Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 20, 2020, 04:02:15 PM

Title: v1.7.2 Bugs Thread [1.7.2]
Post by: Steve Walmsley on April 20, 2020, 04:02:15 PM
Please post bugs in this thread for v1.7.2

Please check the Known Issues post before posting so see if the problem has already been identified or is working as intended. '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 v1.7.2

When you post, please post as much information as possible, including:
Title: Re: v1.7.2 Bugs Thread
Post by: Energyz on April 20, 2020, 04:05:50 PM
Weird :

(https://i.ibb.co/n6ZmZCD/Capture.jpg) (https://imgbb.com/)

V1.7.1 (you're a speedy boy Steve), known stars, 1000, everything standard

EDIT : This is another system, the name is just the same. Game is not checking if the name was already taken perhaps?
Title: Re: v1.7.2 Bugs Thread
Post by: Ancalagon on April 20, 2020, 04:10:38 PM
Weird :

(https://i.ibb.co/n6ZmZCD/Capture.jpg) (https://imgbb.com/)

V1.7.1 (you're a speedy boy Steve), known stars, 1000, everything standard

EDIT : This is another system, the name is just the same. Game is not checking if the name was already taken perhaps?

Someone on the Discord just reported this a little while ago as well.

They think it was caused by forgetting to update to the v1.70 database (going straight from v1.51 to the v1.71 binary). They had two different Sol systems, as pictured here.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Boernes on April 20, 2020, 04:13:52 PM
Hello!
Sorry to report a bug from a previous version (1.  6.  3 and before), but I haven't found anything on this forum with that error code, and the thread for that version is closed (as was the one for 1.  7.  1 while I was writing this).   So I am reporting it just on the off-chance that it might still be present in the current version.   (Or to find out what is causing the Error and maybe fix it ingame myself).   I am currently testing if it appears in the version 1.  7.  1, but it takes some time because the Error usually appears late in the game for me (and by that time, a new version already has been released xD). 


Quote
The function number: 2409
The complete error text: Function #2409: Object reference not set to an instance of an object. 
The window affected: Tactical View
What you were doing at the time: Pressing 5 and or 30 day increment to progress time
A conventional start: Yes
A random stars game: No
Is the decimal separator a comma: No, but Error appears as well if its a comma
Is the bug easy to reproduce, intermittent or a one-off: Error occurs once 5 days have passed.   
A long campaign - say 75 years or longer:  yes.   In previous versions it usually happens late-ish as well. 
The length of the campaign: in my latest save, the Error appeared around 175 years into the game, around year 2200

The Error message appears when at least 5 days pass ingame.   If game progresses at smaller increments (1 day) then no Error message appears until day 5.   Saving and restarting the game has no effect.   When you dismiss the Error message, the game appears to work fine otherwise, until you progress time again.   Hope this helps, even if its from a previous version (sorry again!)
Title: Re: v1.7.2 Bugs Thread
Post by: Energyz on April 20, 2020, 04:19:32 PM
Weird :

(https://i.ibb.co/n6ZmZCD/Capture.jpg) (https://imgbb.com/)

V1.7.1 (you're a speedy boy Steve), known stars, 1000, everything standard

EDIT : This is another system, the name is just the same. Game is not checking if the name was already taken perhaps?

Someone on the Discord just reported this a little while ago as well.

They think it was caused by forgetting to update to the v1.70 database (going straight from v1.51 to the v1.71 binary). They had two different Sol systems.

I am 90% sure I had a clean 1.7 DB.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

After renaming manually a system, you can't switch to another system in System Views (until you close and reopen that window). V 1.7.2, known starts, it's a pretty consistent bug.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: GhostIsGone on April 20, 2020, 04:23:41 PM
About 10 million people on Luna, I've put the following ground forces on there, total protection required is 7, protection provided is 0, even though I put ground forces on that colony.

Total Formations: 4
Total Transport Size: 13,344 tons
Total Cost: 272 BP

2,000x Infantry
24x Anti Tank Team
24x Anti Air Team
8x Resupply Infantry
4x Infantry HQ

I've read in a couple of threads that one can put military ships in orbit (which I don't have) or one can put ground units on a planet, which isn't working for me...
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Caplin on April 20, 2020, 04:26:23 PM
About 10 million people on Luna, I've put the following ground forces on there, total protection required is 7, protection provided is 0, even though I put ground forces on that colony.

Total Formations: 4
Total Transport Size: 13,344 tons
Total Cost: 272 BP

2,000x Infantry
24x Anti Tank Team
24x Anti Air Team
8x Resupply Infantry
4x Infantry HQ

I've read in a couple of threads that one can put military ships in orbit (which I don't have) or one can put ground units on a planet, which isn't working for me...

I'm pretty sure ground troops don't provide protection, they reduce unrest. That is, the protection value itself won't increase but the population will still behave because there are soldiers waving guns around.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: GhostIsGone on April 20, 2020, 04:30:01 PM
About 10 million people on Luna, I've put the following ground forces on there, total protection required is 7, protection provided is 0, even though I put ground forces on that colony.

Total Formations: 4
Total Transport Size: 13,344 tons
Total Cost: 272 BP

2,000x Infantry
24x Anti Tank Team
24x Anti Air Team
8x Resupply Infantry
4x Infantry HQ

I've read in a couple of threads that one can put military ships in orbit (which I don't have) or one can put ground units on a planet, which isn't working for me...

I'm pretty sure ground troops don't provide protection, they reduce unrest.

So my only option now that those planet bases, whatever they were called, are gone is to build military ships and put them into orbit? Also, unrest is still increasing now even though I've got those ground forces on the planet...
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Cinnius on April 20, 2020, 04:30:13 PM
I don't know if this is not implemented yet or if this is a bug but, when you create a new game and modify the "Earth Mineral Deposit" value, the mineral generated is the same as normal.

This is unafected by the conventional or trans-newtonian start.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Froggiest1982 on April 20, 2020, 04:32:42 PM
About 10 million people on Luna, I've put the following ground forces on there, total protection required is 7, protection provided is 0, even though I put ground forces on that colony.

Total Formations: 4
Total Transport Size: 13,344 tons
Total Cost: 272 BP

2,000x Infantry
24x Anti Tank Team
24x Anti Air Team
8x Resupply Infantry
4x Infantry HQ

I've read in a couple of threads that one can put military ships in orbit (which I don't have) or one can put ground units on a planet, which isn't working for me...

I am not sure about having ground units to provide protection level. In VB6 Aurora you would have to use ground units only for police and crowd control. You could have used PDC for protection level but since they are not avaialble anymore I wonder if you can use STO. I am sure the best way for protection is the use of Ships.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Caplin on April 20, 2020, 04:33:33 PM
About 10 million people on Luna, I've put the following ground forces on there, total protection required is 7, protection provided is 0, even though I put ground forces on that colony.

Total Formations: 4
Total Transport Size: 13,344 tons
Total Cost: 272 BP

2,000x Infantry
24x Anti Tank Team
24x Anti Air Team
8x Resupply Infantry
4x Infantry HQ

I've read in a couple of threads that one can put military ships in orbit (which I don't have) or one can put ground units on a planet, which isn't working for me...

I'm pretty sure ground troops don't provide protection, they reduce unrest.

So my only option now that those planet bases, whatever they were called, are gone is to build military ships and put them into orbit? Also, unrest is still increasing now even though I've got those ground forces on the planet...

Steve will have to address the increasing unrest, I'm just 95% sure ships aren't your only option.
Title: Re: v1.7.2 Bugs Thread
Post by: TMaekler on April 20, 2020, 04:36:16 PM
Weird :

(https://i.ibb.co/n6ZmZCD/Capture.jpg) (https://imgbb.com/)

V1.7.1 (you're a speedy boy Steve), known stars, 1000, everything standard

EDIT : This is another system, the name is just the same. Game is not checking if the name was already taken perhaps?
Maybe this happens when you activate planet X... it just spawns in another sol system  ;D ::)
Just kidding...
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Droll on April 20, 2020, 04:47:03 PM
About 10 million people on Luna, I've put the following ground forces on there, total protection required is 7, protection provided is 0, even though I put ground forces on that colony.

Total Formations: 4
Total Transport Size: 13,344 tons
Total Cost: 272 BP

2,000x Infantry
24x Anti Tank Team
24x Anti Air Team
8x Resupply Infantry
4x Infantry HQ

I've read in a couple of threads that one can put military ships in orbit (which I don't have) or one can put ground units on a planet, which isn't working for me...

The only bug worthy point here is that C# aurora does not tell you the policing value of any garrisons on the planet. This means that you have to guesstimate how many garrisons you need to counter the unrest from additional protection needs.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Saquenay on April 20, 2020, 04:49:19 PM
I'm still playing an old 1. 6. 3 campaign where some bugs crept up and I unfortunately haven't had the chance to replicated them yet in 1. 7. x.   I've been trying to keep up with the bug reports though and didn't see these mentioned anywhere yet.

Bug 1:
If you have a station with 0 fuel capacity (like a terraformer that doesn't need fuel), then tug it somewhere, then put a tanker in that fleet with 'refuel own fleet' orders on, you get a flood of '854' divide by 0 errors.   Detaching the fleet seems to have resolved the issue.

Bug 2:
This one will be hard to replicate.   Over the course of the campaign, a couple of survey vessels were lost to . .  poor maintenance practices.   Many years later, I started a conflict with an NPR.   In the first engagement, I destroyed two of their ships.   In the event log, I got messages about my scout ships that had been destroyed a long time ago!!  ('transdimensional kills. png')  Note that I also lost a third survey ship before this, but that one I did 'abandon ship' to try and save the crew, and that ship did not show up in the even log.   I don't think any other ships have been destroyed yet in the game, and since that time, I haven't destroyed any other ships, only missiles, so I can't comment on whether it's just a one off thing.

I have the DB for this but it's 1. 6. 3 so might not be useful.

Bug 3:

I am in combat intercepting incoming missiles.   Part of my armament is particle beams, which open fire at 200k or so.   However, the fire control for these particle beams has an enemy ship targeted (in this case, the 'Algaciras 001'), even though that ship is millions of km away.   (I was a bit eager with my targetting)  Most of the hits miss, and it seems from the event log that the targeting is being correctly calculated using the missile salvos.   But a beams do hit, however note the damage report says that it is the 'Algaciras' that took the damage!   This happened again in another salvo, and there the message differentiated between armour hits and penetrating hits, which suggests that the damage is actually being applied to/calculated for the ship, not the missile.

Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Steve Walmsley on April 20, 2020, 04:57:48 PM
I am in combat intercepting incoming missiles.   Part of my armament is particle beams, which open fire at 200k or so.   However, the fire control for these particle beams has an enemy ship targeted (in this case, the 'Algaciras 001'), even though that ship is millions of km away.   (I was a bit eager with my targetting)  Most of the hits miss, and it seems from the event log that the targeting is being correctly calculated using the missile salvos.   But a beams do hit, however note the damage report says that it is the 'Algaciras' that took the damage!   This happened again in another salvo, and there the message differentiated between armour hits and penetrating hits, which suggests that the damage is actually being applied to/calculated for the ship, not the missile.

Yes, I have heard of this once before. Hard to find because the incident is so rare, but good to get confirmation. I can't use your database with my current exe though. I'll go through the code tomorrow and try to pin this down..
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: mtm84 on April 20, 2020, 04:59:45 PM
I always thought PPV was system wide?  Maybe I just never noticed before.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Ektor on April 20, 2020, 05:06:27 PM
I'm seeing multiple reports of people on the Discord who can't prevent unrest increase with ground troops.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Migi on April 20, 2020, 05:10:21 PM
I am in combat intercepting incoming missiles.   Part of my armament is particle beams, which open fire at 200k or so.   However, the fire control for these particle beams has an enemy ship targeted (in this case, the 'Algaciras 001'), even though that ship is millions of km away.   (I was a bit eager with my targetting)  Most of the hits miss, and it seems from the event log that the targeting is being correctly calculated using the missile salvos.   But a beams do hit, however note the damage report says that it is the 'Algaciras' that took the damage!   This happened again in another salvo, and there the message differentiated between armour hits and penetrating hits, which suggests that the damage is actually being applied to/calculated for the ship, not the missile.

Yes, I have heard of this once before. Hard to find because the incident is so rare, but good to get confirmation. I can't use your database with my current exe though. I'll go through the code tomorrow and try to pin this down..

Do you just need the exe or do you need a special version?
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: SpikeTheHobbitMage on April 20, 2020, 05:16:26 PM
Intermittent errors when creating a new game.

Game version 1.7.2 with a clean 1.7.0 database
-Known Star Systems is off
-Number of NPRs is 3

Failure #1 - Create New Race window - Create Race button
#2939 Object reference not set to an instance of an object
#2939 Object reference not set to an instance of an object
Hang with 100% CPU
-With 1.6.3 I waited 45 minutes before killing it.  I only waited a minute or so with 1.7.2.

Failure #2 - Game Information window - Create Game button
Instead of opening the Create Race window it gave:
Function #1645 Parameter is not valid
Blank tactical map.

Third attempt succeeded.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Marslettuce on April 20, 2020, 05:16:33 PM
All engineering spaces aside from the default "Engineering Space" are research projects for 2-5 research points each, and not offered from the start.

1.7.2 from clean 1.7.0 database.
Tested in Federated Nations only
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Aivaria on April 20, 2020, 05:30:50 PM
hey there,
when an engine fuel usage gets below 1, the fuel reserve gets somewhat messed up

ive been playing arround with different engines ans ship, and tried building realy small ships

ive created an engine, which should have very low fuel usage, and created an fighter sized geo survey ship.   Ranges say 3294 days at full power, but in real game, this ships uses 11 fuel per day (1,000/11 = ~91 days fuel)

link to db: https://drive.  google.  com/open?id=1EL7ShOxJKOH6bIpiIIQ8ZHs8WjW1nj1F   
Its quite simple to review: ive created an "GeoSurvey Fleet", progress 1 day, and see fuel diff
(pls dont judge for cheating, im figuring arround with stuff, and trying to learn things :D)

Code: [Select]
Simmel Aero Engines Photonic Drive  EP1.00
Engine Power 1.00    Fuel Use Per Hour 0 litres    Fuel per EPH 0
Thermal Signature 1.00    Explosion Chance 1%
Military Engine
Cost 5   Size 5 tons   Crew 1   HTK 1
Base Change to hit 100%
Materials Required: Gallicite  5

Code: [Select]
Anyanwu class Geosurvey Ship      351 tons       16 Crew       365.4 BP       TCS 7    TH 4    EM 0
569 km/s      Armour 1-4       Shields 0-0       HTK 5      Sensors 7/7/0/5      DCR 0      PPV 0
Maint Life 8.33 Years     MSP 182    AFR 4%    IFR 0.1%    1YR 5    5YR 70    Max Repair 300 MSP
Kaptajnlojnant    Control Rating 1   
Intended Deployment Time: 24 months    Morale Check Required   

Simmel Aero Engines Photonic Drive  EP1.00 (4)    Power 4.0    Fuel Use 0.32%    Signature 1.00    Explosion 1%
Fuel Capacity 1,000 Litres    Range 161.9 billion km (3294 days at full power)

Bauersachs-Singer EM Sensor EM0.1-7 (5%) (1)     Sensitivity 7     Detect Sig Strength 1000:  20.9m km
Boehm-Brunner Thermal Sensor TH0.1-7 (5%) (1)     Sensitivity 7     Detect Sig Strength 1000:  20.9m km
Phased Geological Sensors (1)   5 Survey Points Per Hour

This design is classed as a Fighter for production, combat and planetary interaction
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: largotuek on April 20, 2020, 05:38:29 PM
Since V1.  7.  0 included, no more possible to see the "Colonies" window (5 first left buttons). 

I noticed that after having applied all the patches until V1.  7.  3 included.   
Going back to V1.  6.  2 and then V1.  6.  3, it works fine, but when applying the V1.  7.  0 (and after), when clicking on one of the first 5 left buttons, the window is displayed but behind the main window, and Alt+tab shows 1 iconified white window, with Economics title, which is impossible to display. 

All other windows work fine. 

Edit: found the workaround in the forum: "The "Reset Windows" button in the miscellaneous tab of the tactical map will fix the problem for anyone who experiences it. " => works fine
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Steve Walmsley on April 20, 2020, 05:41:25 PM
Intermittent errors when creating a new game.

Game version 1.7.2 with a clean 1.7.0 database
-Known Star Systems is off
-Number of NPRs is 3

Failure #1 - Create New Race window - Create Race button
#2939 Object reference not set to an instance of an object
#2939 Object reference not set to an instance of an object
Hang with 100% CPU
-With 1.6.3 I waited 45 minutes before killing it.  I only waited a minute or so with 1.7.2.

Failure #2 - Game Information window - Create Game button
Instead of opening the Create Race window it gave:
Function #1645 Parameter is not valid
Blank tactical map.

Third attempt succeeded.

#2939 is calculation of star orbit. I haven't touched that code since the start, so that is very unusual. #1645 is refreshing open forms. Same applies.

It sounds like something might be corrupted in your installation.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Ay_Cap_Sisko on April 20, 2020, 05:45:37 PM
My Geo and Grav ships are jumping back and forth through a gate instead of auto surveying other systems.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Steve Walmsley on April 20, 2020, 05:50:39 PM
I am in combat intercepting incoming missiles.   Part of my armament is particle beams, which open fire at 200k or so.   However, the fire control for these particle beams has an enemy ship targeted (in this case, the 'Algaciras 001'), even though that ship is millions of km away.   (I was a bit eager with my targetting)  Most of the hits miss, and it seems from the event log that the targeting is being correctly calculated using the missile salvos.   But a beams do hit, however note the damage report says that it is the 'Algaciras' that took the damage!   This happened again in another salvo, and there the message differentiated between armour hits and penetrating hits, which suggests that the damage is actually being applied to/calculated for the ship, not the missile.

Yes, I have heard of this once before. Hard to find because the incident is so rare, but good to get confirmation. I can't use your database with my current exe though. I'll go through the code tomorrow and try to pin this down..

Do you just need the exe or do you need a special version?

I need the v1.6.3 version of the code. I don't want to get into checking old code and old databases. I will track it down now I know it is reproducible.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Steve Walmsley on April 20, 2020, 05:55:39 PM
Hello!
Sorry to report a bug from a previous version (1.  6.  3 and before), but I haven't found anything on this forum with that error code, and the thread for that version is closed (as was the one for 1.  7.  1 while I was writing this).   So I am reporting it just on the off-chance that it might still be present in the current version.   (Or to find out what is causing the Error and maybe fix it ingame myself).   I am currently testing if it appears in the version 1.  7.  1, but it takes some time because the Error usually appears late in the game for me (and by that time, a new version already has been released xD). 


Quote
The function number: 2409
The complete error text: Function #2409: Object reference not set to an instance of an object. 
The window affected: Tactical View
What you were doing at the time: Pressing 5 and or 30 day increment to progress time
A conventional start: Yes
A random stars game: No
Is the decimal separator a comma: No, but Error appears as well if its a comma
Is the bug easy to reproduce, intermittent or a one-off: Error occurs once 5 days have passed.   
A long campaign - say 75 years or longer:  yes.   In previous versions it usually happens late-ish as well. 
The length of the campaign: in my latest save, the Error appeared around 175 years into the game, around year 2200

The Error message appears when at least 5 days pass ingame.   If game progresses at smaller increments (1 day) then no Error message appears until day 5.   Saving and restarting the game has no effect.   When you dismiss the Error message, the game appears to work fine otherwise, until you progress time again.   Hope this helps, even if its from a previous version (sorry again!)

I think it is related to NPRs running out of things to research. I need to add more steps to the design theme tech progressions, but it was lower priorities as I didn't expect people to be running games that long so soon. The downside of much faster code :)

I'll also add some code to avoid the error if it does happen.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: xenoscepter on April 20, 2020, 06:23:07 PM
A minor bug. At Race Creation if you simply delete a value it fills the field with a "-" rather than a "0", throwing an incorrect value error.

Workaround, don't use backspace and write "0" instead.

Suggested Fix: Null field generates a "0" instead of a "-"
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Desdinova on April 20, 2020, 06:37:29 PM
Unsure if WAI: ships under training admins can enter overhaul, but continue to run up their maintenance clocks & suffer failures.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Ancalagon on April 20, 2020, 06:45:46 PM
I'm seeing multiple reports of people on the Discord who can't prevent unrest increase with ground troops.

I am now an additional person suffering from this. Ground troops are NOT reducing unrest anymore, unlike in v1.63 and every version before.

This is waaaay more troops than I normally put on Luna at this stage, and yet still Political Stability is falling (I have no PPV yet, still early game). It's definitely bugged:

Image Link: https://i.imgur.com/QyS7m1k.png (https://i.imgur.com/QyS7m1k.png)
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Steve Walmsley on April 20, 2020, 07:24:48 PM
I'm seeing multiple reports of people on the Discord who can't prevent unrest increase with ground troops.

I am now an additional person suffering from this. Ground troops are NOT reducing unrest anymore, unlike in v1.63 and every version before.

This is waaaay more troops than I normally put on Luna at this stage, and yet still Political Stability is falling (I have no PPV yet, still early game). It's definitely bugged:

Image Link: https://i.imgur.com/QyS7m1k.png (https://i.imgur.com/QyS7m1k.png)

Yes, looks like a fix for something else broke this - annoying! I'll sort it out.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Aloriel on April 20, 2020, 07:27:37 PM
v1.7.2 (database is continuance from 1.7.0)

Function #2803: Attempted to divide by zero.

Occurred when I selected a stabilization ship in a specific fleet. It seemed to happen when switching from the selection of the fleet to the ship. It does NOT happen when I select other ships, even other stabilization ships.

1) Go to Naval Organization
2) Open the fleet STB Niagara (under Stabilization Command)
3) Select that fleet
4) Select the ship (UNS Niagara) in that fleet

Theories:
This is my original stabilization ship. Something went slightly awry with my ship designs in the upgrade to 1.7.1. They didn't have all their component parts despite having them in 1.7.0. I had to SM/unlock the design and put the parts back into this ship design, while this ship existed. It may be related to that.

I have a main engineering on a commercial ship. This isn't necessary and could be related.

It is possible that the CO has earned multiple Star System Discovery medals. I have not had the game set up to award multiple of an automatic medal before. Probably not, but thought it might be worth mentioning.
Title: Re: v1.7.2 Bugs Thread [1.7.2]
Post by: Steve Walmsley on April 20, 2020, 07:29:39 PM
Locking this thread as I am going to put out a fix for the unrest bug.