Author Topic: Official v5.50 Bugs Thread  (Read 85467 times)

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Offline ollobrains

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Re: Official v5.50 Bugs Thread
« Reply #165 on: August 19, 2011, 04:29:16 PM »
Can't change any planet: not earth with 1400m ppl, not mars with 240m, not venus with 1,5 m.
Whenever i change it it simple switch back to default once i change screen.

i wonder if they guy that programs this guy is still working on a follow up patch for these 5.52 issues
 

Offline Erik L

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Re: Official v5.50 Bugs Thread
« Reply #166 on: August 19, 2011, 06:06:48 PM »
i wonder if they guy that programs this guy is still working on a follow up patch for these 5.52 issues

Without a doubt, Steve is working on fixing bugs. A patch may not be released today or tomorrow, but there will be one that fixes the bugs.
 

Offline ollobrains

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Re: Official v5.50 Bugs Thread
« Reply #167 on: August 20, 2011, 03:27:35 AM »
oh nah thats fine wasnt sure who was who around here figuring it out well back to hunting for bugs
 

Offline Thibaut

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Re: Official v5.50 Bugs Thread
« Reply #168 on: August 20, 2011, 06:38:05 AM »
a new one i have not seen before

"Error in CycleOrders : Error 3421 was generated by DAO.Field".
Next message is in French, probably translation is "datatype conversion error".

I have been trying to advance the date for a while, but Aurora was going  full CPU for more than 10 minutes, so i killed and restarted it.
ANd then retrying with shorter time increment (going down from 30 days up to 1H), and I ended up with this error popping up.

Unfortunately, the dialog keeps popping up, (probably 100 more times already)
 

Offline ollobrains

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Re: Official v5.50 Bugs Thread
« Reply #169 on: August 20, 2011, 07:27:51 AM »
how far are u into the game as far as game date ?
 

Offline deoved

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Re: Official v5.50 Bugs Thread
« Reply #170 on: August 20, 2011, 09:37:13 AM »
Quote from: ollobrains link=topic=3895. msg38602#msg38602 date=1313843271
how far are u into the game as far as game date ?

I am in 2132. (from 2025 conv.  start)

P. S.
But it is a bug thread, as i remember.
 

Offline Jacob/Lee

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Re: Official v5.50 Bugs Thread
« Reply #171 on: August 20, 2011, 06:03:51 PM »
There is a bug regarding the Swarm and the Precursors.

It's either the Swarm themselves, the Precursors ramming/shooting at the Swarm or the Swarm attacking the Precursors. The error I posted earlier was what the game spat out when this happened.

I will say, I needed to use the dev mode to see the events from the Precursor's point of view and the Swarm's point of view. Also to vaporize the Swarm ships so I could see the results, lo and behold the errors stopped coming up. Beyond that, I did not tamper with the game in any way.

Also, I didn't know there were 4 Swarm classes.
« Last Edit: August 21, 2011, 10:12:46 AM by Jacob/Lee »
 

Offline Father Tim

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Re: Official v5.50 Bugs Thread
« Reply #172 on: August 21, 2011, 02:03:37 AM »
There is a bug regarding the Swarm and the Precursors.

It's either the Swarm themselves, the Precursors ramming/shooting at the Swarm or the Swarm attacking the Precursors. The error I posted earlier was what the game spat out when this happened.

I will say, I needed to use the dev mode to see the events from the Precursor's point of view and the Swarm's point of view. Also to vaporize the Swarm ships so I could see the results, lo and behold the errors stopped coming up. Beyond that, I did not tamper with the game in any way.

Also, I didn't know there were 4 Swarm classes.

It's not the existence of the Swarm (and Precursors, and Invaders) that we're trying to hide with [ spoiler ] tags; they're right there in the game options screen after all.  It is the details of their ships/weapons/tactics.  So the parts of that post that we ask you to spoiler tag is the fact that Precursors will ram and the last sentence (which you did, so good on you).
 

Offline Jacob/Lee

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Re: Official v5.50 Bugs Thread
« Reply #173 on: August 21, 2011, 10:11:34 AM »
It's not the existence of the Swarm (and Precursors, and Invaders) that we're trying to hide with [ spoiler ] tags; they're right there in the game options screen after all.  It is the details of their ships/weapons/tactics.  So the parts of that post that we ask you to spoiler tag is the fact that Precursors will ram and the last sentence (which you did, so good on you).
Duly noted. Nonetheless, it's still an annoying bug.

Anyway, a bro at Bay 12 said that the bug is likely caused by ramming attacks.
Quote
I think it was due to the FAC having less armor rows than the damage template need due the the large amount of damage ramming does.

Those precursors probably are frieghters.
I can't prove or disprove anything, but the ship was ramming a Matriarch, a massive (200,000 tons) Swarm ship IIRC and it couldn't kill it because the shields were regenerating too fast.
« Last Edit: August 21, 2011, 01:00:15 PM by Jacob/Lee »
 

Offline ollobrains

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Re: Official v5.50 Bugs Thread
« Reply #174 on: August 21, 2011, 02:44:21 PM »
Error In ship production
Error 6 was generated by aurora
Overflow

Please report to yoda programmer of aurora


2nd bug report
Error in exectue orders
Error 94 generated by aurora
Invalid use of Null
« Last Edit: August 21, 2011, 03:11:31 PM by ollobrains »
 

Offline ollobrains

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Re: Official v5.50 Bugs Thread
« Reply #175 on: August 21, 2011, 06:31:43 PM »
Error in checkspecialorders

Error 3021 was generated by DAO.Field
 

Offline Karlito

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Re: Official v5.50 Bugs Thread
« Reply #176 on: August 21, 2011, 10:51:57 PM »
I believe I've found a minor bug in the colony cost formula.   I found a moon of Sirius B I with the following atmospheric composition. 

Ammonia (F) 82%
Nitrogen 17.  6%
Neon 0.  36%
Total Pressure is .  1
Gravity is .  73
Temperature is -42.  8

Using the default human race. 

Anyway, the problem is that although the moon has an unbreathable atmosphere (which is indicated on the system view), the colony cost is 1.  90, which is equal to the temperature cost, when it should be 2.  0 on account of the unbreathable atmosphere; there isn't any oxygen.   If the ammonia was gaseous, the colony cost would also be set to 2 because of the toxicity.   I'm guessing the program is disregarding the toxic gas since it's frozen (as it should), but then doesn't do a follow up check for oxygen content, so it just becomes the temperature cost. 

I've got a database to send if you need it. 

« Last Edit: August 21, 2011, 10:53:35 PM by Karlito »
 

Offline waresky

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Re: Official v5.50 Bugs Thread
« Reply #177 on: August 22, 2011, 01:22:48 AM »
Hope our Steve fix those dastardly bugs.

5.50 to 5.52 are full of "reboot pc" bugs..:(
 

Offline Ashery

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Re: 5.51 BUGS
« Reply #178 on: August 22, 2011, 05:51:27 AM »
Ah, an oldie but goodie. I can confirm that the NPRs are still trying to use non-existent tech systems in the newest version. :-)

Still on 5.51 and I just got this as well. Actually, I initially didn't get an error at all and had to kill the process (After waiting a couple hours) while passing time in single day intervals. I only got the error after I loaded the game back up and inched along at a smaller interval to see if I could pinpoint what caused the initial crash.

The error popped up around a dozen times before I was able to get back to the game. Looks like it occurred during a build cycle, which isn't surprising considering what seems to cause the error.

I didn't catch if the error was addressed after searching for "3201" on each page, so I apologize if it was already taken care of.

Edit: What the hell...I just went to check the message history to see exactly how many times the error occurred and I'm looking at the message history for an entirely different game. It should be noted that the messages that display at the bottom of the system map are correct, but the ones under "Events" are not.
« Last Edit: August 22, 2011, 06:01:46 AM by Ashery »
 

Offline ollobrains

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Re: Official v5.50 Bugs Thread
« Reply #179 on: August 22, 2011, 06:47:02 AM »
yup got the same 3021 error messages msyelf