Author Topic: v2.0.2 Bugs Thread  (Read 10373 times)

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Offline Steve Walmsley (OP)

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Re: v2.0.2 Bugs Thread
« Reply #90 on: August 13, 2022, 12:36:59 PM »
Beam fire controls that are set to open fire and are then destroyed in combat do not cease their firing, resulting in forced 5-second intervals until damage controls repairs the fire control or you scuttle the damaged ship. The button on the miscellaneous tab of the tactical menu to cease fire all ships does not cease fire of destroyed fire controls.

I would assume this applies to missile fire controls also, though I haven't tested them explicitly.

There is something else going on here, as there is code to prevent the above. Its very common for fire controls to be destroyed while they are set to open fire, so if this was a general error it would be reported a lot. Can you provide more detail about the incident when this happened and how the fire control was destroyed?

The situation surrounding the destruction wasn't entirely unique unfortunately. Just a battle between a wing of FACs and a few Aether Raiders. I looked back through the event logs for that in-game date and noticed that the 5-seconds didn't immediately begin after the destruction of the fire-control, just very shortly after it so that might be my mistake. However, regardless, the game stopped being interrupted as soon as I scuttled the ship, which makes me think maybe an enemy ship had targeted my FAC that couldn't shoot at it, whether due to the enemy's weapons being destroyed or them being out of range, but not clearing the target for some reason. My FAC design mounts particle beams and just uses its speed to stay out of range of the enemy (usually) so maybe it kept coming in and out of the enemy fire control ranges during the one second sub pulses and the AI couldn't properly target/detarget?

That's all I can really add unfortunately. I'll try to test further and see if there's a way to recreate it but I'm not a bug sleuth like some of the people on this forum.  :)

Thanks for the update. I think your theory about the enemy ship somehow not clearing its targeting sounds like a potential cause.
 

Offline Coleslaw

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Re: v2.0.2 Bugs Thread
« Reply #91 on: August 13, 2022, 03:32:06 PM »
I genuinely have no idea how this happened, but one of my repair yards on a colony has suddenly went from 1 slipway of repair capacity to -3. Curious as to what would happen, I told it to repair an FAC that was damaged in orbit. The available slipways became -4. Screenshot attached. The repair went without issue. Once the additional slipway was added, the number of slipways went from -3 to -2.

One thing to note, however, is that the bugged repair yard on the colony matches in terms of number of slipways to a repair yard back on my capital planet. Obviously, just turned into a negative number though. I wonder if maybe the game got confused and was somehow referencing the repair yard on the home planet instead of the repair yard on the colony and then in some way or another turned the number into a negative? No idea.

I know this isn't a lot of detail to go off of but since I never received any error messages, I didn't know this was happening until I went to repair a ship in orbit of the colony so I have no context that might elucidate when the issue took place.

SJW: Already reported and fixed for v2.1
http://aurora2.pentarch.org/index.php?topic=13023.msg160934#msg16093
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« Last Edit: August 13, 2022, 05:14:23 PM by Steve Walmsley »
 

Offline Tavik Toth

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Re: v2.0.2 Bugs Thread
« Reply #92 on: August 13, 2022, 06:08:47 PM »
Getting the error #2524: The given key was not present in the dictionary with "use alien tech" enabled in the class design screen.

SJW: Already reported and fixed for v2.1
http://aurora2.pentarch.org/index.php?topic=13023.msg160934#msg160934
« Last Edit: August 13, 2022, 06:19:02 PM by Steve Walmsley »
 

Offline Lornalt

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Re: v2.0.2 Bugs Thread
« Reply #93 on: August 13, 2022, 08:58:06 PM »
I've encountered a minor bug that is easily reproducible.

If you delete an order template, you will no longer be able to issue any orders for any fleet due to all commands going missing.

The only way to fix this is to close the Naval Org screen and open it again.
 

Offline skoormit

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Re: v2.0.2 Bugs Thread
« Reply #94 on: August 13, 2022, 09:16:48 PM »
I've encountered a minor bug that is easily reproducible.

If you delete an order template, you will no longer be able to issue any orders for any fleet due to all commands going missing.

The only way to fix this is to close the Naval Org screen and open it again.

Perhaps you still have the "Order Templates" radio button selected, rather than "System Locations" or "Auto-Route by System"?
 

Offline Lornalt

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Re: v2.0.2 Bugs Thread
« Reply #95 on: August 13, 2022, 10:23:25 PM »
I've encountered a minor bug that is easily reproducible.

If you delete an order template, you will no longer be able to issue any orders for any fleet due to all commands going missing.

The only way to fix this is to close the Naval Org screen and open it again.

Perhaps you still have the "Order Templates" radio button selected, rather than "System Locations" or "Auto-Route by System"?

I've confirmed this as a USER error. Thanks lol...
 

Offline pwhk

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Re: v2.0.2 Bugs Thread
« Reply #96 on: August 13, 2022, 10:25:06 PM »
I got errors #1957, #1948, #1953, #460 on start, then #2147 every turn in this save.
In foreign relation window, "UK" does not show up in either "China" or "Japan" races.
I suspect it is because I named one of the factions as "UK" that is too short  :-\

SJW: What are the error messages (the text) ?
Errors are (translated)
#1957 Index and length must be referencing position of String, parameter: length
#1953 Dereferencing null
#1948 Dereferencing null
looped 3 times, and then
#460 Index not in dictionary
twice,
and then #2147 Index not in dictionary shows up every time I click on any time progress buttons

Should be easily reproducible from the save I attached in the original post.

SJW: Your theory around the length of the alien race name was correct. Fixed for v2.1
« Last Edit: August 14, 2022, 04:00:43 AM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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Re: v2.0.2 Bugs Thread
« Reply #97 on: August 14, 2022, 04:58:08 AM »
After attempting to attack a spoiler race, I lost all fighters from a carrier. From that point on, my carrier could not move.

I tried deleting all empty squadrons, multiple types of move orders, dividing the ship out of the fleet, SM teleport to Earth, and reloading the game. Nothing will get my ship moving again. It claims to have it's full movement speed, but never goes anywhere.

In the included DB file, the ship in question is the CV-01 SFS Warrior (in a fleet of the same name) now orbiting Earth. It is attempting to refuel and will never succeed.


Found it - but it was a weird one :)

There was nothing unusual about the class design (and there was another ship of the same design that was fine). There was nothing unusual about the ship in the database, or the fleet record. Creating a new fleet or detaching the ship didn't change anything either. The movement orders were all normal. I was starting to wonder if Aurora had somehow developed a sense of humour and was just trying to wind me up :)

Eventually, I realised that the combination of ship commander, flag bridge and admin command was creating a reaction bonus more than 100%, which ended up tipping the fleet into a negative reaction score (Reaction is based on 1 - Bonus). The fleet movement code ignores fleets with negative reaction scores, so the orders were never being executed. I've added a cap to reaction bonus of 99% and now the fleet moves normally.

« Last Edit: August 14, 2022, 05:02:31 AM by Steve Walmsley »
 
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Re: v2.0.2 Bugs Thread
« Reply #98 on: August 14, 2022, 09:07:31 AM »
After attempting to attack a spoiler race, I lost all fighters from a carrier. From that point on, my carrier could not move.

I tried deleting all empty squadrons, multiple types of move orders, dividing the ship out of the fleet, SM teleport to Earth, and reloading the game. Nothing will get my ship moving again. It claims to have it's full movement speed, but never goes anywhere.

In the included DB file, the ship in question is the CV-01 SFS Warrior (in a fleet of the same name) now orbiting Earth. It is attempting to refuel and will never succeed.


Found it - but it was a weird one :)

There was nothing unusual about the class design (and there was another ship of the same design that was fine). There was nothing unusual about the ship in the database, or the fleet record. Creating a new fleet or detaching the ship didn't change anything either. The movement orders were all normal. I was starting to wonder if Aurora had somehow developed a sense of humour and was just trying to wind me up :)

Eventually, I realised that the combination of ship commander, flag bridge and admin command was creating a reaction bonus more than 100%, which ended up tipping the fleet into a negative reaction score (Reaction is based on 1 - Bonus). The fleet movement code ignores fleets with negative reaction scores, so the orders were never being executed. I've added a cap to reaction bonus of 99% and now the fleet moves normally.

Oh I recall reporting this bug on 1.13 a while ago as I used quite deep naval hierarchy and had a few officers with 50% reaction bonus. For those suffering from this on any version, either use the DB to nerf the reaction bonuses of officers in the hierarchy or avoid assigning too many commanders with high reaction bonuses.