Author Topic: Official v7.10 Bugs Reporting Thread  (Read 213184 times)

0 Members and 2 Guests are viewing this topic.

Offline Bughunter

  • Bug Moderators
  • Rear Admiral
  • ***
  • Posts: 929
  • Thanked: 132 times
  • Discord Username: Bughunter
Re: Official v7.10 Bugs Reporting Thread
« Reply #405 on: April 23, 2016, 02:26:02 PM »
I have s ship with most of it's crew quarters destroyed in battle. It is under repair at a colony with enough maintenance capacity. But it is still getting failures on remaining crew quarters due to overcrowding.
 

Offline Garfunkel

  • Registered
  • Admiral of the Fleet
  • ***********
  • Posts: 2788
  • Thanked: 1051 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #406 on: April 23, 2016, 04:01:59 PM »
I have s ship with most of it's crew quarters destroyed in battle. It is under repair at a colony with enough maintenance capacity. But it is still getting failures on remaining crew quarters due to overcrowding.
Can confirm, happened in my game too.

Also, cryogenic crew berths are not utilized to house POWs.
 

Offline Vandermeer

  • Rear Admiral
  • **********
  • Posts: 961
  • Thanked: 128 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #407 on: April 23, 2016, 04:07:21 PM »
Can confirm, happened in my game too.

Also, cryogenic crew berths are not utilized to house POWs.
That is because Poshs of War demand to be accommodated in luxury quarter modules only.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline cakepie

  • Able Ordinary Rate
  • c
  • Posts: 4
  • Thanked: 1 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #408 on: April 25, 2016, 10:56:11 AM »
As far as I can tell from available documentation, in a conventional start game, this is supposed to happen:

Quote from: Steve Walmsley link=topic=4835. 10#msg49114 date=1335019419
a new civilian mining complex will have a low tech infantry garrison if the TN Garrison unit has not yet been researched.

I'm approx 13 years into my conventional start; I have yet to research any of the TN ground units, and the first CMC has just sprung up on Pluto.
The new CMC comes with a ground unit named "Pluto LT Infantry"; however, on close inspection the unit is actually of type LTA and has stats 3 ATK and 3 DEF (corresponding to LTA).
 

Offline Garfunkel

  • Registered
  • Admiral of the Fleet
  • ***********
  • Posts: 2788
  • Thanked: 1051 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #409 on: April 26, 2016, 04:06:21 AM »
Can confirm, same happened in my game. Luna LT Infantry is actually a LTA unit.
 

Offline serger

  • Commodore
  • **********
  • Posts: 634
  • Thanked: 120 times
  • Silver Supporter Silver Supporter : Support the forums with a Silver subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: Official v7.10 Bugs Reporting Thread
« Reply #410 on: April 26, 2016, 11:35:37 AM »
Sirius-A I and Sirius-A I - Moon 1 have the same mass-diameter parameters.

 

Offline GregoryT

  • Silver Supporter
  • Leading Rate
  • *****
  • Posts: 9
  • Thanked: 1 times
  • Silver Supporter Silver Supporter : Support the forums with a Silver subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: Official v7.10 Bugs Reporting Thread
« Reply #411 on: April 26, 2016, 08:34:10 PM »
I may have found a bug.  I was removing carbon dioxide from an atmosphere & the decreasing temperature caused the planet's ice sheet to freeze but the event type stated that "Ice Sheet Melted" instead.
 

Offline cakepie

  • Able Ordinary Rate
  • c
  • Posts: 4
  • Thanked: 1 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #412 on: April 27, 2016, 02:38:03 AM »
These are more of the minor / nitpicky variety rather than something with gameplay impact :

1
In the System Map window (with "show events" enabled) and the Event Updates window ("Jump to Event" not disabled), clicking on an event for "Research Started" will jump to the "Shipyard Tasks" tab of the Population and Production window, instead of the "Research" tab as one would reasonably expect.

While we're at it, would be great if "Research Completed" events could also jump to the "Research" tab of the Population and Production window -- it currently does not jump anywhere.

2.
In the Population and Production window, clicking the "Prod Over" button causes the (P&P) window title to become "Loading Player Race Production Overview" -- does not change back to normal after the Production Overview window has finished loading.  For the intended behavior, compare with the game's main window (either using Ctrl-F8 or via "Empires > Production Overview" on menubar) where the loading message is only temporary and the window title reverts to normal once the Production Overview window is done loading.
 
The following users thanked this post: Detros

Offline rorror

  • Warrant Officer, Class 1
  • *****
  • r
  • Posts: 79
  • Thanked: 6 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #413 on: May 01, 2016, 06:55:20 AM »
After a very long battle with an NPR they finaly surrenderd.

Took me about 14hours of playing to destroy the NPR spread over the last 7 days... (starting to get irritated about 5sec increments lol, had that for hours in a row.. 5sec in game, takes 30sec in real life...)
The end result of the battle was around 400+ wracks and 1000m casualty's NPR side.
My fleed lost about 20 wracks.

The error when i open the surrenderd population.
The error has something to do with building ships, in surrenderd shipyard. When i create a ship, the eror popups up, when i delete the task. There is no error.
Is there a way to solve that? Really want to make use of those shipyards, because it would be a nice outpost.
« Last Edit: May 01, 2016, 07:09:06 AM by rorror »
 

Offline Carl_Sagan

  • Able Ordinary Rate
  • C
  • Posts: 3
Re: Official v7.10 Bugs Reporting Thread
« Reply #414 on: May 01, 2016, 02:25:31 PM »
This is my first forum post ever, so here it goes:

I've been searching the forum for the last week or so for a fix to this "Error 9 Subscript out of Range" bug I've been getting.  It has completely prevented any progress I can make in my game, as it opens dialogue windows that get replaced with an endless stream of more dialogue windows.  It's so bad that I have to shut down Aurora 4x through the task manager to open anything else on my computer.

I have no idea what caused it, or how to reproduce it, but I do know that it only occurs when I try to move time forward any increment.  Does anyone have a solution to this bug?
 

Offline rorror

  • Warrant Officer, Class 1
  • *****
  • r
  • Posts: 79
  • Thanked: 6 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #415 on: May 02, 2016, 07:19:51 AM »
This is my first forum post ever, so here it goes:

I've been searching the forum for the last week or so for a fix to this "Error 9 Subscript out of Range" bug I've been getting.  It has completely prevented any progress I can make in my game, as it opens dialogue windows that get replaced with an endless stream of more dialogue windows.  It's so bad that I have to shut down Aurora 4x through the task manager to open anything else on my computer.

I have no idea what caused it, or how to reproduce it, but I do know that it only occurs when I try to move time forward any increment.  Does anyone have a solution to this bug?

Any last actions you did?
Any orders in your Task Group?

Could you paste a printscreen of the Log file, also with the option errors on. So the error will be present below the line of the order/task
see attachment.
 

Offline rorror

  • Warrant Officer, Class 1
  • *****
  • r
  • Posts: 79
  • Thanked: 6 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #416 on: May 02, 2016, 10:17:52 AM »
Don't know if this is correct.
After my big battle with a NPR, i made a Task Group of Salvagers.

The first 2 salvagers in the Task Group, get 0x materials.
The last salvager in the Task Group got the Materials.

 

Offline 83athom

  • Big Ship Commander
  • Vice Admiral
  • **********
  • Posts: 1261
  • Thanked: 86 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #417 on: May 02, 2016, 12:27:09 PM »
Don't know if this is correct.
After my big battle with a NPR, i made a Task Group of Salvagers.

The first 2 salvagers in the Task Group, get 0x materials.
The last salvager in the Task Group got the Materials.
They are full of ship parts that aren't shown or counted for some reason.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline Carl_Sagan

  • Able Ordinary Rate
  • C
  • Posts: 3
Re: Official v7.10 Bugs Reporting Thread
« Reply #418 on: May 07, 2016, 05:51:38 PM »
Quote from: rorror link=topic=8144. msg90475#msg90475 date=1462191591
Any last actions you did?
Any orders in your Task Group?

Could you paste a printscreen of the Log file, also with the option errors on.  So the error will be present below the line of the order/task
see attachment.

Here ya go.
 

Offline rorror

  • Warrant Officer, Class 1
  • *****
  • r
  • Posts: 79
  • Thanked: 6 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #419 on: May 08, 2016, 07:38:22 AM »
Here ya go.

In your printscreen.
Turn this option ON.

Then we might see more

I think under the text "Increment Placeholder" there might be an error