

In multiple games in 5. 42, I have been missing the "Expand Civilian Economy by 20%" tech line.
Each time, the 20000 RP version is listed in Completed.
Races were chosen to be auto-assigned research points, for those that I remember what I chose.   I don't know if chosing to manually assign would prevent this bug.
Title: Re: Official v5.42 Bugs Thread
Post by: Jacob/Lee on August 04, 2011, 08:24:16 PM
I get this upon starting Aurora:
(http://i.imgur.com/uwofM.png)

Then I get this after clicking ok on the first one:
(http://i.imgur.com/ikogl.png)

Repeat that second message ad infinitum.
So I just installed the game after nuking my old game due to this bug and I keep getting these messages.

This really sucks.

Turned out it was the Program Files thing, nevermind.
Title: Re: Official v5.42 Bugs Thread
Post by: mckamx on August 06, 2011, 10:12:21 AM
I'm not sure if this is a bug, or the program working as designed, but it is an inconsistancy.

I have found that hyper-capable tugs cannot enter hyper speed when towing a non-hyper capable ship.  However, these same tugs can enter hyper speed when towing a shipyard.

I can think of technobabble to explain either all hyper-speed towing is ok, or no hyper-speed towing of non-hyper-capable ships, but towing shipyards but not ships seems inexplicable.
Title: Re: Official v5.42 Bugs Thread
Post by: Herode on August 07, 2011, 02:39:20 AM
Another easy one :

Go to the Class Design window, Design View Tab.
Select a Cargo view.
Select a Fuel Storage component & add it
Deselect the previous selection by clicking somewhere on the Components panel so the Available Components grid looses the focus
Click on the Remove button :
Quote
Error in cmdRemove_click / Error 381 / Invalid Property Index

Looks like a check on the selected index is missing somewhere.
Note that if I click on the Add button instead, no exception is thrown and the Fuel Storage component is added to the design.

OS : Window$ Vi$ta
Title: Re: Official v5.42 Bugs Thread
Post by: Herode on August 10, 2011, 02:25:43 PM
Still playing my game in 5.42 so I'm unsure this bug still shows in 5.5+.

Go to the Galactic Map (F11)
Right click on Sol : the contextual pop up menu appears
Mouse over the "Populations" menu : a sub menu appears but instead of the name of the populations (therefore, I suppose, the name of the planets), a list of numerals appears. I guess it's a list of ids or something like that. Anyway, not very user friendly  ;)
Title: Re: Official v5.42 Bugs Thread
Post by: welchbloke on August 11, 2011, 02:55:10 PM
I'm still running 5.42 (having too much fun to start a new campaign); however, I've started to get Error in ExecuteOrders Error 5 generated etc.

Anyone got any ideas what might be causing it?  I've had a poke around in Designer Mode and I can't find a fleet that might be the culprit.  Its starting to annoy me as it occurs every day increment.

I worked out what was causing the error.  It was my own fleets!  I had several GE and GV running back to a jump point to join their non-survey brethren.  The end result was that the GE and GV fleets disappeared when their target fleets were absorbed into the main fleet.  I'll have to remember that in future, I lost 3GE and 2GV to that little error  >:(
Title: Re: Official v5.42 Bugs Thread
Post by: Herode on August 11, 2011, 04:43:47 PM
Very minor bug on the system Map.

I have a cargo TG on Mercury.
I order it to load some stuff and unload it to Earth.
I click the 5 days button. Event log : the Cargo TG has accomplished its orders. So far : OK.
I right click on Mercury : the Fleet sub menu shows an empty list (ok) but the Ships sub menu still shows the ship which is in the cargo TG.

Title: Re: Official v5.42 Bugs Thread
Post by: Herode on August 15, 2011, 05:13:43 AM
Error in UpdateGamelLog, database bug :

- Create a new game.
- Delete it : error 3201, you cannot delete or modify a row because the related record is required in the 'Game' table (translated from french).

I've clicked at least 30 ou 40 times on OK to close the pop up window displaying the message but still poping. I shall have to kill the process instead.

NB : I had 3 other 3201 errors while creating the game (after the initial empire creation, and I set the NPR number to 3 so I guess it's related to NPRs). They were about missing reletaed records in the Tech table, or something like that...
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on August 15, 2011, 01:25:06 PM
Very minor bug on the system Map.

I have a cargo TG on Mercury.
I order it to load some stuff and unload it to Earth.
I click the 5 days button. Event log : the Cargo TG has accomplished its orders. So far : OK.
I right click on Mercury : the Fleet sub menu shows an empty list (ok) but the Ships sub menu still shows the ship which is in the cargo TG.



Was the ship sub menu still open?  Did you try opening and closing the window?  Sometimes things stick until you refresh the window...
Title: Re: Official v5.42 Bugs Thread
Post by: Herode on August 17, 2011, 06:45:02 AM
Yep, closing windows does not help. Even restarting the application keeps the bug active. Not a real game breaker, though...  :)
Title: Re: Official v5.42 Bugs Thread
Post by: ollobrains on August 17, 2011, 06:49:13 AM
yeah seems to be a repeating loop of the bug havent noticed it in 5. 52 though
Title: Re: Official v5.42 Bugs Thread
Post by: CptSparke on August 19, 2011, 04:49:16 PM
Hi all !
I have a problem : when I want to view the "system information" window (F9), I see that :
Error in cboControlRace (it's the title of the error window)

Error 76 was generated by Aurora
Path not found: 'Planetjpeg\ha3.  jpg'
Please report to hxxp: aurora2. pentarch. org/viewforum.  php?f=11



And when I click many times on tke "OK" button, a last window appears :

Aurora (title)

Run-time error '76':
Path not found: 'Planetjpeg\ha3.  jpg'

So, what can I do for deblocate this windows ?
Thanks for help. 
Bye. 
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on August 19, 2011, 05:00:51 PM
OK whats going on here is an issue with the planet images in the system information window.  One of the planets has an incorrect image name.  You can change the image with a button on the bottom of that screen.  Once you clear hte errors, find the offending object, then change its image to one in that directory-- the problem should be resolved as soon as you do that!  Until you correct it, this problem will persist. 
Title: Re: Official v5.42 Bugs Thread
Post by: Ziusudra on August 20, 2011, 03:23:21 AM
Path not found: 'Planetjpeg\ha3.  jpg'
Path not found: 'Planetjpeg\ha3.  jpg'

If you don't have that file in that folder in the game folder that you installed to, then you didn't extract the AuroraUpdate491.zip after running the installer. See step three of the first post of this thread (http://aurora2.pentarch.org/index.php/topic,1830.0.html).
Title: Re: Official v5.42 Bugs Thread
Post by: GeaXle on August 28, 2011, 03:30:34 AM
Error 9 - Error in MoveToClosesItem

I got 2 two of these each time I incremented time (whatever increment length)

I was in the early stage of a new campain with my own race an star system.  It was a binary system with the second star pretty far away (more that 10b km), but I could access it through LP.

It first appeared when I visited one of the next system where there was a stable wormhole (star invaders I think?).

I tried deleting all orders (also conditional and default ones) my ship could have, as I though that might be the problem, but with no effect.

I may be wrong but I haven't find anything similar on the forum.  Also I got tired and delete the save before I realised I should post here.
Title: Re: Official v5.42 Bugs Thread
Post by: Herode on September 02, 2011, 12:03:30 PM
Minor typo : Class Design window, DAC/Rank/Information tab, Refit Cost From control -> the tooltip says "This is the exact sizeif the class".
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on September 04, 2011, 03:33:17 PM
Minor typo : Class Design window, DAC/Rank/Information tab, Refit Cost From control -> the tooltip says "This is the exact sizeif the class".

It shouldn't have a tooltip at all :). However I have corrected the same error in the Exact Class Size label which is apparently where I copied the label from :)

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: liq3 on September 05, 2011, 09:12:43 PM
Edit: So apperently I can't read. . . .  can delete this if you want. 
Title: Re: Official v5.42 Bugs Thread
Post by: Herode on September 12, 2011, 08:44:55 AM
Minor typo : in the F2 / Research screen, "Technology description" panel for Capacitator Recharge : "The amount of power which am energy weapon will recharge every 5 seconds"
Title: Re: Official v5.42 Bugs Thread
Post by: Herode on September 17, 2011, 05:27:21 AM
An interesting time warp : the game freezed while playing a turn. The current date was 13th May 2062. I leaved it alone for 15 minutes or so, it was still frozen (CPU usage for Aurora's process : 50 to 75%). I guessed Aurora was stuck in an infinite loop, killed the process, restarted the game. On the System Map (F3), the current date is still 13th May 2062. But on the Events Log (Ctrl-F3), the current date is 18th May 2062.

I play a 1 day turn, the last log is from 14th may 2062 and the system map agrees.

NB : the event was the completion of a research project. It is not the first time Aurora freezes when a research project ends. It happened at least one time, maybe two I'm not sure, during the current game.

NB2 : bug confirmed : new turn froze again in same context (research projects completing). Also, auto-turn on with 5 days increments. The game was stuck 1 hour this time so I'm really sure it's an infinite loop and not only deep calculations involved.


And a minor typo : F5 screen, Design tab, rating Type colum for Thermal Sensors : Sensor Sterngth
Title: Re: Official v5.42 Bugs Thread
Post by: Herode on September 23, 2011, 12:18:59 PM
Just created a new game. I had the usual errors at game creation (4 error messages while Aurora God kreates the kosmos).

Settings : standard except 0 comets, 3 NPRs, Corporate Government.

Actions : go to SM mode, launch (but no sm-cheat) 2 research projects in order to be able to build some engines. Set industry to build infrastructure. Assign civilian officer to Earth. Click '1 day' button.

Aurora throws 4 error messages. In the events logs (SMEventLog.txt) :
Quote
1st January 2025 00:00:01,Human,Sol,New Shipping Line created: Halicarnassus  Shipping Line
1st January 2025 00:00:01,Maestu,Maestu,New Shipping Line created: Zorlu Carrier Line
1st January 2025 00:00:01,SM Only,System 0,Error in SetupNPRClasses
Error 3201 was generated by DAO.Recordset
Vous ne pouvez pas ajouter ou modifier un enregistrement car l'enregistrement associé est requis dans la table 'TechSystem'.
Please report to http://aurora2.pentarch.org/viewforum.php?f=1
1st January 2025 00:00:01,SM Only,System 0,1
1st January 2025 00:00:01,SM Only,System 0,Error in SetupNPRClasses
Error 3201 was generated by DAO.Recordset
Vous ne pouvez pas ajouter ou modifier un enregistrement car l'enregistrement associé est requis dans la table 'TechSystem'.
Please report to http://aurora2.pentarch.org/viewforum.php?f=1
1st January 2025 00:00:01,SM Only,System 0,1
1st January 2025 00:00:01,SM Only,System 0,Error in SetupNPRClasses
Error 3201 was generated by DAO.Recordset
Vous ne pouvez pas ajouter ou modifier un enregistrement car l'enregistrement associé est requis dans la table 'TechSystem'.
Please report to http://aurora2.pentarch.org/viewforum.php?f=1
1st January 2025 00:00:01,SM Only,System 0,1
1st January 2025 00:00:01,SM Only,System 0,Error in SetupNPRClasses
Error 3201 was generated by DAO.Recordset
Vous ne pouvez pas ajouter ou modifier un enregistrement car l'enregistrement associé est requis dans la table 'TechSystem'.
Please report to http://aurora2.pentarch.org/viewforum.php?f=1
1st January 2025 00:00:01,SM Only,System 0,1

Then click the '1 day' button again :
Quote
2nd January 2025 00:00:01,SM Only,System 0,Error in CentreOnLocation
Error 6 was generated by Aurora
Overflow
Please report to http://aurora2.pentarch.org/viewforum.php?f=11

Then click the '1 day' button again : no more logs (so all is OK I guess).

To be or not to be ?

Title: Re: Official v5.42 Bugs Thread
Post by: Beersatron on September 23, 2011, 01:15:02 PM
Just created a new game. I had the usual errors at game creation (4 error messages while Aurora God kreates the kosmos).

Settings : standard except 0 comets, 3 NPRs, Corporate Government.

Actions : go to SM mode, launch (but no sm-cheat) 2 research projects in order to be able to build some engines. Set industry to build infrastructure. Assign civilian officer to Earth. Click '1 day' button.

Aurora throws 4 error messages. In the events logs (SMEventLog.txt) :
Then click the '1 day' button again :
Then click the '1 day' button again : no more logs (so all is OK I guess).

To be or not to be ?



What are the 'usual errors during game creation'? You shouldn't be getting any errors at this stage and it maybe that those errors are the precursor to the 1-day errors.

Do you have your decimal seperator set to comma or fullstop? Just wondering since the error messages are in French and not sure what the French default is for decimal seperator in windows.
Title: Re: Official v5.42 Bugs Thread
Post by: LizardSF on October 12, 2011, 04:29:55 PM
I am having this problem. . .  the only race that shows up in my races window is my own,and when I go to Designer Mode it asks for a password I don't have.  any ideas? It seems to be making it so that changes to my galactic map layout don't save, which is very frustrating.
Title: Re: Official v5.42 Bugs Thread
Post by: Din182 on October 12, 2011, 05:29:17 PM
I am having this problem. . .  the only race that shows up in my races window is my own,and when I go to Designer Mode it asks for a password I don't have.  any ideas? It seems to be making it so that changes to my galactic map layout don't save, which is very frustrating.
This is the wrong bug thread to be posting in unless your using an old version of the game. The race window only shows player controlled races, and the designer mode password is a secret to prevent people from damaging the game files and then posting bugs about it.
Title: Re: Official v5.42 Bugs Thread
Post by: Herode on October 13, 2011, 07:02:16 AM
What are the 'usual errors during game creation'? You shouldn't be getting any errors at this stage and it maybe that those errors are the precursor to the 1-day errors.

Do you have your decimal seperator set to comma or fullstop? Just wondering since the error messages are in French and not sure what the French default is for decimal seperator in windows.
Sorry, I didn't notice your reply.

The locale settings have been altered for Aurora so I don't expect any problem with decimal separators, date formats, default currencies or so.
I don't remember the exact error messages I had, I'll take a look when I'll be back at home but BTW, this 'bug' does not show in the 5.53 game I've recently created so I'm not sure any investigation about it will be very useful.
Title: Re: Official v5.42 Bugs Thread
Post by: PayneRamsey on October 25, 2011, 03:07:39 AM
I am only in the year 2025 and i keep getting 5 second increments when im trying to do 30 day increments.  what should i do?
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on October 25, 2011, 03:37:43 AM
this is a common problem and a quick search on the forum would probably answer it.

It has to do with the alien races-- they play by the same rules as you.  So when they fight, they need those short increments just like you do.  This is what the autoturn feature is for.
Title: Re: Official v5.42 Bugs Thread
Post by: PayneRamsey on October 25, 2011, 03:58:02 AM
its. . . not that. . . i highly doubt the 50.  5 second increments.  in a row are because of an alien fight. . . .
Title: Re: Official v5.42 Bugs Thread
Post by: Hawkeye on October 25, 2011, 10:03:20 AM
50? Pffft! Piece of cake    :)


Seriously, 50 increments are nothing!

Scenario:

NPR 1 opens fire at long range with missiles

After the missiles close to a few million km on their target, NPR 2 detects the missiles and starts launching AMMs.

Every 5 seconds, AMMs are launched. AMMs intercept, some miss, more AMMs are launched, new salvos appear on radar, more AMMs are launched,.....

This can go on quite a while.
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on October 25, 2011, 10:08:56 AM
The only reason I'd consider this an issue is if you turned off the Invader NPR, specified no starting AI NPR's and haven't explored any jump points.
Title: Re: Official v5.42 Bugs Thread
Post by: Goron on October 25, 2011, 10:15:09 AM
Last night I sat through 3 and a half hours of <=1 minute increments (3. 5 game hours, not real time, luckily enough 1 minute increments spend it up nicely)

It was horrible. . .  Horrible knowing that someone was (likely) fighting, with weapons, while I had absolutely no defensive navy set up and a shortage of Duranium!  ;D
Title: Re: Official v5.42 Bugs Thread
Post by: Yonder on October 25, 2011, 10:26:06 AM
Right now it looks like Area Mode PD behaves identically to Point Blank Mode PD.

In addition it looks like energy turrets (even non-CIWS, I used Lasers) can fire in Point Blank Point Defense Mode even without a power plant on the ship. Offensive firing still doesn't occur though, with the message that there is no power in the capacitors.
Title: Re: Official v5.42 Bugs Thread
Post by: Yonder on November 01, 2011, 08:00:45 AM
Right now it looks like Area Mode PD behaves identically to Point Blank Mode PD.

In addition it looks like energy turrets (even non-CIWS, I used Lasers) can fire in Point Blank Point Defense Mode even without a power plant on the ship. Offensive firing still doesn't occur though, with the message that there is no power in the capacitors.

I took a fresh look at my test scenario and still could not get my ship to use Area Defense, but after that ship tragically died is a large size 900 explosion from a size 40 drone the next one I magicked in worked fine. I am pretty sure that I was doing everything right with that first ship, so maybe there is some sort of issue with Fire Controls not properly resetting from various fire conditions properly? Not entirely sure, and with that ship dead and no database there is no way to look deeper into it.

That second bug about the lack of reactors is more straight forward to replicate though.
Title: Re: Official v5.42 Bugs Thread
Post by: Charlie Beeler on November 01, 2011, 10:18:07 AM
I took a fresh look at my test scenario and still could not get my ship to use Area Defense, but after that ship tragically died is a large size 900 explosion from a size 40 drone the next one I magicked in worked fine. I am pretty sure that I was doing everything right with that first ship, so maybe there is some sort of issue with Fire Controls not properly resetting from various fire conditions properly? Not entirely sure, and with that ship dead and no database there is no way to look deeper into it.

Specific details would really help.  Things like a full ship design listing, range setting for the area defense, active sensors if not from the defending ship, size and speed of missiles, etc etc etc.

Are you still playing v5.42? or should this be in the v5.5 bug thread?
Title: Re: Official v5.42 Bugs Thread
Post by: Yonder on November 01, 2011, 10:50:34 AM
Specific details would really help.  Things like a full ship design listing, range setting for the area defense, active sensors if not from the defending ship, size and speed of missiles, etc etc etc.

Are you still playing v5.42? or should this be in the v5.5 bug thread?

Unfortunately I finished my random testing and deleted the database to upgrade to v5.54 (I was using 5.42). However I can specify most of the pertinent statistics from memory (and the second ship was identical to the first, so no sensors or anything changed). I SSMed up the full beam/sensor etc etc technology tree, and was shooting very slow missiles at them to get an enormous range advantage on the missiles.

The ship had the following data relevant components:
An enormous resolution 1 active sensor. All technology unlocked, 35HS of space, it could see size 6 missiles and smaller at over 400m km. None of the ships on either side had passive sensors, so if the "Big Target" could see a missile it was because it had an active sensor contact. The firing ship was close enough so that missiles of any size were spotted immediately.
A large fire control, built with a targeting range of 1.4m km, the max. I can't really remember the target speed, whatever the max research is times 4.
A quad turret of lasers that rotated at a speed close to the fire control speed. The mounted lasers were (I believe) the largest lasers that could fire every 5 seconds, they had a range of 340k km.
The ship had a lot of Cargo Spaces to get very large, for my tests in damage configuration for laser warheads, it also had lots of armor (50 thickness) to survive many test rounds before I needed to SM repair it.

I did several rounds of various sorts of tests, the first intentional hits (speed 1) with a few types of warheads and laser warheads to determine damage spread, then I upped the speed to determine if the different laser beams in a large laser warhead targeted separately.

At this point I moved to targeting tests. I redesigned a few types of missiles for these, the size 3 "Slow Boom" which only went 8.4k km/s, matched by the size 3 "Slow Laser". Later on, to see whether the small sizes had anything to do with it I also introduced a size 40 drone "Slow Boom" and a size 40 drone "Slow Laser" that each moved 12.6k km/s. In every test I just fired one missile at a time.

I started off with various manual targeting, trying both Auto Fire, and not, manually firing, all sorts of things. It's at this point that I think I must have put this ship in an invisible bad state that caused me problems, I don't know if I told it to target a ship out of range, or target a missile that then hit it and exploded, or what (and this is all hindsight, so I didn't try to do anything to clear the targets) but by the time I put it into Area Defense Mode (range 30, or 300k km, short of all of the relevant maximum ranges but with more than 300 seconds to shoot at the slower missiles) it just didn't attempt to shoot at anything regardless of range. It also didn't do a final PD mode when the missile did hit it. Final Point Defense mode worked totally fine, but Area mode didn't work at all. As a final try I sent the size 40 "Slow Boom" after it, with a strength 900 warhead. The resulting explosion completely destroyed the ship.

I SMed in a fresh ship as a Hail Mary, and from that point on the Area Defense Mode worked completely normally.
Title: Re: Official v5.42 Bugs Thread
Post by: Orieni01 on January 27, 2012, 05:55:54 PM
Hello, I'm using 5. 42 and what I'd like to know is where the images are stashed.   I don't have any images with the game, other than those of the flag and alien packs elsewhere on the board.   Everytime I try to open the race details, it tells me EnterpriseA is missing.   What file should I be looking for?  I presume it is in one of the dlls.   Thanks.   
Title: Re: Official v5.42 Bugs Thread
Post by: Thiosk on January 27, 2012, 06:06:29 PM
Actually the file itself is in the directory.  Its most likely in your aurora directory, subdirectory "ships"

If the file is missing, you can duplicate another enterprise icon, and rename the duplicate EnterpriseA (or whatever the missing file name is)
Title: Re: Official v5.42 Bugs Thread
Post by: ExChairman on January 28, 2012, 07:16:47 AM
Got the technical blueprints for Contruction 50 BP from a TL 1 Races ruin... It feels abit odd... Bug???
Title: Re: Official v5.42 Bugs Thread
Post by: Steve Walmsley on January 28, 2012, 07:25:58 AM
Got the technical blueprints for Contruction 50 BP from a TL 1 Races ruin... It feels abit odd... Bug???

An interesting point. I guess I should limit construction techs based on the tech level of the ruins

Steve
Title: Re: Official v5.42 Bugs Thread
Post by: ExChairman on January 28, 2012, 11:54:11 AM
Should have been in the 5.60, used my smart phone... Wasnt to smart I think  8)
Title: Re: Official v5.42 Bugs Thread
Post by: Orieni01 on January 30, 2012, 09:32:20 AM
Quote from: Thiosk link=topic=3348. msg45884#msg45884 date=1327709189
Actually the file itself is in the directory.   Its most likely in your aurora directory, subdirectory "ships"

If the file is missing, you can duplicate another enterprise icon, and rename the duplicate EnterpriseA (or whatever the missing file name is)

I downloaded a newer install file and found them there.   Apparently when I first installed it simply didn't put those folders into the game folder.   Thanks.   
Title: Re: Official v5.42 Bugs Thread
Post by: huihulang on September 20, 2015, 08:27:52 AM
Quote from: Beersatron link=topic=3348. msg33075#msg33075 date=1301696235
After you click OK on the error try and click on the zoom out or zoom in buttons (or even a reset zoom level button if there is one?).

This do help!!