Author Topic: Official v5.42 Bugs Thread  (Read 69653 times)

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Offline Father Tim

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Re: Official v5.42 Bugs Thread
« Reply #195 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.
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #196 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
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #197 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
« Last Edit: April 24, 2011, 11:51:00 AM by sloanjh »
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #198 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
 

Offline Thiosk

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Re: Official v5.42 Bugs Thread
« Reply #199 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.
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #200 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
 

Offline Ziusudra

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Re: Official v5.42 Bugs Thread
« Reply #201 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.
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #202 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
 

Offline Ziusudra

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Re: Official v5.42 Bugs Thread
« Reply #203 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.
 

Offline Dragon

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Re: Official v5.42 Bugs Thread
« Reply #204 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.
« Last Edit: April 25, 2011, 06:30:17 PM by Dragon »
 

Offline Lorq13

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Re: Official v5.42 Bugs Thread
« Reply #205 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. )
 

Offline Charlie Beeler

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Re: Official v5.42 Bugs Thread
« Reply #206 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.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Sloshmonger

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Re: Official v5.42 Bugs Thread
« Reply #207 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.
 

Offline Lorq13

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Re: Official v5.42 Bugs Thread
« Reply #208 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.
« Last Edit: April 27, 2011, 11:52:29 PM by Lorq13 »
 

Offline Bgreman

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Re: Official v5.42 Bugs Thread
« Reply #209 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.