Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on May 03, 2020, 10:43:06 AM

Title: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Steve Walmsley on May 03, 2020, 10:43:06 AM
Please post potential bugs in this thread for v1.9.4. The Bug Moderators (at this point Bughunter, Garfunkel, Nori and SpaceMarine) will post bugs into the Confirmed Thread as appropriate. They may ask for more information or clarifications in order to do so, so please help them if you can. They will also point out if something is working as intended or likely due to another issue such as decimal separators

Please check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
http://aurora2.pentarch.org/index.php?topic=10637.0

'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

Please do not post bugs from previous versions unless you confirm they are still present in v1.9.4

When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
Title: Re: v1.9.4 Potential Bugs Thread
Post by: swarm_sadist on May 03, 2020, 11:00:56 AM
Morning Steve.

Right off the bat avast has blocked it from running. All good

1) Prototyping causes a research complete message.

The function number N/A
The complete error text N/A
The window affected Events
What you were doing at the time Prototyping
Conventional or TN start TN I think
Random or Real Stars Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Repeatable
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well 198

2) Without communications, you are still able to suggest/request/demand NPR leave. No longer able to repeat.

3) With no contacts in any system, I am still getting spammed "Communications stalled" messages. AI now attempting communications.

Title: Re: v1.9.4 Potential Bugs Thread
Post by: Haji on May 03, 2020, 11:01:43 AM
Pressing 'create swarm' button in the system generation and display while SM is active returns the following error: "#1420 Object reference not set to an instance of an object". It happened in my 1.9.3 game with non-real stars, it kept happening after being updated and I recreated it effortlessly with a fresh install of the game with real stars (I went into the default game, explored a new JP in SM mode, pressed 'create swarm' and presto! the error appeared).

In addition when a new system was being generated in my previous game I sometimes got that error as well. I didn't think too much about it as it seemed like nothing was wrong. I now think the game is not generating the swarm.

My decimal symbol is a period.

Edit: After I posted I dismissed the error window and just in case I pressed the "create swarm" button again. This time there were no error messages. After clicking it several times I sometimes got an error and sometimes I didn't so it may not be as easy to re-create as I thought.

Edit 2: I exited and returned without saving. This time I had no issues creating the swarm within the Sol system. Not sure if it sorted itself out or what.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 11:03:33 AM
Morning Steve.

Right off the bat avast has blocked it from running.

Some minor bugs from 1.9.3 that I wasn't able to get in:

1) Prototyping causes a research complete message.

2) Without communications, you are still able to suggest/request/demand NPR leave.

3) With no contacts in any system, I am still getting spammed "Communications stalled" messages.

Hello, Can you please provide the following and also a database if possible so we can have a look and see if the issue is reproducible, please use the guidelines below.

When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well


Please answer to each of these questions and requests. Thank you.

Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 11:06:37 AM
Pressing 'create swarm' button in the system generation and display while SM is active returns the following error: "#1420 Object reference not set to an instance of an object". It happened in my 1.9.3 game with non-real stars, it kept happening after being updated and I recreated it effortlessly with a fresh install of the game with real stars (I went into the default game, explored a new JP in SM mode, pressed 'create swarm' and presto! the error appeared).

In addition when a new system was being generated in my previous game I sometimes got that error as well. I didn't think too much about it as it seemed like nothing was wrong. I now think the game is not generating the swarm.

My decimal symbol is a period.

Edit: After I posted I dismissed the error window and just in case I pressed the "create swarm" button again. This time there were no error messages. After clicking it several times I sometimes got an error and sometimes I didn't so it may not be as easy to re-create as I thought.

Thank you for the report but please answer the following, and can you also provide a DB if you do not know how to do that I can walk you through it, I have attempted to reproduce your error and it has not appeared so if you could do the following that would be great.

When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well


Please provide an answer to each of these questions and requests. Thank you
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Eretzu on May 03, 2020, 11:33:57 AM
The window affected: Crete Research Project

When designing engine prototype with "show next tech" checkbox checked. There is no next tech for bigger engines (Currently I have size 25 max, with checkbox it is still 25 instead of 40). I know power mod has problems with show next tech, but this should be a bug.

Conventional start
Random Stars
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 11:35:58 AM
The window affected: Crete Research Project

When designing engine prototype with "show next tech" checkbox checked. There is no next tech for bigger engines (Currently I have size 25 max, with checkbox it is still 25 instead of 40). I know power mod has problems with show next tech, but this should be a bug.

Conventional start
Random Stars
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce

I have been able to reproduce this bug and I will be sending this to the confirmed bug section, thank you for the report.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Nori on May 03, 2020, 11:44:12 AM
Morning Steve.

Right off the bat avast has blocked it from running. All good

1) Prototyping causes a research complete message.
~snip
I am able to reproduce this. The event log needs to refresh to see it, but it does give a research complete event. It's possible Steve does want the event to fire, but maybe the text should be different.
We'll get this to confirmed bugs. Thanks
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Carnagus on May 03, 2020, 12:05:02 PM
There is something wrong about ppv calculation, potentially a problem with box launcher ppv calculation.
I have 4 designs:
1, Box launchers and gauss triple turret according to design window adding 88. 06 ppv, but when created only adds 24.
2, Box launchers only, should add 76 ppv, only adds 11 (same number of launchers as 1st design, only difference is the lack of turret) or 12 (I guess rounding error, as the colony window only displays whole numbers)
3, Ship with normal missile launchers, should add 12 ppv, adds 12 ppv when built.
4, Ship with launchers, should add 24ppv, adds 24 when built.
The turret itself is worth 12. 06 ppv according to the design window. 

Decimal separator is .  thousand separator is ,
Game lenght 52 years.
No function number, or error text
Conventional start
Version 1. 9. 4 (patched from 1. 9. 3 but the displayed numbers did not change, and tried building a new ship and got the same numbers)
Attached DB
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Bughunter on May 03, 2020, 12:14:12 PM
Version 1. 9. 4 (patched from 1. 9. 3 but the displayed numbers did not change

Numbers definitely should change (did for me). Could you try to delete your exe and copy in the 1.9.4 one again?
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 12:14:48 PM
There is something wrong about ppv calculation, potentially a problem with box launcher ppv calculation.
I have 4 designs:
1, Box launchers and gauss triple turret according to design window adding 88. 06 ppv, but when created only adds 24.
2, Box launchers only, should add 76 ppv, only adds 11 (same number of launchers as 1st design, only difference is the lack of turret) or 12 (I guess rounding error, as the colony window only displays whole numbers)
3, Ship with normal missile launchers, should add 12 ppv, adds 12 ppv when built.
4, Ship with launchers, should add 24ppv, adds 24 when built.
The turret itself is worth 12. 06 ppv according to the design window. 

Decimal separator is .  thousand separator is ,
Game lenght 52 years.
No function number, or error text
Conventional start
Version 1. 9. 4 (patched from 1. 9. 3 but the displayed numbers did not change, and tried building a new ship and got the same numbers)
Attached DB

Hello thank you for filing a report, I looked at your DB and looked through the designs, it seems to me everything is working fine you say the boxer launchers only add 11 but I see 76 in the window, here is an image of that attached below, can you please clarify further on what the bug directly is and what you mean. Thank you.

(https://i.imgur.com/7eDkCtk.png)

Also try to repeat this on a fresh install where 1.9.4 does show up correctly in misc
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Carnagus on May 03, 2020, 12:34:18 PM
Quote from: Bughunter link=topic=11231. msg130381#msg130381 date=1588526052
Quote from: Carnagus link=topic=11231. msg130379#msg130379 date=1588525502
Version 1.  9.  4 (patched from 1.  9.  3 but the displayed numbers did not change

Numbers definitely should change (did for me).  Could you try to delete your exe and copy in the 1. 9. 4 one again?

I deleted and recopied the exe (1. 9. 4 in misc tab), but the provided ppv (on the colony screen( I'm sorry I probably was not clear enough, the problem is with the actual provided ppv on the colony screen not on the design screen) did not change (it displays 440 for me, should be higher)

Quote from: SpaceMarine link=topic=11231. msg130382#msg130382 date=1588526088
Quote from: Carnagus link=topic=11231. msg130379#msg130379 date=1588525502
There is something wrong about ppv calculation, potentially a problem with box launcher ppv calculation. 
I have 4 designs:
1, Box launchers and gauss triple turret according to design window adding 88.  06 ppv, but when created only adds 24. 
2, Box launchers only, should add 76 ppv, only adds 11 (same number of launchers as 1st design, only difference is the lack of turret) or 12 (I guess rounding error, as the colony window only displays whole numbers)
3, Ship with normal missile launchers, should add 12 ppv, adds 12 ppv when built. 
4, Ship with launchers, should add 24ppv, adds 24 when built. 
The turret itself is worth 12.  06 ppv according to the design window.   

Decimal separator is .   thousand separator is ,
Game lenght 52 years. 
No function number, or error text
Conventional start
Version 1.  9.  4 (patched from 1.  9.  3 but the displayed numbers did not change, and tried building a new ship and got the same numbers)
Attached DB

Hello thank you for filing a report, I looked at your DB and looked through the designs, it seems to me everything is working fine you say the boxer launchers only add 11 but I see 76 in the window, here is an image of that attached below, can you please clarify further on what the bug directly is and what you mean.  Thank you.

(https://i. imgur. com/7eDkCtk. png)

Also try to repeat this on a fresh install where 1. 9. 4 does show up correctly in misc

Sorry I was not clear enough.  The problem is in the colony window with the provided ppv, not the ship info window.  I have 440 ppv provided on Luna, should be higher.
 I'm on 1. 9. 4 according to misc tab
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 12:38:01 PM
I have done the math and calculated your ships should provide you 892.36 PPV, it is only providing 440 and I have been able to repeat this, as such I will pass this along to the confirmed section and attached your database. Thank you for the report, let me know if you have anymore bugs to report.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Second Foundationer on May 03, 2020, 12:42:12 PM
1. (Repost of minor, persisting issue from 1.9.3) Real stars conventional 1.9 start, upgraded in three steps to 1.9.4. Do I put four comma-separated cats into my new dishwasher because it has a label on it that tells me urgently not to? Not while I'm sober, and probably not even otherwise. Although continental, it's set to handle dotted cats by default. Other questions n/a or answer follows.

Issue: Cancel button in Select Name still doesn't cancel properly and assigns previously selected or entered name from different object or window. Checked it only within System Generation & Display view this time; but before it also occurred in any other place where there's a Select Name button. Reproduce: In the system 'tryagain', manually rename body 'tryagain-A II' to 'buggard'. Then click Select Name for the System. Click Cancel. System is now named 'buggard'.

2. (Another repost of a still more minor issue/request) I had posted this minor bug report/feature completion request in the 1.8 thread shortly before update. I'm not sure if Steve did read it, but decided for one or other reason not to answer it. But I couldn't tell. As gamebraking bugs seem to become rare (workforce: 1, time: 3 weeks!), I dare to ask again.

Issue: The ship history VBAurora-style, or at least some of it, seems generated in the database, and there is a Ship Overview/History tab. Only, it's empty. Since the data and ui structure are already there, it would be nice to have displayed what is in, in addition to the excellent new shipwise stats on the main page – on the (surmised) condition that it takes only a fairly small coding effort. Or to know what the plans are for it.

3. (Thank you to the new 'bug moderators' for increasing efficiency by filtering cats and other non-bugs in advance)
Title: Re: v1.9.4 Potential Bugs Thread
Post by: simast on May 03, 2020, 12:47:38 PM
It seems the tech "Reduced-size Laser 0.75 Size / 4x Recharge" does not change laser size:

with Standard Laser Size and Recharge Rate:
Code: [Select]
Damage Output 3    Rate of Fire 5 seconds     Range Modifier 20 000
Max Range 60 000 km     Laser Size 3 HS  (150 tons)     Laser HTK 1
Power Requirement 3    Recharge Rate 3
Cost 10.4    Crew 9
Development Cost 350 RP

with Reduced-size Laser 0.75 Size / 4x Recharge:
Code: [Select]
Damage Output 3    Rate of Fire 20 seconds     Range Modifier 20 000
Max Range 60 000 km     Laser Size 3 HS  (150 tons)     Laser HTK 1
Power Requirement 3    Recharge Rate 0.75
Cost 7.8    Crew 9
Development Cost 350 RP
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 12:47:49 PM
1. (Repost of minor, persisting issue from 1.9.3) Real stars conventional 1.9 start, upgraded in three steps to 1.9.4. Do I put four comma-separated cats into my new dishwasher because it has a label on it that tells me urgently not to? Not while I'm sober, and probably not even otherwise. Although continental, it's set to handle dotted cats by default. Other questions n/a or answer follows.

Issue: Cancel button in Select Name still doesn't cancel properly and assigns previously selected or entered name from different object or window. Checked it only within System Generation & Display view this time; but before it also occurred in any other place where there's a Select Name button. Reproduce: In the system 'tryagain', manually rename body 'tryagain-A II' to 'buggard'. Then click Select Name for the System. Click Cancel. System is now named 'buggard'.

2. (Another repost of a still more minor issue/request) I had posted this minor bug report/feature completion request in the 1.8 thread shortly before update. I'm not sure if Steve did read it, but decided for one or other reason not to answer it. But I couldn't tell. As gamebraking bugs seem to become rare (workforce: 1, time: 3 weeks!), I dare to ask again.

Issue: The ship history VBAurora-style, or at least some of it, seems generated in the database, and there is a Ship Overview/History tab. Only, it's empty. Since the data and ui structure are already there, it would be nice to have displayed what is in, in addition to the excellent new shipwise stats on the main page – on the (surmised) condition that it takes only a fairly small coding effort. Or to know what the plans are for it.

3. (Thank you to the new 'bug moderators' for increasing efficiency by filtering cats and other non-bugs in advance)

I have looked over your report and have managed to reproduce this bug in another database and I will be moving this to the confirmed thread, thank you for the report, though I find "1." to be quite a funny and incoherent point, lets just say, let me know if you can get anymore bugs.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 12:50:52 PM
It seems the tech "Reduced-size Laser 0.75 Size / 4x Recharge" does not change laser size:

with Standard Laser Size and Recharge Rate:
Code: [Select]
Damage Output 3    Rate of Fire 5 seconds     Range Modifier 20 000
Max Range 60 000 km     Laser Size 3 HS  (150 tons)     Laser HTK 1
Power Requirement 3    Recharge Rate 3
Cost 10.4    Crew 9
Development Cost 350 RP

with Reduced-size Laser 0.75 Size / 4x Recharge:
Code: [Select]
Damage Output 3    Rate of Fire 20 seconds     Range Modifier 20 000
Max Range 60 000 km     Laser Size 3 HS  (150 tons)     Laser HTK 1
Power Requirement 3    Recharge Rate 0.75
Cost 7.8    Crew 9
Development Cost 350 RP

Please follow the guidelines, otherwise we cannot fully help you, and attaching a database would be great so we can pass that along to steve and look at it ourselves. below are the guidelines please edit your post and answer all of them and your original issue. If you need help attaching database let me know. I have also tested your issue and have not been able to reproduce it, the laser changes size just fine so please clarify and answer the follow guidelines stated.

When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well


Please provide an answer to each of these questions and requests. Thank you

Title: Re: v1.9.4 Potential Bugs Thread
Post by: Iceranger on May 03, 2020, 12:55:22 PM
It seems the tech "Reduced-size Laser 0.75 Size / 4x Recharge" does not change laser size:

with Standard Laser Size and Recharge Rate:
Code: [Select]
Damage Output 3    Rate of Fire 5 seconds     Range Modifier 20 000
Max Range 60 000 km     Laser Size 3 HS  (150 tons)     Laser HTK 1
Power Requirement 3    Recharge Rate 3
Cost 10.4    Crew 9
Development Cost 350 RP

with Reduced-size Laser 0.75 Size / 4x Recharge:
Code: [Select]
Damage Output 3    Rate of Fire 20 seconds     Range Modifier 20 000
Max Range 60 000 km     Laser Size 3 HS  (150 tons)     Laser HTK 1
Power Requirement 3    Recharge Rate 0.75
Cost 7.8    Crew 9
Development Cost 350 RP

This is likely to be WAI as the beam sizes always rounds up to integers. thus 3*0.75=2.25 rounds up back to 3HS. Similarily, a 3HS laser with 50% size reduction tech will end up with 2HS rather than 1.5HS.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: smudge202 on May 03, 2020, 12:59:55 PM
Probably me being an idiot, but I can't seem to get my shipyard to refit a vessel.  Didn't have a problem with refits in VB6, and I appreciate there's a 20% refit rule in C# version now but I haven't found any other posts regarding refit changes?

The function number: N/A
The complete error text: N/A
The window affected: Shipyards
What you were doing at the time: Attempting to refit a vessel
Things I've checked (not sure if all are required)

When I go into the Shipyard tab, I select the shipyard and have confirmed the Assigned class for said yard is the new design.  I select "Refit" for Task Type, it auto selects the old design in "Refit From" and new design in "Class", but "Ship Name" dropdown is empty.

Apologies for the wordy description, not enough posts to be able to add images yet.

Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Uncertain
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: A little shy of 75 years but I've done very little in game so far.  I have literally one ship, no other systems explored, and was mostly messing about with research.  Not touched Spacemaster mode at all.

Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 01:02:11 PM
Probably me being an idiot, but I can't seem to get my shipyard to refit a vessel.  Didn't have a problem with refits in VB6, and I appreciate there's a 20% refit rule in C# version now but I haven't found any other posts regarding refit changes?

The function number: N/A
The complete error text: N/A
The window affected: Shipyards
What you were doing at the time: Attempting to refit a vessel
Things I've checked (not sure if all are required)
  • Ship is Orbiting Earth (and shipyards are at Earth)
  • Ship has just completed an overhaul
  • Shipyard has slipways available
  • Shipyard has been refitted to the new class
  • Neither old nor new class are Prototype Class Designs
  • Old and new class designs are within 20% size of one another (9999 tons for old, 9997 tons for new)
  • New design is not obsolete

When I go into the Shipyard tab, I select the shipyard and have confirmed the Assigned class for said yard is the new design.  I select "Refit" for Task Type, it auto selects the old design in "Refit From" and new design in "Class", but "Ship Name" dropdown is empty.

Apologies for the wordy description, not enough posts to be able to add images yet.

Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Uncertain
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: A little shy of 75 years but I've done very little in game so far.  I have literally one ship, no other systems explored, and was mostly messing about with research.  Not touched Spacemaster mode at all.

It also needs the cost to be at most up to 20% divergance so if you have a very expensive ship and a very cheap ship it may not work, can you attach the DB and or images of the designs so we can have a better idea of what you mean, other than that I want to say many tanks for actually following the guidelines it makes my job much much easier and eventually steves.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Black on May 03, 2020, 01:06:54 PM
It seems the tech "Reduced-size Laser 0.75 Size / 4x Recharge" does not change laser size:

with Standard Laser Size and Recharge Rate:
Code: [Select]
Damage Output 3    Rate of Fire 5 seconds     Range Modifier 20 000
Max Range 60 000 km     Laser Size 3 HS  (150 tons)     Laser HTK 1
Power Requirement 3    Recharge Rate 3
Cost 10.4    Crew 9
Development Cost 350 RP

with Reduced-size Laser 0.75 Size / 4x Recharge:
Code: [Select]
Damage Output 3    Rate of Fire 20 seconds     Range Modifier 20 000
Max Range 60 000 km     Laser Size 3 HS  (150 tons)     Laser HTK 1
Power Requirement 3    Recharge Rate 0.75
Cost 7.8    Crew 9
Development Cost 350 RP

I am on 1.9.4. with dot as decimal separator and 0.75 lasers are 300 tons in comparison to full laser 400 tons.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 01:11:05 PM
This "bug" is confirmed as not an issue, at lower laser tech 10cm etc its a rounding and at higher its obviously working fine, as such I will not be sending this to confirmed bugs, also for future reference please again use the guidelines
Title: Re: v1.9.4 Potential Bugs Thread
Post by: smudge202 on May 03, 2020, 01:13:08 PM
Quote from: SpaceMarine link=topic=11231.  msg130397#msg130397 date=1588528931
It also needs the cost to be at most up to 20% divergance so if you have a very expensive ship and a very cheap ship it may not work, can you attach the DB and or images of the designs so we can have a better idea of what you mean, other than that I want to say many tanks for actually following the guidelines it makes my job much much easier and eventually steves.   

Ah, I guess the cost is the issue.   I didn't think I'd changed that much between designs but perhaps I did more upgrading than I realised.   Trying to work out which of these numbers you're referring to as cost.   If it's Build points old class is 1280.  3 vs 1531.  4 - my rookie maths puts the 1280 design at a max upgrade of around 1536, so 1531 should be ok? For completions sake I've attached a zip containing the db plus screenshots of the two class designs. 

EDIT in response to it not being a bug: I'm an idiot, thanks for spotting the damage.  Refits just fine after repair - I'll add "Ship is not damaged" to my refit checklist!

Thanks!
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 01:18:27 PM
Quote from: SpaceMarine link=topic=11231. msg130397#msg130397 date=1588528931
It also needs the cost to be at most up to 20% divergance so if you have a very expensive ship and a very cheap ship it may not work, can you attach the DB and or images of the designs so we can have a better idea of what you mean, other than that I want to say many tanks for actually following the guidelines it makes my job much much easier and eventually steves. 

Ah, I guess the cost is the issue.  I didn't think I'd changed that much between designs but perhaps I did more upgrading than I realised.  Trying to work out which of these numbers you're referring to as cost.  If it's Build points old class is 1280. 3 vs 1531. 4 - my rookie maths puts the 1280 design at a max upgrade of around 1536, so 1531 should be ok? For completions sake I've attached a zip containing the db plus screenshots of the two class designs.

Thanks!

Found the issue, your ship is damaged and as such cannot be refitted, thank you for the report. This is confirmed as not a bug.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Hastermain on May 03, 2020, 01:26:18 PM
error carried over from 1.9.3, didn't get a reply on the last post.

Context: first time I load a saved game (saved it every now and then while playing, closed the app one time, first time I reopen the game to play a saved game)

The function number: 1170, followed by a good number of 3056s and 3060s, followed by infinite (literally) 3056s

The complete error text:

at bootup, 1 window:
#1170: object cannot be converted from dbnull to other types

some time later, after booting up:
#3056: object reference not set to an instance of an object
#3060: object reference not set to an instance of an object

What you were doing at the time: loading the game

Conventional or TN start: TN

Random or Real Stars: Real Stars

Is your decimal separator a comma?: Period, thousands separator a comma

Is the bug is easy to reproduce, intermittent or a one-off? not sure
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: about 35 years

Installation: fresh install, 1.5.1 -> 1.9 -> 1.9.3, always deleting the files before extracting new ones
(updated to 1.9.4 and still have the same problem)
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 01:30:20 PM
error carried over from 1.9.3, didn't get a reply on the last post.

Context: first time I load a saved game (saved it every now and then while playing, closed the app one time, first time I reopen the game to play a saved game)

The function number: 1170, followed by a good number of 3056s and 3060s, followed by infinite (literally) 3056s

The complete error text:

at bootup, 1 window:
#1170: object cannot be converted from dbnull to other types

some time later, after booting up:
#3056: object reference not set to an instance of an object
#3060: object reference not set to an instance of an object

What you were doing at the time: loading the game

Conventional or TN start: TN

Random or Real Stars: Real Stars

Is your decimal separator a comma?: Period, thousands separator a comma

Is the bug is easy to reproduce, intermittent or a one-off? not sure
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: about 35 years

Installation: fresh install, 1.5.1 -> 1.9 -> 1.9.3, always deleting the files before extracting new ones
(updated to 1.9.4 and still have the same problem)

Thank you for the properly formatted report, I have downloaded the DB and confirmed the errors, I will be sending this to the confirmed thread, thank you for reporting it.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Caplin on May 03, 2020, 01:36:26 PM
V 1.9.4, running the Federated Nations game carried over from V1.9.3 and earlier, no error text.

The function number: None
The complete error text: None.
The window affected: Events log.
What you were doing at the time: Passing time.
Conventional or TN start: TN.
Random or Real Stars: Real stars.
Is your decimal separator a comma? No.
Is the bug is easy to reproduce, intermittent or a one-off? One-off.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well. Not long.

I'm confused by the event saying that one of my ships cannot carry out its refuel order as there is no suitable destination. Is the game trying to suggest that when I bring the ship back it won't be able to make it back to Sol?

Alternatively, maybe I'm misunderstanding the order. I'm unclear on the distinction between "Refuel at colony," and "refuel at colony Or."

DB attached.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 01:41:44 PM
V 1.9.4, running the Federated Nations game carried over from V1.9.3 and earlier, no error text.

I'm confused by the event saying that one of my ships cannot carry out its refuel order as there is no suitable destination. Is the game trying to suggest that when I bring the ship back it won't be able to make it back to Sol?

Alternatively, maybe I'm misunderstanding the order. I'm unclear on the distinction between "Refuel at colony," and "refuel at colony Or."

DB attached.

Please use the following guidelines when reporting a bug, otherwise your bug report will not be able to be fully dealt with. Also I downloaded the DB and went forward time and I had no issues, it has qued up move commands to go refuel.


When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well

Please edit your request and answer all of these as well as try to reproduce the issue.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Bughunter on May 03, 2020, 01:46:03 PM
Also I downloaded the DB and went forward time and I had no issues, it has qued up move commands to go refuel.

Just did the same and this looks like WAI. You just get the message once when the primary standing order condition is triggered and there is no colony to refuel at in the same system.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Caplin on May 03, 2020, 01:47:27 PM
OKay,

I gave the refuel orders manually. Should have specified that.

Is it still WAI? I wasn't aware that particular order only worked in one system
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 01:50:04 PM
OKay,

I gave the refuel orders manually. Should have specified that.

Is it still WAI? I wasn't aware that particular order only worked in one system

I did it manually to refuel at home system as well and had no issues, seems to be what my colleague above said. WAI, this is not a confirmed bug, thank you for the report and please format your reports properly next time, have a nice day!.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Bughunter on May 03, 2020, 01:51:24 PM
Order seems to work fine. I tried removing all current orders and they were recreated on the next increment without any message. Cannot say I'm 100% sure about the triggering as I haven't tested taking the ship above 40% and retriggering it, but in any case i cannot see any bug here so far.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Caplin on May 03, 2020, 01:58:48 PM
THanks. I'll chalk it up to weirdness and move on. :)
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Polestar on May 03, 2020, 02:00:24 PM
Would someone help check on the effect of commanders and admin HQs on the rate of grav surveys? Here are my notes:

Testing using several gravitational survey ships, each mounting one ordinary grav sensor (base rate: 1/hour), and one geosurvey ship, mounting one ordinary geo sensor.

Survey (and general) commands appear to affect geo-surveys normally. The commander on a ship contributes 50% of their bonus. The effect of the science officer has not been tested by me. The effects of commanders and admin support take effect immediately. Survey commands do indeed get a 2x range bonus.

Grav surveys are weird. I could not get the rate at which they operate to change by any mix of commanders or admin HQs. The rate stuck at 1.45/hour, and attempts to reset things by cancelling commands, waiting for the next gravsurvey site, or even removing the admin command entirely all failed to change this in the slightest.

Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 02:05:11 PM
Would someone help check on the effect of commanders and admin HQs on the rate of grav surveys? Here are my notes:

Testing using several gravitational survey ships, each mounting one ordinary grav sensor (base rate: 1/hour), and one geosurvey ship, mounting one ordinary geo sensor.

Survey (and general) commands appear to affect geo-surveys normally. The commander on a ship contributes 50% of their bonus. The effect of the science officer has not been tested by me. The effects of commanders and admin support take effect immediately. Survey commands do indeed get a 2x range bonus.

Grav surveys are weird. I could not get the rate at which they operate to change by any mix of commanders or admin HQs. The rate stuck at 1.45/hour, and attempts to reset things by cancelling commands, waiting for the next gravsurvey site, or even removing the admin command entirely all failed to change this in the slightest.

Again please follow the format and attach the database, this is more of a weirdness issue and less of a straightforward bug as such if you could follow the format and attach a database we can have a look. the guidelines are below please answer them and edit your post accordingly.


When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Resand on May 03, 2020, 02:09:06 PM
I first noticed this in previous version. Tested again now with fresh DB
Old bug post: http://aurora2.pentarch.org/index.php?topic=11173.msg130296#msg130296

The function number: N/A
The complete error text: N/A
The window affected Naval Org. Ship overview on Supply ship
What you were doing at the time:
 Added 20% Underway replenishment tech and spawned a supply ship and a tanker with SM. Both in same fleet. Set them going. Originally range for Supply ship was 98,4b km, which both fleet view and design agree upon. After 30 day of flying it was 94.35b km.
Tanker should have been able to refill the tank several times over during that 30 day period. As it has 50 000L transfer rate. Over 30 days it should be able to fill about 7m liters of fuel, assuming 20% effect due to tech mention earlier. Both ships have used about 20 000L during this time, so close to no refueling have been done.

Telling them to stop for an hour and Supply ship is refueled fine.
Tanker is set to "Refuel own fleet"

Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? easy


Supply ship "resupply own fleet" setting reverting to "no auto resupply" after reload should also be shown in this DB. As the ship was set to resupply own fleet when DB was uploaded.
Original bug report: http://aurora2.pentarch.org/index.php?topic=11173.msg130306#msg130306
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 02:17:43 PM
I first noticed this in previous version. Tested again now with fresh DB
Old bug post: http://aurora2.pentarch.org/index.php?topic=11173.msg130296#msg130296

The function number: N/A
The complete error text: N/A
The window affected Naval Org. Ship overview on Supply ship
What you were doing at the time:
 Added 20% Underway replenishment tech and spawned a supply ship and a tanker with SM. Both in same fleet. Set them going. Originally range for Supply ship was 98,4b km, which both fleet view and design agree upon. After 30 day of flying it was 94.35b km.
Tanker should have been able to refill the tank several times over during that 30 day period. As it has 50 000L transfer rate. Over 30 days it should be able to fill about 7m liters of fuel, assuming 20% effect due to tech mention earlier. Both ships have used about 20 000L during this time, so close to no refueling have been done.

Telling them to stop for an hour and Supply ship is refueled fine.
Tanker is set to "Refuel own fleet"

Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? easy


Supply ship "resupply own fleet" setting reverting to "no auto resupply" after reload should also be shown in this DB. As the ship was set to resupply own fleet when DB was uploaded.
Original bug report: http://aurora2.pentarch.org/index.php?topic=11173.msg130306#msg130306

Thank you for following the format properly, I have looked at the DB and have forwarded time, it appears that they are not refuelling properly while underway, even with just 20% rate replenishment it wont work, as such I will be moving this to confirmed. Thank you, have a nice day.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Resand on May 03, 2020, 02:19:12 PM
Would someone help check on the effect of commanders and admin HQs on the rate of grav surveys? Here are my notes:

Testing using several gravitational survey ships, each mounting one ordinary grav sensor (base rate: 1/hour), and one geosurvey ship, mounting one ordinary geo sensor.

Survey (and general) commands appear to affect geo-surveys normally. The commander on a ship contributes 50% of their bonus. The effect of the science officer has not been tested by me. The effects of commanders and admin support take effect immediately. Survey commands do indeed get a 2x range bonus.

Grav surveys are weird. I could not get the rate at which they operate to change by any mix of commanders or admin HQs. The rate stuck at 1.45/hour, and attempts to reset things by cancelling commands, waiting for the next gravsurvey site, or even removing the admin command entirely all failed to change this in the slightest.

Not quite following you here. Steve said that Admin command bonuses are not showing up on fleet view. I just check myself now and saw no difference in fleet view Survey points depending on admin command structure. Where are you seeing the grav/geo difference?
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Iceranger on May 03, 2020, 02:21:16 PM
Tested in 1.9.4, dot as decimal point as usual.

The requirement for secondary officers (chief engineers, CIC officer and such) seems to be very restrictive (limited to 1 rank).

This is the naval ranks I have (game default):
(https://cdn.discordapp.com/attachments/402321466839793664/706583404757647370/unknown.png)

This is the ship in question, before 'Senior C.O.' is checked:
Code: [Select]
Aachen class Destroyer      36,000 tons       1,025 Crew       16,155.2 BP       TCS 720    TH 14,400    EM 0
20000 km/s      Armour 6-97       Shields 0-0       HTK 208      Sensors 0/0/0/0      DCR 62      PPV 121.48
Maint Life 2.15 Years     MSP 8,975    AFR 324%    IFR 4.5%    1YR 2,594    5YR 38,903    Max Repair 3000 MSP
Magazine 865.6   
Captain    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

A vice admiral is assigned to the ship as its commanding officer. Tested with rear admiral/captain as commanding officers too.

In this case, the ranks of officers allowed to take the tactical officer's role is only the lieutenant commanders:
(https://media.discordapp.net/attachments/402321466839793664/706578395294859335/unknown.png)

Nothing else between lieutenant commanders and captains work.

If 'Senior C.O.' on the ship design screen is checked, the min rank for the commanding officer changes to Commodore:
Code: [Select]
Aachen class Destroyer      36,000 tons       1,025 Crew       16,155.2 BP       TCS 720    TH 14,400    EM 0
20000 km/s      Armour 6-97       Shields 0-0       HTK 208      Sensors 0/0/0/0      DCR 62      PPV 121.48
Maint Life 2.15 Years     MSP 8,975    AFR 324%    IFR 4.5%    1YR 2,594    5YR 38,903    Max Repair 3000 MSP
Magazine 865.6   
Commodore    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

In this case, only commanders are allowed in tactical officer's position. Nothing below (expected), nothing above.
(https://media.discordapp.net/attachments/402321466839793664/706585942957228132/unknown.png)

It seems so far only 1 exact rank can be assigned as secondary officers in both cases ('Senior C.O.' checked or not). Not sure if it is intended, or a bug.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 02:23:10 PM
Tested in 1.9.4, dot as decimal point as usual.

The requirement for secondary officers (chief engineers, CIC officer and such) seems to be very restrictive (limited to 1 rank).

This is the naval ranks I have (game default):
(https://cdn.discordapp.com/attachments/402321466839793664/706583404757647370/unknown.png)

This is the ship in question, before 'Senior C.O.' is checked:
Code: [Select]
Aachen class Destroyer      36,000 tons       1,025 Crew       16,155.2 BP       TCS 720    TH 14,400    EM 0
20000 km/s      Armour 6-97       Shields 0-0       HTK 208      Sensors 0/0/0/0      DCR 62      PPV 121.48
Maint Life 2.15 Years     MSP 8,975    AFR 324%    IFR 4.5%    1YR 2,594    5YR 38,903    Max Repair 3000 MSP
Magazine 865.6   
Captain    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

A vice admiral is assigned to the ship as its commanding officer. Tested with rear admiral/captain as commanding officers too.

In this case, the ranks of officers allowed to take the tactical officer's role is only the lieutenant commanders:
(https://media.discordapp.net/attachments/402321466839793664/706578395294859335/unknown.png)

Nothing else between lieutenant commanders and captains work.

If 'Senior C.O.' on the ship design screen is checked, the min rank for the commanding officer changes to Commodore:
Code: [Select]
Aachen class Destroyer      36,000 tons       1,025 Crew       16,155.2 BP       TCS 720    TH 14,400    EM 0
20000 km/s      Armour 6-97       Shields 0-0       HTK 208      Sensors 0/0/0/0      DCR 62      PPV 121.48
Maint Life 2.15 Years     MSP 8,975    AFR 324%    IFR 4.5%    1YR 2,594    5YR 38,903    Max Repair 3000 MSP
Magazine 865.6   
Commodore    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

In this case, only commanders are allowed in tactical officer's position. Nothing below (expected), nothing above.
(https://media.discordapp.net/attachments/402321466839793664/706585942957228132/unknown.png)

It seems so far only 1 exact rank can be assigned as secondary officers in both cases ('Senior C.O.' checked or not). Not sure if it is intended, or a bug.

Thank you for answering the guidelines, after reading through it and also the mechanics and trying to reproduce myself which has been successful, I have decided to move this to confirmed, it appears something is wrong here, but it could be down to a bug or just not clear mechanic changes that people dont understand either way something is wrong here and I will be moving this, thank you.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Inglonias on May 03, 2020, 02:53:18 PM
Not sure if this is working as intended or not, but it appears that maintenance facilities that are still under construction will still contribute to the total maintenance capacity of a planet.

I'm attaching a database where such a thing is happening, on the planet Marie in the Curie system.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Resand on May 03, 2020, 03:00:55 PM
Not sure if this is working as intended or not, but it appears that maintenance facilities that are still under construction will still contribute to the total maintenance capacity of a planet.

I'm attaching a database where such a thing is happening, on the planet Marie in the Curie system.

It's WAI. You're not gaining capacity, you are losing some due to "unrest" Political stab is at 97.59%
With 8 facilities you should have 12800 with current tech, not 12 492
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Inglonias on May 03, 2020, 03:09:53 PM
Not sure if this is working as intended or not, but it appears that maintenance facilities that are still under construction will still contribute to the total maintenance capacity of a planet.

I'm attaching a database where such a thing is happening, on the planet Marie in the Curie system.

It's WAI. You're not gaining capacity, you are losing some due to "unrest" Political stab is at 97.59%
With 8 facilities you should have 12800 with current tech, not 12 492

Right. Forgot about stability. Sorry!
Title: Re: v1.9.4 Potential Bugs Thread
Post by: serger on May 03, 2020, 03:27:08 PM
Fleet, that shipyards have to use for newbuilt ships, is always first fleet by alpha sorting order, instead of what you set manually.

The function number -
The complete error text -
The window affected Economics (Shipyards)
What you were doing at the time Building ships
Conventional or TN start TN
Random or Real Stars Real
Is your decimal separator a comma? No, period
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Black on May 03, 2020, 03:28:32 PM
The function number: no error
The complete error text: no error
The window affected: Naval Organization and Shipyard Tasks (Economics)
What you were doing at the time: renaming ships
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: period
Is the bug is easy to reproduce, intermittent or a one-off?: easy to reproduce

It is small issue with renaming ships. If I select Prefix for ship naming in Class Design - Miscellaneous, you get correctly named ship build by shipyards. But if you decide to later rename the ship in Naval Organization window with Select Name button, you get the new name but without the prefix. Same issue in Shipyard Tasks window, if you start construction and later decide to use Select Name button to rename the ship, you will get name without prefix.

So for example HMS Belfast will become just Belfast if renamed in this way.

Not sure if bug, oversight or WAI.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpaceMarine on May 03, 2020, 03:33:23 PM
The function number: no error
The complete error text: no error
The window affected: Naval Organization and Shipyard Tasks (Economics)
What you were doing at the time: renaming ships
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: period
Is the bug is easy to reproduce, intermittent or a one-off?: easy to reproduce

It is small issue with renaming ships. If I select Prefix for ship naming in Class Design - Miscellaneous, you get correctly named ship build by shipyards. But if you decide to later rename the ship in Naval Organization window with Select Name button, you get the new name but without the prefix. Same issue in Shipyard Tasks window, if you start construction and later decide to use Select Name button to rename the ship, you will get name without prefix.

So for example HMS Belfast will become just Belfast if renamed in this way.

Not sure if bug, oversight or WAI.

Seems more like a small oversight rather than a Bug but I will pass it along in the morning or if another mod wants to do it they can.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Nori on May 03, 2020, 03:38:47 PM
Fleet, that shipyards have to use for newbuilt ships, is always first fleet by alpha sorting order, instead of what you set manually.

The function number -
The complete error text -
The window affected Economics (Shipyards)
What you were doing at the time Building ships
Conventional or TN start TN
Random or Real Stars Real
Is your decimal separator a comma? No, period
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce
I'm a bit confused by what you are saying. Are you saying that if you select "fleet A" for the shipyard task that it doesn't actually place into that fleet? Or that the shipyard doesn't remember what fleet it was previously assigned?
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Black on May 03, 2020, 03:47:02 PM
Fleet, that shipyards have to use for newbuilt ships, is always first fleet by alpha sorting order, instead of what you set manually.

The function number -
The complete error text -
The window affected Economics (Shipyards)
What you were doing at the time Building ships
Conventional or TN start TN
Random or Real Stars Real
Is your decimal separator a comma? No, period
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce
I'm a bit confused by what you are saying. Are you saying that if you select "fleet A" for the shipyard task that it doesn't actually place into that fleet? Or that the shipyard doesn't remember what fleet it was previously assigned?

I believe he means that when you select fleet for shipyard construction in Shipyards (Economics tab) it is not remembered when you close and open the window again. It always reset to alphabetically first fleet you have.

So you want to build one ship and assign it to flee B, you do it and it starts construction of ship that will be but in fleet B when done. Now when you close the window and open it again it switches to fleet A for new constructions because it is first alphabetically even when you previously told the shipyard that you want to place produced ships in fleet B.

Edit: I think in VB6 it remembered the shipyard you selected, but I am not completely sure.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Chrisianak on May 03, 2020, 04:08:56 PM
1.  Civilian colony ships do not respect max body population.  Will cause overcrowding if you don't manually set to source or stable.
2.  Orbital Habitats will likewise continue to grow even when max pop+hab capacity<pop, causing overcrowding.
3.  Civilian fleets show up in instant build drop-down for ship classes.

The function number-N/A
The complete error text-N/A
The window affected-N/A
What you were doing at the time - Testing population and civilian trading mechanics.  LG infrastructure is now traded, yay!
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - 1,000.00
Is the bug is easy to reproduce, intermittent or a one-off? Reproducible
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - less than 75
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Garfunkel on May 03, 2020, 04:09:42 PM
Fleet, that shipyards have to use for newbuilt ships, is always first fleet by alpha sorting order, instead of what you set manually.

The function number -
The complete error text -
The window affected Economics (Shipyards)
What you were doing at the time Building ships
Conventional or TN start TN
Random or Real Stars Real
Is your decimal separator a comma? No, period
Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce
I'm a bit confused by what you are saying. Are you saying that if you select "fleet A" for the shipyard task that it doesn't actually place into that fleet? Or that the shipyard doesn't remember what fleet it was previously assigned?

I believe he means that when you select fleet for shipyard construction in Shipyards (Economics tab) it is not remembered when you close and open the window again. It always reset to alphabetically first fleet you have.

So you want to build one ship and assign it to flee B, you do it and it starts construction of ship that will be but in fleet B when done. Now when you close the window and open it again it switches to fleet A for new constructions because it is first alphabetically even when you previously told the shipyard that you want to place produced ships in fleet B.

Edit: I think in VB6 it remembered the shipyard you selected, but I am not completely sure.


You have to press "default fleet" button to make it remember which fleet to use by default:

(https://i.imgur.com/8msqRqc.png)

I just tested and the button works as it should in 1.9.4
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Nori on May 03, 2020, 04:14:08 PM
Was gonna say what Garfunkel said. I thought that might be the issue as it will just reset if you don't use default fleet.

1.  Civilian colony ships do not respect max body population.  Will cause overcrowding if you don't manually set to source or stable.
2.  Orbital Habitats will likewise continue to grow even when max pop+hab capacity<pop, causing overcrowding.
3.  Civilian fleets show up in instant build drop-down for ship classes.

The function number-N/A
The complete error text-N/A
The window affected-N/A
What you were doing at the time - Testing population and civilian trading mechanics.  LG infrastructure is now traded, yay!
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - 1,000.00
Is the bug is easy to reproduce, intermittent or a one-off? Reproducible
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - less than 75
As far as I'm aware this is WAI. They will respect your wishes if you go to the Economics-Civilian Economy tab and put the colony as Stable.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Garfunkel on May 03, 2020, 04:16:28 PM
Civilian shipping lines should not be bringing colonists to Orbital Habitats.

Civilian shipping lines should not be bringing colonists to a colony if there isn't enough infrastructure on it to house them.

However, max body pop was never specified by Steve - this might be an oversight.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Resand on May 03, 2020, 04:24:13 PM
The function number: N/A
The complete error text: N/A
The window affected: Naval Org
What you were doing at the time: Loaded up 1.92 game on the 1.94 patch. All sub-fleets in the fleets are moved up under the main fleet. So sub-fleet hierarchy isn't saved.
See screenshot for how 1st fleet was organized, then compare to how it looks in DB now  :(
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? easy
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Chrisianak on May 03, 2020, 05:10:37 PM
Was gonna say what Garfunkel said. I thought that might be the issue as it will just reset if you don't use default fleet.

1.  Civilian colony ships do not respect max body population.  Will cause overcrowding if you don't manually set to source or stable.
2.  Orbital Habitats will likewise continue to grow even when max pop+hab capacity<pop, causing overcrowding.
3.  Civilian fleets show up in instant build drop-down for ship classes.

The function number-N/A
The complete error text-N/A
The window affected-N/A
What you were doing at the time - Testing population and civilian trading mechanics.  LG infrastructure is now traded, yay!
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - 1,000.00
Is the bug is easy to reproduce, intermittent or a one-off? Reproducible
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - less than 75
As far as I'm aware this is WAI. They will respect your wishes if you go to the Economics-Civilian Economy tab and put the colony as Stable.

Sorry I wasn't clear.  These are three separate issues. 
1.  Civilian shipping ignoring max body pop may be WAI, requiring you to manually turn off colonist transfer.  Can catch people by surprise when overcrowding penalties start to accrue.  Might cause confusion with the two separate sources of overcrowding (infra and max pop)
2.  Separately from the above, natural population growth in a colony with orbital habitats will cause overcrowding.
3.   Completely separate thing that I noticed when spawning in the Orbital Hab, Civilian fleets show up in instant build drop-down for ship classes.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Cosinus on May 03, 2020, 06:43:00 PM
Missile launchers with 0.4x size/20x reload rate have significantly less crew requirement than missile launchers with 0.3x size/100x reload rate.
The crew requirement of missile launchers increases with increasing size (This makes sense). Missile launchers with the above specifications seem to be an exception to this rule (this is very likely a bug)

The window affected: Components design
What you were doing at the time: Designing a missile launcher
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Trivial. Choose a larger missile size for greater effect.
The rest: N/A
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Polestar on May 03, 2020, 06:44:42 PM
Would someone help check on the effect of commanders and admin HQs on the rate of grav surveys? Here are my notes:

Testing using several gravitational survey ships, each mounting one ordinary grav sensor (base rate: 1/hour), and one geosurvey ship, mounting one ordinary geo sensor.

Survey (and general) commands appear to affect geo-surveys normally. The commander on a ship contributes 50% of their bonus. The effect of the science officer has not been tested by me. The effects of commanders and admin support take effect immediately. Survey commands do indeed get a 2x range bonus.

Grav surveys are weird. I could not get the rate at which they operate to change by any mix of commanders or admin HQs. The rate stuck at 1.45/hour, and attempts to reset things by cancelling commands, waiting for the next gravsurvey site, or even removing the admin command entirely all failed to change this in the slightest.

Not quite following you here. Steve said that Admin command bonuses are not showing up on fleet view. I just check myself now and saw no difference in fleet view Survey points depending on admin command structure. Where are you seeing the grav/geo difference?
I am seeing the admin and commander bonuses show up as expected in the rate at which bodies are surveyed. I am NOT seeing them show up in the rate at which grav survey points are surveyed.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: QuakeIV on May 03, 2020, 07:10:38 PM
The function number: 1690
The complete error text:
1.9.4 Function #1690: Value to add was out of range.

Parameter name: value
The window affected: Main window
What you were doing at the time: Being bombed to death (i strongly suspect this is related to my political modifier being reduced as it started around then)
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: It is happening every increment for me
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 45 year campaign so far (year is 2060)

I am using custom portraits, so I stowed my whole game here:
http://www.mediafire.com/file/85l7jm7youh31hf/aurora_c%2523_1.94.zip/file

Additional note: This save was brought forward from 1.93
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: rekrats on May 03, 2020, 07:14:24 PM
The function number: -
The complete error text: -
The window affected: Info taken from the class designer
What you were doing at the time: -
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma?: decimal
Is the bug is easy to reproduce, intermittent or a one-off?: not sure
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 90 years


Encountered a strange effect in 1. 9. 3 and 1. 9. 4
Ships of civilian shipping lines are getting slower, but more efficient and cheaper with tech progression.        Seems civilian ships are always the minimal engine power with each tech, which results in
ships with almost no fuel requirement but the overall engine tech cant keep up.     
Would be better if they get faster with tech progression as 40. 000 or 20. 000 fuel is not that big of thing.       

Schult Huge F6 class Freighter      159 482 tons       375 Crew       1 950 BP       TCS 3 190    TH 4 800    EM 0
1504 km/s      Armour 1-261       Shields 0-0       HTK 98      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 7    Max Repair 120 MSP
Cargo 125 000    Cargo Shuttle Multiplier 20   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Schult P480.        0 Civilian Drive (10)    Power 4800    Fuel Use 3. 61%    Signature 480    Explosion 5%
Fuel Capacity 750 000 Litres    Range 23.        4 billion km (180 days at full power)
-------------------------------------------------------------------------------------------------------------------------------------
Schult Huge F7 class Freighter      178 718 tons       275 Crew       1 125.        8 BP       TCS 3 574    TH 4 000    EM 0
1119 km/s      Armour 1-282       Shields 0-0       HTK 118      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 3    Max Repair 50 MSP
Cargo 125 000    Cargo Shuttle Multiplier 20   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Schult P400.        0 Civilian Drive (10)    Power 4000    Fuel Use 0. 23%    Signature 400    Explosion 2%
Fuel Capacity 40 000 Litres    Range 17.        8 billion km (184 days at full power)
-------------------------------------------------------------------------------------------------------------------------------------
Schult Huge F8 class Freighter      178 386 tons       225 Crew       990.        1 BP       TCS 3 568    TH 3 750    EM 0
1051 km/s      Armour 1-282       Shields 0-0       HTK 117      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 3    Max Repair 50 MSP
Cargo 125 000    Cargo Shuttle Multiplier 20   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Schult P375.        00 Civilian Drive (10)    Power 3750    Fuel Use 0.  08%    Signature 375    Explosion 1%
Fuel Capacity 20 000 Litres    Range 24.  4 billion km (268 days at full power)
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Inglonias on May 03, 2020, 07:26:18 PM
The function number: 1690
The complete error text:
1.9.4 Function #1690: Value to add was out of range.

Parameter name: value
The window affected: Main window
What you were doing at the time: Being bombed to death (i strongly suspect this is related to my political modifier being reduced as it started around then)
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: It is happening every increment for me
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 45 year campaign so far (year is 2060)

I am using custom portraits, so I stowed my whole game here:
http://www.mediafire.com/file/85l7jm7youh31hf/aurora_c%2523_1.94.zip/file

Additional note: This save was brought forward from 1.93

I downloaded your save to see what the hell was going on and I can't figure out what you're trying to go for here. Also, something is seriously wrong with Earth just looking at its colony summary.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: QuakeIV on May 03, 2020, 07:34:13 PM
The function number: 1690
The complete error text:
1.9.4 Function #1690: Value to add was out of range.

Parameter name: value
The window affected: Main window
What you were doing at the time: Being bombed to death (i strongly suspect this is related to my political modifier being reduced as it started around then)
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: It is happening every increment for me
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 45 year campaign so far (year is 2060)

I am using custom portraits, so I stowed my whole game here:
http://www.mediafire.com/file/85l7jm7youh31hf/aurora_c%2523_1.94.zip/file

Additional note: This save was brought forward from 1.93

I downloaded your save to see what the hell was going on and I can't figure out what you're trying to go for here. Also, something is seriously wrong with Earth just looking at its colony summary.

Well as mentioned I am being bombed to death...
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Exultant on May 03, 2020, 08:43:26 PM
Edit: I have screenshots embedded in my post, but the forums are adding a space after the .in the URL and they're not showing. Until I figure out how to fix this, here is the link to the imgur album.  https://imgur.com/a/nR0CElt The screenshots are uploaded in order that I discuss them, and I'll reference them in text. If a mod can fix the img code for me through a message edit please go ahead and do so. 

I have a series of catastrophic bugs in ground combat. I'll provide the requested information here, but a much more detailed walkthrough below:


The function numbers
(all prefaced with 1.9.4) 2712, 1810, 327, 1821, 2868 (This last one is elusive, but the most verbose)

The complete error texts (For 2712, 1810, 327) The object reference not set to an instance of an object.(For 1821) Attempted to divide by zero (For 2868) "Index was out of range.  Must be non-negative and less than the size of the collection.  Parameter name: Index"

The window affected Global

What you were doing at the time Invading NPR Homeworld in NN 3819

Conventional or TN start TN

Random or Real Stars Real

Is your decimal separator a comma? Natively a period

Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce.  See below

If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well 45 years, started in 1. 9. 0, migrated to . 3 and now . 4. 

Detailed Explanation

I saved the game immediately after this throwing the error.  I had (I believe) one successful round of ground combat before the errors began, but the fallout can be seen from the get-go. 

First, when loading the game, switch the view to NN 3819.  The fun is around the first planet in the system. 

You should see a ton of wrecks of the "Sheean" class around the first planet.  If you turn off the wrecks so the lifepods are visible, the first indication that something is wrong appears

(https://i.imgur.com/ZVEPsvn.png) Screenshot 1

Despite there being a ton of wrecks of my fighters in orbit, I've only lost 2 fighters, but they seem to have exploded multiple times, leaving identical copies of wrecks and lifepods.  I've only actually lost fighter 005 and 002.  Looking at the naval organization screen proves this:

(https://i.imgur.com/aMIeup8.png) Screenshot 2

As you can see, the only ship numbers I'm missing are 2 and 5, and you can see that, for some reason, the game has created empty fleets for them - this seems to be due to the engine being hit, the speed dropping and ship detaching, prior to the game calculating that we've reached HTK and the fighter is dead.  Below is a clip from the events window detailing the death of Sheean 012. 

(https://i.imgur.com/JUyrIMr.png) Screenshot 3

Advancing time by 8 hours to the next ground combat phase will give the following errors in some random combination of times: 1810, 370.  Also, Sheean 001 is usually the next to explode multiple times. 

Additional advancements generally also include error 2712, in addition to 1810 and 370. 

Also, generally within the first or second advancement of 8 hours, one of the events will be that we've conquered a population on Mars.  This is unrelated to the Ground Combat bugs, but it is a bug that's been running for several in-game years: You can see the results on the Colony Summary window:

(https://i.imgur.com/nRatxE3.png) Screenshot 4

Several years ago the NPR tried to land troops on Mars and I defeated the fleet in orbit.  Ever since that point, every 6 months or so the NPR creates a new colony on Mars and my lone garrison immediately conquers it.  This is without the NPR having any fleet to speak of (I've been pruning them for a few years as I built an army).  No error messages are shown, so I can't give any more details as to why this occurs. 

Back to ground combat fun:

The elusive error that only shows up once or twice randomly (and which I had to reload the save many times to finally catch) is "Error 2686 Index was out of range.  Must be non-negative and less than the size of the collection.  Parameter name: Index. " I cannot consistently recreate this one, but advancing time enough will cause it to appear once or twice in the pile of error popups. 


Ground Combat fun ends approximately 14 days after the start date of this save-file, just before the life pods expire.  The game will throw error 1821 Attempted to divide by zero and all further ground combat breaks.  When this happens, I stop getting any combat reports other than estimations of enemy composition, medal awards for destroyed tonnage (which I set up) and formation breakthroughs.  The game still seems to think that I'm destroying significant amounts of enemies due to the medal awards at 5k, 10k and 25k tonnage destroyed, and the sensors in orbit detect tiny tiny changes to the ground force strength (generally 100t at a time).  I will stop losing troops, however. 

You can force the divide by zero error to happen sooner by moving supply elements from my reserve battalion (242nd Battalion HQ) into the top level of the 4 divisions (2 inf, 2 armored) so that the sub formations can resupply.  When this happens, on the next 8h time advancement divide by zero occurs, and ground combat effectively breaks. 

(https://i.imgur.com/w7ChV1i.png) Screenshot 5
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Ironclad Mouse on May 03, 2020, 09:41:09 PM
Quote from: Exultant link=topic=11231. msg130501#msg130501 date=1588556606
Edit: I have screenshots embedded in my post, but the forums are adding a space after the .     in the URL and they're not showing.    Until I figure out how to fix this, here is the link to the imgur album.    https://imgur.   com/a/nR0CElt The screenshots are uploaded in order that I discuss them, and I'll reference them in text.    If a mod can fix the img code for me through a message edit please go ahead and do so. 

Just to let you know, that's because you have less than a certain amount of posts, I forget what the number is, I think it's ten posts, but once you get that many posts it'll stop doing that
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Ironclad Mouse on May 03, 2020, 09:43:29 PM
V. 1.9.4, checked Misc. tab to be sure
Function number:N/a
Error Text:N/a
Window Effected:Tricky to answer, but I guess the main screen
What you were doing:Surveying starting system
Start:Conventional, Spacemaster race, Spacemaster System
Stars:Random
Decimal Separator: "."
Easy, Intermittent, or one off: Easy to reproduce
Campaign Length: 21 years
I was surveying my starting system with auto-turns on and left to get a drink, when I came back I saw there had been an interrupt, so I checked what it was, it was research but under it there was a message under it saying my survey ship had insufficient crew quarters, so I checked the event logs and sure enough some turns back it had suffered a maintenance failure, but the game turns had not stopped. If that research hadn't of happened it seems I could've lost a ship just because I was thirsty
The game this happened in is named "Desert" species "Davonians" and the ship is the "Essex"
Reproduction steps: 1)Build military classed ship
2) Allow it to run out of supplies
3) Continue passing time with auto-turns on
4) Hope ship doesn't explode when you look away from it for a moment
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Exultant on May 03, 2020, 11:14:03 PM
Thanks Ironclad Mouse.  I'll edit the post for readability once my post count gets higher. 

In the meantime, I was only able to attach 3 screenshots with the databases, but I have 5 screenshots on the imgur album, so thread mods, please follow the link instead of opening attachments. 
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: bankshot on May 03, 2020, 11:56:39 PM
SM mode random ruins:  when repeatedly hitting "random ruin" in an attempt to get a particular ruin type the Alien Installation type locks.  The installation remains present even when selecting "random ruin" again to delete the ruin.  And the installation does not appear to change. If you get say Ground 50% installation that is permanent even when you repeatedly re-roll the ruin.  This is different than the behavior in 1.5.1 where the installation was also deleted upon deletion of the ruin. 

Minor display bug: the ruin text does not update after deletion, you have to close and re-open the window to see that is deleted.  The text will update with the new ruin type if you reroll the ruin again.


Version: 1.9.4

The function number: no error
The complete error text: N/A
The window affected: System Generation and display
What you were doing at the time: Repeatedly pressing "random ruin" in SM mode
Conventional or TN start: TN
Random or Real Stars: read
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? easy
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: TMaekler on May 04, 2020, 12:51:50 AM
Reported in 1.9.3, still there in 1.9.4:

Some DSTS circles are displayed twice around a system like this:
https://drive.google.com/open?id=1eyTh6bn5dYd55jOulg-I5SiwnKUAAtX6 (https://drive.google.com/open?id=1eyTh6bn5dYd55jOulg-I5SiwnKUAAtX6)


Here is the DB:
https://drive.google.com/open?id=1ZGu9d3CmE4behsnqwmX7kQQk38RTsdHI (https://drive.google.com/open?id=1ZGu9d3CmE4behsnqwmX7kQQk38RTsdHI)

There are two bodies cery close to each other, Pandora & Daphne. But only one of them has DSTS (Daphne).
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Demonius on May 04, 2020, 01:59:20 AM
1.9.4, started in 1.9.0, 21 years into the Campaign.

Possible civilian pathfinding bug, no error message.

Looking at the JP1 from Sol to Alpha Centauri, theres 3 civilian SLs doing a merry go round around the jumppoint.

Advancing time by below 3hrs shows the currently active Liner just sitting at the Jumppoint indefinitely doing nothing.
Advancing time by 3 hrs or more makes the ships continually exchange position on this or the far side of the JP.
Ships affected: SL Dong L4 002, SL Briseno L5 002, SL Winborn L4 011

All other FT/CS of all the shipping lines ships seem to work normally.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: serger on May 04, 2020, 02:32:34 AM
You have to press "default fleet" button to make it remember which fleet to use by default:

(https://i.imgur.com/8msqRqc.png)

I just tested and the button works as it should in 1.9.4

Yep, I missed this button somehow, thank you!
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 04, 2020, 02:44:17 AM
Reported in 1.9.3, still there in 1.9.4:

Some DSTS circles are displayed twice around a system like this:
https://drive.google.com/open?id=1eyTh6bn5dYd55jOulg-I5SiwnKUAAtX6 (https://drive.google.com/open?id=1eyTh6bn5dYd55jOulg-I5SiwnKUAAtX6)


Here is the DB:
https://drive.google.com/open?id=1ZGu9d3CmE4behsnqwmX7kQQk38RTsdHI (https://drive.google.com/open?id=1ZGu9d3CmE4behsnqwmX7kQQk38RTsdHI)

There are two bodies cery close to each other, Pandora & Daphne. But only one of them has DSTS (Daphne).

Thank you for the report, I have entered the DB and determined that the bug does indeed exist and is confirmed, I will be moving this over to confirmed bugs thank you.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 04, 2020, 02:50:06 AM
SM mode random ruins:  when repeatedly hitting "random ruin" in an attempt to get a particular ruin type the Alien Installation type locks.  The installation remains present even when selecting "random ruin" again to delete the ruin.  And the installation does not appear to change. If you get say Ground 50% installation that is permanent even when you repeatedly re-roll the ruin.  This is different than the behavior in 1.5.1 where the installation was also deleted upon deletion of the ruin. 

Minor display bug: the ruin text does not update after deletion, you have to close and re-open the window to see that is deleted.  The text will update with the new ruin type if you reroll the ruin again.


Version: 1.9.4

The function number: no error
The complete error text: N/A
The window affected: System Generation and display
What you were doing at the time: Repeatedly pressing "random ruin" in SM mode
Conventional or TN start: TN
Random or Real Stars: read
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? easy

Thank you for following the formatting, I have confirmed that you are not able to delete the ruins and also the bonus stays the same, though the installation does appear to change, either way this is a bug of somekind and will be logged in confirmed, thank you for the report.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 04, 2020, 02:56:34 AM
1.9.4, started in 1.9.0, 21 years into the Campaign.

Possible civilian pathfinding bug, no error message.

Looking at the JP1 from Sol to Alpha Centauri, theres 3 civilian SLs doing a merry go round around the jumppoint.

Advancing time by below 3hrs shows the currently active Liner just sitting at the Jumppoint indefinitely doing nothing.
Advancing time by 3 hrs or more makes the ships continually exchange position on this or the far side of the JP.
Ships affected: SL Dong L4 002, SL Briseno L5 002, SL Winborn L4 011

All other FT/CS of all the shipping lines ships seem to work normally.

Thank you for the report, I have been able to confirm this and I will be moving it to the confirmed thread, let me know if you get any more bugs to report :)
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 04, 2020, 03:09:41 AM
V. 1.9.4, checked Misc. tab to be sure
Function number:N/a
Error Text:N/a
Window Effected:Tricky to answer, but I guess the main screen
What you were doing:Surveying starting system
Start:Conventional, Spacemaster race, Spacemaster System
Stars:Random
Decimal Separator: "."
Easy, Intermittent, or one off: Easy to reproduce
Campaign Length: 21 years
I was surveying my starting system with auto-turns on and left to get a drink, when I came back I saw there had been an interrupt, so I checked what it was, it was research but under it there was a message under it saying my survey ship had insufficient crew quarters, so I checked the event logs and sure enough some turns back it had suffered a maintenance failure, but the game turns had not stopped. If that research hadn't of happened it seems I could've lost a ship just because I was thirsty
The game this happened in is named "Desert" species "Davonians" and the ship is the "Essex"
Reproduction steps: 1)Build military classed ship
2) Allow it to run out of supplies
3) Continue passing time with auto-turns on
4) Hope ship doesn't explode when you look away from it for a moment

First thank you for providing a detailed report, second I have looked in the DB and can confirm that for some reason you are not getting an interrupt when losing components onboard the ship or suffering any kind of maintenance failure, while suffering a maintenance failure that gets repaired and that not interrupting is fine, when you cant repair the maintenance failure it should give some kind of an interrupt, either way I will be sending this to confirmed bug, we will see what steve says.

P.S your deployment time on your ship design was 3 months, might wanna fix that for a survey craft.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Demakustus on May 04, 2020, 03:15:38 AM
The function number - (both prefaced with 1. 9. 4) 2608, 1838
The complete error text - A reference to an object was not set to an instance of an object (both functions)
The window affected - Ground Forces -> Unit Class Design tab
What you were doing at the time - Trying to design an STO, without any Active Grav Sensor Strength tech
Conventional or TN start - Conventional only
Random or Real Stars - Real Stars, but it shouldn't matter
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - No length at all, can happen immediately

Steps to reproduce - Begin a new conventional start game, SM in a tech for a direct fire weapon (tested with particle beam and laser), try to design a ground STO unit, then when switching the component type for a static unit I get a regular popup that an STO requires sensor tech followed by the 2608 and 1838 error, and this happens 4 times in a row.
It seems that the error situation happens for every UI element that shows when selecting the STO component (like the panel, the PDW checkbox, the ECCM checkbox and the weapon itself).
I don't think this causes any other issues, it's quite situational and hardly game breaking.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 04, 2020, 03:18:08 AM
Edit: I have screenshots embedded in my post, but the forums are adding a space after the .in the URL and they're not showing. Until I figure out how to fix this, here is the link to the imgur album.  https://imgur.com/a/nR0CElt The screenshots are uploaded in order that I discuss them, and I'll reference them in text. If a mod can fix the img code for me through a message edit please go ahead and do so. 

I have a series of catastrophic bugs in ground combat. I'll provide the requested information here, but a much more detailed walkthrough below:


The function numbers
(all prefaced with 1.9.4) 2712, 1810, 327, 1821, 2868 (This last one is elusive, but the most verbose)

The complete error texts (For 2712, 1810, 327) The object reference not set to an instance of an object.(For 1821) Attempted to divide by zero (For 2868) "Index was out of range.  Must be non-negative and less than the size of the collection.  Parameter name: Index"

The window affected Global

What you were doing at the time Invading NPR Homeworld in NN 3819

Conventional or TN start TN

Random or Real Stars Real

Is your decimal separator a comma? Natively a period

Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce.  See below

If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well 45 years, started in 1. 9. 0, migrated to . 3 and now . 4. 

Detailed Explanation

I saved the game immediately after this throwing the error.  I had (I believe) one successful round of ground combat before the errors began, but the fallout can be seen from the get-go. 

First, when loading the game, switch the view to NN 3819.  The fun is around the first planet in the system. 

You should see a ton of wrecks of the "Sheean" class around the first planet.  If you turn off the wrecks so the lifepods are visible, the first indication that something is wrong appears

(https://i.imgur.com/ZVEPsvn.png) Screenshot 1

Despite there being a ton of wrecks of my fighters in orbit, I've only lost 2 fighters, but they seem to have exploded multiple times, leaving identical copies of wrecks and lifepods.  I've only actually lost fighter 005 and 002.  Looking at the naval organization screen proves this:

(https://i.imgur.com/aMIeup8.png) Screenshot 2

As you can see, the only ship numbers I'm missing are 2 and 5, and you can see that, for some reason, the game has created empty fleets for them - this seems to be due to the engine being hit, the speed dropping and ship detaching, prior to the game calculating that we've reached HTK and the fighter is dead.  Below is a clip from the events window detailing the death of Sheean 012. 

(https://i.imgur.com/JUyrIMr.png) Screenshot 3

Advancing time by 8 hours to the next ground combat phase will give the following errors in some random combination of times: 1810, 370.  Also, Sheean 001 is usually the next to explode multiple times. 

Additional advancements generally also include error 2712, in addition to 1810 and 370. 

Also, generally within the first or second advancement of 8 hours, one of the events will be that we've conquered a population on Mars.  This is unrelated to the Ground Combat bugs, but it is a bug that's been running for several in-game years: You can see the results on the Colony Summary window:

(https://i.imgur.com/nRatxE3.png) Screenshot 4

Several years ago the NPR tried to land troops on Mars and I defeated the fleet in orbit.  Ever since that point, every 6 months or so the NPR creates a new colony on Mars and my lone garrison immediately conquers it.  This is without the NPR having any fleet to speak of (I've been pruning them for a few years as I built an army).  No error messages are shown, so I can't give any more details as to why this occurs. 

Back to ground combat fun:

The elusive error that only shows up once or twice randomly (and which I had to reload the save many times to finally catch) is "Error 2686 Index was out of range.  Must be non-negative and less than the size of the collection.  Parameter name: Index. " I cannot consistently recreate this one, but advancing time enough will cause it to appear once or twice in the pile of error popups. 


Ground Combat fun ends approximately 14 days after the start date of this save-file, just before the life pods expire.  The game will throw error 1821 Attempted to divide by zero and all further ground combat breaks.  When this happens, I stop getting any combat reports other than estimations of enemy composition, medal awards for destroyed tonnage (which I set up) and formation breakthroughs.  The game still seems to think that I'm destroying significant amounts of enemies due to the medal awards at 5k, 10k and 25k tonnage destroyed, and the sensors in orbit detect tiny tiny changes to the ground force strength (generally 100t at a time).  I will stop losing troops, however. 

You can force the divide by zero error to happen sooner by moving supply elements from my reserve battalion (242nd Battalion HQ) into the top level of the 4 divisions (2 inf, 2 armored) so that the sub formations can resupply.  When this happens, on the next 8h time advancement divide by zero occurs, and ground combat effectively breaks. 

(https://i.imgur.com/w7ChV1i.png) Screenshot 5

Thank you for the extremely detailed post, I have had a quick glance into the DB and thats a pretty screwed up game, the Mars issue alone is weird, so I will be moving this to confirmed, I was also able to see the lifepod issue, Thank you for the report.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 04, 2020, 03:27:06 AM
The function number - (both prefaced with 1. 9. 4) 2608, 1838
The complete error text - A reference to an object was not set to an instance of an object (both functions)
The window affected - Ground Forces -> Unit Class Design tab
What you were doing at the time - Trying to design an STO, without any Active Grav Sensor Strength tech
Conventional or TN start - Conventional only
Random or Real Stars - Real Stars, but it shouldn't matter
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - No length at all, can happen immediately

Steps to reproduce - Begin a new conventional start game, SM in a tech for a direct fire weapon (tested with particle beam and laser), try to design a ground STO unit, then when switching the component type for a static unit I get a regular popup that an STO requires sensor tech followed by the 2608 and 1838 error, and this happens 4 times in a row.
It seems that the error situation happens for every UI element that shows when selecting the STO component (like the panel, the PDW checkbox, the ECCM checkbox and the weapon itself).
I don't think this causes any other issues, it's quite situational and hardly game breaking.

Thank you for the well formatted bug report, i have been able to reproduce this, it seems more like the errors its spitting out are the issue not the fact that its refusing to build without sensors, steve has dealt with bugs like this in the past, as such I will be sending it to confirmed.

P.S Am clocking off for now so wont be answering new bug reports as I have to work on my AAR and more tutorials.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Tyrannus Rex on May 04, 2020, 04:57:23 AM
Version 1.9.4 from 1.9.3
The function number - None
The complete error text - None
The window affected - Ground Forces -> Tactical map
What you were doing at the time - One day turns to process game.
Conventional or TN start - Conventional
Random or Real Stars - Random
Is your decimal separator a comma? - Yes
Is the bug is easy to reproduce, intermittent or a one-off? - Intermittent
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - 20 years both race and system is custom.

Steps to reproduce - Current Geo/Grav and ODB are set to overhaul when supply less than 20%
All vessels have msp greater than highest failure rate; and with AFR approx 15-17%.
When going for overhaul no vessel is being resupplied, planet has excess in maintenance facilities needed to overhaul with MSP available to resupply all vessels.
Currently each vessel is overhauling at various times, completing and going back into overhaul without restocking MSP. Removed condition with one geo survey and surveying with no MSP onboard.
It also appears that MSP is being taken but not appearing to be loaded onto said vessels.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 04, 2020, 05:05:51 AM
Version 1.9.4 from 1.9.3
The function number - None
The complete error text - None
The window affected - Ground Forces -> Tactical map
What you were doing at the time - One day turns to process game.
Conventional or TN start - Conventional
Random or Real Stars - Random
Is your decimal separator a comma? - Yes
Is the bug is easy to reproduce, intermittent or a one-off? - Intermittent
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - 20 years both race and system is custom.

Steps to reproduce - Current Geo/Grav and ODB are set to overhaul when supply less than 20%
All vessels have msp greater than highest failure rate; and with AFR approx 15-17%.
When going for overhaul no vessel is being resupplied, planet has excess in maintenance facilities needed to overhaul with MSP available to resupply all vessels.
Currently each vessel is overhauling at various times, completing and going back into overhaul without restocking MSP. Removed condition with one geo survey and surveying with no MSP onboard.
It also appears that MSP is being taken but not appearing to be loaded onto said vessels.

Thank you for the properly formatted bug report but it appears you are using a comma for your decimal separator, this can cause many issues so to help track down the bug please follow this guide http://aurora2.pentarch.org/index.php?topic=11139.msg129305 once you have followed it and you have changed your separator, please try to reproduce this bug and if you are able to then edit your post accordingly and I will look at it further.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Cosinus on May 04, 2020, 05:42:37 AM
Under some very specific circumstances, you can design a particle beam weapon with vastly reduced range, compared to what it should have.

The window affected: components design, view technology, class design
What you were doing at the time: see below
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
The rest: N/A

Steps I used to reproduce (some might be redundant):

DB Attached (game is called TESTGAME).

PS: Did you miss my previous bug report in this thread?
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 04, 2020, 06:18:06 AM
Missile launchers with 0.4x size/20x reload rate have significantly less crew requirement than missile launchers with 0.3x size/100x reload rate.
The crew requirement of missile launchers increases with increasing size (This makes sense). Missile launchers with the above specifications seem to be an exception to this rule (this is very likely a bug)

The window affected: Components design
What you were doing at the time: Designing a missile launcher
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Trivial. Choose a larger missile size for greater effect.
The rest: N/A

Reproduced, will move to confirmed. Thanks for the reminder.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Shodan13 on May 04, 2020, 06:18:39 AM
The option to choose a random name from a specific theme for ship classes does not save and thus work as intended.     

Version 1.  9.  4 from 1.  9.  3

The function number - N/A
The complete error text - N/A
The window affected - Class Design
What you were doing at the time - Trying to get my ship classes to use random names from a theme list.     
Conventional or TN start - TN start
Random or Real Stars - Real Stars
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - No length at all, can happen immediately

Steps to reproduce - Start a game, go to Class Design screen, go to miscellaneous tab, pick any theme and click the "select random name from theme" button and create a few new classes.       Notice how they are alphabetical rather than random.       Going back to the miscellaneous tab will show that neither the theme nor "select random name from theme" has not been saved.   


PS.  Is the bug with movement orders being lost on joining fleets already reported e. g.  when using tugs? 
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Inglonias on May 04, 2020, 07:05:46 AM
The option to choose a random name from a specific theme for ship classes does not save and thus work as intended.     

Version 1.  9.  4 from 1.  9.  3

The function number - N/A
The complete error text - N/A
The window affected - Class Design
What you were doing at the time - Trying to get my ship classes to use random names from a theme list.     
Conventional or TN start - TN start
Random or Real Stars - Real Stars
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - No length at all, can happen immediately

Steps to reproduce - Start a game, go to Class Design screen, go to miscellaneous tab, pick any theme and click the "select random name from theme" button and create a few new classes.       Notice how they are alphabetical rather than random.       Going back to the miscellaneous tab will show that neither the theme nor "select random name from theme" has not been saved.   


PS.  Is the bug with movement orders being lost on joining fleets already reported e. g.  when using tugs?

The theme selection in the Misc. tab is for naming ships of that class, not for naming new classes. It works as intended. (If it didn't, I would be very upset, because I use that feature for all my ships)
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 04, 2020, 07:07:29 AM
Under some very specific circumstances, you can design a particle beam weapon with vastly reduced range, compared to what it should have.

The window affected: components design, view technology, class design
What you were doing at the time: see below
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
The rest: N/A

Steps I used to reproduce (some might be redundant):
  • new TN game
  • Instant research some techs, in my case particle beam range 200000, Beam fire control range 48000, Beam FC Tracking 3000
  • design a beam fire control, 24000 range, 12000 TS, I also designed some random gauss turret
  • create a new ship class put Beam FC and Gauss turret on it
  • create a particle beam prototype with strength 2, range 200000, add it to the ship
  • see that the range of the particle beam is displayed as 24000 in ship design because of the fire control (this is intended afaik)
  • Check the technology window and see that the particle beam has 24000 range there also (this is the bug)
  • Design a beam fire control 192000 range, 3000TS add it to the ship -> Range of particle beam is still 24000, while it should be 192000
  • particle beam now permanently has wrong range

DB Attached (game is called TESTGAME).

PS: Did you miss my previous bug report in this thread?

Reproduced, it happens both with prototypes and (SM) researched components. Will add to confirmed.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: xenoscepter on May 04, 2020, 07:32:40 AM
Requested Data:

The function number - Not Applicable.
The complete error text - Not Applicable.
The window affected - Class Design.
What you were doing at the time - Design Ship Classes.
Conventional or TN start - Trans-Newtonian Start.
Random or Real Stars - Known Star Systems.
Is your decimal separator a comma? - Nope.
Is the bug is easy to reproduce, intermittent or a one-off? - The bug can be reproduced, but it is very specific.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Not Applicable, Jan. 1st, 2025

IMPORTANT STUFF - READ THIS FIRST:

 --- This bug was produced both on 1.9.3 and in 1.9.4 with the save carried over. The DB attached has several copies of the Class Design used to trigger the bug, along with several screenshots of the bug. The copies of the design were made after triggering the bug. The steps to reproduce are long, so I will include them in an Off-Topic drop down to avoid taking up too much space. SM Mode was "On" the entire time for this bug, both in the 1.9.3 and 1.9.4 iterations. The bug in question involves Maintenance Storage Bay - Fighter taking up only 2 Tons instead of 3 Tons; I would chalk this up to a rounding thing, but C# rounds up in all instances as far as I known.

Steps to Reproduce:

 - Step One:
Off-Topic: show

(Turn on SM Mode)

Insta-Research the following Techs:
    - 0.75x Size Reduction / 4x Recharge (Laser)
    - 12cm Laser Calibre
    - Capacitor 2 & 3
Design & Insta-Research the following Components:
    - 5-Ton (0.1HS) Res 60 Active Sensor
    - 10-Ton (0.2HS) EM & Thermal Passive Sensors (1 of each, both are 10-Tons)
    - 375-Ton Nuclear Thermal Engine (1.00x Power, 1.0 Fuel Consumption, 100% Thermal Output)
    - 12cm C0.75 Infrared Laser (0.75x Reduction, Capacitor 3)
    - Triple Turret Mount w/ 12cm C0.75 Infrared Laser (Tracking Speed for Turret Gear is 0 km/s)
    - Pressurized Water Reactor massing 108 Tons (?) and putting out 6.1 Power.
    - Beam FCS with 2x Range and 1x Tracking Speed
    - 150-Ton (3HS) Shield Generator (Alpha Strength, Regen 1)

 - Step Two:
Off-Topic: show

Create a New Design and add the following Components:
    - Add 2 of the Engines
    - Add 125,000 Litres of Fuel Storage (2X Fuel Storage, 2x Fuel Storage - Small, 1x Fuel Storage - Tiny)
    - Add 1 each of the Active Sensor, EM Passive Sensor and Thermal Passive Sensor
    - Add 2 of the Triple Turrets, 2 of the Beam FCS, and 2 of the Shield Generators.
    - Add 1 Reactor
    - Add 3 Engineering Spaces

 - Step Three:
Off-Topic: show

Now add the following Components to trigger the bug:
    - Add 1 Engineering Spaces - Tiny
    - Add 1 Maintenance Bay - Fighter
    - Add another Maintenance Bay - Fighter, this bay should weigh only 2 Tons instead of three, bring the mass up from 3,117 to 3,119.
    - That's the bug, pain in the arse innit? :P


...Edited because the headers were obnoxious. I found this bug last night while porting over an old corvette design. I recall there was other weirdness with the Fighter Fuel Storage and the Fighter Engineering Spaces, but I cannot confirm it. I stumbled upon this by chance, but while it is onerous to reproduce the method is straightforward and consistent. I mention the weirdness with the other components only because that information may be of use.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: bankshot on May 04, 2020, 08:20:29 AM
SM mode random ruins:  when repeatedly hitting "random ruin" in an attempt to get a particular ruin type the Alien Installation type locks.  The installation remains present even when selecting "random ruin" again to delete the ruin.  And the installation does not appear to change. If you get say Ground 50% installation that is permanent even when you repeatedly re-roll the ruin.  This is different than the behavior in 1.5.1 where the installation was also deleted upon deletion of the ruin. 

Minor display bug: the ruin text does not update after deletion, you have to close and re-open the window to see that is deleted.  The text will update with the new ruin type if you reroll the ruin again.


Version: 1.9.4

The function number: no error
The complete error text: N/A
The window affected: System Generation and display
What you were doing at the time: Repeatedly pressing "random ruin" in SM mode
Conventional or TN start: TN
Random or Real Stars: read
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? easy

Thank you for following the formatting, I have confirmed that you are not able to delete the ruins and also the bonus stays the same, though the installation does appear to change, either way this is a bug of somekind and will be logged in confirmed, thank you for the report.

Actually the ruins do properly delete.  The optional installation (which provides a permanent research bonus) does not.  The ruins not appearing to delete is a display bug - if you close and reopen the screen the ruins are no longer there, but the installation remains.  You can then open the economics screen to confirm the installation bonus is still present. 

In case it matters - this was done on Mars on a new game with no time elapsed.   

Also - I can confirm Iceranger's Science Officer rank report.  Regardless of the rank of the Captain the science officer must be an R7 to hold the position.  Upon promotion the officer is automatically removed from the post.  If you check the "Senior C.O.' then only R6 officers can be selected for the post.  After assigning an R6 officer you can then demote to R7 without the officer being removed. 
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: skoormit on May 04, 2020, 08:21:33 AM
Jump Point exploration is very clearly not creating the expected number of links to existing systems.
I made a non-known stars game with max systems = 1000, local chance = 95% and spread = 5.
I used SM to perform full grav surveys, then explored each new jump point with a fleet.
I continued until I had explored to a distance of 4 jumps from Sol.

The results:
41 systems explored.
Exactly two of those had links to existing systems.
Both of those links led back to the system that had originally led into that system.

Also of note:
After the naming theme runs out of names, the usage of the "System #X" template has problems.
The value of X is always either very close to 0, or very close to 1000, and in many cases the same X is used for multiple systems.
Of the 24 systems with this name template, there are only 15 distinct names. Here are the values of X:
0 0 0
1
2
3 3
4
5 5 5
6
7
987
990 990
994
996
997 997 997
998 998
1000

A cursory examination of the database indicates that these values of X match the system number for these systems.
From this data, I think that this is what is happening:
When a link to a local system is generated, the SystemNumber is correctly selected at random from within the specified local range.
If that SystemNumber matches an existing number, the code makes a new system with the same number instead of linking to the existing system.
The exception to this is when the SystemNumber matches a system that the current system already has a link to, in which case a new link is created, resulting in a double link between the systems.

DB is attached.

TN start
Random Stars
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Shodan13 on May 04, 2020, 09:01:35 AM
Quote from: Inglonias link=topic=11231. msg130629#msg130629 date=1588593946
Quote from: Shodan13 link=topic=11231. msg130616#msg130616 date=1588591119
The option to choose a random name from a specific theme for ship classes does not save and thus work as intended.     

Version 1.   9.   4 from 1.   9.   3

The function number - N/A
The complete error text - N/A
The window affected - Class Design
What you were doing at the time - Trying to get my ship classes to use random names from a theme list.       
Conventional or TN start - TN start
Random or Real Stars - Real Stars
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - No length at all, can happen immediately

Steps to reproduce - Start a game, go to Class Design screen, go to miscellaneous tab, pick any theme and click the "select random name from theme" button and create a few new classes.        Notice how they are alphabetical rather than random.        Going back to the miscellaneous tab will show that neither the theme nor "select random name from theme" has not been saved.     


PS.   Is the bug with movement orders being lost on joining fleets already reported e.  g.   when using tugs?

The theme selection in the Misc.  tab is for naming ships of that class, not for naming new classes.  It works as intended.  (If it didn't, I would be very upset, because I use that feature for all my ships)
Ok thanks, is there a way to make the game pick random names for classes rather than alphabetical ones?
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 04, 2020, 09:08:45 AM
Requested Data:

The function number - Not Applicable.
The complete error text - Not Applicable.
The window affected - Class Design.
What you were doing at the time - Design Ship Classes.
Conventional or TN start - Trans-Newtonian Start.
Random or Real Stars - Known Star Systems.
Is your decimal separator a comma? - Nope.
Is the bug is easy to reproduce, intermittent or a one-off? - The bug can be reproduced, but it is very specific.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Not Applicable, Jan. 1st, 2025

IMPORTANT STUFF - READ THIS FIRST:

 --- This bug was produced both on 1.9.3 and in 1.9.4 with the save carried over. The DB attached has several copies of the Class Design used to trigger the bug, along with several screenshots of the bug. The copies of the design were made after triggering the bug. The steps to reproduce are long, so I will include them in an Off-Topic drop down to avoid taking up too much space. SM Mode was "On" the entire time for this bug, both in the 1.9.3 and 1.9.4 iterations. The bug in question involves Maintenance Storage Bay - Fighter taking up only 2 Tons instead of 3 Tons; I would chalk this up to a rounding thing, but C# rounds up in all instances as far as I known.
...

This can be reproduced by just creating a new class and adding nothing but Fighter maintenance bays. Most of the time it will add 3 tons to the total, but every once in a while it will only go up 2 tons.

The reason this happens is the real size of the component is 2.5 tons (0.05 HS), but is rounded to show as 3 tons in the component window. Since rounding is done upwards and there is also a tiny bit of weight added for armour it will also add 3 tons most of the time. By increasing armour on the design I got it to vary between 3-4 tons in weight added for every component.

For such small components the rounding does misrepresent the size, but I would say this is technically not a bug. Maybe we should still suggest to Steve to show the decimal for <10 ton components?
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Iceranger on May 04, 2020, 09:11:35 AM
Requested Data:

The function number - Not Applicable.
The complete error text - Not Applicable.
The window affected - Class Design.
What you were doing at the time - Design Ship Classes.
Conventional or TN start - Trans-Newtonian Start.
Random or Real Stars - Known Star Systems.
Is your decimal separator a comma? - Nope.
Is the bug is easy to reproduce, intermittent or a one-off? - The bug can be reproduced, but it is very specific.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Not Applicable, Jan. 1st, 2025

IMPORTANT STUFF - READ THIS FIRST:

 --- This bug was produced both on 1.9.3 and in 1.9.4 with the save carried over. The DB attached has several copies of the Class Design used to trigger the bug, along with several screenshots of the bug. The copies of the design were made after triggering the bug. The steps to reproduce are long, so I will include them in an Off-Topic drop down to avoid taking up too much space. SM Mode was "On" the entire time for this bug, both in the 1.9.3 and 1.9.4 iterations. The bug in question involves Maintenance Storage Bay - Fighter taking up only 2 Tons instead of 3 Tons; I would chalk this up to a rounding thing, but C# rounds up in all instances as far as I known.
...

This can be reproduced by just creating a new class and adding nothing but Fighter maintenance bays. Most of the time it will add 3 tons to the total, but every once in a while it will only go up 2 tons.

The reason this happens is the real size of the component is 2.5 tons (0.05 HS), but is rounded to show as 3 tons in the component window. Since rounding is done upwards and there is also a tiny bit of weight added for armour it will also add 3 tons most of the time. By increasing armour on the design I got it to vary between 3-4 tons in weight added for every component.

For such small components the rounding does misrepresent the size, but I would say this is technically not a bug. Maybe we should still suggest to Steve to show the decimal for <10 ton components?
The armor calculation is actually done based on the exact class size (top right corner). The tonnage is just a round-up to integer of that. So the jump in tonnage is actually irrelevant of how the ship size is calculated.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpikeTheHobbitMage on May 04, 2020, 09:12:41 AM
version 1.9.4
The function number: N/A
The complete error text: N/A
The window affected: Class Design
What you were doing at the time: Designing a ship
Conventional or TN start: N/A
Random or Real Stars: N/A
Is your decimal separator a comma? Period.
Is the bug is easy to reproduce, intermittent or a one-off? Trivial
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: N/A

Ships with commercial engines can no longer use military jump drives, but no warning is given if such a ship is equipped with such a drive.  Edit: This also means that we can't build fuel efficient self-jumping jump tenders to support military engined ships.

This can be reproduced by just creating a new class and adding nothing but Fighter maintenance bays. Most of the time it will add 3 tons to the total, but every once in a while it will only go up 2 tons.

The reason this happens is the real size of the component is 2.5 tons (0.05 HS), but is rounded to show as 3 tons in the component window. Since rounding is done upwards and there is also a tiny bit of weight added for armour it will also add 3 tons most of the time. By increasing armour on the design I got it to vary between 3-4 tons in weight added for every component.

For such small components the rounding does misrepresent the size, but I would say this is technically not a bug. Maybe we should still suggest to Steve to show the decimal for <10 ton components?
The core problem is using units of 0.01 HS in some places but tons in others.  I would suggest ditching HS entirely and just using tons everywhere.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 04, 2020, 09:18:47 AM
The core problem is using units of 0.01 HS in some places but tons in others.  I would suggest ditching HS entirely and just using tons everywhere.

Yes maybe, but lets take that over to suggestions instead.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Inglonias on May 04, 2020, 09:21:16 AM
Ok thanks, is there a way to make the game pick random names for classes rather than alphabetical ones?

Press Select Name, go to the theme you want, then close your eyes and start clicking until you get a name you're happy with.

(No, not yet)
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: theplahunter on May 04, 2020, 09:36:48 AM
The function number 1170 on Startup, 3060 when attempting to open a system with a terraformed planet.   When not checking a terraformed system it still gives 3060 errors when opening the system body screen,
The complete error text Function #1170: Object cannot be cast from DBNull to other types | Function #3060: Object reference not set to an instance of an object | #3056 when switching to a system that is not terraformed, not checking the generation and display. 
The window affected: Tactical map, System bodies map. 
What you were doing at the time: Initially I was just starting up the game, when I got the Function 1170 error.   And then when the game loads, it gives me #3060 errors, especially when I try to open the system bodies page for my terraformed star system, which then gives infinite #3060 errors, which forces me to shut down my game.   
Conventional or TN start: TN start
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No, it's a period.   I checked and it didn't change to that. 
Is the bug is easy to reproduce, intermittent or a one-off? So far it's only happened on this save, and every time I re-launch it happens.  When starting a new save, and restarting my game, the launch error does not happen.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well It is a 17 year campaign so far. 
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Shodan13 on May 04, 2020, 09:37:24 AM
Quote from: Inglonias link=topic=11231. msg130684#msg130684 date=1588602076
Quote from: Shodan13 link=topic=11231. msg130671#msg130671 date=1588600895
Ok thanks, is there a way to make the game pick random names for classes rather than alphabetical ones?

Press Select Name, go to the theme you want, then close your eyes and start clicking until you get a name you're happy with.

(No, not yet)
Thanks, that's what I've been doing.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: JANXOL on May 04, 2020, 10:08:00 AM
This is the third time I am posting this issue, as it still is present in 1. 9. 4 for me.  I also dont know how to use this forum so i was unable to see if I ever got a response on the previous threads as I'm not correctly notified by email and the posts get lost. 
So:
I have encountered a bug with PPV calculations.   It first started happening in 1.  6, but I thought i misunderstand the mechanics.   After talking to people on discord, apparently it is a bug.

I have designed a ship which shows a PPV of 36.   A fleet of 6 of them provides 32PPV total.   No components are damaged, the ships are less than two months old.   Removing one ship from the fleet results in a PPV of 27.   The colony view also shows protection of 32, but clearly that doesn't correspond to 6*36.  12 ships result in PPV of 65.
My decimal separator is a ". "

Also, what do I need to do to be notified of replies to my posts (not the thread in general).



Code: [Select]
Hatsuharu class Missile Boat      996 tons       22 Crew       143.3 BP       TCS 20    TH 88    EM 0
4394 km/s      Armour 1-8       Shields 0-0       HTK 8      Sensors 6/4/0/0      DCR 0      PPV 36
Maint Life 7.44 Years     MSP 84    AFR 16%    IFR 0.2%    1YR 3    5YR 40    Max Repair 43.75 MSP
Magazine 36   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 12 months    Morale Check Required   

Xiao Aero Engines M-INPE-5-175  EP87.50 (1)    Power 87.5    Fuel Use 401.06%    Signature 87.5    Explosion 17%
Fuel Capacity 100 000 Litres    Range 4.5 billion km (11 days at full power)

Yamamoto-Matsuki SSN-6-1 "Toge" Missile Launcher (6)     Missile Size: 6    Hangar Reload 122 minutes    MF Reload 20 hours
Hicks-Stevens FC45-R100-0.8 Missile Fire Control (1)     Range 45.9m km    Resolution 100
Yamamoto-Matsuki SSN-6-1 "Toge" Anti-Ship Missile (6)    Speed: 14 933 km/s    End: 50.3m     Range: 45.1m km    WH: 4    Size: 6    TH: 104/62/31

Hicks-Stevens AS-1B S128-2.5-R100-40M Sensor Array (1)     GPS 3000     Range 40.6m km    Resolution 100
Parker Electronics R-1 EM8-0.5 Warning Receiver (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
Gadgil-Asani TH1.0-6 Thermal Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 04, 2020, 10:59:02 AM
Jump Point exploration is very clearly not creating the expected number of links to existing systems.
I made a non-known stars game with max systems = 1000, local chance = 95% and spread = 5.
I used SM to perform full grav surveys, then explored each new jump point with a fleet.
I continued until I had explored to a distance of 4 jumps from Sol.

The results:
41 systems explored.
Exactly two of those had links to existing systems.
Both of those links led back to the system that had originally led into that system.

Also of note:
After the naming theme runs out of names, the usage of the "System #X" template has problems.
The value of X is always either very close to 0, or very close to 1000, and in many cases the same X is used for multiple systems.
Of the 24 systems with this name template, there are only 15 distinct names. Here are the values of X:
0 0 0
1
2
3 3
4
5 5 5
6
7
987
990 990
994
996
997 997 997
998 998
1000

A cursory examination of the database indicates that these values of X match the system number for these systems.
From this data, I think that this is what is happening:
When a link to a local system is generated, the SystemNumber is correctly selected at random from within the specified local range.
If that SystemNumber matches an existing number, the code makes a new system with the same number instead of linking to the existing system.
The exception to this is when the SystemNumber matches a system that the current system already has a link to, in which case a new link is created, resulting in a double link between the systems.

DB is attached.

TN start
Random Stars
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy

I cannot say I fully understand what is going on with the SystemNumbers here, but seems like something Steve should have a look at so moving to confirmed.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Desdinova on May 04, 2020, 10:59:58 AM
Spacemaster-adding an NPR to a body in the system view modifies the body's minerals even if the operation is cancelled.

Reproduction steps:

Enter spacemaster mode.
Open the system view.
Click a surveyed world with no minerals.
Click "Create Race".
Click "Cancel".
Observe the mineral window. The world will now have home world-level minerals.

This appears to work for all body types, including gas giants.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Eretzu on May 04, 2020, 11:26:34 AM
The "Keep Tactical in Background" checkbox is not saved.

In tactical (system) screen in the display tab.

Easy to reproduce:
1. Open game
2. Enable the "Keep Tactical in Background"
3. Save game
4. Close game
5. Reopen game

The "Keep Tactical in Background" in now disabled

At least some other buttons are saved ("events" and in contacts tab "civilians"), but have not done more major testing

Version 1.9.4


Edit: All potential bugs should have been replied to until here including this one. Leaving this as a bugmod marker for now /Bughunter
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bubbaisagod on May 04, 2020, 11:54:58 AM
The function number: N/A
The complete error text: N/A
The window affected: Tactical
What you were doing at the time: Processing turns
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce?: No
Campaign length: 45 Years

I uploaded a 15 sec video:

I don't know if this is a bug or just some weird glitch, but
one of my civilian ships appears to be stuck on a jump-gate.
It keeps jumping between the 2 systems connected by the jump-gate.

Edit: I just deleted the ship and there was an other ship with the same problem, so it's 2 affected ships.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 04, 2020, 12:01:39 PM
The function number: N/A
The complete error text: N/A
The window affected: Tactical
What you were doing at the time: Processing turns
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce?: No
Campaign length: 45 Years

I uploaded a 15 sec video:

I don't know if this is a bug or just some weird glitch, but
one of my civilian ships appears to be stuck on a jump-gate.
It keeps jumping between the 2 systems connected by the jump-gate.

Thank you for the report, this bug is already confirmed and has been sent to steve, but thank you for the report nonetheless
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 04, 2020, 12:25:02 PM
This is the third time I am posting this issue, as it still is present in 1. 9. 4 for me.  I also dont know how to use this forum so i was unable to see if I ever got a response on the previous threads as I'm not correctly notified by email and the posts get lost. 
So:
I have encountered a bug with PPV calculations.   It first started happening in 1.  6, but I thought i misunderstand the mechanics.   After talking to people on discord, apparently it is a bug.

I have designed a ship which shows a PPV of 36.   A fleet of 6 of them provides 32PPV total.   No components are damaged, the ships are less than two months old.   Removing one ship from the fleet results in a PPV of 27.   The colony view also shows protection of 32, but clearly that doesn't correspond to 6*36.  12 ships result in PPV of 65.
My decimal separator is a ". "

Also, what do I need to do to be notified of replies to my posts (not the thread in general).



Code: [Select]
Hatsuharu class Missile Boat      996 tons       22 Crew       143.3 BP       TCS 20    TH 88    EM 0
4394 km/s      Armour 1-8       Shields 0-0       HTK 8      Sensors 6/4/0/0      DCR 0      PPV 36
Maint Life 7.44 Years     MSP 84    AFR 16%    IFR 0.2%    1YR 3    5YR 40    Max Repair 43.75 MSP
Magazine 36   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 12 months    Morale Check Required   

Xiao Aero Engines M-INPE-5-175  EP87.50 (1)    Power 87.5    Fuel Use 401.06%    Signature 87.5    Explosion 17%
Fuel Capacity 100 000 Litres    Range 4.5 billion km (11 days at full power)

Yamamoto-Matsuki SSN-6-1 "Toge" Missile Launcher (6)     Missile Size: 6    Hangar Reload 122 minutes    MF Reload 20 hours
Hicks-Stevens FC45-R100-0.8 Missile Fire Control (1)     Range 45.9m km    Resolution 100
Yamamoto-Matsuki SSN-6-1 "Toge" Anti-Ship Missile (6)    Speed: 14 933 km/s    End: 50.3m     Range: 45.1m km    WH: 4    Size: 6    TH: 104/62/31

Hicks-Stevens AS-1B S128-2.5-R100-40M Sensor Array (1)     GPS 3000     Range 40.6m km    Resolution 100
Parker Electronics R-1 EM8-0.5 Warning Receiver (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
Gadgil-Asani TH1.0-6 Thermal Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

There is a report on this issue already, added your example to it. Don't know if notifications on replies to specific messages are possible.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Tyrannus Rex on May 04, 2020, 12:38:14 PM
Version 1.9.4 from 1.9.3
The function number - None
The complete error text - None
The window affected - Ground Forces -> Tactical map
What you were doing at the time - One day turns to process game.
Conventional or TN start - Conventional
Random or Real Stars - Random
Is your decimal separator a comma? - Yes
Is the bug is easy to reproduce, intermittent or a one-off? - Intermittent
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - 20 years both race and system is custom.

Steps to reproduce - Current Geo/Grav and ODB are set to overhaul when supply less than 20%
All vessels have msp greater than highest failure rate; and with AFR approx 15-17%.
When going for overhaul no vessel is being resupplied, planet has excess in maintenance facilities needed to overhaul with MSP available to resupply all vessels.
Currently each vessel is overhauling at various times, completing and going back into overhaul without restocking MSP. Removed condition with one geo survey and surveying with no MSP onboard.
It also appears that MSP is being taken but not appearing to be loaded onto said vessels.

Thank you for the properly formatted bug report but it appears you are using a comma for your decimal separator, this can cause many issues so to help track down the bug please follow this guide http://aurora2.pentarch.org/index.php?topic=11139.msg129305 once you have followed it and you have changed your separator, please try to reproduce this bug and if you are able to then edit your post accordingly and I will look at it further.

My mistake, I read the line wrong. My separator is a decimal.

Edit: Posts checked and replied to until this one /Bughunter
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: simast on May 04, 2020, 12:46:18 PM
Academy Commandant assignment rank restrictions don't work as described in this Aurora C# post: http://aurora2.pentarch.org/index.php?topic=8495.msg104092#msg104092

I am able to assign the lowest level naval commander (Lieutenant Commander) to a colony with level 5 military academy. The rule states that this should be restricted to:

Quote
A naval or ground forces officer must have a rank (with 1 being the lowest rank) at least equal to the number of military academies

Note that this restriction works correctly for Civilian Administrators and Scientists - issue is with Naval and Ground commanders only.

The function number: N/A
The complete error text: N/A
The window affected: Commanders
What you were doing at the time: Assigning Academy Commandant
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma: No
Is the bug is easy to reproduce, intermittent or a one-off: Easy to reproduce, build more than 1 academy and try to assign lowest ranking officer.
If this is a long campaign: ~40 years
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: simast on May 04, 2020, 01:51:05 PM
When creating a prototype research project - a bogus "Research Completed" message is generated instantly without advancing time. To reproduce:

1. Go to create research window and use the "Prototype" button.
2. You should see a new "Research Completed" message.

I think the message is confusing, as you have not researched the prototype yet (not even turned into RP yet).

The function number: N/A
The complete error text: N/A
The window affected: Create Research Project
What you were doing at the time: Creating a prototype Research Project
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma: No
Is the bug is easy to reproduce, intermittent or a one-off: Easy to reproduce.
If this is a long campaign: ~40 years
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 04, 2020, 01:57:03 PM
When creating a prototype research project - a bogus "Research Completed" message is generated instantly without advancing time. To reproduce:

1. Go to create research window and use the "Prototype" button.
2. You should see a new "Research Completed" message.

I think the message is confusing, as you have not researched the prototype yet (not even turned into RP yet).

The function number: N/A
The complete error text: N/A
The window affected: Create Research Project
What you were doing at the time: Creating a prototype Research Project
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma: No
Is the bug is easy to reproduce, intermittent or a one-off: Easy to reproduce.
If this is a long campaign: ~40 years

Thank you for the bug report, we have already confirmed this as a bug in a previous report, but thank you nonetheless.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 04, 2020, 02:13:30 PM
version 1.9.4
The function number: N/A
The complete error text: N/A
The window affected: Class Design
What you were doing at the time: Designing a ship
Conventional or TN start: N/A
Random or Real Stars: N/A
Is your decimal separator a comma? Period.
Is the bug is easy to reproduce, intermittent or a one-off? Trivial
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: N/A

Ships with commercial engines can no longer use military jump drives, but no warning is given if such a ship is equipped with such a drive.  Edit: This also means that we can't build fuel efficient self-jumping jump tenders to support military engined ships.

The functionality is WAI. A warning message about it seems reasonable, but I think this falls into suggestion rather than bug so please post in suggestions.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 04, 2020, 02:17:35 PM
The function number 1170 on Startup, 3060 when attempting to open a system with a terraformed planet.   When not checking a terraformed system it still gives 3060 errors when opening the system body screen,
The complete error text Function #1170: Object cannot be cast from DBNull to other types | Function #3060: Object reference not set to an instance of an object | #3056 when switching to a system that is not terraformed, not checking the generation and display. 
The window affected: Tactical map, System bodies map. 
What you were doing at the time: Initially I was just starting up the game, when I got the Function 1170 error.   And then when the game loads, it gives me #3060 errors, especially when I try to open the system bodies page for my terraformed star system, which then gives infinite #3060 errors, which forces me to shut down my game.   
Conventional or TN start: TN start
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No, it's a period.   I checked and it didn't change to that. 
Is the bug is easy to reproduce, intermittent or a one-off? So far it's only happened on this save, and every time I re-launch it happens.  When starting a new save, and restarting my game, the launch error does not happen.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well It is a 17 year campaign so far.

Could you upload a database with this error? I think that would make it much easier for Steve to find & fix.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 04, 2020, 02:22:03 PM
Spacemaster-adding an NPR to a body in the system view modifies the body's minerals even if the operation is cancelled.

Reproduction steps:

Enter spacemaster mode.
Open the system view.
Click a surveyed world with no minerals.
Click "Create Race".
Click "Cancel".
Observe the mineral window. The world will now have home world-level minerals.

This appears to work for all body types, including gas giants.

Reproduced, adding to confirmed.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Kaiser on May 04, 2020, 02:24:28 PM
The function number: N/A
The complete error text: N/A
The window affected: Main and event window
What you were doing at the time: 5 days increment
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma: No
Is the bug is easy to reproduce, intermittent or a one-off: one-off
If this is a long campaign: ~25 years

The event window (and on the main screen) shows that 40.0000 (instead of 40) MSP are required to repair an engine due to a failure.
The cost of the engine is 40 and the damage has been correctly repaired though, I do not know why it is showing this strange number 40.0000
I can say that just the increment before, the ship had exceeded the deployement time.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Black on May 04, 2020, 02:36:20 PM
Those should be zeroes after decimal separator if you are using period so it is still 40 MSP
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpikeTheHobbitMage on May 04, 2020, 02:49:58 PM
Those should be zeroes after decimal separator if you are using period so it is still 40 MSP
While cosmetic it is still a glitch as fractional supplies aren't a thing.  Maybe it should go in the typos thread?
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Shodan13 on May 04, 2020, 03:07:58 PM
Are standing orders supposed to override manual ones? I told a ship to refuel from a tanker rather than a colony and I have to turn off the standing order to make that happen.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: DFNewb on May 04, 2020, 03:30:33 PM
So current civ transports might transport in-correct numbers of facilities depending on the size of the transport the and facility in question.

For example when I asked for 1 spaceport to be moved to my colony I got 1.0125 or something like that.

The input for supply and demand do not allow fractions in (such as 0.125) and gives you a message telling you to put a whole number, meaning you have to manually use ships with cargo bays to correct the error.

Another common example I get is I demand 100 mines but end up with 102 mines on the colony (however you can fix this without your own cargo ships as 2 is a whole number).

As you can see from my post above I use periods not commas when it comes to fractions. This is on the latest 1.9.4 version but has been around since 1.0. Screen affected= civ economy. I've seen other people mention this too and I am sure one of you bug mods must have encountered this already. If you haven't the best way to get it to happen is to transport large facilities such as academies and spaceports using the civ economy. It's kinda random and depends on the last ship to transport and the size of it's holds. Always make sure you have some facilities on the first planet getting picked up from that is more than the supply you set (such as having 2 spaceports on Earth and supplying 1).
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Kaiser on May 04, 2020, 03:37:12 PM
Those should be zeroes after decimal separator if you are using period so it is still 40 MSP
While cosmetic it is still a glitch as fractional supplies aren't a thing.  Maybe it should go in the typos thread?

Yes I though the same, however I use a period.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 04, 2020, 03:39:32 PM
So current civ transports might transport in-correct numbers of facilities depending on the size of the transport the and facility in question.

For example when I asked for 1 spaceport to be moved to my colony I got 1.0125 or something like that.

The input for supply and demand do not allow fractions in (such as 0.125) and gives you a message telling you to put a whole number, meaning you have to manually use ships with cargo bays to correct the error.

Another common example I get is I demand 100 mines but end up with 102 mines on the colony (however you can fix this without your own cargo ships as 2 is a whole number).

As you can see from my post above I use periods not commas when it comes to fractions. This is on the latest 1.9.4 version but has been around since 1.0. Screen affected= civ economy. I've seen other people mention this too and I am sure one of you bug mods must have encountered this already. If you haven't the best way to get it to happen is to transport large facilities such as academies and spaceports using the civ economy. It's kinda random and depends on the last ship to transport and the size of it's holds. Always make sure you have some facilities on the first planet getting picked up from that is more than the supply you set (such as having 2 spaceports on Earth and supplying 1).

This one is known already. If you can spot any pattern or reliable way to trigger it please report the details as that could help Steve find it.

All posts checked until here /Bughunter
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Energyz on May 04, 2020, 04:23:25 PM
The function number: N/A
The complete error text: N/A
The window affected: Create Project, missile design, turrets design
What you were doing at the time: NA
Conventional or TN start: NA
Random or Real Stars: NA
Is your decimal separator a comma: No
Is the bug is easy to reproduce, intermittent or a one-off: easy
If this is a long campaign: ~NA

There is no instant button when you still have starting RP point if you are not in SM mode. Also using that instant button does not remove the corresponding number of RP points.
As this button is present in the research tab when you have RP points remaining, the same should be true for these three windows as well
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 04, 2020, 04:28:14 PM
The "Keep Tactical in Background" checkbox is not saved.

In tactical (system) screen in the display tab.

Easy to reproduce:
1. Open game
2. Enable the "Keep Tactical in Background"
3. Save game
4. Close game
5. Reopen game

The "Keep Tactical in Background" in now disabled

At least some other buttons are saved ("events" and in contacts tab "civilians"), but have not done more major testing

Version 1.9.4

Tested all under display and found All Windows Linked to Race is also not saved. Added to confirmed.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpikeTheHobbitMage on May 04, 2020, 04:54:15 PM
So current civ transports might transport in-correct numbers of facilities depending on the size of the transport the and facility in question.

For example when I asked for 1 spaceport to be moved to my colony I got 1.0125 or something like that.

The input for supply and demand do not allow fractions in (such as 0.125) and gives you a message telling you to put a whole number, meaning you have to manually use ships with cargo bays to correct the error.

Another common example I get is I demand 100 mines but end up with 102 mines on the colony (however you can fix this without your own cargo ships as 2 is a whole number).

As you can see from my post above I use periods not commas when it comes to fractions. This is on the latest 1.9.4 version but has been around since 1.0. Screen affected= civ economy. I've seen other people mention this too and I am sure one of you bug mods must have encountered this already. If you haven't the best way to get it to happen is to transport large facilities such as academies and spaceports using the civ economy. It's kinda random and depends on the last ship to transport and the size of it's holds. Always make sure you have some facilities on the first planet getting picked up from that is more than the supply you set (such as having 2 spaceports on Earth and supplying 1).

This one is known already. If you can spot any pattern or reliable way to trigger it please report the details as that could help Steve find it.
If it helps, VB Aurora had exactly the same problem and it was due to different sized freighters handling the same contract.  If the freighter finishing the contract was larger than any of the others before it you can get a situation where it should only move a partial load but instead it moves a full load, going over the contracted amount.
Example: Contract to move 1 installation.  A small freighter moves 1/4 of an installation, then a large one comes along and moves a full installation, for a total of 1.25 installations moved.  This regularly happened when moving research facilities between Earth and Luna.  I will try to reproduce it in C#.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: QuakeIV on May 04, 2020, 05:49:17 PM
http://aurora2.pentarch.org/index.php?topic=11231.msg130491#msg130491

Pretty sure my post here wasn't responded to by one of the volunteers yet.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: bankshot on May 04, 2020, 07:44:07 PM
Colony ships do not respect maximum # of items on loading. 
To duplicate: create a colony ship with 100,000 capacity.  Issue a load order for 5 colonists.  The colony ship will be filled to capacity.

The function number  N/A
The complete error text N/A
The window affected Naval Organization
What you were doing at the time: loading colonists specifying # of items max
Conventional or TN start: TN
Random or Real Stars: real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off? Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - First day of the campaign


Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: AlStar on May 04, 2020, 08:08:03 PM
Visual bug - renaming an alien race's Known Ship Class (with the "Rename Class" button in the "Intelligence and Foreign Relations" tab) will remove both the number and type of the ship until the window is refreshed by closing and reopening the window (example: '1x XX Ambler' changes to just 'Bob', instead of '1x XX Bob').

Separately, under Themes, there's two "Names Beginning with U" (the second of which is actually names that start with 'V'), and then "Names Beginning with V" is actually names starting with 'W'.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: klyoh on May 04, 2020, 08:52:50 PM
Various Ground Support Fighters Bugs and issues:

- "Planetary Search and Destroy" Mission for Ground Support Fighters does not seem to work if there are no Ground Units on the ground, contrary to what is written in Steve's C# changes post (hxxp: aurora2.   pentarch.   org/index.   php?topic=8495.   msg110233#msg110233)
Steps to reproduce:
   - Create a Ground Support Fighter Design (in case I am missing something: fighters < 500t with fighter pod bays, fighter pods (in my case autocannon) and small missile fire control, plus a carrier with the appropriate hangar space).    Create a fleet with the carrier and the fighters (assign fighters to mothership)
   - Move the fleet to a world with hostile ground forces (such as a precursor world whose naval forces have been wiped out).    In my last test, I had 17,900 tons of hostile Ground Forces detected.   
   - Create a fleet with exclusively fighters (use "detach" order from the Carrier Fleet/Ship List on selected fighters)
   - Select the fighter fleet and order the "Planetary Search and Destroy" Mission.    Note: There needs to be a colony on the planet or the Search and Destroy order will not appear.   
   - Wait however long you want, nothing happens.    I waited 2 weeks, until my fighters' intended deployment time was exceeded.   .   .   


- While testing the various Ground Support Fighter Missions (same set up as previous description, but with Ground Units on the ground, 24 fighters assigned to Ground support, 12 to Search and Destroy and 12 to Flak Suppression), I encountered the following errors (translated from french):
 1.   9.   4 Function #2712: The object reference is not set to an object instance  - Five times
 1.   9.   4 Function #327: The object reference is not set to an object instance - Two times
I don't know if it is linked, but in the combat summary report, I get the following anomaly:
- It seems a fighter (one of those assigned to planetary search and destroy) suffered from a catastrophic failure and exploded.    Nothing strange here
- However this seems to have happened twice, simultaneously, to the same fighter.   
- In one case, nobody survived, in the other one of the crew (they have 3 crew) survived (I might rename him Schrödinger if it is possible).   
- I have two lifepods corresponding to the same ship.    See attached image, which was taken a few days later as I didn't notice earlier
- I got two events of type "Combat Summary" with absolutelly no text.    See attached image.   

- The same messages happened 8 hours later, but this time with no fighter loss

- 8 hours later, again the same messages (I believe one less of the #327), with one fighter loss (catastrophic failure) but no duplication

- Again 8 hours later, only the #2712 message appeared, and only 3 times

- 8 hours later, #2712 appeared 11 times

- After that, combat stopped, though I still got  the "Ground Combat Intelligence" event with the Estimated Hostile force (and an empty Error Range that does not say much).    I believe this is because both forces are on the defensive.    I do not get any error message either.   

- Indeed, when I go on the offensive, combat starts anew, but still without any error message.    I do not know if it is because I am on the offensive, or because the problematic enemy units died in the previous fighting (or something else.   .   .   ).   

Following this test, I can conclude that none of my fighters did anything, on any of the missions, except die of catastrophic failures.   .   .    I believe this is also a bug, or I am missing something.   

Reproductibility: Systematic with the attached database.    Just load and hit 8 hours.   
After a few tests with it, I can state that :
- error #327 is linked to the loss of a fighter from Catastrophic failure, and systematically with one of those on the search and destroy mission.   
- If I cancel all fighter missions, none of the errors appear (=> errors are linked to fighter missions)
- If I cancel the search and destroy mission, error #327 disappears, but #2712 still happens (=> #327 linked to search and destroy missions)
- If I cancel the ground support missions, error #2712 disappears, but #327 still happens (=> #2712 linked to Ground Support Missions)
   => Additional test: If I put my ground units on the offensive from the beginning of combat, #2712 does not appear (=> #2712 linked to Ground Support Missions, when the supported formations are on the defensive)

I believe there are 3 bugs here: the two linked to error messages and the possibility of fighters on search and destroy missions to die twice simultaneously.

- Ground Support Fighters must be set up in support of ground units ship by ship instead of by fleet, contrary to what is written in Steve's C# changes post (hxxp: aurora2.   pentarch.   org/index.   php?topic=8495.   msg109886#msg109886).    This very significantly complicates the use of Ground Support Fighters.   
Steps to reproduce:
   - Create a Ground Support Fighter Design.    There doesn't even need to be a carrier as this also works at the homeworld
   - Create a fleet with exclusively fighters
   - Set the fleet order to "Provide Ground Support"
   - Check the Ground Forces Tab, the ships all appear under the "Ground Support Aircraft" Node, with no way to collapse them by fleet

Context:
The function number - #2712 and #327, plus other issues without error messages
The complete error text - The object reference is not set to an object instance, see text
The window affected - No particular window. 
What you were doing at the time - See description
Conventional or TN start - TN start
Random or Real Stars - Random Stars
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - Systematic with the attached DB, unclear otherwise (though I would expect systematic, see text)
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Short campaign, 4 years

Edit: Everything to here checked /Bughunter
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: bankshot on May 04, 2020, 08:59:38 PM
Two related bugs:
1) Standing orders to load/unload colonists do not respect population capacity limits for small bodies
2) Civilian colony ships do not respect population capacity limits for small bodies

To duplicate: create a colony on Phobos, which is a tiny moon with a population capacity of .05m.  Deliver 50 LG infrastructure, which will give it a population supported by infrastructure value of .21m.  Then set standing orders to load/unload colonists on your colony ship, or wait until a civilian colony ship gets around to delivering colonists.  Either one will deliver colonists beyond the population capacity, triggering unrest due to overcrowding.

The function number  N/A
The complete error text N/A
The window affected Economics/Events
What you were doing at the time: setting standing orders or waiting on Civilian
Conventional or TN start: TN
Random or Real Stars: real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off? Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - A year or two into the campaign, after the first civilian shipping company launched a colony ship.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 05, 2020, 02:30:35 AM
The function number: N/A
The complete error text: N/A
The window affected: Tactical
What you were doing at the time: Processing turns
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce?: No
Campaign length: 45 Years

I uploaded a 15 sec video:

I don't know if this is a bug or just some weird glitch, but
one of my civilian ships appears to be stuck on a jump-gate.
It keeps jumping between the 2 systems connected by the jump-gate.

Edit: I just deleted the ship and there was an other ship with the same problem, so it's 2 affected ships.

Bug already reported so added your db & info to it. Thanks for a good example.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: ceselb on May 05, 2020, 03:32:17 AM
As moves completes, an open window with movement orders does not update accordingly. Switching tabs and back makes it correct again, as does closing and reopening.
1.9.4 dot conventional random about 10 years
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 05, 2020, 04:25:05 AM
Academy Commandant assignment rank restrictions don't work as described in this Aurora C# post: http://aurora2.pentarch.org/index.php?topic=8495.msg104092#msg104092

I am able to assign the lowest level naval commander (Lieutenant Commander) to a colony with level 5 military academy. The rule states that this should be restricted to:

Quote
A naval or ground forces officer must have a rank (with 1 being the lowest rank) at least equal to the number of military academies

Note that this restriction works correctly for Civilian Administrators and Scientists - issue is with Naval and Ground commanders only.

The function number: N/A
The complete error text: N/A
The window affected: Commanders
What you were doing at the time: Assigning Academy Commandant
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma: No
Is the bug is easy to reproduce, intermittent or a one-off: Easy to reproduce, build more than 1 academy and try to assign lowest ranking officer.
If this is a long campaign: ~40 years

Thanks, moved into confirmed.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 05, 2020, 04:27:47 AM
When creating a prototype research project - a bogus "Research Completed" message is generated instantly without advancing time. To reproduce:

1. Go to create research window and use the "Prototype" button.
2. You should see a new "Research Completed" message.

I think the message is confusing, as you have not researched the prototype yet (not even turned into RP yet).

The function number: N/A
The complete error text: N/A
The window affected: Create Research Project
What you were doing at the time: Creating a prototype Research Project
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma: No
Is the bug is easy to reproduce, intermittent or a one-off: Easy to reproduce.
If this is a long campaign: ~40 years

Already reported and confirmed.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 05, 2020, 04:53:19 AM
The function number: N/A
The complete error text: N/A
The window affected: Main and event window
What you were doing at the time: 5 days increment
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma: No
Is the bug is easy to reproduce, intermittent or a one-off: one-off
If this is a long campaign: ~25 years

The event window (and on the main screen) shows that 40.0000 (instead of 40) MSP are required to repair an engine due to a failure.
The cost of the engine is 40 and the damage has been correctly repaired though, I do not know why it is showing this strange number 40.0000
I can say that just the increment before, the ship had exceeded the deployement time.

This seems slightly inconsistent, but could very well depend on some OS setting. For me it shows like:
"Repairs have been carried out that required 7.605 maintenance supplies".
So fractional supplies are shown like this. I feel hesitant to move this into bugs right now as it seems like more of a small cosmetic thing, but let me know if you don't agree.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 05, 2020, 04:57:21 AM
Are standing orders supposed to override manual ones? I told a ship to refuel from a tanker rather than a colony and I have to turn off the standing order to make that happen.

I think this is WAI because manual orders could potentially leave a ship unable to perform the standing orders. I have a vague memory of Steve stating something like that but cannot find the post. If anyone can prove otherwise I'll report it as a bug.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 05, 2020, 05:02:01 AM
Two related bugs:
1) Standing orders to load/unload colonists do not respect population capacity limits for small bodies
2) Civilian colony ships do not respect population capacity limits for small bodies

To duplicate: create a colony on Phobos, which is a tiny moon with a population capacity of .05m.  Deliver 50 LG infrastructure, which will give it a population supported by infrastructure value of .21m.  Then set standing orders to load/unload colonists on your colony ship, or wait until a civilian colony ship gets around to delivering colonists.  Either one will deliver colonists beyond the population capacity, triggering unrest due to overcrowding.

The function number  N/A
The complete error text N/A
The window affected Economics/Events
What you were doing at the time: setting standing orders or waiting on Civilian
Conventional or TN start: TN
Random or Real Stars: real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off? Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - A year or two into the campaign, after the first civilian shipping company launched a colony ship.

Thank you for the bug report, it appears theres a bit of a problem with the understanding of mechanics, it is possible to put more population on a planet then there is population "capacity" the capacity does not refer to the max people you can put on the planet but rather the amount it can support, if you want to tell civilians to stop overcrowding planets with very small population capacities you need to set it as "stable" so colonists do not arrive, when populations are that small it just needs 50% of its max population capacity filled to be able to use that option, alternatively you can make it a military restricted colony and move 50,000 people in Phobos case, this is less of a bug and more of a misunderstanding of mechanics and also a slight QOL oversight, it would be ideal if civilians stopped shipping when you were at population capacity but if its still set as "destination" they will keep coming, this may be added in a future patch but it is not exactly a bug outright, and when you yourself do it, thats completely normal the max capacity is again how much it can support reasonably not how many you can actually put there, theoretically you can put 10 million people on phobos but you are gonna have a lot of issues and massive unrest etc.

I hope that clears it up, and I do advise that you make a suggestion in the C# Suggestions for the "destination" designation of a colony to be disabled when you reach past or at population capacity max supported. Either way thank you for the report.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: ceselb on May 05, 2020, 05:16:15 AM
Researching PP still gives 25% bonus with a LG speciality researcher. See attached image.
1.9.4 dot conventional random about 10 years
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 05, 2020, 05:17:43 AM
Researching PP still gives 25% bonus with a LG speciality researcher. See attached image.
1.9.4 dot conventional random about 10 years

that is WAI, all scientists will give their bonuses to any field of research but only scientists of the same specialisation as the field of research they are doing will give 4x that.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 05, 2020, 05:19:22 AM
As moves completes, an open window with movement orders does not update accordingly. Switching tabs and back makes it correct again, as does closing and reopening.
1.9.4 dot conventional random about 10 years

Please clarify, I do not exactly know what you mean, if you mean movement orders in the naval organisation tab, yes you need to refresh to see the updated layout of the orders, this is WAI if that is the case.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Kaiser on May 05, 2020, 05:45:43 AM
The function number: N/A
The complete error text: N/A
The window affected: Main and event window
What you were doing at the time: 5 days increment
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma: No
Is the bug is easy to reproduce, intermittent or a one-off: one-off
If this is a long campaign: ~25 years

The event window (and on the main screen) shows that 40.0000 (instead of 40) MSP are required to repair an engine due to a failure.
The cost of the engine is 40 and the damage has been correctly repaired though, I do not know why it is showing this strange number 40.0000
I can say that just the increment before, the ship had exceeded the deployement time.

This seems slightly inconsistent, but could very well depend on some OS setting. For me it shows like:
"Repairs have been carried out that required 7.605 maintenance supplies".
So fractional supplies are shown like this. I feel hesitant to move this into bugs right now as it seems like more of a small cosmetic thing, but let me know if you don't agree.

Don't know what say.
I am pretty sure it is not an OS setting because I've playing for a while and I had other repairs occurred with integer number instead of fractional.
On the other side, the repair was correctly performed, the cost was 40 so why showing a fractional number? It is probably a comestic, my only concern is that it could involve something more serious in the future.
For now I would move it in the typo 3D. :)
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bluebreaker on May 05, 2020, 07:01:00 AM
Got a game ending bug, just loaded the game and open economics window and this error throws up.
Probably related to comercial shipyards, since they are gone and trying to add them via SpaceMaster also throws the error.

The function number: #2196
The complete error text: 1. 9. 4 Function #2196 Referencia a objeto no establecida como instancia de objeto.   (translation: Object reference not set as object instance)
The window affected: Economy window
What you were doing at the time: Load game
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma: ". "
Is the bug is easy to reproduce, intermittent or a one-off: yes always.  just open game, open economics window
If this is a long campaign: 40 years

Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 05, 2020, 07:05:04 AM
Got a game ending bug, just loaded the game and open economics window and this error throws up.
Probably related to comercial shipyards, since they are gone and trying to add them via SpaceMaster also throws the error.

The function number: #2196
The complete error text: 1. 9. 4 Function #2196 Referencia a objeto no establecida como instancia de objeto.   (translation: Object reference not set as object instance)
The window affected: Economy window
What you were doing at the time: Load game
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma: ". "
Is the bug is easy to reproduce, intermittent or a one-off: yes always.  just open game, open economics window
If this is a long campaign: 40 years

Thank you for the well formatted report, I have looked at the DB and can confirm this, I will be sending this to the confirmed thread.

Edit: I think that between us we covered everything to here now /Bughunter
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: crispiboiz on May 05, 2020, 07:27:18 AM
The function number: NA
The complete error text : NA
The window affected : Sector Management
What you were doing at the time :
Construct sector command at Earth, move via civilian shipping to a colony in a system out of range from Sol.  New Sector command is not created in Sector Management window
I was able to fix this by SM deleting and re-adding to the distant colony.  When doing this the new sector is available in the sector management window.

I am unsure if this is sort of intended, but bugged as well, because the old wiki states that sector commands cannot be transported.  hxxp: aurorawiki. pentarch. org/index. php?title=Sector_Command

Conventional or TN start : TN
Random or Real Stars : Real stars
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well. About 72 years in.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 05, 2020, 08:00:56 AM
The function number: N/A
The complete error text: N/A
The window affected: Create Project, missile design, turrets design
What you were doing at the time: NA
Conventional or TN start: NA
Random or Real Stars: NA
Is your decimal separator a comma: No
Is the bug is easy to reproduce, intermittent or a one-off: easy
If this is a long campaign: ~NA

There is no instant button when you still have starting RP point if you are not in SM mode. Also using that instant button does not remove the corresponding number of RP points.
As this button is present in the research tab when you have RP points remaining, the same should be true for these three windows as well

Could possibly be WAI, but not sure so posting for Steve to have a look.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Htamos on May 05, 2020, 08:04:23 AM
The function number: multiple
The complete error text: multiple
The window affected: "Game Information"
What you were doing at the time: starting new game, going out of it with the "X" button
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma: No
Is the bug easy to reproduce, intermittent or a one-off: easy
If this is a long campaign: ~10 years

Game-breaking.
I just wanted to see over the new game settings, so i clicked under "Game Information" on "new game"
Instead of starting a new game i closed with the "X" button.
Was getting tons of errors and after reloading, my save has completely resetted back to the start.
This looks to me, as if the game wrote new game settings over a existing save.
Was able to replicate it.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 05, 2020, 08:08:37 AM
The function number: 1690
The complete error text:
1.9.4 Function #1690: Value to add was out of range.

Parameter name: value
The window affected: Main window
What you were doing at the time: Being bombed to death (i strongly suspect this is related to my political modifier being reduced as it started around then)
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: It is happening every increment for me
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 45 year campaign so far (year is 2060)

I am using custom portraits, so I stowed my whole game here:
http://www.mediafire.com/file/85l7jm7youh31hf/aurora_c%2523_1.94.zip/file

Additional note: This save was brought forward from 1.93

Thanks for the reminder, moved to confirmed now.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 05, 2020, 08:14:22 AM
Colony ships do not respect maximum # of items on loading. 
To duplicate: create a colony ship with 100,000 capacity.  Issue a load order for 5 colonists.  The colony ship will be filled to capacity.

The function number  N/A
The complete error text N/A
The window affected Naval Organization
What you were doing at the time: loading colonists specifying # of items max
Conventional or TN start: TN
Random or Real Stars: real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off? Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - First day of the campaign

Moved to confirmed.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 05, 2020, 08:19:00 AM
Visual bug - renaming an alien race's Known Ship Class (with the "Rename Class" button in the "Intelligence and Foreign Relations" tab) will remove both the number and type of the ship until the window is refreshed by closing and reopening the window (example: '1x XX Ambler' changes to just 'Bob', instead of '1x XX Bob').

Separately, under Themes, there's two "Names Beginning with U" (the second of which is actually names that start with 'V'), and then "Names Beginning with V" is actually names starting with 'W'.

I know there are a number of refresh issues, not sure if Steve considers all of them bugs or not but passed on for him to decide.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 05, 2020, 09:10:29 AM
Various Ground Support Fighters Bugs and issues:
...

Thanks, passed on to confirmed.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: bean on May 05, 2020, 09:51:32 AM
I'm seeing the cycling 222, 224, 2339, 2608 errors (all Object reference not set to an instance of the object) on transiting an unexplored jump point (this looks to be linked to NPR generation, and goes back to at least 1.7.3).  1.9.4 installation, TN start on 1.9.3 or 1.9.4 (can't remember offhand), nothing particularly exotic going on.  I did move the save from one computer to another, but I've had no other issues, and I deleted the database instead of pasting over.

Real stars, less than a year into the campaign.

Oh, and one other thing.  After I got through the errors (took quite a while), I noticed that the oxygen percentage on the probable planet was 31.69%, which puts it into the "dangerous atmosphere" region, IIRC.  Not sure if that's related or not.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Cosinus on May 05, 2020, 10:22:25 AM
You can massively cheat on ground unit construction time by modifying a ground unit formation template after starting an order.

The window affected: Ground forces/formation templates
What you were doing at the time: see below
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
The rest: N/A
Expected behaviour: Since Formation templates unlike ships classes are not directly linked to the units, modifying a template should not affect units already in training. The game should remember the composition of the unit when it was initially ordered and create units based on that template at the end of the training period.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Ironclad Mouse on May 05, 2020, 10:26:57 AM
Function Number and Error Text:N/a
Window Effected:Economics-Specifically Environment and Wealth
What I was doing:Terraforming a planet (Adoris A-III)
Start: Conventional, Spacemaster race and system
Stars: Random
Decimal Separator: "."
Easy to reproduce
Campaign length:54 years
I was terraforming a planet using space stations. After getting everything set up I minimized the economics window, started time advancing. When I pulled the economics window back up, still open to the environment tab of the planet I was terraforming, I saw it hadn't updated. initially I thought the problem was the ships so this time I closed the economics window, went to check they were in the right place, after seeing they were I opened a new economics window to make sure I'd actually set the gas to be added. It was then that I noticed the tab had finally updated. I thought it was odd so I let time pass again with this new economics window open to the environment tab again, and it again would not update until I closed and reopened it. I was doing some testing to see if maybe I was crazy and that was WAI but after checking it appears that envionment and wealth are the only two tabs that don't update automatically when passing time. It also seems they will update if you click on a different planet and then click back on the one you were originally looking at.
This just seems odd to me as the rest of the tabs update without having to go to such lengths.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Kaiser on May 05, 2020, 11:25:03 AM
Probably it has already posted:

The function number: 569 & 2187
The complete error text: Object reference not set as object instance
The window affected: GU Training
What you were doing at the time: Press "Create Task" while no selecting any GU Template
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma: No
Is the bug easy to reproduce, intermittent or a one-off: easy
If this is a long campaign: ~30 years
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: bankshot on May 05, 2020, 11:38:20 AM
Two related bugs:
1) Standing orders to load/unload colonists do not respect population capacity limits for small bodies
2) Civilian colony ships do not respect population capacity limits for small bodies

To duplicate: create a colony on Phobos, which is a tiny moon with a population capacity of .05m.  Deliver 50 LG infrastructure, which will give it a population supported by infrastructure value of .21m.  Then set standing orders to load/unload colonists on your colony ship, or wait until a civilian colony ship gets around to delivering colonists.  Either one will deliver colonists beyond the population capacity, triggering unrest due to overcrowding.

The function number  N/A
The complete error text N/A
The window affected Economics/Events
What you were doing at the time: setting standing orders or waiting on Civilian
Conventional or TN start: TN
Random or Real Stars: real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off? Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - A year or two into the campaign, after the first civilian shipping company launched a colony ship.

Thank you for the bug report, it appears theres a bit of a problem with the understanding of mechanics, it is possible to put more population on a planet then there is population "capacity" the capacity does not refer to the max people you can put on the planet but rather the amount it can support, if you want to tell civilians to stop overcrowding planets with very small population capacities you need to set it as "stable" so colonists do not arrive, when populations are that small it just needs 50% of its max population capacity filled to be able to use that option, alternatively you can make it a military restricted colony and move 50,000 people in Phobos case, this is less of a bug and more of a misunderstanding of mechanics and also a slight QOL oversight, it would be ideal if civilians stopped shipping when you were at population capacity but if its still set as "destination" they will keep coming, this may be added in a future patch but it is not exactly a bug outright, and when you yourself do it, thats completely normal the max capacity is again how much it can support reasonably not how many you can actually put there, theoretically you can put 10 million people on phobos but you are gonna have a lot of issues and massive unrest etc.

I hope that clears it up, and I do advise that you make a suggestion in the C# Suggestions for the "destination" designation of a colony to be disabled when you reach past or at population capacity max supported. Either way thank you for the report.

I respectfully disagree.  Per http://aurora2.pentarch.org/index.php?topic=8495.msg106715#msg106715

3) The available capacity of the system body on which the population is situated, taking into account other populations.
4) The available capacity of the infrastructure (normal or LG depending on the gravity), taking into account the current population size.
5) The lesser of 2) and 3) is used as the base capacity of the population to accept new colonists.

The available capacity of the infrastructure is being checked, but the available capacity of the system body is not.  In this case the colony can have infrastructure with 0 population (so the stable button is not an option), and the first ship to deliver colonists will overcrowd it.

Additionally - the other bug which doesn't allow partial colonist loads means that you would either have to create tiny colony ship with very limited capacity to load it, or use SM mode to move the colonists. 
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 05, 2020, 11:42:18 AM
Two related bugs:
1) Standing orders to load/unload colonists do not respect population capacity limits for small bodies
2) Civilian colony ships do not respect population capacity limits for small bodies

To duplicate: create a colony on Phobos, which is a tiny moon with a population capacity of .05m.  Deliver 50 LG infrastructure, which will give it a population supported by infrastructure value of .21m.  Then set standing orders to load/unload colonists on your colony ship, or wait until a civilian colony ship gets around to delivering colonists.  Either one will deliver colonists beyond the population capacity, triggering unrest due to overcrowding.

The function number  N/A
The complete error text N/A
The window affected Economics/Events
What you were doing at the time: setting standing orders or waiting on Civilian
Conventional or TN start: TN
Random or Real Stars: real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off? Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - A year or two into the campaign, after the first civilian shipping company launched a colony ship.

Thank you for the bug report, it appears theres a bit of a problem with the understanding of mechanics, it is possible to put more population on a planet then there is population "capacity" the capacity does not refer to the max people you can put on the planet but rather the amount it can support, if you want to tell civilians to stop overcrowding planets with very small population capacities you need to set it as "stable" so colonists do not arrive, when populations are that small it just needs 50% of its max population capacity filled to be able to use that option, alternatively you can make it a military restricted colony and move 50,000 people in Phobos case, this is less of a bug and more of a misunderstanding of mechanics and also a slight QOL oversight, it would be ideal if civilians stopped shipping when you were at population capacity but if its still set as "destination" they will keep coming, this may be added in a future patch but it is not exactly a bug outright, and when you yourself do it, thats completely normal the max capacity is again how much it can support reasonably not how many you can actually put there, theoretically you can put 10 million people on phobos but you are gonna have a lot of issues and massive unrest etc.

I hope that clears it up, and I do advise that you make a suggestion in the C# Suggestions for the "destination" designation of a colony to be disabled when you reach past or at population capacity max supported. Either way thank you for the report.

I respectfully disagree.  Per http://aurora2.pentarch.org/index.php?topic=8495.msg106715#msg106715

3) The available capacity of the system body on which the population is situated, taking into account other populations.
4) The available capacity of the infrastructure (normal or LG depending on the gravity), taking into account the current population size.
5) The lesser of 2) and 3) is used as the base capacity of the population to accept new colonists.

The available capacity of the infrastructure is being checked, but the available capacity of the system body is not.  In this case the colony can have infrastructure with 0 population (so the stable button is not an option), and the first ship to deliver colonists will overcrowd it.

Additionally - the other bug which doesn't allow partial colonist loads means that you would either have to create tiny colony ship with very limited capacity to load it, or use SM mode to move the colonists.

After reviewing the post, I agree that my original statements were wrong and a mistake, I will be moving the original post to confirmed but the side bug about not being able to load certain amounts of colonists, I personally have not had issues with but I have seen reported in the past when you try to load extremely small numbers, anyway thank you and this will be moved properly.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Black on May 05, 2020, 12:15:09 PM
Version 1.9.4.
The function number - None
The complete error text - None
The window affected - Economics - Shipyards
What you were doing at the time - refitting ships
Is your decimal separator a comma? - no
Is the bug is easy to reproduce, intermittent or a one-off? - easy to reproduce

A bit of annoying thing when refitting ships. Not sure if it is intended behavior. If you select Refit in Task Type (Economics - Shipyards), there is list in Refit From menu that includes obsolete classes that have no active ships in the game, so as you progress the game and make new classes, the list continues to grow.

Only solution I am aware is to delete non active designs from Class Design list and IMHO that is not always desirable solution.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 05, 2020, 12:22:23 PM
Version 1.9.4.
The function number - None
The complete error text - None
The window affected - Economics - Shipyards
What you were doing at the time - refitting ships
Is your decimal separator a comma? - no
Is the bug is easy to reproduce, intermittent or a one-off? - easy to reproduce

A bit of annoying thing when refitting ships. Not sure if it is intended behavior. If you select Refit in Task Type (Economics - Shipyards), there is list in Refit From menu that includes obsolete classes that have no active ships in the game, so as you progress the game and make new classes, the list continues to grow.

Only solution I am aware is to delete non active designs from Class Design list and IMHO that is not always desirable solution.

Thank you for formatting properly, this is less of a bug bug and more of just quirky game behaviour thats probably not the best QOL, as such I will be asking steve if this is intended behaviour before moving it to confirmed.

EDIT: Steves official stance on it is "WAI-ish" and said that he can understand that it could be annoying. So not a confirmed bug, thank you for the report.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Garfunkel on May 05, 2020, 12:24:12 PM
I'm seeing the cycling 222, 224, 2339, 2608 errors (all Object reference not set to an instance of the object) on transiting an unexplored jump point (this looks to be linked to NPR generation, and goes back to at least 1.7.3).  1.9.4 installation, TN start on 1.9.3 or 1.9.4 (can't remember offhand), nothing particularly exotic going on.  I did move the save from one computer to another, but I've had no other issues, and I deleted the database instead of pasting over.

Real stars, less than a year into the campaign.

Oh, and one other thing.  After I got through the errors (took quite a while), I noticed that the oxygen percentage on the probable planet was 31.69%, which puts it into the "dangerous atmosphere" region, IIRC.  Not sure if that's related or not.
Do you have a DB where you can reproduce the errors? If yes, could you make a new post with it attached and also name which system(s) are causing the issue(s), please.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Garfunkel on May 05, 2020, 12:25:19 PM
You can massively cheat on ground unit construction time by modifying a ground unit formation template after starting an order.

The window affected: Ground forces/formation templates
What you were doing at the time: see below
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
The rest: N/A
  • Create a formation template (e.g. Battalion) with one unit, e.g. a light vehicle with some weapon
  • Order a bunch of these battalions, which are very cheap and have a build time of only a few days.
  • Add a few hundred expensive units to the battalion, increasing the build points massively
  • The battalion is still completed after a few days, since it builds what the template is currently, not what was initially ordered.
Expected behaviour: Since Formation templates unlike ships classes are not directly linked to the units, modifying a template should not affect units already in training. The game should remember the composition of the unit when it was initially ordered and create units based on that template at the end of the training period.
I assume this goes under "cheating in solitaire" but it can be done by accident as well so I'm moving it for Steve to decide.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: bean on May 05, 2020, 12:51:30 PM
I'm seeing the cycling 222, 224, 2339, 2608 errors (all Object reference not set to an instance of the object) on transiting an unexplored jump point (this looks to be linked to NPR generation, and goes back to at least 1.7.3).  1.9.4 installation, TN start on 1.9.3 or 1.9.4 (can't remember offhand), nothing particularly exotic going on.  I did move the save from one computer to another, but I've had no other issues, and I deleted the database instead of pasting over.

Real stars, less than a year into the campaign.

Oh, and one other thing.  After I got through the errors (took quite a while), I noticed that the oxygen percentage on the probable planet was 31.69%, which puts it into the "dangerous atmosphere" region, IIRC.  Not sure if that's related or not.
Do you have a DB where you can reproduce the errors? If yes, could you make a new post with it attached and also name which system(s) are causing the issue(s), please.
Not really.  It happened on transit into an unexplored jump point, which subsequently turned out to have a habitable planet and an NPR.  I suspect that the error was somewhere in the code for generating that.  I've since jumped into the system with no problems.  If the database would be helpful, I can post it, but it's obviously not something I can reproduce on demand.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 05, 2020, 12:52:56 PM
I'm seeing the cycling 222, 224, 2339, 2608 errors (all Object reference not set to an instance of the object) on transiting an unexplored jump point (this looks to be linked to NPR generation, and goes back to at least 1.7.3).  1.9.4 installation, TN start on 1.9.3 or 1.9.4 (can't remember offhand), nothing particularly exotic going on.  I did move the save from one computer to another, but I've had no other issues, and I deleted the database instead of pasting over.

Real stars, less than a year into the campaign.

Oh, and one other thing.  After I got through the errors (took quite a while), I noticed that the oxygen percentage on the probable planet was 31.69%, which puts it into the "dangerous atmosphere" region, IIRC.  Not sure if that's related or not.
Do you have a DB where you can reproduce the errors? If yes, could you make a new post with it attached and also name which system(s) are causing the issue(s), please.
Not really.  It happened on transit into an unexplored jump point, which subsequently turned out to have a habitable planet and an NPR.  I suspect that the error was somewhere in the code for generating that.  I've since jumped into the system with no problems.  If the database would be helpful, I can post it, but it's obviously not something I can reproduce on demand.

The Database can be useful as steve can see if he can find any code around that, that may be the issue, but if not then I suggest either trying to reproduce it and if you cant then this is enough aka making steve aware so if it pops up again.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: davidb86 on May 05, 2020, 01:06:52 PM
Version 1.9.4.
Version - 1.9.4
The function number - 3248
The complete error text - "The given key was not present in the dictionary"
The window affected - All
What you were doing at the time - starting Aurora
Is your decimal separator a comma? - no
Is the bug is easy to reproduce, intermittent or a one-off? - easy to reproduce

I had upgraded to 1.9.4 successfully and played off and on for a couple of days, last night I saved the game (which took a while) and closed.  Today I went to restart the game and got the error message.  I assume that something did not get saved correctly?

No work around found yet,

never mind, the system map just opened in the time it took me to prepare this post.  my game is as I saved it. 
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: xenoscepter on May 05, 2020, 01:22:52 PM
The function number - Not Applicable
The complete error text - Not Applicable
The window affected - Economics Window, Summary Tab & Commanders Window
What you were doing at the time - Just playing as usual, nothing out of the ordinary.
Conventional or TN start - Conventional
Random or Real Stars - Random
Is your decimal separator a comma? - Nope.
Is the bug is easy to reproduce, intermittent or a one-off? - Should be super easy to reproduce.

This produced in v1.9.4 with a 1.9.3 save that was carried over.

 --- I believe it is a display bug, but I cannot confirm at this time. I happened upon this bug during the course of normal play. Upon assigning an administrator to my Sector Command, specifically the Sol Sector, the Sector Governor in the Summary Tab of the Economics Window fails to display them as such. The Commanders Window confirms that they are, in fact, the commander of the Sector. To reproduce this bug, simply assign an administrator to a Sector Command, simplicity itself.

 --- Upon a little bit of further testing, it seems this is not merely a display bug. The original administrator possessed no bonuses, but when I assigned another commander who did have bonuses, they failed to be applied along with the new administrator failing to be shown as the Sector Governor. This is despite the Commanders Window showing that them as being assigned to the Sol Sector.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: bean on May 05, 2020, 01:24:52 PM
I'm seeing the cycling 222, 224, 2339, 2608 errors (all Object reference not set to an instance of the object) on transiting an unexplored jump point (this looks to be linked to NPR generation, and goes back to at least 1.7.3).  1.9.4 installation, TN start on 1.9.3 or 1.9.4 (can't remember offhand), nothing particularly exotic going on.  I did move the save from one computer to another, but I've had no other issues, and I deleted the database instead of pasting over.

Real stars, less than a year into the campaign.

Oh, and one other thing.  After I got through the errors (took quite a while), I noticed that the oxygen percentage on the probable planet was 31.69%, which puts it into the "dangerous atmosphere" region, IIRC.  Not sure if that's related or not.
Do you have a DB where you can reproduce the errors? If yes, could you make a new post with it attached and also name which system(s) are causing the issue(s), please.
Not really.  It happened on transit into an unexplored jump point, which subsequently turned out to have a habitable planet and an NPR.  I suspect that the error was somewhere in the code for generating that.  I've since jumped into the system with no problems.  If the database would be helpful, I can post it, but it's obviously not something I can reproduce on demand.

The Database can be useful as steve can see if he can find any code around that, that may be the issue, but if not then I suggest either trying to reproduce it and if you cant then this is enough aka making steve aware so if it pops up again.
I've attached the database.  Not sure what I can do to reproduce it other than exploring a lot of systems, which I was already doing for other reasons.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: bean on May 05, 2020, 01:26:30 PM
The function number - Not Applicable
The complete error text - Not Applicable
The window affected - Economics Window, Summary Tab & Commanders Window
What you were doing at the time - Just playing as usual, nothing out of the ordinary.
Conventional or TN start - Conventional
Random or Real Stars - Random
Is your decimal separator a comma? - Nope.
Is the bug is easy to reproduce, intermittent or a one-off? - Should be super easy to reproduce.

This produced in v1.9.4 with a 1.9.3 save that was carried over.

 --- I believe it is a display bug, but I cannot confirm at this time. I happened upon this bug during the course of normal play. Upon assigning an administrator to my Sector Command, specifically the Sol Sector, the Sector Governor in the Summary Tab of the Economics Window fails to display them as such. The Commanders Window confirms that they are, in fact, the commander of the Sector. To reproduce this bug, simply assign an administrator to a Sector Command, simplicity itself.

 --- Upon a little bit of further testing, it seems this is not merely a display bug. The original administrator possessed no bonuses, but when I assigned another commander who did have bonuses, they failed to be applied along with the new administrator failing to be shown as the Sector Governor. This is despite the Commanders Window showing that them as being assigned to the Sol Sector.
This probably isn't a bug.  Even the system the sector HQ is in doesn't automatically assign to the sector.  Make sure it's assigned in the sector window and see if that fixes it.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpikeTheHobbitMage on May 05, 2020, 02:19:06 PM
Are standing orders supposed to override manual ones? I told a ship to refuel from a tanker rather than a colony and I have to turn off the standing order to make that happen.

I think this is WAI because manual orders could potentially leave a ship unable to perform the standing orders. I have a vague memory of Steve stating something like that but cannot find the post. If anyone can prove otherwise I'll report it as a bug.
IIRC, conditional orders need to clear the command list.  Standing orders are what the ship is supposed to do when it has no other orders.  In particular, if standing orders clear the list then you can't have both standing and conditional orders set because the conditional order will override the standing order when it fires instead of the other way around.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Conscript Gary on May 05, 2020, 03:10:36 PM
Version: 1.9.4
The function number: N/A
The complete error text: N/a
The window affected: Tactical, technically
What you were doing at the time: Attempting to lay a minefield, with a second hostile player race as targets
Conventional or TN start: TN start
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce

Problems are as follows: Any viable method of launching the mine results in it either discharging its submunition instantly or choosing an unhelpful target that ruins its ability to act as a mine. "Launch ready ordinance" produces this behavior, as well as launching using the fire control (targeting a waypoint).

When given the waypoint itself as a target or no target is given, the mine seems to pick the first available known target in system, regardless of whether or not it's in range (in the DB provided, moving the martian target fleet away from the mines' range and then launching a new one will have the freshly launched mines target XX Target 001). The mine will deploy as normal if that particular target enters range, but will ignore all others that come close. In fact, it seems that this will happen even if that first possible target isn't even detected.

Giving the mines a target that is beyond release distance results in them not discharging, but since their target cannot be changed, this means they will never fire at targets of opportunity as a mine should. The DB provided has some mines in this state for demonstration.

Forum attachments don't seem to agree with my internet connection for large files (http://www.mediafire.com/file/q3l2cglt8q61j6p/AuroraDB.db/file)
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: xenoscepter on May 05, 2020, 03:14:59 PM
The function number - Not Applicable
The complete error text - Not Applicable
The window affected - Class Design & Naval Organization Windows
What you were doing at the time - Deliberately testing the functionality of the Designs mentioned.
Conventional or TN start - Conventional
Random or Real Stars - Random
Is your decimal separator a comma? - Nope.
Is the bug is easy to reproduce, intermittent or a one-off? - The bug can be reproduced by building the designs included and attempting to unload colonists at a location w/o a Cargo Shuttle Station or Spaceport.

This produced in v1.9.4 with a 1.9.3 save that was carried over.

 --- Fighters are supposed to be able to load / off-load their Cargo w/o the use of Cargo Shuttles. Even after converting the Angel-Class Cryo Trays to a Fighter in the Class Design window, they were unable to offload their cargo. I tested this with Mercury, starting w/o any colony already built and no Infra, then I tested it again after creating a blank colony. It still did not work, so I added 0.5 Million colonists and 312 Infrastructure, enough to house 1 million Colonists. No luck. These parameters were all tried both with the designs included in the Off-Topics below and with the Cryo Trays adjusted so that they displayed the "This design is classed as a Fighter for production, combat and planetary interaction" message in the Class Design Window.
*DB included in the attachments.

The Colony Ship:
Off-Topic: show
Heaven class Colony Ship (P)      500 tons       9 Crew       58.8 BP       TCS 10    TH 3    EM 0
250 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 1/1/0/0      DCR 0      PPV 0
Maint Life 37.95 Years     MSP 124    AFR 3%    IFR 0.0%    1YR 0    5YR 3    Max Repair 18 MSP
Hangar Deck Capacity 125 tons     
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3.1 months    Flight Crew Berths 20    Morale Check Required   

UESI Experimental High Output Lifter (2)    Power 2.5    Fuel Use 552.43%    Signature 1.25    Explosion 12%
Fuel Capacity 31,000 Litres    Range 2 billion km (93 days at full power)

UESI Experimental Planetary Scanner (1)     GPS 2     Range 1.8m km    MCR 194.3k km    Resolution 1
UESI Experimental System Body Scanner (1)     GPS 1000     Range 14.2m km    Resolution 500
UESI Experimental Sensor Calibration System (TH Module) (1)     Sensitivity 1.0     Detect Sig Strength 1000:  7.9m km
UESI Experimental Sensor Calibration System (EM Module) (1)     Sensitivity 1.0     Detect Sig Strength 1000:  7.9m km

This design is classed as a Fighter for production, combat and planetary interaction```
And the Cryo Tray that holds the actual Colonists.
```Angel class Cryo Tray      125 tons       5 Crew       18.1 BP       TCS 2    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 2      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 151    Max Repair 10 MSP
Cryogenic Berths 200   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 months   

Fuel Capacity 1,000 Litres    Range N/A

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes

The "Cryo Tray":
Off-Topic: show
Angel class Cryo Tray      125 tons       5 Crew       18.1 BP       TCS 2    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 2      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 151    Max Repair 10 MSP
Cryogenic Berths 200   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 months   

Fuel Capacity 1,000 Litres    Range N/A

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Bughunter on May 05, 2020, 03:35:50 PM
Are standing orders supposed to override manual ones? I told a ship to refuel from a tanker rather than a colony and I have to turn off the standing order to make that happen.

I think this is WAI because manual orders could potentially leave a ship unable to perform the standing orders. I have a vague memory of Steve stating something like that but cannot find the post. If anyone can prove otherwise I'll report it as a bug.
IIRC, conditional orders need to clear the command list.  Standing orders are what the ship is supposed to do when it has no other orders.  In particular, if standing orders clear the list then you can't have both standing and conditional orders set because the conditional order will override the standing order when it fires instead of the other way around.

Sounds like I mixed them up then, will revisit tomorrow unless one of the other mods do.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: xenoscepter on May 05, 2020, 04:07:17 PM
Confirming what @byron suggested has fixed the Sector Command issue. Cheers!
Title: Re: v1.9.4 Potential Bugs Thread
Post by: alex123700a on May 05, 2020, 04:15:16 PM
In a new system I discovered some asteroids were generated inside the star. 
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Chrisianak on May 05, 2020, 04:40:26 PM
Was gonna say what Garfunkel said. I thought that might be the issue as it will just reset if you don't use default fleet.

1.  Civilian colony ships do not respect max body population.  Will cause overcrowding if you don't manually set to source or stable.
2.  Orbital Habitats will likewise continue to grow even when max pop+hab capacity<pop, causing overcrowding.
3.  Civilian fleets show up in instant build drop-down for ship classes.

The function number-N/A
The complete error text-N/A
The window affected-N/A
What you were doing at the time - Testing population and civilian trading mechanics.  LG infrastructure is now traded, yay!
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - 1,000.00
Is the bug is easy to reproduce, intermittent or a one-off? Reproducible
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - less than 75
As far as I'm aware this is WAI. They will respect your wishes if you go to the Economics-Civilian Economy tab and put the colony as Stable.

Sorry I wasn't clear.  These are three separate issues. 
1.  Civilian shipping ignoring max body pop may be WAI, requiring you to manually turn off colonist transfer.  Can catch people by surprise when overcrowding penalties start to accrue.  Might cause confusion with the two separate sources of overcrowding (infra and max pop)
2.  Separately from the above, natural population growth in a colony with orbital habitats will cause overcrowding.
3.   Completely separate thing that I noticed when spawning in the Orbital Hab, Civilian fleets show up in instant build drop-down for ship classes.

While I have seen some talk about whether 1 is WAI, what about 2 and 3?  The orbital habitat issue could easily cripple a colony on a small body with overcrowding with no means to deal with it short of spamming police or finding a way to sink the extra colonist growth.  3 is a minor issue but is presumably a bug.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4][confirmed]
Post by: Energyz on May 05, 2020, 04:55:43 PM
Nori - I've confirmed this and will add it to the confirmed list.

The function number- 2044, 2043 and then 2609
The complete error text-null error
The window affected-missile design
Conventional or TN start - NA
Random or Real Stars - NA
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? Reproducible

Loading a previous buoy design will works fine unlike previous versions, but unchecking no engine generates errors. More errors when you check it again.

------

Other bug, a missile launcher affected to a MFC will disapear from the ship combat view if you remove the MFC in the class design as SM. The only way to make it reappear is to use the auto-assign button
Title: Re: v1.9.4 Potential Bugs Thread
Post by: SpikeTheHobbitMage on May 05, 2020, 05:15:12 PM
In a new system I discovered some asteroids were generated inside the star.
While technically a bug, that is awesome.  If they are usable then count me as a vote for keeping that one. :)
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: papent on May 05, 2020, 06:01:40 PM
SpaceMarine - I have confirmed this as a bug and it has been moved

When you post, please post as much information as possible, including:V.19.4
The function number N/A
The complete error text  N/A
The window affected  Ground Forces
What you were doing at the time Organizing Ground Forces
Conventional or TN start TN Start
Random or Real Stars Real
Is your decimal separator a comma? .
Is the bug is easy to reproduce, intermittent or a one-off? easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well 1.5 years

ground forces formations do not respect template rank, easy to repeat instant build a light artillery or mortar battalion and the template states LTC for C.O and the unit that is built requires a MAJ instead. see attached DB
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 05, 2020, 06:28:08 PM
When you post, please post as much information as possible, including:V.19.4
The function number N/A
The complete error text  N/A
The window affected  Ground Forces
What you were doing at the time Organizing Ground Forces
Conventional or TN start TN Start
Random or Real Stars Real
Is your decimal separator a comma? .
Is the bug is easy to reproduce, intermittent or a one-off? easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well 1.5 years

ground forces formations do not respect template rank, easy to repeat instant build a light artillery or mortar battalion and the template states LTC for C.O and the unit that is built requires a MAJ instead. see attached DB

Thank you for the properly formatted report, I have confirmed this bug and I will be moving it to the confirmed thread, thank you for reporting it, have a nice day!
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Ardis on May 05, 2020, 06:50:34 PM
~Nori: Not a bug. The first number is the amount of guns you have installed, the second is the number of shots the railgun does. It is always 4 because it always shoots 4. If you want to see the damage the gun does, click the show bands checkbox on the right.

Version - 1.9.4
Function number - none
Complete error text - none
Window affected - Class design/Ship overview
What you were doing at the time - Designing a railgun.

Railgun damage seems to be displayed incorrectly in the class design and ship overview windows. Regardless of the calibre, it's always shown as 1x4. It's only these two windows, though, the weapon itself works properly when used.

Conventional or TN start - TN
Random or Real Stars - Random
Is your decimal separator a comma? - no
Is the bug is easy to reproduce, intermittent or a one-off? - reproduced multiple times, including a freshly downloaded Aurora
Is this a long campaign - less than 50 years
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Yonder on May 05, 2020, 08:09:53 PM
Version 1.9.4
Function Number 1531
Error Text: Object reference not set to an instance of an object

My last active geosurvey ship in the system was just unable to fill out it's standing orders of "geosurvey 5 bodies". There were still bodies in the system but they were too far away. I had two other geosurvey ships that just stopped because there were no other bodies close enough that weren't already claimed, but they did not trigger an error.

TN Start
Real Stars
period decimal separator
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Chrisianak on May 05, 2020, 08:47:53 PM
Was gonna say what Garfunkel said. I thought that might be the issue as it will just reset if you don't use default fleet.

1.  Civilian colony ships do not respect max body population.  Will cause overcrowding if you don't manually set to source or stable.
2.  Orbital Habitats will likewise continue to grow even when max pop+hab capacity<pop, causing overcrowding.
3.  Civilian fleets show up in instant build drop-down for ship classes.

The function number-N/A
The complete error text-N/A
The window affected-N/A
What you were doing at the time - Testing population and civilian trading mechanics.  LG infrastructure is now traded, yay!
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - 1,000.00
Is the bug is easy to reproduce, intermittent or a one-off? Reproducible
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - less than 75
As far as I'm aware this is WAI. They will respect your wishes if you go to the Economics-Civilian Economy tab and put the colony as Stable.

Sorry I wasn't clear.  These are three separate issues. 
1.  Civilian shipping ignoring max body pop may be WAI, requiring you to manually turn off colonist transfer.  Can catch people by surprise when overcrowding penalties start to accrue.  Might cause confusion with the two separate sources of overcrowding (infra and max pop)
2.  Separately from the above, natural population growth in a colony with orbital habitats will cause overcrowding.
3.   Completely separate thing that I noticed when spawning in the Orbital Hab, Civilian fleets show up in instant build drop-down for ship classes.

While I have seen some talk about whether 1 is WAI, what about 2 and 3?  The orbital habitat issue could easily cripple a colony on a small body with overcrowding with no means to deal with it short of spamming police or finding a way to sink the extra colonist growth.  3 is a minor issue but is presumably a bug.

Just tested the effect of orbital habitats continuing to grow population when full and cause overcrowding on the surface.  This will rapidly cripple any colony with a full orbital habitat over a small boy (i.e. Phobos) as the garrison strength required to prevent the resulting unrest from overcrowding grows with the square of surface pop/body capacity with no apparent upper limit.  Since small bodies are otherwise attractive locations for orbital habitats, this seems like a nasty downside to orbital habitats.  It seems that they should not overfill the surface.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: BritoO on May 05, 2020, 09:01:27 PM
After a forum search and having looked at the known issues i did not find anything related to this, so i'm posting as a new bug. 

The function number - None
The complete error text - None
The window affected - System View (specifically the Mineral tab)
What you were doing at the time - Geo Survey of Sol
Conventional or TN start - TN
Random or Real Stars - Real Stars
Is your decimal separator a comma? - No.   Decimal Separator is ".  "
Is the bug is easy to reproduce, intermittent or a one-off? - Easy.   See Below
If this is a long campaign - Less then 1 year

When surveying system bodies with minerals the Mineral Tab in the System View would not update with new entries. 
There were event messages for new Body With Minerals discovered and the Mineral Overview screen would also be correct (you could search and the body would be there)

Saving and restarting would cause the Mineral Tab to now display correct info, but if you continued surveying the newly surveyed locations would not show up again. 

In the following image you can see the event for minerals discovered on C/2017 K2, but the mineral tab does not show an entry for that system body

https://i.  imgur.  com/dwtcXH0.  png


After a game reload and without advancing time the entry is now in the Mineral Tab

https://i.  imgur.  com/LAcpIeu.  png


Advancing time again until a new mineral discovery shows minerals on Chernykh with an appropriate entry on the Mineral Report Window, but again there is no entry on the Mineral Tab of System View

https://i.  imgur.  com/u0wDL2U.  png
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Ironclad Mouse on May 05, 2020, 09:10:11 PM
After a forum search and having looked at the known issues i did not find anything related to this, so i'm posting as a new bug. 

The function number - None
The complete error text - None
The window affected - System View (specifically the Mineral tab)
What you were doing at the time - Geo Survey of Sol
Conventional or TN start - TN
Random or Real Stars - Real Stars
Is your decimal separator a comma? - No.   Decimal Separator is ".  "
Is the bug is easy to reproduce, intermittent or a one-off? - Easy.   See Below
If this is a long campaign - Less then 1 year

When surveying system bodies with minerals the Mineral Tab in the System View would not update with new entries. 
There were event messages for new Body With Minerals discovered and the Mineral Overview screen would also be correct (you could search and the body would be there)

Saving and restarting would cause the Mineral Tab to now display correct info, but if you continued surveying the newly surveyed locations would not show up again. 

In the following image you can see the event for minerals discovered on C/2017 K2, but the mineral tab does not show an entry for that system body

https://i.  imgur.  com/dwtcXH0.  png


After a game reload and without advancing time the entry is now in the Mineral Tab

https://i.  imgur.  com/LAcpIeu.  png


Advancing time again until a new mineral discovery shows minerals on Chernykh with an appropriate entry on the Mineral Report Window, but again there is no entry on the Mineral Tab of System View

https://i.  imgur.  com/u0wDL2U.  png
You don't have to close and relaunch the game, just hit the refresh button
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: BritoO on May 05, 2020, 09:17:54 PM
Quote from: Ironclad Mouse
You don't have to close and relaunch the game, just hit the refresh button

Cool, thanks.

I'll be honest that this is my first game I the C# version of Aurora and i still get some stuff mixed up or forgotten with the VB6 version.
Did not even think of the refresh button.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: skoormit on May 05, 2020, 10:19:51 PM
In a new system I discovered some asteroids were generated inside the star.
While technically a bug, that is awesome.  If they are usable then count me as a vote for keeping that one. :)

In VB, these would cause a division by zero error every time orbital motion was calculated.
I don't know if that's still the case in C#.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Nori on May 05, 2020, 10:26:53 PM
Version 1.9.4
Function Number 1531
Error Text: Object reference not set to an instance of an object

My last active geosurvey ship in the system was just unable to fill out it's standing orders of "geosurvey 5 bodies". There were still bodies in the system but they were too far away. I had two other geosurvey ships that just stopped because there were no other bodies close enough that weren't already claimed, but they did not trigger an error.

TN Start
Real Stars
period decimal separator
Would you be able to supply the DB?
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Nori on May 05, 2020, 10:28:18 PM
Was gonna say what Garfunkel said. I thought that might be the issue as it will just reset if you don't use default fleet.

1.  Civilian colony ships do not respect max body population.  Will cause overcrowding if you don't manually set to source or stable.
2.  Orbital Habitats will likewise continue to grow even when max pop+hab capacity<pop, causing overcrowding.
3.  Civilian fleets show up in instant build drop-down for ship classes.

The function number-N/A
The complete error text-N/A
The window affected-N/A
What you were doing at the time - Testing population and civilian trading mechanics.  LG infrastructure is now traded, yay!
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - 1,000.00
Is the bug is easy to reproduce, intermittent or a one-off? Reproducible
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - less than 75
As far as I'm aware this is WAI. They will respect your wishes if you go to the Economics-Civilian Economy tab and put the colony as Stable.

Sorry I wasn't clear.  These are three separate issues. 
1.  Civilian shipping ignoring max body pop may be WAI, requiring you to manually turn off colonist transfer.  Can catch people by surprise when overcrowding penalties start to accrue.  Might cause confusion with the two separate sources of overcrowding (infra and max pop)
2.  Separately from the above, natural population growth in a colony with orbital habitats will cause overcrowding.
3.   Completely separate thing that I noticed when spawning in the Orbital Hab, Civilian fleets show up in instant build drop-down for ship classes.

While I have seen some talk about whether 1 is WAI, what about 2 and 3?  The orbital habitat issue could easily cripple a colony on a small body with overcrowding with no means to deal with it short of spamming police or finding a way to sink the extra colonist growth.  3 is a minor issue but is presumably a bug.

Just tested the effect of orbital habitats continuing to grow population when full and cause overcrowding on the surface.  This will rapidly cripple any colony with a full orbital habitat over a small boy (i.e. Phobos) as the garrison strength required to prevent the resulting unrest from overcrowding grows with the square of surface pop/body capacity with no apparent upper limit.  Since small bodies are otherwise attractive locations for orbital habitats, this seems like a nasty downside to orbital habitats.  It seems that they should not overfill the surface.
I'll post and ask about this as it does seem wrong.
Title: Re: v1.9.4 Potential Bugs Thread
Post by: Nori on May 05, 2020, 10:35:16 PM
In a new system I discovered some asteroids were generated inside the star.
Did this cause any errors or are you asking if this is expected behavior?

Additionally, a DB would be helpful and if you could please format your post per the following template:

The function number-
The complete error text-
The window affected-
Conventional or TN start -
Random or Real Stars -
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: shanedday on May 06, 2020, 12:25:09 AM
Hi, a one salvager related bugs possibly and one suggestion. .  v 1. 9. 4

The function number - none
The complete error text - none
The window affected - event window
What you were doing at the time - salvaging in a fleet, three salvager ships, medals setup to award as per the salvaging limits.
Conventional or TN start - TN start
Random or Real Stars - Real
Is your decimal separator a comma? - Y
Is the bug is easy to reproduce, intermittent or a one-off? easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - 2106 current year, not sure when it started.

Description - salvager ship commanders do not seem to recieve the salvaging medals when salvaging in a fleet, when seperated into individual units in fleets, the awards worked ok.  The other item, not sure if it is WAI. .  when the salvagers cargo hold is full it does not stop salvaging or provide a event, the event displays wreck salvaged, but no minerals or components are displayed.  Could we get the salvager to stop or add in a secondary standing order, possibly conditional?
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Haji on May 06, 2020, 01:40:51 AM
System generation appears to be wonky. I've set up a new game with those settings:
New game
non-real stars
maximum number of stars set to 10
no NPRs

I've entered SM mode and begun exploring the jump points. I've got up to twenty three systems before the game crashed for some reason, despite the fact there were supposed to be only ten stars. In addition no connections between known star systems have been created.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: NightlinerSGS on May 06, 2020, 03:02:05 AM
The function number N/A
The complete error text N/A
The window affected N/A
What you were doing at the time Nothing, this is immediatly after new game generation
Conventional or TN start Both
Random or Real Stars Both
Is your decimal separator a comma? Dot
Is the bug is easy to reproduce, intermittent or a one-off? Super Easy.  :)


TLDR: Jupiter always has a LP, even if there is no second LP in the system.


As per the C# changes list (hxxp: aurora2. pentarch. org/index. php?topic=8495. msg109206#msg109206), Jupiter should only generate a LP if Minerva (Planet X option) is present and a Super Jovian.
In my current game I noticed Jupiter has a LP despite Minerva being a terrestial planet.
I tried generating more games with Minerva, but only got to 3 attempts in all of which Minerva was a Super Jovian with corrosponding LP.
On attempt 4 I forgot to check the Planet X option. 
Jupiter had a LP regardless.
Further testing with different options (TN, Non-TN, Real Stars on/off) shows that Jupiter always spawns with an LP, even if there is no second LP in the system.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: sneer on May 06, 2020, 03:33:16 AM
The function number N/A
The complete error text N/A
The window affected N/A
What you were doing at the time
Conventional or TN start :TN
Random or Real Stars : real start
Is your decimal separator a comma? comma
Is the bug is easy to reproduce, intermittent or a one-off? no idea but it should be




not exactly a bug - rather issue needing some attention (ver 1.94)
npr landed on my listining post planet
I reacted with fleet , destroyed enemy TF , thinned their land forces and parked over planet waiting for troop transport ( I wanted to test my units vs new enemy)
moment later my defensless tracking station is captured by enemy land forces and FLEET SURRENDERS to NPR !!!!!
no combat damage , was 5 days off my home base so morale should be maxed
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 06, 2020, 03:37:28 AM
The function number N/A
The complete error text N/A
The window affected N/A
What you were doing at the time Nothing, this is immediatly after new game generation
Conventional or TN start Both
Random or Real Stars Both
Is your decimal separator a comma? Dot
Is the bug is easy to reproduce, intermittent or a one-off? Super Easy.  :)


TLDR: Jupiter always has a LP, even if there is no second LP in the system.


As per the C# changes list (hxxp: aurora2. pentarch. org/index. php?topic=8495. msg109206#msg109206), Jupiter should only generate a LP if Minerva (Planet X option) is present and a Super Jovian.
In my current game I noticed Jupiter has a LP despite Minerva being a terrestial planet.
I tried generating more games with Minerva, but only got to 3 attempts in all of which Minerva was a Super Jovian with corrosponding LP.
On attempt 4 I forgot to check the Planet X option. 
Jupiter had a LP regardless.
Further testing with different options (TN, Non-TN, Real Stars on/off) shows that Jupiter always spawns with an LP, even if there is no second LP in the system.

I am 99% sure this is WAI, could you please post the link fully as I cannot use it to find the post you describe, but I do distinctly remember reading Jupiter would always have a Lagrange point due to its mass, further information would be appreciated
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 06, 2020, 03:38:20 AM
The function number N/A
The complete error text N/A
The window affected N/A
What you were doing at the time
Conventional or TN start :TN
Random or Real Stars : real start
Is your decimal separator a comma? comma
Is the bug is easy to reproduce, intermittent or a one-off? no idea but it should be




not exactly a bug - rather issue needing some attention (ver 1.94)
npr landed on my listining post planet
I reacted with fleet , destroyed enemy TF , thinned their land forces and parked over planet waiting for troop transport ( I wanted to test my units vs new enemy)
moment later my defensless tracking station is captured by enemy land forces and FLEET SURRENDERS to NPR !!!!!
no combat damage , was 5 days off my home base so morale should be maxed

If you could please provide a DB so its easier for us to confirm and for steve to look through, thank you for the properly formatted report.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 06, 2020, 03:39:11 AM
System generation appears to be wonky. I've set up a new game with those settings:
New game
non-real stars
maximum number of stars set to 10
no NPRs

I've entered SM mode and begun exploring the jump points. I've got up to twenty three systems before the game crashed for some reason, despite the fact there were supposed to be only ten stars. In addition no connections between known star systems have been created.

Can you please provide a DB and if not please try to reproduce the issue and ensure you have set the settings properly.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 06, 2020, 03:41:16 AM
Hi, a one salvager related bugs possibly and one suggestion. .  v 1. 9. 4

The function number - none
The complete error text - none
The window affected - event window
What you were doing at the time - salvaging in a fleet, three salvager ships, medals setup to award as per the salvaging limits.
Conventional or TN start - TN start
Random or Real Stars - Real
Is your decimal separator a comma? - Y
Is the bug is easy to reproduce, intermittent or a one-off? easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - 2106 current year, not sure when it started.

Description - salvager ship commanders do not seem to recieve the salvaging medals when salvaging in a fleet, when seperated into individual units in fleets, the awards worked ok.  The other item, not sure if it is WAI. .  when the salvagers cargo hold is full it does not stop salvaging or provide a event, the event displays wreck salvaged, but no minerals or components are displayed.  Could we get the salvager to stop or add in a secondary standing order, possibly conditional?

If the Y = Yes your decimal separator is a comma then please head over here http://aurora2.pentarch.org/index.php?topic=11139.0 , having it set this way can cause a multitude of issues involving display bugs etc. Once you have done so please attempt to reproduce the bug and then edit your post accordingly
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Haji on May 06, 2020, 04:04:00 AM
Can you please provide a DB and if not please try to reproduce the issue and ensure you have set the settings properly.

Games "bug test" and "bug test 2". Both of them were set to 10 systems of non-real stars before I begun exploring both have over 20 systems and neither of them has any loops. In bug test 2 there are two systems with 2 sets of jump points linking them, but that is a known bug that has been reported numerous times. I do think now however that when the game is trying to set up loops it just sets the connection back to one of the systems the star is already connecting to. Anyway there shouldn't be more than ten systems if I understand the setup correctly.

Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 06, 2020, 04:07:19 AM
Can you please provide a DB and if not please try to reproduce the issue and ensure you have set the settings properly.

Games "bug test" and "bug test 2". Both of them were set to 10 systems of non-real stars before I begun exploring both have over 20 systems and neither of them has any loops. In bug test 2 there are two systems with 2 sets of jump points linking them, but that is a known bug that has been reported numerous times. I do think now however that when the game is trying to set up loops it just sets the connection back to one of the systems the star is already connecting to. Anyway there shouldn't be more than ten systems if I understand the setup correctly.

Thank you for the DB, I can confirm this is some kind of bug, will be moved to confirmed
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Shuul on May 06, 2020, 04:14:21 AM
CIWS will not fire at incoming missiles if you dont have active sensor on. Feels like it just doesn't "sees" missiles.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Exultant on May 06, 2020, 04:16:49 AM
This bug was mentioned as an off-topic part of my massive ground combat bug report, but I figured I would repost an update, since it's affecting more and more planets now.

The function number N/A
The complete error text N/A
The window affected N/A
What you were doing at the time: normal gameplay
Conventional or TN start :TN
Random or Real Stars : real start
Is your decimal separator a comma? natively a period
Is the bug is easy to reproduce, intermittent or a one-off? Ongoing.

Details:

Every 6 months, the NPR I discovered places colonies on multiple bodies I control and have occupied with ground forces. These bodies immediately are conquered, and start cluttering up my summary screen. I can manually delete them, but it's getting pretty frustrating as it's multiple deletions every 6 months, and if I ignore them I get unrest clutter in my events.

The next spawn of colonies should be ~June 16th, approximately a month from the save.

I tried to set a demand with threat leave order in diplomacy, hoping that it would signal to the NPR to stop trying to build colonies there, but it didn't work. I also attempted to SM in an alliance so I could see where they're left (since I captured the homeworld) to then eradicate them to stop getting these messages, but SM diplo points and NPRs is one-sided.

Database is attached. Same game as the ground forces error report.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 06, 2020, 04:21:40 AM
This bug was mentioned as an off-topic part of my massive ground combat bug report, but I figured I would repost an update, since it's affecting more and more planets now.

The function number N/A
The complete error text N/A
The window affected N/A
What you were doing at the time: normal gameplay
Conventional or TN start :TN
Random or Real Stars : real start
Is your decimal separator a comma? natively a period
Is the bug is easy to reproduce, intermittent or a one-off? Ongoing.

Details:

Every 6 months, the NPR I discovered places colonies on multiple bodies I control and have occupied with ground forces. These bodies immediately are conquered, and start cluttering up my summary screen. I can manually delete them, but it's getting pretty frustrating as it's multiple deletions every 6 months, and if I ignore them I get unrest clutter in my events.

The next spawn of colonies should be ~June 16th, approximately a month from the save.

I tried to set a demand with threat leave order in diplomacy, hoping that it would signal to the NPR to stop trying to build colonies there, but it didn't work. I also attempted to SM in an alliance so I could see where they're left (since I captured the homeworld) to then eradicate them to stop getting these messages, but SM diplo points and NPRs is one-sided.

Database is attached. Same game as the ground forces error report.

This bug has already been confirmed and reported, though I do not believe steve has gotten round to fix it just yet but he knows about it, thank you for the information though it will be passed along
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Cosinus on May 06, 2020, 04:25:47 AM
These are 2 bugs both related to shipyards:

The function number: #2097
The complete error text: 1.9.4. Attempted to divide by zero
The window affected: Main Window, but also Economy/shipyards
What you were doing at the time: I have two classes (Defiant class and Defiant Mk2 class) that for some strange reason have a refit cost of 0. This is the cause of the bug. When I tried to refit a Defiant class to Defiant 2, it threw the above mentioned error and deleted the shipyard tasks list. Now my save is corrupted (I get an error every construction phase) and I need to go back to a backup. Lesson: Don't try stupid things without saving first.
Conventional or TN start: C
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: unknown, I never had 2 classes with a refit cost of zero before. I have not tried to reproduce, but the class designs are in the DB.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 47 years

Additional Info: The only difference between Defiant and Defiant 2 are the 2 upgraded Gauss turrets, 1 upgraded Beam fire control and some fighter fuel storage to bring the tonnage in line. I noticed after the bug happened that they do have the exact same number of build points. This might be why they have a refit cost of zero. Even if the build points are exactly the same, the refit and retool cost should not be zero, as it still takes work to upgrade those components. Also, I'm not even sure why the build points are the same, as the new Fire control costs almost twice as much as the old one.

An additional weird bug: I have some other cruiser variants, namely the Intrepid Strike Cruiser and the Ajax Command Cruiser. A shipyard tooled for the Defiant can build the Ajax and the Intrepid as their build points were apparently similar. All these classes have 2 Gauss turrets and 1 beam fire control for the turrets. I designed a Ajax 2 and Intrepid 2 with the same exact upgrades as the Defiant class (only change gauss turrets, Beam FC, fighter fuel storage). Now, the shipyard tooled for the Defiant 2 class cannot build Intrepid 2 or Ajax 2 classes, but they can build Ajax 1 and Intrepid 1 classes , even though the components difference between Defiant 2 and Ajax 2 is smaller than between Defiant 2 and Ajax 1. This is very confusing, but might be related to the first bug.

DB is attached, game is Cosinusgame
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 06, 2020, 04:30:11 AM
These are 2 bugs both related to shipyards:

The function number: #2097
The complete error text: 1.9.4. Attempted to divide by zero
The window affected: Main Window, but also Economy/shipyards
What you were doing at the time: I have two classes (Defiant class and Defiant Mk2 class) that for some strange reason have a refit cost of 0. This is the cause of the bug. When I tried to refit a Defiant class to Defiant 2, it threw the above mentioned error and deleted the shipyard tasks list. Now my save is corrupted (I get an error every construction phase) and I need to go back to a backup. Lesson: Don't try stupid things without saving first.
Conventional or TN start: C
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: unknown, I never had 2 classes with a refit cost of zero before. I have not tried to reproduce, but the class designs are in the DB.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 47 years

Additional Info: The only difference between Defiant and Defiant 2 are the 2 upgraded Gauss turrets, 1 upgraded Beam fire control and some fighter fuel storage to bring the tonnage in line. I noticed after the bug happened that they do have the exact same number of build points. This might be why they have a refit cost of zero. Even if the build points are exactly the same, the refit and retool cost should not be zero, as it still takes work to upgrade those components. Also, I'm not even sure why the build points are the same, as the new Fire control costs almost twice as much as the old one.

An additional weird bug: I have some other cruiser variants, namely the Intrepid Strike Cruiser and the Ajax Command Cruiser. A shipyard tooled for the Defiant can build the Ajax and the Intrepid as their build points were apparently similar. All these classes have 2 Gauss turrets and 1 beam fire control for the turrets. I designed a Ajax 2 and Intrepid 2 with the same exact upgrades as the Defiant class (only change gauss turrets, Beam FC, fighter fuel storage). Now, the shipyard tooled for the Defiant 2 class cannot build Intrepid 2 or Ajax 2 classes, but they can build Ajax 1 and Intrepid 1 classes , even though the components difference between Defiant 2 and Ajax 2 is smaller than between Defiant 2 and Ajax 1. This is very confusing, but might be related to the first bug.

DB is attached, game is Cosinusgame

I have been able to confirm this bug once looking through the DB, this will be passed onto the confirmed bugs thread, thank you for properly formatting and reporting your bug!
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: NightlinerSGS on May 06, 2020, 04:36:44 AM
- snip -

I am 99% sure this is WAI, could you please post the link fully as I cannot use it to find the post you describe, but I do distinctly remember reading Jupiter would always have a Lagrange point due to its mass, further information would be appreciated

That is the full link, just the anti-spam obfuscation at work. But since that was in fact my tenth post, I should be able to post proper links now. :)

http://aurora2.pentarch.org/index.php?topic=8495.msg109206#msg109206

Quote
The planet will be located at a distance between 125% and 225% of the orbit of the most distant dwarf planet. 10% of the time it will be a terrestrial body, 60% a gas giant and 30% a superjovian. Moons, Trojan asteroids and a Lagrange point may also be generated depending on the type of planet generated. If Planet X has a Lagrange point, a Lagrange point will also be generated for Jupiter. While very distant from the inner system, this could add an interesting variation to the Sol system.

Also, I haven't found any LP's so far in systems with only one Super-Jovian. They should only occur in systems with 2 or more Super-Jovians, but I can't make sure of that right now since I'm still stuck in Sol in my current game. About to leave though, so I can check soon™.

On a related note, a way to easier tell normal Gas Giants and Super-Jovians apart would be nice, they're all labeled "Planet - Gas Giant" in the System Display.

And btw, VB6 behaviour was like this as well: either there are at least two LP's, or none at all. http://aurorawiki.pentarch.org/index.php?title=Lagrange_Point
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: SpaceMarine on May 06, 2020, 04:38:22 AM
- snip -

I am 99% sure this is WAI, could you please post the link fully as I cannot use it to find the post you describe, but I do distinctly remember reading Jupiter would always have a Lagrange point due to its mass, further information would be appreciated

That is the full link, just the anti-spam obfuscation at work. But since that was in fact my tenth post, I should be able to post proper links now. :)

http://aurora2.pentarch.org/index.php?topic=8495.msg109206#msg109206

Quote
The planet will be located at a distance between 125% and 225% of the orbit of the most distant dwarf planet. 10% of the time it will be a terrestrial body, 60% a gas giant and 30% a superjovian. Moons, Trojan asteroids and a Lagrange point may also be generated depending on the type of planet generated. If Planet X has a Lagrange point, a Lagrange point will also be generated for Jupiter. While very distant from the inner system, this could add an interesting variation to the Sol system.

Also, I haven't found any LP's so far in systems with only one Super-Jovian. They should only occur in systems with 2 or more Super-Jovians, but I can't make sure of that right now since I'm still stuck in Sol in my current game. About to leave though, so I can check soon™.

On a related note, a way to easier tell normal Gas Giants and Super-Jovians apart would be nice, they're all labeled "Planet - Gas Giant" in the System Display.

And btw, VB6 behaviour was like this as well: either there are at least two LP's, or none at all. http://aurorawiki.pentarch.org/index.php?title=Lagrange_Point

I will ask steve directly about this, as it could just be poor wording. I will report back once he has given an answer

EDIT: Steve says it WAI, this is not a bug
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Kyle on May 06, 2020, 05:22:27 AM
The function number N/A
The complete error text N/A
The window affected - Environment Tab on the Populations window
What you were doing at the time: normal gameplay
Conventional or TN start : Conv
Random or Real Stars : Random
Is your decimal separator a comma? natively a period
Is the bug is easy to reproduce, intermittent or a one-off? Ongoing.

I configured Mars to add Carbon Dioxide to a maximum of 0.1 atm, and it *is* being added; however, the Environment tab displays 0 for desired maximum atm, not 0.1.

DB attached.

By the way could I suggest compacting the DB for the next major version?  Mine dropped from 78mb to 24mb after doing so, then down again to just over 4mb after zipping it.  Only reason I mention it is it's easier on the bug report uploads.

(https://i.imgur.com/fMyVtMC.png)
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Cosinus on May 06, 2020, 06:28:34 AM
These are 2 bugs both related to shipyards:

The function number: #2097
The complete error text: 1.9.4. Attempted to divide by zero
The window affected: Main Window, but also Economy/shipyards
What you were doing at the time: I have two classes (Defiant class and Defiant Mk2 class) that for some strange reason have a refit cost of 0. This is the cause of the bug. When I tried to refit a Defiant class to Defiant 2, it threw the above mentioned error and deleted the shipyard tasks list. Now my save is corrupted (I get an error every construction phase) and I need to go back to a backup. Lesson: Don't try stupid things without saving first.
Conventional or TN start: C
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: unknown, I never had 2 classes with a refit cost of zero before. I have not tried to reproduce, but the class designs are in the DB.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 47 years

Additional Info: The only difference between Defiant and Defiant 2 are the 2 upgraded Gauss turrets, 1 upgraded Beam fire control and some fighter fuel storage to bring the tonnage in line. I noticed after the bug happened that they do have the exact same number of build points. This might be why they have a refit cost of zero. Even if the build points are exactly the same, the refit and retool cost should not be zero, as it still takes work to upgrade those components. Also, I'm not even sure why the build points are the same, as the new Fire control costs almost twice as much as the old one.

An additional weird bug: I have some other cruiser variants, namely the Intrepid Strike Cruiser and the Ajax Command Cruiser. A shipyard tooled for the Defiant can build the Ajax and the Intrepid as their build points were apparently similar. All these classes have 2 Gauss turrets and 1 beam fire control for the turrets. I designed a Ajax 2 and Intrepid 2 with the same exact upgrades as the Defiant class (only change gauss turrets, Beam FC, fighter fuel storage). Now, the shipyard tooled for the Defiant 2 class cannot build Intrepid 2 or Ajax 2 classes, but they can build Ajax 1 and Intrepid 1 classes , even though the components difference between Defiant 2 and Ajax 2 is smaller than between Defiant 2 and Ajax 1. This is very confusing, but might be related to the first bug.

A small update, the bug is much easier to reproduce. I noticed when I loaded a backup save, that my Defiant 2 class had not saved with the new components for some reason. So I was actually trying to refit a ship to an identical class.
Steps to reproduce this bug in a new game:
This can easily happen by accident as my example has shown. Expected behaviour could be that it is instant or that it is not allowed.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Kaiser on May 06, 2020, 07:29:49 AM
Probably it has already posted:

The function number: 569 & 2187
The complete error text: Object reference not set as object instance
The window affected: GU Training
What you were doing at the time: Press "Create Task" while no selecting any GU Template
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma: No
Is the bug easy to reproduce, intermittent or a one-off: easy
If this is a long campaign: ~30 years

Hello ppl, I quote myself just to have confirmation from the moderators if my bug was reported or not (posted on page 10), as I haven't seen any reply to it.
Beside that, congrats to everyone for the very good job we are doing.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: shanedday on May 06, 2020, 08:03:54 AM
Quote from: SpaceMarine link=topic=11231. msg131168#msg131168 date=1588754476
Quote from: shanedday link=topic=11231. msg131133#msg131133 date=1588742709
Hi, a one salvager related bugs possibly and one suggestion.  .   v 1.  9.  4

The function number - none
The complete error text - none
The window affected - event window
What you were doing at the time - salvaging in a fleet, three salvager ships, medals setup to award as per the salvaging limits. 
Conventional or TN start - TN start
Random or Real Stars - Real
Is your decimal separator a comma? - Y
Is the bug is easy to reproduce, intermittent or a one-off? easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - 2106 current year, not sure when it started. 

Description - salvager ship commanders do not seem to recieve the salvaging medals when salvaging in a fleet, when seperated into individual units in fleets, the awards worked ok.   The other item, not sure if it is WAI.  .   when the salvagers cargo hold is full it does not stop salvaging or provide a event, the event displays wreck salvaged, but no minerals or components are displayed.   Could we get the salvager to stop or add in a secondary standing order, possibly conditional?

If the Y = Yes your decimal separator is a comma then please head over here hxxp: aurora2. pentarch. org/index. php?topic=11139. 0 , having it set this way can cause a multitude of issues involving display bugs etc.  Once you have done so please attempt to reproduce the bug and then edit your post accordingly

Apologies, the decimal seperator is a period.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: skoormit on May 06, 2020, 08:11:53 AM
Note sure if this has been reported:
The Research tab does not remember my selection of "Sort by Labs" or "Sort by Date" after I close the Econ window.
The Shipyard Tasks tab does not remember my selection of "Sort by Size" or "Sort by Date" after I close the Econ window.

It would be very nice if those selections were sticky, if only for the current game session.
Title: Re: v1.9.4 Potential Bugs Thread [1.9.4]
Post by: Steve Walmsley on May 06, 2020, 08:21:54 AM
Locking thread for v1.9.5 update