Author Topic: v1.11.0 Bugs Thread  (Read 54872 times)

0 Members and 1 Guest are viewing this topic.

Offline Zap0

  • Captain
  • **********
  • Posts: 404
  • Thanked: 503 times
Re: v1.11.0 Bugs Thread
« Reply #210 on: July 10, 2020, 02:02:29 PM »
Hey it's me again

When you discover a JP that leads to an already known system it will display it's destination on the galactic map (as opposed to showing "unknown"). See attached screenshot, random stars game.
Have not tried to replicate.
« Last Edit: July 10, 2020, 02:04:05 PM by Zap0 »
 
The following users thanked this post: skoormit

Offline Ultimoos

  • Chief Petty Officer
  • ***
  • U
  • Posts: 33
  • Thanked: 7 times
Re: v1.11.0 Bugs Thread
« Reply #211 on: July 11, 2020, 09:02:01 AM »
Quote from: skoormit link=topic=11565. msg138610#msg138610 date=1594401582
Quote from: Ultimoos link=topic=11565. msg138592#msg138592 date=1594373212
The function number N/A
The complete error text N/A
The window affected Race Creation window
What you were doing at the time Starting new game
Conventional or TN start both
Random or Real Stars both
Is your decimal separator a comma? Yes
Is the bug is easy to reproduce, intermittent or a one-off? Occurs every game
If this is a long campaign - Start of the game

In race creation window you have 4 modifiers, all by default set to 1,00.   But once you start a game, all of them are treated as 100. 
As a result your population growth starts at 250%, Earth can accommodate 1200000m population.   Factories and research labs are 100x more effective. 
It can be fixed by setting those modifiers to 0,01. 
This behavior starts with patch 1.  9.  0

Please read the first post of this thread:


Quote
Please check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
hxxp: aurora2. pentarch. org/index. php?topic=10637. 0

Thanks, I feel stupid now.
 
The following users thanked this post: skoormit

Offline skoormit

  • Commodore
  • **********
  • Posts: 779
  • Thanked: 312 times
Re: v1.11.0 Bugs Thread
« Reply #212 on: July 11, 2020, 11:25:42 AM »
Thanks, I feel stupid now.

Happens to us all, mate.
Especially with Aurora--there's a heck of a lot to figure out about it.

And future players who run into the same problem now have your post to point them in the right direction.
 

Offline esavier

  • Petty Officer
  • **
  • e
  • Posts: 29
  • Thanked: 7 times
Re: v1.11.0 Bugs Thread
« Reply #213 on: July 11, 2020, 03:55:23 PM »
The function number : #2186
Screen : GU Training screen in colony
The complete error text :"1.    11.    0 Function #2186: Attemted to divide by zero.    "
Conventional or TN start : TN
Random or Real Stars : Real
Is your decimal separator a comma? no, its period (.   )
Is the bug is easy to reproduce, intermittent or a one-off? Reproducible, 6 from 8 attempts (fresh start each time)
If this is a long campaign - 67yrs old

1.     Started new game and played,
2.     colonized Venus,
3.     delivered 1 GU Traning facility by Civilian Economy (supply/demand)
4.     1 GU Training facility visible in GU Training Screen on Venus
5.     train some troops, get error
Adding more GU later does not help, no GU Facility ever visible on planet's GU Training screen despite having 3.   

Same error was reported for 1.    9.    5 if i am not mistaken.   

Spike: Do you have sufficient workers on Venus?  Do you have sufficient minerals?  A database showing the problem would be helpful. 
esavier: Yes, both sufficient workers and sufficient minerals.   I made sure of it in SM mode, however there were so much errors popping each time i opened the colony, i just had to delete Venus altogether.   I will attach DB next time around. 

Hey
i was able to reproduce the error, please look at Planet "DX Cancri-A I", i had to meddle a little bit with SM, but each turn i am getting the same error.  Just check GU Training on this planet, Save attached

« Last Edit: July 17, 2020, 06:37:00 PM by esavier »
 

Offline punchkid

  • Chief Petty Officer
  • ***
  • p
  • Posts: 35
  • Thanked: 12 times
Re: v1.11.0 Bugs Thread
« Reply #214 on: July 12, 2020, 05:15:08 PM »
Not sure if this classifies as a bug, but the AI keeps sending survey and jump stabilization ships into a system it knows is hostile.
Getting instantly blown up by me on the other side.

I've attached the DB where I have just blown up a few ships, and had one survey ship surrender.

Game Name is Commonwealth of man
 

Offline Froggiest1982

  • Gold Supporter
  • Vice Admiral
  • *****
  • F
  • Posts: 1332
  • Thanked: 591 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: v1.11.0 Bugs Thread
« Reply #215 on: July 12, 2020, 05:42:29 PM »
Not sure if this classifies as a bug, but the AI keeps sending survey and jump stabilization ships into a system it knows is hostile.
Getting instantly blown up by me on the other side.

I've attached the DB where I have just blown up a few ships, and had one survey ship surrender.

Game Name is Commonwealth of man

It goes with the AI decisions and usage of the avoid hostile function along with recognizing a strong enough system claim by another race. Ultimately I don't think Steve can code one without the other and avoid that enemies won't show up at all in an occupied system especially if they don't have enough info and Intel to decide if worth or not.

Could be good to code that at some point a mandatory escort formation should kick in for the AI if it would like to keep pursuing into hostile territory.

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: v1.11.0 Bugs Thread
« Reply #216 on: July 13, 2020, 11:19:14 PM »
The function number : no
Screen : main screen
The complete error text : no error
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? Can be reproduced with my database.
If this is a long campaign - around 57yrs old

I encountered strange behavior from one of my fleets. Force A orbiting Sol refuses to execute commands (currently set to move to Mars). They are not in overhaul, all ships have fuel and no damage. It seems the problem is caused by one of the ships: TFN Raimondo Montecuccoli. If I detach this ship, rest of the fleet starts to do the command and also the detached ships will obey normally.

I don't see anything wrong with the affected ship and it starts to move if detached as well, so maybe there is some hidden issue that is worth checking out?

Just a warning if someone will try to use the database, I am using custom medals: http://aurora2.pentarch.org/index.php?topic=11424.0 so it may throw some errors if you do not have them.

Spike: Confirmed.  Thank you for the additional information.
« Last Edit: July 14, 2020, 07:59:30 PM by SpikeTheHobbitMage »
 

Offline Lurker

  • Leading Rate
  • *
  • L
  • Posts: 13
Re: v1.11.0 Bugs Thread
« Reply #217 on: July 14, 2020, 02:13:13 AM »
In Russian version windows by default decimal separator is virgule, not a dot.
If in windows decimal separator set as virgule, game have bugs:
1)Research about 100 times faster(see attachment)
2)Need more tests, but i think other building speeds and changing not integer values(as change build 1.5 factories to 2.5) not correct too.

Not a bug
« Last Edit: July 14, 2020, 04:08:30 AM by Bughunter »
 

Offline Kelewan

  • Warrant Officer, Class 2
  • ****
  • K
  • Posts: 73
  • Thanked: 15 times
Re: v1.11.0 Bugs Thread
« Reply #218 on: July 14, 2020, 02:31:36 AM »
In Russian version windows by default decimal separator is virgule, not a dot.
If in windows decimal separator set as virgule, game have bugs:
1)Research about 100 times faster(see attachment)
2)Need more tests, but i think other building speeds and changing not integer values(as change build 1.5 factories to 2.5) not correct too.

Known-Issues http://aurora2.pentarch.org/index.php?topic=10637.msg120877#msg120877
Quote
Aurora is a hobby project coded for use on a UK computer. Therefore, you will need to change your decimal separator to a period, rather than a comma, for optimum performance. Otherwise you will suffer invalid string errors.
 

Offline TheTalkingMeowth

  • Captain
  • **********
  • T
  • Posts: 494
  • Thanked: 203 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: v1.11.0 Bugs Thread
« Reply #219 on: July 14, 2020, 01:12:03 PM »
The function number : no
Screen : main screen
The complete error text : no error
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? Can be reproduced with my database.
If this is a long campaign - around 57yrs old

I encountered strange behavior from one of my fleets. Force A orbiting Sol refuses to execute commands (currently set to move to Mars). They are not in overhaul, all ships have fuel and no damage. It seems the problem is caused by one of the ships: TFN Raimondo Montecuccoli. If I detach this ship, rest of the fleet starts to do the command and also the detached ships will obey normally.

I don't see anything wrong with the affected ship and it starts to move if detached as well, so maybe there is some hidden issue that is worth checking out?

Just a warning if someone will try to use the database, I am using custom medals: http://aurora2.pentarch.org/index.php?topic=11424.0 so it may throw some errors if you do not have them.

This sounds similar to the reaction bonus overflow bug earlier in the thread. Does the detached ship have a fleet commander on a flag bridge with a high reaction bonus? It appears that if a fleet receives too large of a total reaction bonus (combination of incomplete fleet training, admin command reaction bonus, and fleet commander bonus), it starts to suffer infinite delays. The solution is to reduce the total reaction bonus somehow, either by removing the Fleet commander (such as by detaching the ship he is on) or changing the admin command setup.

The one thing that is different here is that if you detach the affected ship, the affected ship can move normally. Does the affected ship have 100% fleet training, while the original fleet does not? I hypothesize that this infinite delay only happens if the fleet has less than 100% fleet training.
 

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: v1.11.0 Bugs Thread
« Reply #220 on: July 14, 2020, 01:54:38 PM »
This sounds similar to the reaction bonus overflow bug earlier in the thread. Does the detached ship have a fleet commander on a flag bridge with a high reaction bonus? It appears that if a fleet receives too large of a total reaction bonus (combination of incomplete fleet training, admin command reaction bonus, and fleet commander bonus), it starts to suffer infinite delays. The solution is to reduce the total reaction bonus somehow, either by removing the Fleet commander (such as by detaching the ship he is on) or changing the admin command setup.

The one thing that is different here is that if you detach the affected ship, the affected ship can move normally. Does the affected ship have 100% fleet training, while the original fleet does not? I hypothesize that this infinite delay only happens if the fleet has less than 100% fleet training.

Affected ship has no flag bridge so no flag officer. See screen of ship's officers:



All ships in the fleet have 100% training as they were operating together for long time.

Fleet was actually stationed at border system for relatively short time (originally stationed at Sol) and when I got in war with NPR I wanted to move them to the jump point and there was no reaction. So I SM transferred them to Sol to see if that helps, but it did nothing. So the problem came to be relatively recently.

I tried to remove different ships and whole sub-fleets (fleet has 3 subfleets) but only way to remove the problem is to detach the TFN Raimondo Montecuccoli.

I detached it and send the fleet and affected ship to Mars, both completed the order, then I recombined them and again they ignore all commands.

« Last Edit: July 14, 2020, 01:56:24 PM by Black »
 

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: v1.11.0 Bugs Thread
« Reply #221 on: July 15, 2020, 08:43:11 AM »
The function number : no
Screen : Naval Organization - Movement Orders
The complete error text : no error
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? Can reproduce it easily every time.
If this is a long campaign - around 57yrs old

I am unable to create colony from Naval Organization - Movement Orders

I have two different species in my empire (second is recently conquered NPR). If I try to create colony from Movement Orders (Naval Organization) - Create Colony button, there is table to choose species. I select the species (does not matter which), click OK and nothing happens. There is also checkbox with no text on select window. But it changes nothing if I check it. It worked correctly before I got the second species.

I attached database if it is needed.
 

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: v1.11.0 Bugs Thread
« Reply #222 on: July 15, 2020, 11:24:07 AM »
Minor issue I encoutered with naming of NPR ground unit:



There are two units named Resupply Infantry - one is Infantry and second is Light Vehicle.

It can be seen in database from my previous post. It is the same game.
 

Offline xenoscepter

  • Vice Admiral
  • **********
  • Posts: 1157
  • Thanked: 318 times
Re: v1.11.0 Bugs Thread
« Reply #223 on: July 16, 2020, 04:30:58 AM »
http://aurora2.pentarch.org/index.php?topic=11565.msg138538#msg138538
^Have just confirmed again in v1.11, Fighters cannot land on planets for the purposes of either picking up or dropping off colonists. Edit: With Cargo Shuttle Bays at both destinations, loading and unloading works fine though.
Update: Fighters can land for the purposes of picking up and offloading troops.
« Last Edit: July 16, 2020, 04:41:16 AM by xenoscepter »
 

Offline Froggiest1982

  • Gold Supporter
  • Vice Admiral
  • *****
  • F
  • Posts: 1332
  • Thanked: 591 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: v1.11.0 Bugs Thread
« Reply #224 on: July 16, 2020, 04:47:32 PM »
1.11
Period native
Easy to reproduce
Potential bug: I don't think the survey speed does actually impact ground survey teams.

I have been checking for a while and still not 100% sure, but I think will be relative easy for the moderators to double check.

I notice that if still takes few months for me to fully survey a body with a ship (correct as I use 5% survey speed), my teams still need only few days or weeks to actually fully survey the surface. At the moment I role play it pretending that teams only check existing deposits with very advanced machinery, but I still believe it should take longer...