Select Name in Class Design did not work immediately - I had to manually rename a ship before the funtion started to work as intended.
New 1.12 standard known stars start in Sol with Planet X.
Select Name in Class Design did not work immediately - I had to manually rename a ship before the funtion started to work as intended.
New 1.12 standard known stars start in Sol with Planet X.
I've found that typically happens when I am using (or have used) the 3rd party mod that allows UI customisation in a campaign. Just wanna check you're not using that mod and potentially reporting a bug related to it as a vanilla Aurora bug.
Select Name in Class Design did not work immediately - I had to manually rename a ship before the funtion started to work as intended.
New 1.12 standard known stars start in Sol with Planet X.
I've found that typically happens when I am using (or have used) the 3rd party mod that allows UI customisation in a campaign. Just wanna check you're not using that mod and potentially reporting a bug related to it as a vanilla Aurora bug.
not using any mods, but as it worked for others might have been a fluke on my side.
Hi all
I cant find the order transfer fuel to colony anymore ? ship is a harvester with a fuel hub or tanker with fuel hub cant transfer also
when i select earth there is no order to transfer fuel
thanks
arty
Hi all
I cant find the order transfer fuel to colony anymore ? ship is a harvester with a fuel hub or tanker with fuel hub cant transfer also
when i select earth there is no order to transfer fuel
thanks
arty
note: the cargo task group has 2 cargo ship that don't have a cargo shuttle, because well I didn't know, and one ship that has the shuttle, so maybe it's that what's giving issues
It's not the cargo ships because you cannot issue an order to unload on a body without a spaceport/shuttle station if all ships in your fleet do not have shuttles of their own. Please detail more carefully about what you were doing. -Garfunkel
please read the full description, it's a 3 ship tg of which 1 has a cargo shuttle, all unloading on an empty colony
note: the cargo task group has 2 cargo ship that don't have a cargo shuttle, because well I didn't know, and one ship that has the shuttle, so maybe it's that what's giving issues
It's not the cargo ships because you cannot issue an order to unload on a body without a spaceport/shuttle station if all ships in your fleet do not have shuttles of their own. Please detail more carefully about what you were doing. -Garfunkel
It seems that I cannot drag and drop in Naval Organization window. Is it a bug or is it just me?
I do not have any mods.
If it is just me, any idea on how to fix?
It might be a once off, but I just started a new game to regenerate the Sol system and the game just hung (Not responding) when I clicked Create Race. I waited a while to see if it was just sorting out something complicated in the background. The New Game options window stayed open and in colour whilst the System Map window went blank. I just thought I'd mention it in case other people have the same thing happen and it wasn't just my computer glitching. I didn't do anything unusual, unchecked Known Star Systems, generated Planet X and, set system bodies and jump points to surveyed.
Unconfirmed: works perfectly for me. -Garfunkel
I just wanted to confirm that I had the same issue the first time I ran 1. 12. 0. In my case, I had also checked off Known Star Systems. I did not choose planet X. I selected all spoilers and 4 NPRs in the default range. After creating my player race, the game seemed to freeze, as if it was stuck processing something forever. I forced quit and the next time I ran the game (I recreated the same settings), everything worked perfectly. So I know this isn't a very useful or reproducible bug report, but just letting you know it isn't completely isolated.
--Saq
It might be a once off, but I just started a new game to regenerate the Sol system and the game just hung (Not responding) when I clicked Create Race. I waited a while to see if it was just sorting out something complicated in the background. The New Game options window stayed open and in colour whilst the System Map window went blank. I just thought I'd mention it in case other people have the same thing happen and it wasn't just my computer glitching. I didn't do anything unusual, unchecked Known Star Systems, generated Planet X and, set system bodies and jump points to surveyed.
Unconfirmed: works perfectly for me. -Garfunkel
I'm getting errors which seem to be when a ship is set to auto-overhaul when it has exceeded deployment. Right as the auto-order message would normally come up I get these two errors in succession:
1. 12. 0 Function #730: Object reference not set to an instance of an object.
1. 12. 0 Function #722: Object reference not set to an instance of an object.
It still sets up the movement orders to the colony (only one with maintenance facilities) and the overhaul order. Don't see a separate order for refuel/resupply (I forget if it's supposed to be there. ) The Orders Assigned message is missing though I see the Deployment Time Exceeded message in the previous tick.
My full orders for these ships:
- Survey Next Three System Bodies or Locations
- Move to System Requiring Gravsurvey
- if Deployment Exceeded, Refueld, Resupply, and Overhaul at Colony
- if Fuel less than 40%, Refuel from Colony or Hub
These orders seemed to work as I'd expect with no errors at first, but after a few started showing these errors. Only thing I can think of so far is that they're now 3 jumps out from the colony instead of 1-2.
1.12.0 Function #3210: Unable to cast object of type 'g8' to type 'he'.
Just started a v1.12 game, selected Refuel, Resupply & Overhaul in Standing Orders for my first survey ships.
Find they overhaul OK but so far do not refuel or resupply before entering overhaul.
Is this unique to my set up?
Edit: A longer observation reveals the error codes:-
1.12.0 Function #730: Object not set to an instance of an object.
Followed by :-
1.12.0 Function #722: Object reference not set to an instance of an object.
These two error messages occur as the ship defaults to its standing order to Refuel, Resupply & Overhaul . But only overhauls.
Edit #2
Started new game and still have this error.
Incidentally, when I select random warp points for Sol in the past 3-4 games including v1.11 The result is 2, always. Is it just a function of randomness or is the random number generator broken?
Ian
1.12.0 Function #3334: Object reference not set to an instance of an object.
I have survey ships set up with these main orders:
- Survey Next Three System Bodies or Locations
- Move to System Requiring Gravsurvey
This works as expected some of the time. However, I have a hostile alien-inhabited two jumps from my home system. I have blocked fleet auto-routing for the system and marked it military-restricted to be sure no civilian ships enter. I also marked it as controlled by that race and marked them hostile.
While these ships are not civilian, I would hope the auto-routing restriction would be used. However, when the ships run out of primary orders (survey) near the home system (such as when they refuel), they generally head directly to the hostile system and are killed.
Hi, not a bug. Please use the below:Can confirm that this works for me. Sorry, I didn't connect that these would work together.
Movement Orders
Exclude Alien Controlled
The ship will not jump into any System marked as alien controlled.
Quote from: froggiest1982 link=topic=11945. msg141655#msg141655 date=1602750208Hi, not a bug. Please use the below:Can confirm that this works for me. Sorry, I didn't connect that these would work together.
Movement Orders
Exclude Alien Controlled
The ship will not jump into any System marked as alien controlled.
I wasn't sure if this counted as a typo, like the double space on generated engine names, and if those should be reported somewhere other than this thread. I don't want to clutter up the reports with things that aren't really a technical bug, let me know if I should post somewhere else in future.
I hope this hasn't changed without me realising; on the C# changes list it is stated (emphasis mine):Quote"Any location that contains a population with maintenance facilities or a ship with maintenance modules is known as a 'Maintenance Location'. This does not need to be in the same location as a population. A Maintenance Location consisting only of ships with maintenance modules could be in deep space."
On the research description for Maintenance Modules it states:Quote"A ship component that is added to the total maintenance facilites of a population if the ship is on the same planet or in near orbit"
For ages I wasn't researching maintenance modules because I thought I had misread info about them on the wiki/forums.
- BTW, it sounds like a lot of Steve's time bug fixing is taken up with checking misleading bug reports and focussing on which are a priority. I was wondering if a Glitches/Typos thread might be an good idea. Things like spelling mistakes or UI oddities could be reported there. Just an idea, it might make things more complicated rather than less.
Quote from: froggiest1982 link=topic=11945. msg141655#msg141655 date=1602750208Hi, not a bug. Please use the below:Can confirm that this works for me. Sorry, I didn't connect that these would work together.
Movement Orders
Exclude Alien Controlled
The ship will not jump into any System marked as alien controlled.
I am wondering if I have a bug with this then. I have done all of the above and my survey ships are still jumping into that system to survey. I have double checked, they definitely have "Exclude Alien Controlled" checked and the system is definitely marked as alien controlled. Is this a bug or is it because they are set as neutral in my Diplomacy screen? Should I also mark it as protected in the "Miscellaneous" tab?
If the ships had already queued the move orders at the time you set the "Exclude Alien Controlled" or marked the system as alien controlled the ships will follow the orders
and survey the system till they leave the system (e.g. to refuel or to resupply )
I couldn't see this already reported in the 1.11 bug thread so it might be new: If you set your Beam Fire Control to "1.25 Size 1.25 Range" it actually calculates it as if you had selected "0.25" and makes it 1/4 as small and 1/4 the range of the fire control.
I couldn't see this already reported in the 1.11 bug thread so it might be new: If you set your Beam Fire Control to "1.25 Size 1.25 Range" it actually calculates it as if you had selected "0.25" and makes it 1/4 as small and 1/4 the range of the fire control.
I'd like to confirm this as well. All other multipliers seem to be correct.
TN Start
Real Stars
Period decimal separator
Always occurs
I tried to attach the database, but for some reason it will not upload.
Not sure if sector commanders work - in the officers menu I can see that my administrator is the current governor of Sol, but on colony menus for each colony it says that there isn’t one,
I appear to be unable to change game settings after game start. The save settings button does nothing after checking boxes/typing in fields. I have tried changing settings on a save I was currently in and in a different save with identical results. I discovered this while looking into a second thing that I'm not sure is a bug, but I'll bring it up in case it's at all important. Long story short it appears that a spy ship of mine was causing the game to only move forward in the associated sub pulse increments while in enemy systems. I assume that this was related to detection.
I encountered strange behavior from Precursor missile bases. They are shooting missiles at different direction than the location of my ships.
1.12.0, TN start, decimal separator is dot.
(https://i.ibb.co/TqM5NKP/wild-missiles-01.png) (https://ibb.co/Fq4tds8)
I tried to attach the database, but for some reason it will not upload.
I encountered strange behavior from Precursor missile bases. They are shooting missiles at different direction than the location of my ships.
1.12.0, TN start, decimal separator is dot.
I tried to attach the database, but for some reason it will not upload.
Probably a weird bug, but let's assume it's not.
What are the chances they shooting at something else?
Can you scout towards that direction or there is literally nothing there?
I'm getting errors which seem to be when a ship is set to auto-overhaul when it has exceeded deployment. Right as the auto-order message would normally come up I get these two errors in succession:
1. 12. 0 Function #730: Object reference not set to an instance of an object.
1. 12. 0 Function #722: Object reference not set to an instance of an object.
It still sets up the movement orders to the colony (only one with maintenance facilities) and the overhaul order. Don't see a separate order for refuel/resupply (I forget if it's supposed to be there. ) The Orders Assigned message is missing though I see the Deployment Time Exceeded message in the previous tick.
My full orders for these ships:
- Survey Next Three System Bodies or Locations
- Move to System Requiring Gravsurvey
- if Deployment Exceeded, Refueld, Resupply, and Overhaul at Colony
- if Fuel less than 40%, Refuel from Colony or Hub
These orders seemed to work as I'd expect with no errors at first, but after a few started showing these errors. Only thing I can think of so far is that they're now 3 jumps out from the colony instead of 1-2.
1.12.0 Function #2714: Object reference not set to an instance of an object
Disassembling some components doesn't add any research progress even if it says it does. This issue is intermittent, though. I disassembled some lasers and the stated progress was applied correctly. Disassembling some control systems provided no benefit, though (See attached images).
I tried closing and reopening the research window and checking other planets. I verified that the parts were disassembled on Earth.
TN Start
22 years in
Dot separator
Intermittent
I seem to have found a bug involving ground units that happens consistently.
So some alien ground units turned up on a planet I was exploring ruins on. They easily destroyed my two 2500 ton xenoarchaelogy expeditions there. I was curious as it was my first GU combat, sent a scout to planet, saw 9200 tons of ground units there. I think the are some kind of spoiler race, but am not experienced enough with Aurora to be sure.
I sent in a nearby transport with another 2500 ton xenoarchaeology team on it, they disembark and game just says alien forces have been defeated, no combat stats. I advance time by a day and I get:Code: [Select]1.12.0 Function #2714: Object reference not set to an instance of an object
I press OK and the game continues and announces my new formation being destroyed by overwhelming alien forces, as expexcted. There doesn't seem to be any problems with continuing the game after this point as far as I can tell.
I've repeated it a few times. If I have a scout in orbit, the error message pops up twice, with just the transport in orbit it pops up once. It doesn't make any difference if I have active sensors scanning the ground forces or not.
Have saved the DB file in case you want to look at it.
Unmodded game
Known Star System not selected
Just started a v1.12 game, selected Refuel, Resupply & Overhaul in Standing Orders for my first survey ships.
Find they overhaul OK but so far do not refuel or resupply before entering overhaul.
Is this unique to my set up?
Edit: A longer observation reveals the error codes:-
1.12.0 Function #730: Object not set to an instance of an object.
Followed by :-
1.12.0 Function #722: Object reference not set to an instance of an object.
These two error messages occur as the ship defaults to its standing order to Refuel, Resupply & Overhaul . But only overhauls.
Edit #2
Started new game and still have this error.
Edit #3: I think its when the trigger for the standing order is Low Fuel.
Incidentally, when I select random warp points for Sol in the past 3-4 games including v1.11 The result is 2, always. Is it just a function of randomness or is the random number generator broken?
Ian
I'm getting errors which seem to be when a ship is set to auto-overhaul when it has exceeded deployment. Right as the auto-order message would normally come up I get these two errors in succession:
1. 12. 0 Function #730: Object reference not set to an instance of an object.
1. 12. 0 Function #722: Object reference not set to an instance of an object.
It still sets up the movement orders to the colony (only one with maintenance facilities) and the overhaul order. Don't see a separate order for refuel/resupply (I forget if it's supposed to be there. ) The Orders Assigned message is missing though I see the Deployment Time Exceeded message in the previous tick.
My full orders for these ships:
- Survey Next Three System Bodies or Locations
- Move to System Requiring Gravsurvey
- if Deployment Exceeded, Refueld, Resupply, and Overhaul at Colony
- if Fuel less than 40%, Refuel from Colony or Hub
These orders seemed to work as I'd expect with no errors at first, but after a few started showing these errors. Only thing I can think of so far is that they're now 3 jumps out from the colony instead of 1-2.
It seems like occupation strength is very broken: I appear to need about 60 billion tons of ground troops to pacify an enemy homeworld, which has an occupation strength of 161,000.
There is a bug in which the research points amount, in creation, is often modified to 100.000 automatically (as soon as you want to edit something else). I believe this happens if you try to lower the current value, when you have some decent starting pop (500 M and more). For NPR only ...
Latest version, vanilla, race creation.
I've researched Cloaking Theory, Cloaking Efficiency 3 and Cloak Sensor Reduction 75%, so everything I need to design a cloaking device. Now there is a research called "Minimum Cloak Size 25" but I can already make a 25HS cloaking device. Is this a typo or am I reading something wrong?Sounds like a bug to me...
A salvo with 1x Crosswhite Sensor Systems Albatross Geosurvey Bouy has no sensors, no second stage and no method of movement. Therefore it has self-destructed
Version 1.12.0, decimal separator is a period, just a few years into a conventional start.
I designed a size-5 two-stage geosurvey missile and launched one at most of the planets in Sol. The first stage is slow (400km/s) but works fine. The second stage fails, giving me this message:Code: [Select]A salvo with 1x Crosswhite Sensor Systems Albatross Geosurvey Bouy has no sensors, no second stage and no method of movement. Therefore it has self-destructed
This was a bit unexpected, so I went hunting for a cause. After some back and forth, I noticed that I still have "No Tech" for geosurvey strength, and that the bouy shows a "-" in the geo column of the tech viewer. The missile designer still shows that I have 1MSP devoted to Geo Sensors, so that's ok.
(http://db48x.net/Aurora/rediscovery:%20conventional%20start%20in%203000%20with%20v1.12/Screenshot%20from%202020-10-22%2016-32-52.png)
It appears to me that it shouldn't allow me to design and research a geosurvey missile before I have the geosurvey tech.
Your general explaination it's correct and agree that option should have been greyed out but there is no such function currently so I wouldnt say it's a proper bug but more of a missing feature?
Furthermore, as you can see from your design even if you have 1 point allocated to Geo the general value is zero which is correct. A sensor in a buoy needs at least 0.25 value to work and you would also see a reactor component being added if all working properly.
Also, the sensor value does not need to be greater than any threshold value; once I researched the tech and redesigned the buoy the value was only 0.03 and they worked just fine. They took ages to finish, of course, but the surveys were still finished sooner than I could launch my first 1kt survey ship. Also, after I launched the second batch it occurred to me that I could have rounded them down to slightly below 1 MSP and still had the same strength. Then the first stage could have been a little faster. Or if I had made the buoys slightly larger than 1 MSP they could have had 0.04 strength, meaning that they could finish 33% faster! Oh well.
Also, the sensor value does not need to be greater than any threshold value; once I researched the tech and redesigned the buoy the value was only 0.03 and they worked just fine. They took ages to finish, of course, but the surveys were still finished sooner than I could launch my first 1kt survey ship. Also, after I launched the second batch it occurred to me that I could have rounded them down to slightly below 1 MSP and still had the same strength. Then the first stage could have been a little faster. Or if I had made the buoys slightly larger than 1 MSP they could have had 0.04 strength, meaning that they could finish 33% faster! Oh well.
Missile sensors smaller than 0.25 MSP don't do anything. The actual strength of such a sensor can be anything, but the smallest working sensor is 0.25MSP. That's what froggiest was referring to.
I'm getting errors which seem to be when a ship is set to auto-overhaul when it has exceeded deployment. Right as the auto-order message would normally come up I get these two errors in succession:
1. 12. 0 Function #730: Object reference not set to an instance of an object.
1. 12. 0 Function #722: Object reference not set to an instance of an object.
It still sets up the movement orders to the colony (only one with maintenance facilities) and the overhaul order. Don't see a separate order for refuel/resupply (I forget if it's supposed to be there. ) The Orders Assigned message is missing though I see the Deployment Time Exceeded message in the previous tick.
My full orders for these ships:
- Survey Next Three System Bodies or Locations
- Move to System Requiring Gravsurvey
- if Deployment Exceeded, Refueld, Resupply, and Overhaul at Colony
- if Fuel less than 40%, Refuel from Colony or Hub
These orders seemed to work as I'd expect with no errors at first, but after a few started showing these errors. Only thing I can think of so far is that they're now 3 jumps out from the colony instead of 1-2.
I'm getting errors which seem to be when a ship is set to auto-overhaul when it has exceeded deployment. Right as the auto-order message would normally come up I get these two errors in succession:
1. 12. 0 Function #730: Object reference not set to an instance of an object.
1. 12. 0 Function #722: Object reference not set to an instance of an object.
It still sets up the movement orders to the colony (only one with maintenance facilities) and the overhaul order. Don't see a separate order for refuel/resupply (I forget if it's supposed to be there. ) The Orders Assigned message is missing though I see the Deployment Time Exceeded message in the previous tick.
My full orders for these ships:
- Survey Next Three System Bodies or Locations
- Move to System Requiring Gravsurvey
- if Deployment Exceeded, Refueld, Resupply, and Overhaul at Colony
- if Fuel less than 40%, Refuel from Colony or Hub
These orders seemed to work as I'd expect with no errors at first, but after a few started showing these errors. Only thing I can think of so far is that they're now 3 jumps out from the colony instead of 1-2.
Just to double-check, are there stabilized jump points through all 3 jumps?
v1.12.0
Conventional start with 3 NPRs, all spoilers except invaders on
Ground Forces Screen, Unit Series Tab
Conventional star
I suddenly cannot create new unit series. It WAS working when I first tried to use it (before any civilian mining complexes or alien encounters); I added a bunch of unit series right at the start of the game.
When I went back to add some new vehicle types, I now get a Function #3353: an item with the same key has already been added error when I hit OK in the name popup.
This happens for all names, even "Foo," "Bar," and "Totally not a real unit." So I doubt there is such a series already from some other race.
The issue persists after a save and reload.
It seems like occupation strength is very broken: I appear to need about 60 billion tons of ground troops to pacify an enemy homeworld, which has an occupation strength of 161,000.
Just to double-check, are there stabilized jump points through all 3 jumps?In my case, none of the jumps would have been stabilized at first but the ships are jump-capable. It's possible that when the bug started that it was then a mix of stabilized and non-stabilized on the path back, but I think it's always been non-stabilized at the end of the path that the ship in question is on given its nature as a exploration ship.
Quote from: TheTalkingMeowth link=topic=11945. msg142203#msg142203 date=1603505222v1. 12. 0
Conventional start with 3 NPRs, all spoilers except invaders on
Ground Forces Screen, Unit Series Tab
Conventional star
I suddenly cannot create new unit series. It WAS working when I first tried to use it (before any civilian mining complexes or alien encounters); I added a bunch of unit series right at the start of the game.
When I went back to add some new vehicle types, I now get a Function #3353: an item with the same key has already been added error when I hit OK in the name popup.
This happens for all names, even "Foo," "Bar," and "Totally not a real unit. " So I doubt there is such a series already from some other race.
The issue persists after a save and reload.
+1. This issue happens once a certain amount of unit series have been created. It seems like some bug is hard capping the number of series you can have.
Adding unit series though DB editing will circumvent this issue but becomes finnicky.
Yep, it just happened again. I have the system set to alien controlled and no auto route, the ship is flagged to ignore alien controlled systems and it definitely had no orders queued. I had sent him back to refuel and on to a system far away from here last time this happened. He has actually passed through another alien controlled, no autoroute system to get where I just found him.
NPR ship handle (like RUS, CHI, USA prefixing the NPR ship name on the tactical screen) does not correspond to what you have entered in race creation as the race short name, but always correspond to the three first letters of the race long name.
100% reproducible in all settings
2b. Ground Support Fighter "protection" is non-functional against STO units in every applicable context. I have tested this on "free-range" missions (Search And Destroy, Flak Suppression, etc. ) with a friendly (empty) colony on the planet, and with friendly ground troops on the planet, with FFD capacity, with the support relationships set up. In every case the STOs cheerfully engage the ground support fighters with active ground support orders that are on top of the system body. This is not AA fire as the message is identical to the STO message (someship has been engaged by ground-based energy weapons on Planet,) fire happens every 5 second tick instead of the 8 hour ground combat tick and the fighters themselves never resolve their own ground combat fire.
Yeah this is a problem that renders CAS less than useless. An easy solution would be to make all craft flagged as "fighters" immune to STO targeting and let AA be their exclusive ground-based threat.
On a related note, how does AA damage translate to CAS fighters - damage and armor pen wise?
Quote from: Droll link=topic=11945. msg142262#msg142262 date=1603652554Yeah this is a problem that renders CAS less than useless. An easy solution would be to make all craft flagged as "fighters" immune to STO targeting and let AA be their exclusive ground-based threat.
On a related note, how does AA damage translate to CAS fighters - damage and armor pen wise?
Probably the same scaling rule that Steve uses for translating capital weaponry to ground scale damage for purposes of calculating collateral damage:
"The damage in ground combat for an energy weapon is equal to 20x the square root of its point blank damage in ship-to-ship combat. Armour penetration is equal to half the damage. Fractions are retained. For example, the AP/Damage ratings would be 10/20 for a 10cm railgun round or gauss cannon, 17. 3/34. 6 for a 10cm laser, 40/80 for a 25cm laser. Weapons roll for failure in the same way as in naval combat. "
I wouldn't know about armor, though, that's a good question.
That answers capital to ground but I'm asking the reverse. In my case it seems like precursor AA Decurions can one shot (or two shot) fighters with 4 layers of armor
I'm not sure whether this was already posted, but the conditional order "Refuel, Resupply and Overhaul at Colony" gives off errors #722 and #730 "Object reference was not set to instance of an object" when the conditions trigger. This leads the fleet that takes the order to return to a colony and overhaul, however they don't refuel and resupply.
The specific situation if you want to replicate the bug is the following: I had a jump capable survey ship with both geo and grav modules set on the following standing orders: 1. Survey next system body 2. Survey next survey location 3. If fuel less than 40% - Refuel at colony or hub (all) 4. When deployment time exceeded - Refuel, Resupply and Overhaul at Colony.
It happens regardless of the points being stabilized or not. I've had it happen with both stabilized and unstabilized points.
conventional start, real stars, 200+ yrs.
reproducible in a fresh game with both real and non-real stars.
deep space tracking ranges seem to "wrap around" where the 10,000 range resets to a smaller value, then the 1,000. then the 10,000. etc, as the number of stations, or tech levels grow. sometimes the 10,000 range disappears entirely. im not sure if its a display issue on the system map or a range limit.
reproduceable by sm mode. give yourself a high planetary sensor strength tech (2000 was my test).
turn on passive vs signature 1,000 and 10,000.
then add deep space tracking centers a few at a time.
seems to happen around 11-12m km range
conventional start, real stars, 200+ yrs.
reproducible in a fresh game with both real and non-real stars.
deep space tracking ranges seem to "wrap around" where the 10,000 range resets to a smaller value, then the 1,000. then the 10,000. etc, as the number of stations, or tech levels grow. sometimes the 10,000 range disappears entirely. im not sure if its a display issue on the system map or a range limit.
reproduceable by sm mode. give yourself a high planetary sensor strength tech (2000 was my test).
turn on passive vs signature 1,000 and 10,000.
then add deep space tracking centers a few at a time.
seems to happen around 11-12m km range
first occurs at 215,000 tracking station strength ~11.58m range
and again at 644,000
and 1,074,600
and 1,503,000
etc etc at ~430,000x+215,000 tracking strength. each time the passive vs signature 10,000 range resets.
I would specifically check for overflow so that I could use the maximum usable tracking strength instead of wrapping around. Looks like that would top out at a maximum detection range of 113 light years, which is silly enough that nobody would be bothered that they can't increase it further.
Bonus points for actually allowing detection of units in other star systems if the detection range is big enough…
I would specifically check for overflow so that I could use the maximum usable tracking strength instead of wrapping around. Looks like that would top out at a maximum detection range of 113 light years, which is silly enough that nobody would be bothered that they can't increase it further.
Bonus points for actually allowing detection of units in other star systems if the detection range is big enough…
This would be brilliant in the suggestion thread. I think an interesting extension would be to add JP listening which would allow you to use a small % of your sensor sensitivity to "peek" through the other end of a JP.
Has anyone else noticed that the mass driver column on the mining tab only ever reports negative numbers? It reports minerals leaving my mining colonies, but not any that arrive at Earth. I know the minerals are arriving, of course. Similarly, the Stockpile Change column on the Empire Mining tab doesn't always report arriving minerals. For example, Earth has run out of Corundium, and I have an empire-wide stockpile of 601 tons. Last week it was 598 tons, so I know that some have arrived somewhere, but the Stockpile Change column reports 0 tons. If three tons were mined at a colony and immediately shipped out via mass driver, but the 3 tons that arrived on Earth that week weren't counted, then that would explain the discrepancy. It would count +3-3+0=0 instead of +3-3+3=3.This is an ongoing thing and it was already in VB6 - the column will only report minerals that arrived during the latest sub-pulse. So most of the time, you will miss seeing it. In any case, it has been this way for a long time so it's safe to assume that it's working as intended.
v1.12, decimal separator is a period, no error messages, game of any length.
I'm playing with half minerals on Earth. This is turning out to be pretty hard because only four bodies in the whole solar system had any Corundium, and two of them are moons of Minerva…
I have a save that is infinite 5 second sub pulses no matter what I do (including diddling with the sub pulse settings), however I used my event interrupt toggler mod, so the game is technically modded. I'm just pretty sure the bug is unrelated to what my mod did. Is there any point in posting the DB?
About a tenth of a second. I left it running in the background for two days and it hasn't ended yet. I'm pretty sure its gotten through multiple (ingame) weeks of 5 seconds.
About a tenth of a second. I left it running in the background for two days and it hasn't ended yet. I'm pretty sure its gotten through multiple (ingame) weeks of 5 seconds.
And you are absolutely sure that none of your fleets have their fire controls turned on?
And you are absolutely sure that none of your fleets have their fire controls turned on?
OH MY GOD THAT WAS IT
I could have sworn, for the life of me, that that didn't apply to MFC, and also that there was a special interurpt message if it was your own fire controls holding things up. Dear lord above, I've even had this exact issue before.
e: so yeah, false alarm, apologies
1.12.1, systematical, reproducible.
Load ship components does not respect the maximum # of items.
@Garfunkel: re: disassembling components. research progress limited to one colony is how I remembered it from VB6, but not how it has worked for me in C#. I've tested cancelling a research project at one colony and then starting it at another, and the research point count continues to decrement properly. You can't have a project running at two colonies at the same time but you can move the project between colonies whenever you wish by cancelling and restarting.
I did more testing, and disassembly seems to be able to create the project if it does not exist, but does not seem to be able to move an existing project to the colony. So if I disassembled components on Luna then did a disassembly on Earth I'd lose any points from the Earth disassembly. However after assigning a research lab on Earth and advancing time 5 days Earth took over the project, and I could then disassemble on Earth but not on Luna. Assigning a lab and advancing time moved the project to Earth.
Cancelling that project and assigning a lab at Mars then advancing time 5 days allowed me to disassemble at Mars.
So research gains from disassembly cannot move a project to a new colony the way research gains from a lab can - but I don't know if that limitation is intended.
AI ships seem to have a very strange reaction to superior forces in the latest 1.12 version.
When confronted by superior attackers, the ships head immediately for the nearest Jump Point, even if that jump point leads directly into the 'enemy' home system. This could, in theory, be good tactics, but they jump through, and find themselves confronted by a large blockade force. Again, this could be the fortune of war.
Now, however, comes the buggy part. Before my ships can open fire at pointblank range, they jump BACK through the jump point, and my ships follow them through.
At this point I assumed they would try to run for it...
In reality, they continue to jump back and forth, with none of my ships, even on 5-second increments, ever able to actually fire on them, on either side of the jump point. I finally was forced to split my forces to sit on both sides of the jump point, in the hopes of engaging them. But they still jumped back and forth without me being able to get a shot off on either side of the gate with the waiting ships. This continued until I gave up and allowed them to leave after 18 cycles of jumping.
This... really isn't good for the game, as it makes it possible for any force, no matter how weak, to avoid engagement indefinitely. I thought there was some sort of jump cooldown which would prevent ships from making another jump instantly, as well as not using sensors? My guess is, since this was a stable jump point, that no jump engines were being used, and thus there was no cooldown. I think there needs to be some sort of basic jump cooldown before another jump is possible, ideally a cooldown which is longer than the jump shock, allowing a chance for ships with superior speed to actually engage their enemies, since they cannot escape.
I know that NPR's don't have the same downsides for jumping as the player, due to weaker decision making, but I cannot think it is intended to be used in this way. In each case here, the ships were jumping back through the point within 5 seconds, with seemingly no end in sight.
AI ships seem to have a very strange reaction to superior forces in the latest 1.12 version.
When confronted by superior attackers, the ships head immediately for the nearest Jump Point, even if that jump point leads directly into the 'enemy' home system. This could, in theory, be good tactics, but they jump through, and find themselves confronted by a large blockade force. Again, this could be the fortune of war.
Now, however, comes the buggy part. Before my ships can open fire at pointblank range, they jump BACK through the jump point, and my ships follow them through.
At this point I assumed they would try to run for it...
In reality, they continue to jump back and forth, with none of my ships, even on 5-second increments, ever able to actually fire on them, on either side of the jump point. I finally was forced to split my forces to sit on both sides of the jump point, in the hopes of engaging them. But they still jumped back and forth without me being able to get a shot off on either side of the gate with the waiting ships. This continued until I gave up and allowed them to leave after 18 cycles of jumping.
This... really isn't good for the game, as it makes it possible for any force, no matter how weak, to avoid engagement indefinitely. I thought there was some sort of jump cooldown which would prevent ships from making another jump instantly, as well as not using sensors? My guess is, since this was a stable jump point, that no jump engines were being used, and thus there was no cooldown. I think there needs to be some sort of basic jump cooldown before another jump is possible, ideally a cooldown which is longer than the jump shock, allowing a chance for ships with superior speed to actually engage their enemies, since they cannot escape.
I know that NPR's don't have the same downsides for jumping as the player, due to weaker decision making, but I cannot think it is intended to be used in this way. In each case here, the ships were jumping back through the point within 5 seconds, with seemingly no end in sight.
AI ships seem to have a very strange reaction to superior forces in the latest 1. 12 version.
When confronted by superior attackers, the ships head immediately for the nearest Jump Point, even if that jump point leads directly into the 'enemy' home system. This could, in theory, be good tactics, but they jump through, and find themselves confronted by a large blockade force. Again, this could be the fortune of war.
Now, however, comes the buggy part. Before my ships can open fire at pointblank range, they jump BACK through the jump point, and my ships follow them through.
At this point I assumed they would try to run for it. . .
In reality, they continue to jump back and forth, with none of my ships, even on 5-second increments, ever able to actually fire on them, on either side of the jump point. I finally was forced to split my forces to sit on both sides of the jump point, in the hopes of engaging them. But they still jumped back and forth without me being able to get a shot off on either side of the gate with the waiting ships. This continued until I gave up and allowed them to leave after 18 cycles of jumping.
This. . . really isn't good for the game, as it makes it possible for any force, no matter how weak, to avoid engagement indefinitely. I thought there was some sort of jump cooldown which would prevent ships from making another jump instantly, as well as not using sensors? My guess is, since this was a stable jump point, that no jump engines were being used, and thus there was no cooldown. I think there needs to be some sort of basic jump cooldown before another jump is possible, ideally a cooldown which is longer than the jump shock, allowing a chance for ships with superior speed to actually engage their enemies, since they cannot escape.
I know that NPR's don't have the same downsides for jumping as the player, due to weaker decision making, but I cannot think it is intended to be used in this way. In each case here, the ships were jumping back through the point within 5 seconds, with seemingly no end in sight.
AI ships seem to have a very strange reaction to superior forces in the latest 1.12 version.
When confronted by superior attackers, the ships head immediately for the nearest Jump Point, even if that jump point leads directly into the 'enemy' home system. This could, in theory, be good tactics, but they jump through, and find themselves confronted by a large blockade force. Again, this could be the fortune of war.
Now, however, comes the buggy part. Before my ships can open fire at pointblank range, they jump BACK through the jump point, and my ships follow them through.
At this point I assumed they would try to run for it...
In reality, they continue to jump back and forth, with none of my ships, even on 5-second increments, ever able to actually fire on them, on either side of the jump point. I finally was forced to split my forces to sit on both sides of the jump point, in the hopes of engaging them. But they still jumped back and forth without me being able to get a shot off on either side of the gate with the waiting ships. This continued until I gave up and allowed them to leave after 18 cycles of jumping.
This... really isn't good for the game, as it makes it possible for any force, no matter how weak, to avoid engagement indefinitely. I thought there was some sort of jump cooldown which would prevent ships from making another jump instantly, as well as not using sensors? My guess is, since this was a stable jump point, that no jump engines were being used, and thus there was no cooldown. I think there needs to be some sort of basic jump cooldown before another jump is possible, ideally a cooldown which is longer than the jump shock, allowing a chance for ships with superior speed to actually engage their enemies, since they cannot escape.
I know that NPR's don't have the same downsides for jumping as the player, due to weaker decision making, but I cannot think it is intended to be used in this way. In each case here, the ships were jumping back through the point within 5 seconds, with seemingly no end in sight.
- I'm strongly against a cooldown mechanic, but rather think Jumping should just be either a flat 10 seconds or 15 seconds. The logic for the two increment being that it takes an increment to "jump out" and an increment to "jump in". The logic for the three increment would be either two increments to "plot" the jump and one increment to do the jump itself, or one increment to "plot" the jump, and two increments to complete it.
- I'm in favor of the three increment system with one increment used for plotting the jump, which can then have the three increment reduced to two with the inclusion of a "Navigation" bridge module. Maybe even have Officers with some sort of Jump bonuses. We could also have it so that the players and NPRs get priority to fire on jumping targets. I'm tempted to dismiss this as "just good use of tactics" since it's technically consistent with Aurora's internal laws, but while the argument for that could be made... the fact remains that it just isn't fun and really only serves to delay the inevitable.
Tried to post this with DB and the forum ate it.
Anyway, the move to system requiring geosurvey standing order can get stuck in an infinite loop of bouncing back and forth across a jump point. I cought one of my survey ships doing this and when I checked the history it had been doing so for several years.
I'm really trying to upload my DB but it's not working. Every time I try to upload it sends my browser into the "start new topic" window.If the file is too big it just eats the post and fails silently. I had this happen several times before I realized my database was 37MB (because of all the ship history entries caused by the cycling standing order issue).
v1.12.0
Conventional start with 3 NPRs, all spoilers except invaders on
Ground Forces Screen, Unit Series Tab
Conventional star
I suddenly cannot create new unit series. It WAS working when I first tried to use it (before any civilian mining complexes or alien encounters); I added a bunch of unit series right at the start of the game.
When I went back to add some new vehicle types, I now get a Function #3353: an item with the same key has already been added error when I hit OK in the name popup.
This happens for all names, even "Foo," "Bar," and "Totally not a real unit." So I doubt there is such a series already from some other race.
The issue persists after a save and reload.
- The function number
--- N/A
- The complete error text
--- N/A
- The window affected
--- Component Design Window, AKA Create Research Project; specifically the Beam Fire Control bit.
- What you were doing at the time?
--- Just playing as per the usual.
- Conventional or TN start
--- TN Start
- Random or Real Stars
--- Random
- Is your decimal separator a comma?
--- Decimal
- Is the bug is easy to reproduce, intermittent or a one-off?
--- Both very easy and quite simple to reproduce.
- If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
--- 76 Years in as of this typing.
the red ring around sol turns black instead of dissapearing
when clicking on sol system the drop down menu still lists it as being in the sol sector even though sector management still lists it.
Designing rail guns
When I design rail guns there does not seem to be any differents between standard mounts, or spinal mounts, on drop down window in design thing. plus when I research said items, the research points are identical.
This is a pretty minor issue, but the discovery date for Sol is being displayed with a different date format than the discovery date of the other systems on the galaxy map. It doesn't change format if I change any of the display options, or if I select a different system. On the other hand, I cannot reproduce in new game.
(http://db48x.net/Aurora/rediscovery:%20conventional%20start%20in%203000%20with%20v1.12/seriously%3f.png)
The function number: n/a
The complete error text: n/a
The window affected: galaxy map
What you were doing at the time: looking at the galaxy map
Conventional or TN start: conventional, but I have TN tech
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?: unknown
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~70 years, but I doubt that it matters
This is a pretty minor issue, but the discovery date for Sol is being displayed with a different date format than the discovery date of the other systems on the galaxy map. It doesn't change format if I change any of the display options, or if I select a different system. On the other hand, I cannot reproduce in new game.
(http://db48x.net/Aurora/rediscovery:%20conventional%20start%20in%203000%20with%20v1.12/seriously%3f.png)
The function number: n/a
The complete error text: n/a
The window affected: galaxy map
What you were doing at the time: looking at the galaxy map
Conventional or TN start: conventional, but I have TN tech
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?: unknown
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~70 years, but I doubt that it matters
I can confirm this one. My game have the same issue.
I had that too on my first game. I'm guessing it happens if you change date format. I'm pretty sure I changed my date format from including the weekday before I discovered any systems.
I had that too on my first game. I'm guessing it happens if you change date format. I'm pretty sure I changed my date format from including the weekday before I discovered any systems.
That's certainly a possibility, but in my case the date format was changed long before I began this game.
What you were doing at the time - Building vessels with pre-fabbed components
Conventional or TN start - Conventional, with 20k starting RP used to unlock TN tech and a handful of other technologies.
Random or Real Stars - Random
Is the bug is easy to reproduce, intermittent or a one-off? - Should be relatively easy to reproduce.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Done with a brand-new start that hadn't incremented yet.
Construction Cycle is 86000s
I've discovered that if you construct a vessel with pre-fabricated components, the setting appears to cause a sort of phantom effect in certain circumstances that allows you to build vessels with significantly reduced mineral costs (including entirely omitting them for some minerals)
The test I performed was to design an engine, any engine (In this instance I used Nuclear Thermal engine tech, 100% power). I then designed a ship that used that engine, slapping 20 engines on. Removing any other items that consumed gallicite, I then had a cost of exactly 2000 gallicite. Earth already had 2000 gallicite on it, so I quickly SM'd away all conventional factories, added 1000 construction factories and edited the pop to be 5b so I had people to man the facilities. Adding a new naval shipyard and quickly modifying it to be 50kt (about 7k more than I needed, but quicker to type for me), I assigned the ship class to it, then went to industry and built the components over the course of a few 30 day increments. Quickly checking and confirming that I had 0 gallicite on Earth, I then queued the shipyard to build a ship of that class using components. A few 30d increments later it was finished, no issues.
Here's where it gets funny.
I then re-opened the shipyards page, and noticed that the gallicite cost for the ship class was now just...missing. It no longer listed the cost as being there at all, and to test if it was just a visual glitch I queued up another ship to be built without ticking the Use Components box. A few 30d increments later and the ship, while taking much longer than before, was built. And I had no issues with gallicite usage, even though I very clearly had 0 in my stockpile, and I had also double checked to make sure I didn't have stockpiled engines for some reason. I conducted a further test, adding 2000 more gallicite to Earth via SM and closing/reopening the shipyard window. It now correctly displayed the gallicite need, and when I built this ship, while taking the same time as the previous "free" one, it did use the gallicite and what's more, gave an message in the event log upon completion that there were not enough minerals. Trying to build a new ship then gave the correct behavior, throwing the same message into the event log about missing the required minerals.
tl:dr is that it seems to be possible to trigger the game into thinking there are components available when there aren't, and this removes the mineral usage of a ship class
66731|38|217|0|2500994915.0|83|FT Bosmans Small F3 004 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66731|38|217|0|2500994915.0|83|FT Bosmans Small F3 010 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66731|38|217|0|2500994915.0|83|FT Bosmans Small F3 016 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66731|38|218|0|2500994915.0|83|FT Nasser Small F3 010 was unable to load Mine from Ehecatotontli-A II|3132|-24155266.66499|14274525.0701791|10|0
66731|38|219|0|2500994915.0|83|FT de Klerk Small F3 007 was unable to load Mine from Hamadan-B III - Moon 10|3182|2349028888.18414|433089884.305349|10|0
66731|38|219|0|2500994915.0|83|FT de Klerk Small F3 019 was unable to load Mine from Hamadan-B III - Moon 10|3182|2349028888.18414|433089884.305349|10|0
66731|38|217|0|2500994915.0|83|FT Bosmans Large F3 020 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66731|38|217|0|2500994915.0|83|FT Timmermans Small F3 005 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66731|38|217|0|2500994915.0|83|FT Goethals Small F3 005 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66731|38|217|0|2500994915.0|83|FT Goethals Small F4 007 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66731|38|217|0|2500994915.0|83|FT Verhaeghe Small F4 006 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66731|38|218|0|2500994915.0|83|FT Nasser Large F3 023 was unable to load Mine from Ehecatotontli-A II|3132|-24155266.66499|14274525.0701791|10|0
66731|38|218|0|2500994915.0|83|FT Essa Small F3 003 was unable to load Mine from Ehecatotontli-A II|3132|-24155266.66499|14274525.0701791|10|0
66731|38|217|0|2500994915.0|83|FT Timmermans Small F4 007 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66731|38|223|0|2500994915.0|45|Salvage Squadron - Beam Escort 001 cannot salvage the target wreck as no ships within the fleet have salvage capability|3158|163854029.259284|571728110.333741|10|0
66731|38|223|0|2500994915.0|83|FT Stanojkovi? Small F7 005 was unable to load Automated Mine from Le Blanc Prime|3158|114903086.163866|121872511.393931|10|0
66731|38|227|0|2500994915.0|45|Salvage Squadron - Beam Escort 002 cannot salvage the target wreck as no ships within the fleet have salvage capability|3170|-3564738232.24972|1975966668.19576|10|0
66731|38|227|0|2500994915.0|83|FT Hanson Small F8 043 was unable to load Deep Space Tracking Station from Airone-A III - Moon 4|3215|182460736.165574|195528871.667756|10|0
66731|38|228|0|2500994915.0|83|FT Chatapara Small F8 001 was unable to load Automated Mine from Masterson Prime|3249|-13322068.2631936|45906218.014858|10|0
66731|38|228|0|2500994915.0|83|FT Chatapara Small F8 016 was unable to load Automated Mine from Masterson Prime|3249|-13322068.2631936|45906218.014858|10|0
66731|38|228|0|2500994915.0|83|FT Chatapara Small F8 031 was unable to load Automated Mine from Masterson Prime|3249|-13322068.2631936|45906218.014858|10|0
66731|38|228|0|2500994915.0|83|FT Chatapara Small F8 049 was unable to load Automated Mine from Masterson Prime|3249|-13322068.2631936|45906218.014858|10|0
66731|38|227|0|2500994915.0|83|FT Hanson Large F8 098 was unable to load Automated Mine from Alabarda-A II|3170|32233834.7214426|16275783.7686958|10|0
66731|38|226|0|2500994915.0|45|Salvage Squadron 001 cannot salvage the target wreck as no ships within the fleet have salvage capability|3192|540753133.678104|-2781933705.51223|10|0
66731|38|219|0|2500994915.0|42|SS Akkrum 003 is unable to carry out its primary standing order: Refuel from Colony or Hub (All)|3274|-3485685011.58667|-2012461179.74981|10|0
66731|38|228|0|2500994915.0|42|DDG Angels Numinous 020 is unable to carry out its primary standing order: Join Operational Group|3249|-13322068.2631936|45906218.014858|10|0
66731|38|217|0|2500994915.0|42|JD Aranda II 001 is unable to carry out its primary standing order: Join Operational Group|2997|595198394.472728|-36195057.6874419|10|0
66731|38|217|0|2500994915.0|42|JD Aranda II 002 is unable to carry out its primary standing order: Join Operational Group|2997|595198394.472728|-36195057.6874419|10|0
66731|38|217|0|2500994915.0|42|JD Aranda II 003 is unable to carry out its primary standing order: Join Operational Group|2997|595198394.472728|-36195057.6874419|10|0
66731|38|217|0|2500994915.0|42|JD Aranda II 004 is unable to carry out its primary standing order: Join Operational Group|3079|775805332.059489|484776975.051813|10|0
66731|38|223|0|2500994915.0|42|Stabilisation Squadron - Beam Escort 006 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point|3226|-1377537464.58247|315447077.054361|10|0
66731|38|223|0|2500994915.0|42|JD Kiputytto 008 is unable to carry out its primary standing order: Join Operational Group|3166|5130498672.00933|721040210.148912|10|0
66731|38|226|0|2500994915.0|42|Stabilisation Squadron 003 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point|3192|-38730803.2553723|-119788650.555606|10|0
66731|38|226|0|2500994915.0|42|Stabilisation Squadron 004 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point|3192|-38730803.2553723|-119788650.555606|10|0
66731|38|227|0|2500994915.0|42|Stabilisation Squadron - Beam Escort 002 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point|3210|-3226303.4647296|-19287738.0161702|10|0
66731|38|223|0|2500994915.0|42|CJ Meilikki 013 is unable to carry out its primary standing order: Join Operational Group|3158|114903086.163866|121872511.393931|10|0
66731|38|223|0|2500994915.0|42|CJ Meilikki 014 is unable to carry out its primary standing order: Join Operational Group|3158|114903086.163866|121872511.393931|10|0
66731|38|228|0|2500994915.0|42|GE Adulators 001 is unable to carry out its primary standing order: Refuel from Colony or Hub (All)|3194|776885135.489099|-1149124440.67871|10|0
66731|38|228|0|2500994915.0|42|GE Adulators 003 is unable to carry out its primary standing order: Refuel from Colony or Hub (All)|3194|154259744.101406|-122035590.417525|10|0
66731|38|228|0|2500994915.0|42|Stabilisation Squadron 003 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point|3249|-13322068.2631936|45906218.014858|10|0
66731|38|228|0|2500994915.0|42|Stabilisation Squadron 004 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point|3284|1655743577.19062|0.0|10|0
66731|38|228|0|2500994915.0|42|DDG Angels of Damnation 005 is unable to carry out its primary standing order: Join Operational Group|3249|-13322068.2631936|45906218.014858|10|0
66731|38|228|0|2500994915.0|42|DDG Angels of Damnation 006 is unable to carry out its primary standing order: Join Operational Group|3249|-13322068.2631936|45906218.014858|10|0
66731|38|228|0|2500994915.0|42|Stabilisation Squadron 005 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point|3270|991048189.060855|-572181938.734176|10|0
66731|38|228|0|2500994915.0|42|Stabilisation Squadron 006 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point|3249|-13322068.2631936|45906218.014858|10|0
66731|38|228|0|2500994915.0|42|DDG Angels of Damnation 007 is unable to carry out its primary standing order: Join Operational Group|3249|-13322068.2631936|45906218.014858|10|0
66731|38|228|0|2500994915.0|42|DDG Angels of Damnation 008 is unable to carry out its primary standing order: Join Operational Group|3249|-13322068.2631936|45906218.014858|10|0
66731|38|228|0|2500994915.0|42|DDG Angels Numinous 015 is unable to carry out its primary standing order: Join Operational Group|3249|-13322068.2631936|45906218.014858|10|0
66731|38|228|0|2500994915.0|42|DDG Angels of Damnation 009 is unable to carry out its primary standing order: Join Operational Group|3249|-13322068.2631936|45906218.014858|10|0
66731|38|228|0|2500994915.0|42|DDG Angels Numinous 016 is unable to carry out its primary standing order: Join Operational Group|3249|-13322068.2631936|45906218.014858|10|0
66731|38|228|0|2500994915.0|42|DDG Angels Numinous 017 is unable to carry out its primary standing order: Join Operational Group|3249|-13322068.2631936|45906218.014858|10|0
66731|38|228|0|2500994915.0|42|DDG Angels Numinous 018 is unable to carry out its primary standing order: Join Operational Group|3249|-13322068.2631936|45906218.014858|10|0
66731|38|228|0|2500994915.0|42|DDG Angels Numinous 019 is unable to carry out its primary standing order: Join Operational Group|3249|-13322068.2631936|45906218.014858|10|0
66730|38|217|0|2500987715.0|83|FT Bosmans Small F3 001 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Bosmans Small F3 007 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Bosmans Small F3 013 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|218|0|2500987715.0|83|FT Nasser Small F3 004 was unable to load Mine from Ehecatotontli-A II|3132|-24155266.66499|14274525.0701791|10|0
66730|38|218|0|2500987715.0|83|FT Nasser Small F3 013 was unable to load Mine from Ehecatotontli-A II|3132|-24155266.66499|14274525.0701791|10|0
66730|38|219|0|2500987715.0|83|FT de Klerk Small F3 004 was unable to load Mine from Hamadan-B III - Moon 10|3182|2349028888.18414|433089884.305349|10|0
66730|38|219|0|2500987715.0|83|FT de Klerk Small F3 010 was unable to load Mine from Hamadan-B III - Moon 10|3182|2349028888.18414|433089884.305349|10|0
66730|38|217|0|2500987715.0|83|FT Verhaeghe Small F3 001 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|219|0|2500987715.0|83|FT van Heerden Small F3 001 was unable to load Mine from Hamadan-B III - Moon 10|3182|2349028888.18414|433089884.305349|10|0
66730|38|217|0|2500987715.0|83|FT Timmermans Small F3 004 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Goethals Small F3 002 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Goethals Small F4 006 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Bosmans Large F4 023 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Bosmans Large F4 024 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|218|0|2500987715.0|83|FT Nasser Large F3 024 was unable to load Mine from Ehecatotontli-A II|3132|-24155266.66499|14274525.0701791|10|0
66730|38|218|0|2500987715.0|83|FT Essa Small F3 004 was unable to load Mine from Ehecatotontli-A II|3132|-24155266.66499|14274525.0701791|10|0
66730|38|217|0|2500987715.0|83|FT Parmentier Small F4 001 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Lefebvre Small F4 002 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Parmentier Small F4 002 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Lefebvre Small F4 005 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Bosmans Small F4 027 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Lefebvre Small F4 006 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Robert Small F4 002 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Robert Small F4 004 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Poncelet Small F4 001 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Lefebvre Small F4 007 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Robert Small F4 007 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Robert Small F5 008 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Poncelet Small F5 007 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|218|0|2500987715.0|83|FT Omar Small F4 002 was unable to load Mine from Ehecatotontli-A II|3132|-24155266.66499|14274525.0701791|10|0
66730|38|217|0|2500987715.0|83|FT Verstraete Small F5 003 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Lefebvre Small F5 009 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Robert Small F5 010 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Renard Small F5 003 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Renard Small F5 006 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Vandenberghe Small F5 001 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Renard Small F5 007 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Renard Small F5 008 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Verstraete Small F5 009 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Vermeulen Small F5 002 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Vermeulen Small F5 004 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|218|0|2500987715.0|83|FT Shahriar Small F4 007 was unable to load Mine from Ehecatotontli-A II|3132|-24155266.66499|14274525.0701791|10|0
66730|38|217|0|2500987715.0|83|FT Vermeulen Small F5 006 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Verhaeghe Small F5 001 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Verstraete Small F5 010 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Bosmans Large F5 041 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
66730|38|217|0|2500987715.0|83|FT Verhaeghe Large F5 012 was unable to load Ground Force Construction Complex from Blücher-A I|3078|-7027655.47182478|18904480.5779801|10|0
306 38|217|65|Angledool III 054 has run out of fuel
306 38|217|65|Angledool III 055 has run out of fuel
306 38|217|65|Angledool III 056 has run out of fuel
306 38|217|65|Angledool III 057 has run out of fuel
306 38|217|65|Angledool III 064 has run out of fuel
306 38|217|65|Angledool III 065 has run out of fuel
306 38|217|65|Angledool III 066 has run out of fuel
306 38|217|65|Angledool III 067 has run out of fuel
306 38|217|65|J. Douglas Blackwood 004 has run out of fuel
308 38|217|83|FT Poncelet Small F4 002 was unable to load Ground Force Construction Complex from Blücher-A I
308 38|217|83|FT Poncelet Small F4 006 was unable to load Ground Force Construction Complex from Blücher-A I
308 38|217|83|FT Poncelet Small F5 011 was unable to load Ground Force Construction Complex from Blücher-A I
308 38|217|83|FT Timmermans Large F5 010 was unable to load Ground Force Construction Complex from Blücher-A I
309 38|217|83|FT Parmentier Small F5 008 was unable to load Ground Force Construction Complex from Blücher-A I
309 38|217|83|FT Poncelet Small F5 009 was unable to load Ground Force Construction Complex from Blücher-A I
310 38|217|83|FT Parmentier Small F4 006 was unable to load Ground Force Construction Complex from Blücher-A I
310 38|217|83|FT Parmentier Small F5 010 was unable to load Ground Force Construction Complex from Blücher-A I
310 38|217|83|FT Vandenberghe Small F5 002 was unable to load Ground Force Construction Complex from Blücher-A I
310 38|217|83|FT Vandenberghe Small F5 006 was unable to load Ground Force Construction Complex from Blücher-A I
310 38|217|83|FT Vandenberghe Small F5 007 was unable to load Ground Force Construction Complex from Blücher-A I
310 38|217|83|FT Vermeulen Small F5 001 was unable to load Ground Force Construction Complex from Blücher-A I
311 38|217|83|FT Bosmans Large F5 049 was unable to load Ground Force Construction Complex from Blücher-A I
311 38|217|83|FT Renard Small F5 010 was unable to load Ground Force Construction Complex from Blücher-A I
311 38|217|83|FT Robert Small F5 014 was unable to load Ground Force Construction Complex from Blücher-A I
311 38|217|83|FT Vandenberghe Small F5 009 was unable to load Ground Force Construction Complex from Blücher-A I
312 38|217|83|FT Renard Small F5 005 was unable to load Ground Force Construction Complex from Blücher-A I
312 38|217|83|FT Verstraete Small F5 005 was unable to load Ground Force Construction Complex from Blücher-A I
312 38|217|83|FT Verstraete Small F5 006 was unable to load Ground Force Construction Complex from Blücher-A I
313 38|217|83|FT Bosmans Large F5 048 was unable to load Ground Force Construction Complex from Blücher-A I
313 38|217|83|FT Lefebvre Small F5 011 was unable to load Ground Force Construction Complex from Blücher-A I
314 38|217|83|FT Vandenberghe Small F5 011 was unable to load Ground Force Construction Complex from Blücher-A I
314 38|217|83|FT Verhaeghe Large F5 013 was unable to load Ground Force Construction Complex from Blücher-A I
315 38|217|83|FT Verhaeghe Small F5 011 was unable to load Ground Force Construction Complex from Blücher-A I
316 38|217|83|FT van Damme Small F5 002 was unable to load Ground Force Construction Complex from Blücher-A I
318 38|217|83|FT Bosmans Large F5 046 was unable to load Ground Force Construction Complex from Blücher-A I
318 38|217|83|FT Goethals Large F5 016 was unable to load Ground Force Construction Complex from Blücher-A I
318 38|217|83|FT Verhaeghe Large F5 012 was unable to load Ground Force Construction Complex from Blücher-A I
319 38|217|83|FT Parmentier Small F5 012 was unable to load Ground Force Construction Complex from Blücher-A I
320 38|217|83|FT Vandenberghe Small F5 013 was unable to load Ground Force Construction Complex from Blücher-A I
320 38|217|83|FT Vermeulen Small F5 010 was unable to load Ground Force Construction Complex from Blücher-A I
321 38|217|83|FT Verhaeghe Small F5 009 was unable to load Ground Force Construction Complex from Blücher-A I
322 38|217|83|FT Bosmans Large F5 041 was unable to load Ground Force Construction Complex from Blücher-A I
322 38|217|83|FT Bosmans Small F4 027 was unable to load Ground Force Construction Complex from Blücher-A I
322 38|217|83|FT Verhaeghe Small F5 008 was unable to load Ground Force Construction Complex from Blücher-A I
323 38|217|83|FT Robert Large F5 012 was unable to load Ground Force Construction Complex from Blücher-A I
323 38|217|83|FT Robert Small F5 008 was unable to load Ground Force Construction Complex from Blücher-A I
323 38|217|83|FT Robert Small F5 010 was unable to load Ground Force Construction Complex from Blücher-A I
324 38|217|83|FT Robert Small F4 002 was unable to load Ground Force Construction Complex from Blücher-A I
324 38|217|83|FT Robert Small F4 004 was unable to load Ground Force Construction Complex from Blücher-A I
324 38|217|83|FT Robert Small F4 007 was unable to load Ground Force Construction Complex from Blücher-A I
324 38|217|83|FT van Damme Small F5 006 was unable to load Ground Force Construction Complex from Blücher-A I
325 38|217|83|FT de Winter Small F5 006 was unable to load Ground Force Construction Complex from Blücher-A I
328 38|217|83|FT van Damme Small F5 001 was unable to load Ground Force Construction Complex from Blücher-A I
329 38|217|83|FT Lefebvre Small F4 002 was unable to load Ground Force Construction Complex from Blücher-A I
329 38|217|83|FT Lefebvre Small F4 006 was unable to load Ground Force Construction Complex from Blücher-A I
329 38|217|83|FT Parmentier Small F4 002 was unable to load Ground Force Construction Complex from Blücher-A I
329 38|217|83|FT Vermeulen Small F5 004 was unable to load Ground Force Construction Complex from Blücher-A I
330 38|217|83|FT Lefebvre Small F5 009 was unable to load Ground Force Construction Complex from Blücher-A I
330 38|217|83|FT Poncelet Small F5 007 was unable to load Ground Force Construction Complex from Blücher-A I
330 38|217|83|FT Vandenberghe Small F5 001 was unable to load Ground Force Construction Complex from Blücher-A I
330 38|217|83|FT Vermeulen Small F5 002 was unable to load Ground Force Construction Complex from Blücher-A I
330 38|217|83|FT Vermeulen Small F5 006 was unable to load Ground Force Construction Complex from Blücher-A I
331 38|217|83|FT Lefebvre Small F4 005 was unable to load Ground Force Construction Complex from Blücher-A I
331 38|217|83|FT Lefebvre Small F4 007 was unable to load Ground Force Construction Complex from Blücher-A I
331 38|217|83|FT Poncelet Small F4 001 was unable to load Ground Force Construction Complex from Blücher-A I
331 38|217|83|FT Verhaeghe Small F5 013 was unable to load Ground Force Construction Complex from Blücher-A I
332 38|217|83|FT Renard Small F5 006 was unable to load Ground Force Construction Complex from Blücher-A I
332 38|217|83|FT Renard Small F5 007 was unable to load Ground Force Construction Complex from Blücher-A I
332 38|217|83|FT Verhaeghe Small F5 001 was unable to load Ground Force Construction Complex from Blücher-A I
332 38|217|83|FT Verstraete Small F5 009 was unable to load Ground Force Construction Complex from Blücher-A I
332 38|217|83|FT Verstraete Small F5 010 was unable to load Ground Force Construction Complex from Blücher-A I
333 38|217|83|FT Renard Small F5 003 was unable to load Ground Force Construction Complex from Blücher-A I
333 38|217|83|FT Renard Small F5 008 was unable to load Ground Force Construction Complex from Blücher-A I
333 38|217|83|FT Verstraete Small F5 003 was unable to load Ground Force Construction Complex from Blücher-A I
334 38|217|83|FT Verhaeghe Small F5 005 was unable to load Ground Force Construction Complex from Blücher-A I
345 38|217|83|FT Timmermans Small F3 004 was unable to load Ground Force Construction Complex from Blücher-A I
345 38|217|83|FT Verhaeghe Small F3 001 was unable to load Ground Force Construction Complex from Blücher-A I
349 38|217|83|FT Bosmans Large F4 024 was unable to load Ground Force Construction Complex from Blücher-A I
351 38|217|83|FT Bosmans Large F4 023 was unable to load Ground Force Construction Complex from Blücher-A I
351 38|217|83|FT Bosmans Small F3 001 was unable to load Ground Force Construction Complex from Blücher-A I
351 38|217|83|FT Bosmans Small F3 007 was unable to load Ground Force Construction Complex from Blücher-A I
351 38|217|83|FT Bosmans Small F3 013 was unable to load Ground Force Construction Complex from Blücher-A I
351 38|217|83|FT Goethals Small F3 002 was unable to load Ground Force Construction Complex from Blücher-A I
351 38|217|83|FT Goethals Small F4 006 was unable to load Ground Force Construction Complex from Blücher-A I
354 38|217|83|FT Timmermans Small F3 005 was unable to load Ground Force Construction Complex from Blücher-A I
354 38|217|83|FT Verhaeghe Small F4 006 was unable to load Ground Force Construction Complex from Blücher-A I
356 38|217|83|FT Timmermans Small F4 007 was unable to load Ground Force Construction Complex from Blücher-A I
357 38|217|83|FT Parmentier Small F4 001 was unable to load Ground Force Construction Complex from Blücher-A I
360 38|217|83|FT Bosmans Large F3 020 was unable to load Ground Force Construction Complex from Blücher-A I
360 38|217|83|FT Goethals Small F3 005 was unable to load Ground Force Construction Complex from Blücher-A I
360 38|217|83|FT Goethals Small F4 007 was unable to load Ground Force Construction Complex from Blücher-A I
361 38|217|83|FT Bosmans Small F3 004 was unable to load Ground Force Construction Complex from Blücher-A I
361 38|217|83|FT Bosmans Small F3 010 was unable to load Ground Force Construction Complex from Blücher-A I
361 38|217|83|FT Bosmans Small F3 016 was unable to load Ground Force Construction Complex from Blücher-A I
494 38|217|64|Shortage of Gallicite in shipyard task: Build TT Amelup III at Hwaseong Prime
768 38|217|42|JD Aranda II 001 is unable to carry out its primary standing order: Join Operational Group
770 38|217|42|JD Aranda II 002 is unable to carry out its primary standing order: Join Operational Group
770 38|217|42|JD Aranda II 003 is unable to carry out its primary standing order: Join Operational Group
770 38|217|42|JD Aranda II 004 is unable to carry out its primary standing order: Join Operational Group
1011 38|217|64|Shortage of Neutronium in shipyard task: Build TT Amelup III at Hwaseong Prime
sqlite> select * from fct_fleethistory where description like '%Mass Driver' order by gametime desc;
38|18632|Wolf: Unload Installation - Mass Driver|1366154010.0
38|18632|Earth: Load Installation - Mass Driver|1364908410.0
38|18641|Wolf: Unload Installation - Mass Driver|1364879610.0
38|18809|Mars: Unload Installation - Mass Driver|1364555610.0
38|18632|Mars: Unload Installation - Mass Driver|1364224410.0
38|18809|Earth: Load Installation - Mass Driver|1363878810.0
38|18632|Earth: Load Installation - Mass Driver|1363590810.0
38|18641|Earth: Load Installation - Mass Driver|1363590810.0
sqlite> select * from fct_popinstallationdemand where populationid = 5573;
PopulationID = 5573
InstallationID = 24
Amount = 2.0
Export = 1
GameID = 38
NonEssential = 0
sqlite> select * from fct_popinstallationdemand where populationid = 5955;
PopulationID = 5955
InstallationID = 24
Amount = 1.0
Export = 0
GameID = 38
NonEssential = 0
1.12, decimal native. ~30 years in. Conventional start.Yes, absolutely. I'm not too keen on going DB diving myself but it would be hugely useful if other people could confirm this as it is possibly a major issue for the AI.
NPRs seem to have stopped doing research. Note that this is a 1/4 research speed game.
I have a share research deal with two of the starting NPRs in my game. There is a 3rd starting NPR, as well as 3 additional NPRs spawned since game start.
I have not received ANY research results from the deal, and so I got curious. The database shows precisely 0 paused or active research projects that don't belong to me. Furthermore, the GameLog table contains no research complete events that are not from my race id. However, there are ALSO no "inactive research facility" events for the NPRs in the log, either. Maybe they just don't get those? Intel indicates that all the NPRs HAVE labs. They just are not using them.
The weirdest part is that, at one point, they WERE using them. I have encountered ships from the starting NPRs with different levels of engine tech. So at least for a while they were researching new tech.
I had to go into the database to fix the screw up with multiple projects for auxiliary control, so it's at least POSSIBLE I broke something. But I'm pretty sure this issue predates any database edits, though I've only just know noticed it. In particular, the paused research table (the one I needed to edit to fix the doubled projects) only had stuff from my race even before I made any changes. Still, it would be nice if someone could confirm this!
1.12, decimal native. ~30 years in. Conventional start.Yes, absolutely. I'm not too keen on going DB diving myself but it would be hugely useful if other people could confirm this as it is possibly a major issue for the AI.
NPRs seem to have stopped doing research. Note that this is a 1/4 research speed game.
I have a share research deal with two of the starting NPRs in my game. There is a 3rd starting NPR, as well as 3 additional NPRs spawned since game start.
I have not received ANY research results from the deal, and so I got curious. The database shows precisely 0 paused or active research projects that don't belong to me. Furthermore, the GameLog table contains no research complete events that are not from my race id. However, there are ALSO no "inactive research facility" events for the NPRs in the log, either. Maybe they just don't get those? Intel indicates that all the NPRs HAVE labs. They just are not using them.
The weirdest part is that, at one point, they WERE using them. I have encountered ships from the starting NPRs with different levels of engine tech. So at least for a while they were researching new tech.
I had to go into the database to fix the screw up with multiple projects for auxiliary control, so it's at least POSSIBLE I broke something. But I'm pretty sure this issue predates any database edits, though I've only just know noticed it. In particular, the paused research table (the one I needed to edit to fix the doubled projects) only had stuff from my race even before I made any changes. Still, it would be nice if someone could confirm this!
I don't have a DB that can confirm this, but from what I remember reading about AI problems anyone who does should also check the AI wealth situation, it may be that they are running out of money and shutting down labs to break even (the C# AI does use money, yes?).
Got a repeating bug
"Object references not set to an instance of an object."
It cycles through quite a few function numbers, including #2608, #222, #224, and #2339.
It seems to cycle infinitely, no matter how many times I push ok.
I was just passing 30 days as normal. The game is 227 years in, random stars, decimal separator is a period, TN start.
I did have the doom option for earth enabled, but it has long singe spiraled into the sun.
PS: I tried to attach the DB file, but for some reason I cannot attach anything, when I do and push post, it refreshes the page to 'create new topic'. Strange, I didn't used to have problems attaching files before...
It's in the FCT_Race table, literally the next column over from the race title so it's easy to find.You know, I didn't even think to look in that table. Derp. Thanks!
v1.12.0
Conventional start with 3 NPRs, all spoilers except invaders on
Ground Forces Screen, Unit Series Tab
Conventional star
I suddenly cannot create new unit series. It WAS working when I first tried to use it (before any civilian mining complexes or alien encounters); I added a bunch of unit series right at the start of the game.
When I went back to add some new vehicle types, I now get a Function #3353: an item with the same key has already been added error when I hit OK in the name popup.
This happens for all names, even "Foo," "Bar," and "Totally not a real unit." So I doubt there is such a series already from some other race.
The issue persists after a save and reload.
+1. This issue happens once a certain amount of unit series have been created. It seems like some bug is hard capping the number of series you can have.
Adding unit series though DB editing will circumvent this issue but becomes finnicky.
I encountered the same problem. By chance, I have noticed that it suddenly starts to work again after doing stuff in the OOB tab and then go back to the Unit Series tab. I'm not yet absolutely sure what does it (or if it is reliably reproducible at all or semi-random); but this time the last thing I had done was hit the 'Clear Support' button for an HQ formation. Now, I can create new unit series again, no db editing required. Odd.
I can confirm at least one precise workaround:The name of the series does not seem to matter, i.e. it does not matter if you create a series with the same or a different name.
- On opening the Ground Forces window for the first time after loading the game, creating a series will fail twice.
- It will succeed on the third try.
- Creating another series will fail, then succeed.
- Once again, creating another series will fail, then succeed.
- Creating additional series will succeed, even after closing and re-opening the Ground Forces window.
EDIT: I had previously mis-identified effects in the ground forces window as being the source of the problem, this was incorrect and I've deleted that from my post.
I can confirm at least one precise workaround:The name of the series does not seem to matter, i.e. it does not matter if you create a series with the same or a different name.
- On opening the Ground Forces window for the first time after loading the game, creating a series will fail twice.
- It will succeed on the third try.
- Creating another series will fail, then succeed.
- Once again, creating another series will fail, then succeed.
- Creating additional series will succeed, even after closing and re-opening the Ground Forces window.
EDIT: I had previously mis-identified effects in the ground forces window as being the source of the problem, this was incorrect and I've deleted that from my post.
You seem to have pinned the problem down. I just probed the matter very quickly once more and had to go through about two dozen failed attempts. After my previous post, I had many unit series, several of them empty. Did you have two pre-existing unit series? If so, the number of failures seems to depend on the number of unit series you already have. Presumably some incrementing index that starts over (after every restart of Aurora?) when it shouldn't.
1 Series L Light Rifle 40 224
2 Series M Infantry Rifle 40 224
4 Series 1 Heavy Machine Gun 40 224
6 Series 3 Anti-Tank Rocket Launcher 40 224
40 Series SM-10 Marine Rifle 40 224
42 Series SM-11 Marine Heavy Machine Gun 40 224
48 Series SM-17S Marine Munitions 40 224
50 Series SM-19A Marine Company Command 40 224
58 Series 21 Armored Personnel Carrier 40 224
63 Series 23M SP Anti-Tank Gun 40 224
65 Series 24M SP Artillery Gun 40 224
67 Series 25M SP Anti-Air Gun 40 224
69 Series 27 Munitions Transport Vehicle 40 224
70 Series 29A Company Command Vehicle 40 224
71 Series 29B Battalion Command Vehicle 40 224
84 Series 33M Medium Tank 40 224
188 Series 71 Machine Gun Pillbox 40 224
191 Series 73M Anti-Tank Bunker 40 224
194 Series 74M Fortress Artillery 40 224
198 Series 75M Anti-Air Gun Emplacement 40 224
201 Series 79-B Fortified Command Post 40 224
So the behavior is definitely that game does not check the most recent or highest series ID on game load, starts incrementing series IDs from 1, and increments every time regardless of success or failure, only succeeding if a vacant series ID# exists.
I've been fixing some bugs today. Rather than reply to each, I've noted any fixes or other comments in green text on the original posts.
I've been fixing some bugs today. Rather than reply to each, I've noted any fixes or other comments in green text on the original posts.
I've been fixing some bugs today. Rather than reply to each, I've noted any fixes or other comments in green text on the original posts.
Thank you for the bug fixes, Steve!
However, it's a bit harder to find them when you edit an old post than when you write a new one. I went back through this thread to find out what you'd fixed, and I kept list of them to save others the work:
conventional start, real stars, 200+ yrs.
reproducible in a fresh game with both real and non-real stars.
deep space tracking ranges seem to "wrap around" where the 10,000 range resets to a smaller value, then the 1,000. then the 10,000. etc, as the number of stations, or tech levels grow. sometimes the 10,000 range disappears entirely. im not sure if its a display issue on the system map or a range limit.
reproduceable by sm mode. give yourself a high planetary sensor strength tech (2000 was my test).
turn on passive vs signature 1,000 and 10,000.
then add deep space tracking centers a few at a time.
seems to happen around 11-12m km range
first occurs at 215,000 tracking station strength ~11.58m range
and again at 644,000
and 1,074,600
and 1,503,000
etc etc at ~430,000x+215,000 tracking strength. each time the passive vs signature 10,000 range resets.
That's clearly integer overflow. With the new passive sensor model (http://aurora2.pentarch.org/index.php?topic=8495.msg103085#msg103085), the formula for the range is Detection Range = SQRT(Passive Sensor Strength * Target Signature ) * 250,000 km.
215,000 * 10,000 > 2^31-1, so it doesn't fit into a signed 32-bit integer. Using an unsigned 32-bit integer would delay the overflow until the sensor strength was 430,000. At the highest tech level, the range wraps around after 57 deep space tracking stations. This gives a maximum tracking range of 11.58 bkm, or 77.4 au.
Using an unsigned 64-bit number instead would delay the inevitable until the sensor strength was 1.844×10¹?, which is a pretty big number. At the highest possible tech level that will still be more than 491 billion tracking stations. Even then, I would specifically check for overflow so that I could use the maximum usable tracking strength instead of wrapping around. Looks like that would top out at a maximum detection range of 113 light years, which is silly enough that nobody would be bothered that they can't increase it further.
Note that once that bug is fixed, there will be another overflow bug when multiplying by 250,000 km. Might as well fix both at the same time. I don't know C# or .Net very well, but perhaps there are library functions for checked multiplication, or for saturating multiplication. Using them would do most of the work.
Bonus points for actually allowing detection of units in other star systems if the detection range is big enough…
AI ships seem to have a very strange reaction to superior forces in the latest 1.12 version.
When confronted by superior attackers, the ships head immediately for the nearest Jump Point, even if that jump point leads directly into the 'enemy' home system. This could, in theory, be good tactics, but they jump through, and find themselves confronted by a large blockade force. Again, this could be the fortune of war.
Now, however, comes the buggy part. Before my ships can open fire at pointblank range, they jump BACK through the jump point, and my ships follow them through.
At this point I assumed they would try to run for it...
In reality, they continue to jump back and forth, with none of my ships, even on 5-second increments, ever able to actually fire on them, on either side of the jump point. I finally was forced to split my forces to sit on both sides of the jump point, in the hopes of engaging them. But they still jumped back and forth without me being able to get a shot off on either side of the gate with the waiting ships. This continued until I gave up and allowed them to leave after 18 cycles of jumping.
This... really isn't good for the game, as it makes it possible for any force, no matter how weak, to avoid engagement indefinitely. I thought there was some sort of jump cooldown which would prevent ships from making another jump instantly, as well as not using sensors? My guess is, since this was a stable jump point, that no jump engines were being used, and thus there was no cooldown. I think there needs to be some sort of basic jump cooldown before another jump is possible, ideally a cooldown which is longer than the jump shock, allowing a chance for ships with superior speed to actually engage their enemies, since they cannot escape.
I know that NPR's don't have the same downsides for jumping as the player, due to weaker decision making, but I cannot think it is intended to be used in this way. In each case here, the ships were jumping back through the point within 5 seconds, with seemingly no end in sight.
- I'm strongly against a cooldown mechanic, but rather think Jumping should just be either a flat 10 seconds or 15 seconds. The logic for the two increment being that it takes an increment to "jump out" and an increment to "jump in". The logic for the three increment would be either two increments to "plot" the jump and one increment to do the jump itself, or one increment to "plot" the jump, and two increments to complete it.
- I'm in favor of the three increment system with one increment used for plotting the jump, which can then have the three increment reduced to two with the inclusion of a "Navigation" bridge module. Maybe even have Officers with some sort of Jump bonuses. We could also have it so that the players and NPRs get priority to fire on jumping targets. I'm tempted to dismiss this as "just good use of tactics" since it's technically consistent with Aurora's internal laws, but while the argument for that could be made... the fact remains that it just isn't fun and really only serves to delay the inevitable.
I think that cooldown is the most realistic way to handle jump shock. All sci-fi fictions and games rely on jump shock theory as you cannot just jump from system to system.
I think jump shock should be more related to the actual capability of the engines to cool down and recharge.
The mechanic could be related to a specific tech Jump cooldown in seconds and you could start from 60 down to a minimum of 5 or 10 sec.
Being a tech, it will also level the game with NPRs which will be allowed to jump only according to their tech.
I recognize the above could be hard to implement but the current mechanic it's too unpredictable at the point which is totally unrealistic and unbalanced.
Minor issue with using Rank Theme Barsoom (E. R. B. was a childhood favorite).
In the Events Window, the ranks are referred to as R5, R7, etc, instead of the actual rank name shown in the Commander Window. This seems to be only for the Commander Experience Event, Promotion Event shows Rank name.
Ranks display fine in the Commander Window when examining the individual.
Using 1. 12. 0, normal start, no mods.
It's possible other rarely used Rank Themes have the same issue, but I haven't checked.
Addendum: The same R5/R6/etc shows up here and there throughout other windows when the Name Rank should show.
I had that too on my first game. I'm guessing it happens if you change date format. I'm pretty sure I changed my date format from including the weekday before I discovered any systems.
That's certainly a possibility, but in my case the date format was changed long before I began this game.
AI ships seem to have a very strange reaction to superior forces in the latest 1.12 version.
When confronted by superior attackers, the ships head immediately for the nearest Jump Point, even if that jump point leads directly into the 'enemy' home system. This could, in theory, be good tactics, but they jump through, and find themselves confronted by a large blockade force. Again, this could be the fortune of war.
Now, however, comes the buggy part. Before my ships can open fire at pointblank range, they jump BACK through the jump point, and my ships follow them through.
At this point I assumed they would try to run for it...
In reality, they continue to jump back and forth, with none of my ships, even on 5-second increments, ever able to actually fire on them, on either side of the jump point. I finally was forced to split my forces to sit on both sides of the jump point, in the hopes of engaging them. But they still jumped back and forth without me being able to get a shot off on either side of the gate with the waiting ships. This continued until I gave up and allowed them to leave after 18 cycles of jumping.
This... really isn't good for the game, as it makes it possible for any force, no matter how weak, to avoid engagement indefinitely. I thought there was some sort of jump cooldown which would prevent ships from making another jump instantly, as well as not using sensors? My guess is, since this was a stable jump point, that no jump engines were being used, and thus there was no cooldown. I think there needs to be some sort of basic jump cooldown before another jump is possible, ideally a cooldown which is longer than the jump shock, allowing a chance for ships with superior speed to actually engage their enemies, since they cannot escape.
I know that NPR's don't have the same downsides for jumping as the player, due to weaker decision making, but I cannot think it is intended to be used in this way. In each case here, the ships were jumping back through the point within 5 seconds, with seemingly no end in sight.
- I'm strongly against a cooldown mechanic, but rather think Jumping should just be either a flat 10 seconds or 15 seconds. The logic for the two increment being that it takes an increment to "jump out" and an increment to "jump in". The logic for the three increment would be either two increments to "plot" the jump and one increment to do the jump itself, or one increment to "plot" the jump, and two increments to complete it.
- I'm in favor of the three increment system with one increment used for plotting the jump, which can then have the three increment reduced to two with the inclusion of a "Navigation" bridge module. Maybe even have Officers with some sort of Jump bonuses. We could also have it so that the players and NPRs get priority to fire on jumping targets. I'm tempted to dismiss this as "just good use of tactics" since it's technically consistent with Aurora's internal laws, but while the argument for that could be made... the fact remains that it just isn't fun and really only serves to delay the inevitable.
I think that cooldown is the most realistic way to handle jump shock. All sci-fi fictions and games rely on jump shock theory as you cannot just jump from system to system.
I think jump shock should be more related to the actual capability of the engines to cool down and recharge.
The mechanic could be related to a specific tech Jump cooldown in seconds and you could start from 60 down to a minimum of 5 or 10 sec.
Being a tech, it will also level the game with NPRs which will be allowed to jump only according to their tech.
I recognize the above could be hard to implement but the current mechanic it's too unpredictable at the point which is totally unrealistic and unbalanced.
The AI should suffer jump shock equal to half the amount for players, so not sure why the above is happening. I'll look into it.
What you were doing at the time - Building vessels with pre-fabbed components
Conventional or TN start - Conventional, with 20k starting RP used to unlock TN tech and a handful of other technologies.
Random or Real Stars - Random
Is the bug is easy to reproduce, intermittent or a one-off? - Should be relatively easy to reproduce.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Done with a brand-new start that hadn't incremented yet.
Construction Cycle is 86000s
I've discovered that if you construct a vessel with pre-fabricated components, the setting appears to cause a sort of phantom effect in certain circumstances that allows you to build vessels with significantly reduced mineral costs (including entirely omitting them for some minerals)
The test I performed was to design an engine, any engine (In this instance I used Nuclear Thermal engine tech, 100% power). I then designed a ship that used that engine, slapping 20 engines on. Removing any other items that consumed gallicite, I then had a cost of exactly 2000 gallicite. Earth already had 2000 gallicite on it, so I quickly SM'd away all conventional factories, added 1000 construction factories and edited the pop to be 5b so I had people to man the facilities. Adding a new naval shipyard and quickly modifying it to be 50kt (about 7k more than I needed, but quicker to type for me), I assigned the ship class to it, then went to industry and built the components over the course of a few 30 day increments. Quickly checking and confirming that I had 0 gallicite on Earth, I then queued the shipyard to build a ship of that class using components. A few 30d increments later it was finished, no issues.
Here's where it gets funny.
I then re-opened the shipyards page, and noticed that the gallicite cost for the ship class was now just...missing. It no longer listed the cost as being there at all, and to test if it was just a visual glitch I queued up another ship to be built without ticking the Use Components box. A few 30d increments later and the ship, while taking much longer than before, was built. And I had no issues with gallicite usage, even though I very clearly had 0 in my stockpile, and I had also double checked to make sure I didn't have stockpiled engines for some reason. I conducted a further test, adding 2000 more gallicite to Earth via SM and closing/reopening the shipyard window. It now correctly displayed the gallicite need, and when I built this ship, while taking the same time as the previous "free" one, it did use the gallicite and what's more, gave an message in the event log upon completion that there were not enough minerals. Trying to build a new ship then gave the correct behavior, throwing the same message into the event log about missing the required minerals.
tl:dr is that it seems to be possible to trigger the game into thinking there are components available when there aren't, and this removes the mineral usage of a ship class
Conventional Start, Real Stars, 30 years in, decimal native
Disassembling components on a planet when for a technology that you have partially researched via labs doesn't work right. Instead of adding to your progress, research from disassembly accumulates on its own. If the total exceeds the progress from actual research, then the total progress switches. The bug seems to particularly affect auxiliary control, but I am leery of further testing since this bug occurred in 1.11 and ended up breaking the save (all alien races got deleted).
I saved my game this afternoon and got this message. I kept playing, but eventually I started getting interrupts every two hours. This game has had a lot of interrupts from NPR activity, so I let it run for a while. When I came back and found that it still hadn't been resolved, I peeked into the database. These are the 100 most recent messages in the game log:
You can see that the civilian freighters are getting orders that they cannot complete. I've previously reported a similar bug (http://aurora2.pentarch.org/index.php?topic=11565.msg140503#msg140503) where my civilian ships got orders to load cargo while they were already full. This seems to be the same bug, except that it is affecting the NPR's civilian ships rather than my own.
V1.12.0
Disabling fuel refineries and maintenance facilities don't free up the workers for other activities.
Is it by design you cannot disable other industries (like ordnance factories, etc) like you could in VB6?
Thanks ;)
1.12, decimal native. ~30 years in. Conventional start.
NPRs seem to have stopped doing research. Note that this is a 1/4 research speed game.
I have a share research deal with two of the starting NPRs in my game. There is a 3rd starting NPR, as well as 3 additional NPRs spawned since game start.
I have not received ANY research results from the deal, and so I got curious. The database shows precisely 0 paused or active research projects that don't belong to me. Furthermore, the GameLog table contains no research complete events that are not from my race id. However, there are ALSO no "inactive research facility" events for the NPRs in the log, either. Maybe they just don't get those? Intel indicates that all the NPRs HAVE labs. They just are not using them.
The weirdest part is that, at one point, they WERE using them. I have encountered ships from the starting NPRs with different levels of engine tech. So at least for a while they were researching new tech.
I had to go into the database to fix the screw up with multiple projects for auxiliary control, so it's at least POSSIBLE I broke something. But I'm pretty sure this issue predates any database edits, though I've only just now noticed it. In particular, the paused research table (the one I needed to edit to fix the doubled projects) only had stuff from my race even before I made any changes. Still, it would be nice if someone could confirm this!
I saved my game this afternoon and got this message. I kept playing, but eventually I started getting interrupts every two hours. This game has had a lot of interrupts from NPR activity, so I let it run for a while. When I came back and found that it still hadn't been resolved, I peeked into the database. These are the 100 most recent messages in the game log:
You can see that the civilian freighters are getting orders that they cannot complete. I've previously reported a similar bug (http://aurora2.pentarch.org/index.php?topic=11565.msg140503#msg140503) where my civilian ships got orders to load cargo while they were already full. This seems to be the same bug, except that it is affecting the NPR's civilian ships rather than my own.
I don't know what is causing the bug. It most be relatively rare, so its probably some unusual combination of events. However, I can treat the symptoms even if I don't know the cause. I've added some code that deletes any existing NPR or civilian freighter cargo just before they load their new cargo. I've added a breakpoint to that code so if its triggers I can look into more detail and perhaps fix the underlying problem.
Minor issue with using Rank Theme Barsoom (E. R. B. was a childhood favorite).
In the Events Window, the ranks are referred to as R5, R7, etc, instead of the actual rank name shown in the Commander Window. This seems to be only for the Commander Experience Event, Promotion Event shows Rank name.
Ranks display fine in the Commander Window when examining the individual.
Using 1. 12. 0, normal start, no mods.
It's possible other rarely used Rank Themes have the same issue, but I haven't checked.
Addendum: The same R5/R6/etc shows up here and there throughout other windows when the Name Rank should show.
SJW: The experience event (and some other areas) uses the abbreviation for the rank name instead of the full rank. When no abbreviation exists for a rank, Aurora uses R1, R2, etc.. You can set the abbreviation by renaming each rank. Keep the name and enter your preferred abbreviation.
- I have had two bugs so far. The first is fighters (again), they will pick up colonists but won't unload them. It should be fairly easy to reproduce, just build a fighter, add an emergency cryo (or two), load it up and try to unload it. They won't. The second is Future Prototypes, again easy to reproduce. They won't be available to research even if you have the tech. I encountered the Future Prototype bug in v1.11 as well. Sorry for the short, lazy report I don't have the databases and I'm using the recommended settings.
- I.E. decimal separator etc. I haven't run a 75+ year campaign for either of these bugs in v1.12, but I did encounter the Future Prototype bug in a 75+ year game and non-75+ year game in v1.11 fwiw.
Through a strange turn of events, I finished my first Sorium harvester before I had completed my system survey.
I set a standing order to move to gas giant with Sorium, although I had not yet surveyed any such bodies, figuring the harvester would move after I found sorium.
On the next tick, I find my harvester is already on course for planet II - which I have not yet surveyed.
It seems the standing order does not take survey status into account. I assume this is not intended
SJW: Fixed
I just tested by manually sending a harvester to various un-surveyed gas giants and advancing time, and found that harvesters will harvest from un-surveyed bodies.
I'm not 100% sure this is a bug per-se. I guess if you had a sorium scoop and were in orbit on an un-surveyed gas giant an industrious captain might just try to scoop and see what happens?
If this was already fixed at the same time you bopped the standing order bug or is intended, sorry :)
In 1.12, when invading another empire you end up with two populations on the same body. If there are any orbital habitats present when you have two colonies on the same body, each one gets the population cap increase from the habitat, making the habitat essentially provide twice it's capacity.
In this case I invaded a pop with an orbital habitat over it, which surrendered to the invading empire that then ended up with it and the two colonies.
Replicated DB attached.
Assign New Labs
An 'Assign New' button has been added to the Research tab of the Economics window. This is used to toggle an 'Assign New' status to one or more research projects, indicated by (N) after the project name.
When new research facilities are constructed, or become available through completion of other projects that do not have associated queued projects, those facilities will automatically be assigned to projects flagged as 'Assign New' in descending order of existing facilities. Each project in the list will be assigned available facilities until it reaches maximum, then any remaining available facilities will go to the next project in the list, etc.
Steve, I don't know if you will count this as a bug, but measuring distances is a little bit annoying at present. The distance is easily obscured by other information on the map, and it's often hidden by the mouse cursor as well.
Could you move the label a bit further away from the cursor, and give it a different color scheme? If it were placed north of the cursor position, then it would be unlikely to ever be hidden by it. And if it were dark text on a light background, which was drawn to the screen last, then it would never be obscured by other text.
Thanks!
This is a rare one.
1.12
native period
When a ship (usually in auto grav or geo) needs to transit on a Jump Point and face a Transit Failure due to cooldown the Orders Not Possible for no suitable destination triggers cancelling all standing orders.
Funny fact is that you first receive the Orders Not Possible and then the Transit Failure so that's why was hard to spot.
I think there should be a mechanism where before the Order is Cancelled due to this event the ship should try another time at least the transit.
No biggie, just a bit unpleasant as it can happen often when you have multiple ships moving in and out of the same system.
Galorfing C class Deep Space Survey Ship 27,881 tons 57 Crew 503.9 BP TCS 558 TH 400 EM 0The auto-assignment via "Reassign Naval" button gave this ship a commander with Crew Training 50 and Reaction 20 - not a Survey specialist.
717 km/s Armour 1-81 Shields 0-0 HTK 13 Sensors 0/0/1/1 DCR 1 PPV 0
Maint Life 0.00 Years MSP 11 AFR 6218% IFR 86.4% 1YR 3,223 5YR 48,349 Max Repair 100.0000 MSP
Cargo 25,000 Cargo Shuttle Multiplier 5
Captain of the List Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Commercial Inertial Fusion Drive EP400.00 (1) Power 400.0 Fuel Use 2.80% Signature 400.00 Explosion 5%
Fuel Capacity 250,000 Litres Range 57.7 billion km (931 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
Galorfing C-2 class Deep Space Survey Ship 2,201 tons 42 Crew 363.1 BP TCS 44 TH 400 EM 0This ship class receives Survey-spec commanders as expected. The only difference in the designs was the cargo hold and shuttles in the former. There is no logical reason that a cargo hold would cause a survey ship to be reclassified as a warship (perhaps as a freighter though that would still be non-ideal). Thus, I now consider this a proper bug and not merely an undesired behavior.
9087 km/s Armour 1-15 Shields 0-0 HTK 11 Sensors 0/0/1/1 DCR 1 PPV 0
Maint Life 2.12 Years MSP 103 AFR 39% IFR 0.5% 1YR 31 5YR 461 Max Repair 100.0000 MSP
Captain of the List Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Commercial Inertial Fusion Drive EP400.00 (1) Power 400.0 Fuel Use 2.80% Signature 400.00 Explosion 5%
Fuel Capacity 250,000 Litres Range 731.5 billion km (931 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
A small bug regarding medals:
When completing a research project, you only get awarded the "completed 1 research project" medal if it was the scientist's first research project. To reproduce this, start a new game, let a scientist research something. Then make medals for "complete 1 research project" and "complete 5 research projects". Then let the scientist complete 4 more projects. the scientist will get the "complete 5" projects medal, but not the "complete 1" medal.
Expected Behaviour: With every completed project, the game should check if the scientist is eligible for the "complete 1" or "complete 5" medal, not just after the first or fifth project. This probably also happens for other medals.
Other Info: Version 1.12, dot separator, unmodded, no error message, etc.
I initially noticed this after I imported medals from a medal collection from the forums here after the first research project was already completed.
PS: I'm sorry if these 2 bugs were reported before, but I did not read through all 16 pages in this bug thread. I've checked the resolved issues in the mechanics section though and did not find them there.
Probably the logic behind that is that when the new entry is created the game recognizes the first project when the count is at 1 (otherwise the line will simply be 0 or any other number but 1)
[...]
I assume it could be quite hard to code it in a different way as the system should assign a date for medal creation and start counting values only from that point.
- The function number
--- N/A
- The complete error text
--- N/A
- The window affected
--- Commander Window
- What you were doing at the time?
--- Assigning Officers.
- Conventional or TN start
--- TN Start
- Random or Real Stars
--- Random
- Is your decimal separator a comma?
--- Decimal
- Is the bug is easy to reproduce, intermittent or a one-off?
--- Both very easy and quite simple to reproduce.
- If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
--- About 5 Years, not a long campaign at all.
- This bug affects commander assignment, specifically with regards to Commercial Ships. More specifically so, the assignment of commanders to say, Main Engineering, on those ships. I understand that Main Engineering has no effect on such a vessel, but regardless the module can be added and yet a commander cannot be assigned to it. I was planning to train up some officers on these ships. Database Attached.
I seem to be generating a crazy amount of resources by building a ships with the use components option (pre-built a bunch of engines in factories). At first i thought it was just a display bug, but i am sure i haven't mined anywhere close to 7m gallicite.Is your decimal separator a period or a comma? I can't tell from the screenshot (guess I need glasses).
https://imgur.com/AQEHHOF
Edit/Update: After the ships where complete ~2months, it was over 9m gallicite stockpiled
Conventional or TN start: TN start
Is the bug is easy to reproduce, intermittent or a one-off? Adding more ships to the queue increase the negative gallicite value displayed
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - Currently 71 years in
Cypelus G class Long Range Survey Ship 9 992 tons 192 Crew 936. 1 BP TCS 200 TH 500 EM 0
2502 km/s JR 3-50 Armour 1-41 Shields 0-0 HTK 47 Sensors 24/18/2/0 DCR 1 PPV 0
Maint Life 4. 36 Years MSP 10 058 AFR 799% IFR 11. 1% 1YR 851 5YR 12 767 Max Repair 285. 8 MSP
Adept Control Rating 1 BRG
Intended Deployment Time: 36 months Morale Check Required
J10000(3-50) Military Jump Drive Max Ship Size 10000 tons Distance 50k km Squadron Size 3
Knossos Aircraft Engine Co Commercial Ion Drive EP250. 00 (2) Power 500 Fuel Use 7. 07% Signature 250 Explosion 5%
Fuel Capacity 500 000 Litres Range 127. 4 billion km (589 days at full power)
EM Sensor EM3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 33. 5m km
Thermal Sensor TH3. 00-24. 00 (1) Sensitivity 24 Detect Sig Strength 1000: 38. 7m km
Gravitational Survey Sensors (2) 2 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
I designed long range jump survey vessel with a military jump drive.
Since it is intended to be long range, I tossed on civilian grade engines for fuel economy.
I discovered that this vessel cannot jump itself, despite the military grade jump drive having sufficient mass. It throws a transit failure interrupt stating that there are no jump drives capable of transferring the civilian engine vessels. OK, perhaps I was mislead by the Wiki to believe that this would work when it is not intended to?
However - the plot thickens.
I discovered that although this vessel could not do a standard transit, it CAN do a squadron transit when joined by one of my other survey vessels which has military grade engines (and no jump drive of it's own).
I assume one of these behaviors is not intended - either it should be able to standard transit by itself, or it should not be able to squadron transit with another ship?
The ship in question:QuoteCypelus G class Long Range Survey Ship 9 992 tons 192 Crew 936. 1 BP TCS 200 TH 500 EM 0
2502 km/s JR 3-50 Armour 1-41 Shields 0-0 HTK 47 Sensors 24/18/2/0 DCR 1 PPV 0
Maint Life 4. 36 Years MSP 10 058 AFR 799% IFR 11. 1% 1YR 851 5YR 12 767 Max Repair 285. 8 MSP
Adept Control Rating 1 BRG
Intended Deployment Time: 36 months Morale Check Required
J10000(3-50) Military Jump Drive Max Ship Size 10000 tons Distance 50k km Squadron Size 3
Knossos Aircraft Engine Co Commercial Ion Drive EP250. 00 (2) Power 500 Fuel Use 7. 07% Signature 250 Explosion 5%
Fuel Capacity 500 000 Litres Range 127. 4 billion km (589 days at full power)
EM Sensor EM3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 33. 5m km
Thermal Sensor TH3. 00-24. 00 (1) Sensitivity 24 Detect Sig Strength 1000: 38. 7m km
Gravitational Survey Sensors (2) 2 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
Oh, is the military jump drive not being able to transit civilian engines really a bug? Thank god, I was really hating that.
Oh, is the military jump drive not being able to transit civilian engines really a bug? Thank god, I was really hating that.
Double check that - I think the Bug is the multiple transit part. If I recall correctly, C# has a change where Jump Drives can only jump ships with similar drives. A Mil JD should not be able to jump a ship with Civ Engine I believe?
The function number: 730, 722
The complete error text: 1.12. Object reference not set to an object (both)
The window affected: Tactical view
What you were doing at the time: These messages popped up seemingly randomly directly one after the other while advancing time. I did not notice anything different after the bug happened and nothing noteworthy happened before and after. The bug did not happen again so far for at least 1 in-game year.
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?: one off, was not able to reproduce.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~24 years. This game has 4 NPRs.
I will attach a DB from the moment a few in-game days after the bug, because even though the bug did not have any noticeable consequences (so far) and is not reproducible by me, maybe other people have encountered the same bug and Steve can figure out what it is from the DB. Also Steve knows what 730 actually means.
The function number: 730, 722
The complete error text: 1.12. Object reference not set to an object (both)
The window affected: Tactical view
What you were doing at the time: These messages popped up seemingly randomly directly one after the other while advancing time. I did not notice anything different after the bug happened and nothing noteworthy happened before and after. The bug did not happen again so far for at least 1 in-game year.
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?: one off, was not able to reproduce.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~24 years. This game has 4 NPRs.
I will attach a DB from the moment a few in-game days after the bug, because even though the bug did not have any noticeable consequences (so far) and is not reproducible by me, maybe other people have encountered the same bug and Steve can figure out what it is from the DB. Also Steve knows what 730 actually means.
Do you have any fleet set in auto explore?
If so it may be that.
It has been fixed for 1.13 release
The function number: 730, 722
Do you have any fleet set in auto explore?
If so it may be that.
It has been fixed for 1.13 release
No, I don't have fleets set to Autoexplore, only to auto geosurvey and gravsurvey. The AI might have, though.
The function number: 730, 722
The complete error text: 1.12. Object reference not set to an object (both)
The window affected: Tactical view
What you were doing at the time: These messages popped up seemingly randomly directly one after the other while advancing time. I did not notice anything different after the bug happened and nothing noteworthy happened before and after. The bug did not happen again so far for at least 1 in-game year.
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?: one off, was not able to reproduce.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~24 years. This game has 4 NPRs.
I will attach a DB from the moment a few in-game days after the bug, because even though the bug did not have any noticeable consequences (so far) and is not reproducible by me, maybe other people have encountered the same bug and Steve can figure out what it is from the DB. Also Steve knows what 730 actually means.
Do you have any fleet set in auto explore?
If so it may be that.
It has been fixed for 1.13 release
No, I don't have fleets set to Autoexplore, only to auto geosurvey and gravsurvey. The AI might have, though.
I encountered bug with Unload All installations command. If your freighter fleet carries more than one type of installation and you give it command to unload all, only first type of installation is unloaded.
It can be easily reproduced by loading two installations, for example mine and fuel refinery. Then give command to unload all and only first installation on the list is unloaded. I reproduced it several times.
TN Start
Real Stars
Period decimal separator
In my experience (because I refilled tankers with other tankers), it works if you use 'refuel own fleet tankers'. Is that your issue?
How? I can not get any target lock. My Beam fire control will lock onto enemy ships. But the missile fire control will not. At any range. I am factoring in ecm.
The enemy ships have a 40% degrade in ecm range. My Missile fire control range is 109m/km. I should be able to target the enemy ships at a range of about 60m/km. But even at 20m/km I still can not get a target lock. And the enemy missiles I can track out to 5m/km. My anti missile fire control range is 110m/km. At 5m/km range my pd should be targeting and firing. But they do not. I have tried both auto target and manual targeting. Neither work.
How? I can not get any target lock. My Beam fire control will lock onto enemy ships. But the missile fire control will not. At any range. I am factoring in ecm.
The enemy ships have a 40% degrade in ecm range. My Missile fire control range is 109m/km. I should be able to target the enemy ships at a range of about 60m/km. But even at 20m/km I still can not get a target lock. And the enemy missiles I can track out to 5m/km. My anti missile fire control range is 110m/km. At 5m/km range my pd should be targeting and firing. But they do not. I have tried both auto target and manual targeting. Neither work.
Do you happen to have your DB? Any save state during the relevant combat would be good.
Well you have to tell me how to do this. I assume you want me to upload my save game file? I do have a save exactly at this point.
So how exactly do I upload the file and where do I find it?
Just zip up your AuroraDB.db file so that someone can take a look at what the situation looks like.
I've been stuck in 2 hour turns for a while now, while trying to do 5 day increments. This is on random stars, period decimal separator, TN start, about 65 years into game. I thought it was just the NPRs playing nuclear rocket tag across the galaxy, until it continued for over 5 ingame days. I tried a 30 day increment, and time advanced for six hours. It seems that something is causing an interrupt every sub-pulse, and when I checked in the database log to see what was happening, I found a few NPR ships trying and failing to complete standing orders, as well as a few ship detections every increment. I turned off detection, but that didn't solve the increments.
I saw a post earlier on similar to this one where it was NPR civilians trying to load cargo, but these are military vessels and what seem to be construction ships.Off-Topic: show
I can attach the database if that helps.
Do NPR failed orders contribute to interrupts? Sorry but I still don't know after 10 years! :DThere are no MFC's enabled, none of mine at least. I went through and set all of them to off just to make sure, but that didn't fix it
Have you checked if you have any MFCs on by mistake?
That was the cause of many issues of the same kind
Hey Everyone,
[...]
I've been stuck in 2 hour turns for a while now, while trying to do 5 day increments. This is on random stars, period decimal separator, TN start, about 65 years into game. I thought it was just the NPRs playing nuclear rocket tag across the galaxy, until it continued for over 5 ingame days. I tried a 30 day increment, and time advanced for six hours. It seems that something is causing an interrupt every sub-pulse, and when I checked in the database log to see what was happening, I found a few NPR ships trying and failing to complete standing orders, as well as a few ship detections every increment. I turned off detection, but that didn't solve the increments.
(snip)
I'm playing a game with two player races, which have neutral but overall positive relations (~500) and a trade agreement.
I just finished researching Microwave Focusing 5 with Race #1.
Race#2 received Microwave Focusing Technology 1 from Race #1.
These two races do not have a research data agreement. It shows as "Not Available" on both races.
Is this an intended feature - ideas slowly spreading between friendly races via trade? Or just a bug that should not have happened without research data sharing?
I've been stuck in 2 hour turns for a while now, while trying to do 5 day increments. This is on random stars, period decimal separator, TN start, about 65 years into game. I thought it was just the NPRs playing nuclear rocket tag across the galaxy, until it continued for over 5 ingame days. I tried a 30 day increment, and time advanced for six hours. It seems that something is causing an interrupt every sub-pulse, and when I checked in the database log to see what was happening, I found a few NPR ships trying and failing to complete standing orders, as well as a few ship detections every increment. I turned off detection, but that didn't solve the increments.
(snip)
I can confirm I am also getting a similar issue, on a conventional start with real stars, 70 years in, continued for multiple in-game years. One save file also getting a lot of "Out of fuel" messages from NPR ships. Also have database handy.
I've been stuck in 2 hour turns for a while now, while trying to do 5 day increments. This is on random stars, period decimal separator, TN start, about 65 years into game. I thought it was just the NPRs playing nuclear rocket tag across the galaxy, until it continued for over 5 ingame days. I tried a 30 day increment, and time advanced for six hours. It seems that something is causing an interrupt every sub-pulse, and when I checked in the database log to see what was happening, I found a few NPR ships trying and failing to complete standing orders, as well as a few ship detections every increment. I turned off detection, but that didn't solve the increments.
(snip)
I can confirm I am also getting a similar issue, on a conventional start with real stars, 70 years in, continued for multiple in-game years. One save file also getting a lot of "Out of fuel" messages from NPR ships. Also have database handy.
Fed up with this, I decided to try investigate myself ;)
Looks like some NPR fleets (which is construction fleet) keep jumping back and forth at a jump point, keep triggering hostile contacts for another NPR. The other NPR, not to be outdone by hostilities, also have another fleet jumping back and forth at the same jump point.
I edited the DB to take control, SM delete the offending ships, and put control back (edit DB again). This appears to fix the issue.
The function number: #787
The complete error text: The sequence contains no elements (roughly translated)
The window affected: tactical view.
What you were doing at the time: Advancing time in 2h increments, which seems to be a common problem among several posters above (see e.g. reply #271 here)
Conventional or TN start: TN
Random or Real Stars: random
Is your decimal separator a comma?: dot
Is the bug is easy to reproduce, intermittent or a one-off?: reproducible with the attached DB
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: roughly 50 years
More info: This is a game with several nearby NPRs which had a large fight just 1 year before this DB date (see "Yalta" system). After that the game only incremented in 2h increments and ran REALLY slow, to the point where it was basically impossible to play (several minutes for 1 in-game day) and I just let it run in the background while playing Slay the Spire. After roughly 1 in-game year of these 2h increments the game showed me this error and incredibly after that, the game started to run a lot faster and use 5 day increments again. I'm curious for the reason. Fortunately I had a savefile from just before the bug occurred (thanks autobackup feature).
To reproduce: Load the attached DB, select autoturns and 5 day increments and let it run for a while. After a few days (in game date 25.10.2052) the error should happen. I reproduced this once (from 1 attempt) and interestingly the error occurred on the 26th
EDIT: After writing all of this I can't seem to post it. I get redirected either to "create new post" or to "500 internal server error". I try to post it without the DB now, to see if that works.
EDIT2: The attachments seems to be the issue. Maybe the forum is broken or something. Anyway here is the DB: https://drive.google.com/file/d/1n5YjyD1R0cOWSVG6vEaAYQ5r5WH21Ush/view?usp=sharing
Did you try to compress your DB into a zip file? I've found that with large files the forum likes to error out.
Races/factions that share a planet will "bleed" non-cutting edge tech to each other.I'm playing a game with two player races, which have neutral but overall positive relations (~500) and a trade agreement.
I just finished researching Microwave Focusing 5 with Race #1.
Race#2 received Microwave Focusing Technology 1 from Race #1.
These two races do not have a research data agreement. It shows as "Not Available" on both races.
Is this an intended feature - ideas slowly spreading between friendly races via trade? Or just a bug that should not have happened without research data sharing?
Someone else who knows better can chime in, but I remember as far back as VB6 there was a mechanic for which races that were far behind in the tech tree could passively receive outdated techs from other races just by being generally aware of each other. The case I remember is a player-created race spawned in the middle of the game received low-tier armor tech from another player race that had a higher level of armor tech. I don't know the detailed mechanics but it sounds like this is what happened.
Bug: Fighters ignore naming themes.
To reproduce: Design a fighter (<500 tons), select a naming theme in the "miscellaneous" tab and select "pick random name from theme".
Build a few fighters. They will be named A 001, A 002, etc where A is your class name and will not follow your chosen naming theme.
To double check, go to the "ships in class" tab in the class design window and select "rename all". All fighters of that class will be renamed according to your selected naming theme.
Expected behaviour: Fighters should behave just like ships and be named according to the naming theme selected from the start.
You can see this problem in the DB posted in my previous report with the "Eye" class.
I'm not sure if this is the right place to post this, because I don't know if this is a bug or a feature. I think my ship disappeared without any messages about it in the event log.
As you can see in the image, I had GSV Astrakhan 001 go through a jump point and discover a new system, then ordered it to go to Proxima Centauri-A I. After that I saved and closed the game. A couple days later I open the game and see that the ship is gone, you can see that its fleet is empty. Also, the design for the ship has disappeared from class design. The later orders you see in the event log is me trying to order the empty fleet. Maybe it got destroyed by an unknown enemy ship? Would I get any message then?
(http://hxxp: hxxp: aurora_bug. png)
Edit: actually I remembered that I have a save before the jump, so I opened it and the ship is gone there too, so I guess the problem is that the ship did not save in the . db?
Quote from: ivangorin21 link=topic=11945. msg144872#msg144872 date=1608494580I'm not sure if this is the right place to post this, because I don't know if this is a bug or a feature. I think my ship disappeared without any messages about it in the event log.
As you can see in the image, I had GSV Astrakhan 001 go through a jump point and discover a new system, then ordered it to go to Proxima Centauri-A I. After that I saved and closed the game. A couple days later I open the game and see that the ship is gone, you can see that its fleet is empty. Also, the design for the ship has disappeared from class design. The later orders you see in the event log is me trying to order the empty fleet. Maybe it got destroyed by an unknown enemy ship? Would I get any message then?
(http://hxxp: hxxp: hxxp: aurora_bug. png)
Edit: actually I remembered that I have a save before the jump, so I opened it and the ship is gone there too, so I guess the problem is that the ship did not save in the . db?
Ship destruction by enemy action would definitely show in the log. There would also be a wreck displayed on the tactical map.
Did you accidentally click the delete button with the class design selected? That would delete the ship as well.
Quote from: TheTalkingMeowth link=topic=11945. msg144873#msg144873 date=1608495331Quote from: ivangorin21 link=topic=11945. msg144872#msg144872 date=1608494580I'm not sure if this is the right place to post this, because I don't know if this is a bug or a feature. I think my ship disappeared without any messages about it in the event log.
As you can see in the image, I had GSV Astrakhan 001 go through a jump point and discover a new system, then ordered it to go to Proxima Centauri-A I. After that I saved and closed the game. A couple days later I open the game and see that the ship is gone, you can see that its fleet is empty. Also, the design for the ship has disappeared from class design. The later orders you see in the event log is me trying to order the empty fleet. Maybe it got destroyed by an unknown enemy ship? Would I get any message then?
(http://hxxp: hxxp: hxxp: aurora_bug. png)
Edit: actually I remembered that I have a save before the jump, so I opened it and the ship is gone there too, so I guess the problem is that the ship did not save in the . db?
Ship destruction by enemy action would definitely show in the log. There would also be a wreck displayed on the tactical map.
Did you accidentally click the delete button with the class design selected? That would delete the ship as well.
In the save before the jump the ship is missing too, so even if I deleted the ship from class design in the latest save, it should still appear in the previous save? Or does the ship disappear when deleted from class design only after a save and restart of the game?
Quote from: ivangorin21 link=topic=11945. msg144874#msg144874 date=1608495672Quote from: TheTalkingMeowth link=topic=11945. msg144873#msg144873 date=1608495331Quote from: ivangorin21 link=topic=11945. msg144872#msg144872 date=1608494580I'm not sure if this is the right place to post this, because I don't know if this is a bug or a feature. I think my ship disappeared without any messages about it in the event log.
As you can see in the image, I had GSV Astrakhan 001 go through a jump point and discover a new system, then ordered it to go to Proxima Centauri-A I. After that I saved and closed the game. A couple days later I open the game and see that the ship is gone, you can see that its fleet is empty. Also, the design for the ship has disappeared from class design. The later orders you see in the event log is me trying to order the empty fleet. Maybe it got destroyed by an unknown enemy ship? Would I get any message then?
(http://hxxp: hxxp: hxxp: hxxp: aurora_bug. png)
Edit: actually I remembered that I have a save before the jump, so I opened it and the ship is gone there too, so I guess the problem is that the ship did not save in the . db?
Ship destruction by enemy action would definitely show in the log. There would also be a wreck displayed on the tactical map.
Did you accidentally click the delete button with the class design selected? That would delete the ship as well.
In the save before the jump the ship is missing too, so even if I deleted the ship from class design in the latest save, it should still appear in the previous save? Or does the ship disappear when deleted from class design only after a save and restart of the game?
Ship disappearing because the class design got deleted would likely cause errors (I've never done it), but the disappearing after a reload would not be a surprising effect.
Can you open up the database and look for the ship, class design, etc?
Quote from: ivangorin21 link=topic=11945. msg144874#msg144874 date=1608495672Quote from: TheTalkingMeowth link=topic=11945. msg144873#msg144873 date=1608495331Quote from: ivangorin21 link=topic=11945. msg144872#msg144872 date=1608494580I'm not sure if this is the right place to post this, because I don't know if this is a bug or a feature. I think my ship disappeared without any messages about it in the event log.
As you can see in the image, I had GSV Astrakhan 001 go through a jump point and discover a new system, then ordered it to go to Proxima Centauri-A I. After that I saved and closed the game. A couple days later I open the game and see that the ship is gone, you can see that its fleet is empty. Also, the design for the ship has disappeared from class design. The later orders you see in the event log is me trying to order the empty fleet. Maybe it got destroyed by an unknown enemy ship? Would I get any message then?
(http://hxxp: hxxp: hxxp: hxxp: hxxp: aurora_bug. png)
Edit: actually I remembered that I have a save before the jump, so I opened it and the ship is gone there too, so I guess the problem is that the ship did not save in the . db?
Ship destruction by enemy action would definitely show in the log. There would also be a wreck displayed on the tactical map.
Did you accidentally click the delete button with the class design selected? That would delete the ship as well.
In the save before the jump the ship is missing too, so even if I deleted the ship from class design in the latest save, it should still appear in the previous save? Or does the ship disappear when deleted from class design only after a save and restart of the game?
Ship disappearing because the class design got deleted would likely cause errors (I've never done it), but the disappearing after a reload would not be a surprising effect.
Can you open up the database and look for the ship, class design, etc?
Races/factions that share a planet will "bleed" non-cutting edge tech to each other.I'm playing a game with two player races, which have neutral but overall positive relations (~500) and a trade agreement.
I just finished researching Microwave Focusing 5 with Race #1.
Race#2 received Microwave Focusing Technology 1 from Race #1.
These two races do not have a research data agreement. It shows as "Not Available" on both races.
Is this an intended feature - ideas slowly spreading between friendly races via trade? Or just a bug that should not have happened without research data sharing?
Someone else who knows better can chime in, but I remember as far back as VB6 there was a mechanic for which races that were far behind in the tech tree could passively receive outdated techs from other races just by being generally aware of each other. The case I remember is a player-created race spawned in the middle of the game received low-tier armor tech from another player race that had a higher level of armor tech. I don't know the detailed mechanics but it sounds like this is what happened.
Quote from: TheTalkingMeowth link=topic=11945. msg144879#msg144879 date=1608497463Quote from: ivangorin21 link=topic=11945. msg144874#msg144874 date=1608495672Quote from: TheTalkingMeowth link=topic=11945. msg144873#msg144873 date=1608495331Quote from: ivangorin21 link=topic=11945. msg144872#msg144872 date=1608494580I'm not sure if this is the right place to post this, because I don't know if this is a bug or a feature. I think my ship disappeared without any messages about it in the event log.
As you can see in the image, I had GSV Astrakhan 001 go through a jump point and discover a new system, then ordered it to go to Proxima Centauri-A I. After that I saved and closed the game. A couple days later I open the game and see that the ship is gone, you can see that its fleet is empty. Also, the design for the ship has disappeared from class design. The later orders you see in the event log is me trying to order the empty fleet. Maybe it got destroyed by an unknown enemy ship? Would I get any message then?
(http://hxxp: hxxp: hxxp: hxxp: hxxp: aurora_bug. png)
Edit: actually I remembered that I have a save before the jump, so I opened it and the ship is gone there too, so I guess the problem is that the ship did not save in the . db?
Ship destruction by enemy action would definitely show in the log. There would also be a wreck displayed on the tactical map.
Did you accidentally click the delete button with the class design selected? That would delete the ship as well.
In the save before the jump the ship is missing too, so even if I deleted the ship from class design in the latest save, it should still appear in the previous save? Or does the ship disappear when deleted from class design only after a save and restart of the game?
Ship disappearing because the class design got deleted would likely cause errors (I've never done it), but the disappearing after a reload would not be a surprising effect.
Can you open up the database and look for the ship, class design, etc?
I looked into the database, the ship is there with ShipID 13462, ShipClassID 10412. But the ship class with that ID is missing. I also checked for one of the empty civilian subfleets (Ectelion Small F7 001). The ship is there, but its ship design is missing. Do you know if there is a way to see deleted classes or events like "class deleted"? Also, since almost all of the civilian classes are missing too, I don't think I could accidentally delete them all.
Quote from: ivangorin21 link=topic=11945. msg144883#msg144883 date=1608500111Quote from: TheTalkingMeowth link=topic=11945. msg144879#msg144879 date=1608497463Quote from: ivangorin21 link=topic=11945. msg144874#msg144874 date=1608495672Quote from: TheTalkingMeowth link=topic=11945. msg144873#msg144873 date=1608495331Quote from: ivangorin21 link=topic=11945. msg144872#msg144872 date=1608494580I'm not sure if this is the right place to post this, because I don't know if this is a bug or a feature. I think my ship disappeared without any messages about it in the event log.
As you can see in the image, I had GSV Astrakhan 001 go through a jump point and discover a new system, then ordered it to go to Proxima Centauri-A I. After that I saved and closed the game. A couple days later I open the game and see that the ship is gone, you can see that its fleet is empty. Also, the design for the ship has disappeared from class design. The later orders you see in the event log is me trying to order the empty fleet. Maybe it got destroyed by an unknown enemy ship? Would I get any message then?
(http://hxxp: hxxp: hxxp: hxxp: hxxp: hxxp: aurora_bug. png)
Edit: actually I remembered that I have a save before the jump, so I opened it and the ship is gone there too, so I guess the problem is that the ship did not save in the . db?
Ship destruction by enemy action would definitely show in the log. There would also be a wreck displayed on the tactical map.
Did you accidentally click the delete button with the class design selected? That would delete the ship as well.
In the save before the jump the ship is missing too, so even if I deleted the ship from class design in the latest save, it should still appear in the previous save? Or does the ship disappear when deleted from class design only after a save and restart of the game?
Ship disappearing because the class design got deleted would likely cause errors (I've never done it), but the disappearing after a reload would not be a surprising effect.
Can you open up the database and look for the ship, class design, etc?
I looked into the database, the ship is there with ShipID 13462, ShipClassID 10412. But the ship class with that ID is missing. I also checked for one of the empty civilian subfleets (Ectelion Small F7 001). The ship is there, but its ship design is missing. Do you know if there is a way to see deleted classes or events like "class deleted"? Also, since almost all of the civilian classes are missing too, I don't think I could accidentally delete them all.
I don't think that is logged. But you can see the entire event log in the GameLog table.
This is very strange. Have you had any error messages during the game, either before or after this happened?
I think there was a warning when I was saving, but it saved successfully. I don’t remember what it was exactly, is there a log or warnings/errors?
Hi, everybody! New adept here.Hi - I'm having the same problem and no matter what I do to the font scaling I can't get the information within these 2 windows. Win10 OS with 2 monitor setup (2560x1440 & 1920x1080) & scaling set to the lowest 100%. Custom scaling didn't seem to anything. Nor did changing DPI settings in a shortcut to the EXE.
Decided to finally try Aurora after 1. 12 came out.
But I've stumbled on some issues almost immediately. I use system-wide font scaling because i can't see anything on 4k screen otherwise. For Aurora I've set system scaling override so it looks sharp. But some windows (Class Design and Game Information) don't scale properly - some controls go out of "client" area of form. I've attached two screenshots.
It should be an easy fix (I'm c# dev myself). So i hope it will be fixed. I really like the idea of this game.
Thanks. Apologies for bad English.
Working as intended, not a bug. -Garfunkel
Quote from: Kev link=topic=11945. msg141517#msg141517 date=1602565883Hi, everybody! New adept here.Hi - I'm having the same problem and no matter what I do to the font scaling I can't get the information within these 2 windows. Win10 OS with 2 monitor setup (2560x1440 & 1920x1080) & scaling set to the lowest 100%. Custom scaling didn't seem to anything. Nor did changing DPI settings in a shortcut to the EXE.
Decided to finally try Aurora after 1. 12 came out.
But I've stumbled on some issues almost immediately. I use system-wide font scaling because i can't see anything on 4k screen otherwise. For Aurora I've set system scaling override so it looks sharp. But some windows (Class Design and Game Information) don't scale properly - some controls go out of "client" area of form. I've attached two screenshots.
It should be an easy fix (I'm c# dev myself). So i hope it will be fixed. I really like the idea of this game.
Thanks. Apologies for bad English.
Working as intended, not a bug. -Garfunkel
If it is WAI - then can someone please point me in the general direction of a fix.
Quote from: ivangorin21 link=topic=11945. msg144945#msg144945 date=1608578569I think there was a warning when I was saving, but it saved successfully. I don’t remember what it was exactly, is there a log or warnings/errors?
I don't think errors are logged anywhere.
If there was an error message while saving, that was probably related to whatever weirdness deleted all these ship classes.
Does the game give an error if you try to save again?
Sitting Bull class Orbital Habitat 2,504,443 tons 160 Crew 1,159.1 BP TCS 50,089 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 131 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 0 Max Repair 200 MSP
Habitation Capacity 1,000,000
Dictator Control Rating 1 BRG
Intended Deployment Time: 3 months
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
Quote from: ivangorin21 link=topic=11945. msg144945#msg144945 date=1608578569I think there was a warning when I was saving, but it saved successfully. I don’t remember what it was exactly, is there a log or warnings/errors?
I don't think errors are logged anywhere.
If there was an error message while saving, that was probably related to whatever weirdness deleted all these ship classes.
Does the game give an error if you try to save again?
I don't recognize the function number. Can you make a full report with the info on what you were doing when the error message popped?Quote from: TheTalkingMeowth link=topic=11945. msg144947#msg144947 date=1608578995Quote from: ivangorin21 link=topic=11945. msg144945#msg144945 date=1608578569I think there was a warning when I was saving, but it saved successfully. I don’t remember what it was exactly, is there a log or warnings/errors?
I don't think errors are logged anywhere.
If there was an error message while saving, that was probably related to whatever weirdness deleted all these ship classes.
Does the game give an error if you try to save again?
I have started a new game, and this error appeared after a few 30 day skips. Do you think it could be related to the previous game bug? I think it is similar to the message I got when saving before
I don't recognize the function number. Can you make a full report with the info on what you were doing when the error message popped?
Not sure if this is a bug, but orbital-only colonies, when reaching maximum population, do not stop growing, and the population "overflowing" to surface starts building infrastructure there.
How to reproduce with SM:
- start new game with default settings, make a colony on Venus, make an orbital habitat for 1m people, move it to Venus. Designate it as military only for good measure.
- give the habitat exactly 1m people using SM. Note that "Annual growth rate (Orbital Habitat)" is 10%.
- go 5 days forward (screenshot 1). It still shows "population 1. 00m", but "Annual growth rate (Surface)" becomes negative, which tells us there's actually a bit more than 1m people in the colony. The homeless were sent to the surface apparently.
- go another 5 days forward (screenshot 2). Some infrastructure appears on the surface. The colony is military only, and the game is only 10 days in so there's no civilian shipping yet. It appears that colonists have built infrastructure themselves.
This is certainly useful in some cases, but in cases like Venus (or any other high colony cost rock) this makes maintaining orbital-only habitation impossible without constantly moving people off the colony.
I don't follow how that makes it impossible. The infrastructure comes free doesn't it?
I don't follow how that makes it impossible. The infrastructure comes free doesn't it?I think he means Orbital Habitat Only = Impossible, which is true.
2) All comanders who were graduated from Earth academy, are unavailable in Commanders tab and throw an error "1. 12 Function #384 Object reference not set to an instance of an object" when attempting to choose them in Commanders tab; they are impossible to assign to any position, and left-most part of their dossier is not shown.
This might not be the correct thread but are there plans to fix naval mines / blind fired active missiles for 1.13?
What is the problem with them? I haven't used them in any of my C# campaigns.
I just did my own test, I threw together a test with active sensor missiles.
The missile ship was to attack a group of freighters without using its own active sensor. Since I cannot target the thermal contacts directly I elected to use a named waypoint and fired the missiles at with that waypoint as the target. The missiles can see 2m km with RES 100. The freighters were HS 500.
The missiles reached the waypoint ahead of time and waited there for a while. Two things happened which I think are suspect:
1 - Despite standing still at the waypoint, the missiles expire after a while - seems like they still consume fuel when stationary (might be WAI for missiles but is a problem for naval mines)
2 - When the freighters entered the sensor range of the missiles, the contact information was updated confirming that the missiles detected their targets. However they did not attempt to intercept. (again might be WAI for guided missiles but massive issue for any naval mine that will almost certainly be dropped at some sort of waypoint)
Ill continue testing with the ships actives and try to make the missiles "lose" their target mid flight and see what happens
UPDATE: I can confirm that in this second test everything went fine missiles lost contact but kept flying to last known location. Not only did they successfully reacquire their target, once it was destroyed they moved on to the next until there were no salvos left. Some missiles stopped after the first target went down but immediately fired back up when the freighters entered active range.
Note: Its worth noting that the salvos did not all arrive at the same time. Ill test this next.
I just confirmed that active missiles DO NOT prevent overkill like they used to if all the salvos arrive at the same time. Although the combat summary only reported 8 hits I had 40 nuclear impacts register. 4 out of 5 salvos were wasted despite them having active sensors to seek something else. (maybe this is WAI?)
However there were 2 salvos trailing behind the target - These salvos DID re-target something else. So the corollary is that when using active sensor missiles - stagger your launches.
IMO this makes active sensor missiles useless against anything that has a modicum of gauss PD.
Naval mines seem to stay put if you use "launch ready ordnance" and don't target a waypoint with them. The problem I have found regarding naval mines is that when an enemy fleet enters their sensor range they seek like they are supposed to. But the fact that all "salvos" of mines arrive at the same time means that they can at most destroy one ship as they tend to target the same vessel. This is the same problem that active missiles have.
Bug in 1.12.0
When designing a BFC and you pick the 1.25x range & 1.25x size option you end up with a .25x range and .25x size BFC.
When trying to change the order in which components are repaired after combat I got an error message: 1.12.0 Function #991: unable to cast object of type 'fr' to type 'ay'.
Hey,
is it intentional that gravitational/geological sensors come with so many MSP included, that they increase a ships maintainance life instead of reducing it? The effect increases with the sensor's tech level. Might not be a bug, but more of a balancing thing? Not quite sure where the right place to post this is.
Edit: I just read the maintainance post and now i THINK i just have a good failure modifier?
When firing at STO units with ships, the accuracy appears to be the same regardless of range. It's still fairly low, I assume because of fortification and terrain bonuses, but it appears to remain the same regardless of how close you get. This is a significant penalty to STO units.
When firing at STO units with ships, the accuracy appears to be the same regardless of range. It's still fairly low, I assume because of fortification and terrain bonuses, but it appears to remain the same regardless of how close you get. This is a significant penalty to STO units.
Someone else can confirm but I believe this is intentional as a stationary target on a planet is very easy to hit compared to a ship moving at 1000s of km/s. Fortification and terrain serve as the difficulty in this case rather than speed and erratic motion.
If so I'd hope it could be adjusted into just some kind of accuracy bonus, because flat out eliminating the range penalty is effectively a massive range bonus against STO units, and makes it easy to pick them off from a range where they're either unable or very unlikely to hit you. It's true they get a 25% range bonus, but that means if you're even 1 tech level above them you can sit at max range where they have 1% chance to hit and bombard them with essential invulnerability.
- I believe this bug is related to the generation of Rakhas, but am unsure and as such am posting this bug here for completeness. One of my NPRs blew up a Diplo Ship when I went to establish contact, and I decided to re-load from the point beforehand to try tailing the planet instead. Long-short, they dun disappeared, the whole population is just... gone. No idea what they had or anything, so yeah... I'm going to attempt to attach my .db, but the forum has been weird about file sizes AFAIK.
- ADDENDUM: One thing I forgot to add, upon re-loading old .db files, AKA the save backups, the were nowhere to be found. As annoying as this is, I petition to add a Roanoke Colony style event, at like 0.001% or some stupidly low chance, where a whole colony just... vanishes without a trace. That'd be spoopy.
- UPDATE: It seems my Standing Orders have stopped working too... weird...
- I believe this bug is related to the generation of Rakhas, but am unsure and as such am posting this bug here for completeness. One of my NPRs blew up a Diplo Ship when I went to establish contact, and I decided to re-load from the point beforehand to try tailing the planet instead. Long-short, they dun disappeared, the whole population is just... gone. No idea what they had or anything, so yeah... I'm going to attempt to attach my .db, but the forum has been weird about file sizes AFAIK.
- ADDENDUM: One thing I forgot to add, upon re-loading old .db files, AKA the save backups, the were nowhere to be found. As annoying as this is, I petition to add a Roanoke Colony style event, at like 0.001% or some stupidly low chance, where a whole colony just... vanishes without a trace. That'd be spoopy.
- UPDATE: It seems my Standing Orders have stopped working too... weird...
in my latest 1.12 campaign I had a similar event, geosurvey ship goes to investigate near habitable planet in the system next door to the homeworld, arrives over planet, detects alien race and is promptly blown to bits by aliens (by STO's I think - there were no reports of alien ships).
When I return with ships loaded for bear (this was the only exit JP from my home system at the time) there is no sign of the culprits.
Checking the Database there is a record for the alien race but nothing attached as far as I have seen, there was nothing else unique about that planet, no resources were found (a neighboring planet did have a Ancient Artifact for Energy Weapons which I have had limited ability to exploit properly to date)
I didn't notice anything to do with standing orders. This was about 6 years into the campaign, random stars and UK number formats.
Actually less of a bug and more of an unexpected behavior that I strongly doubt is working as intended:After further testing, this is in fact a bug.
As part of my campaign setup I have six survey ships requiring rank 3 to command (rank 1 being the lowest). In the Commanders window, I have run an auto-assign by clicking the "Reassign Naval" button. Only four of my six survey ships receive a commander, despite the fact that my two rank-3 commanders with the highest Survey stats are not assigned to any ship at all.
I notice several things:
- My survey ships have missile launchers attached for the purpose of dropping buoys, with MFC, magazine, and an ordnance load.
- Each survey ship also has 2x Boat Bay for the purpose of carrying a single fighter-size survey craft.
- The unemployed commanders in question do not have any skill in Crew Training, Reaction, Engineering, or Tactical.
- Each commander assigned to the survey ship possesses one of these four skills. In fact, one of the commanders assigned lacks any survey skill.
Thus, my conjecture is that the auto-assign is treating my survey ships as warships due to the missile launchers (or perhaps the boat bays?). This strikes me as undesired if not unintended behavior since the auto-assign considers survey ships a higher priority, thus it makes no sense that the algorithm to determine ship type ranks weapons/PPV higher than survey sensors. Certainly, I would think a player is more likely to design a survey ship with weapons than a warship with survey sensors, and the game should account for this!
I have previously noted a similar behavior with orbital mining platforms with an included cargo bay (for a mass driver), which is treated as a freighter and assigned a Logistics commander instead of a Mining commander, even though mining ships are supposed to be a higher priority than freighters. I wonder if the algorithm which determines the ship type for officer assignment is getting its assignments backwards?
----
ADDENDUM: I did a little bit of testing. I designed and built the following ship:QuoteGalorfing C class Deep Space Survey Ship 27,881 tons 57 Crew 503.9 BP TCS 558 TH 400 EM 0The auto-assignment via "Reassign Naval" button gave this ship a commander with Crew Training 50 and Reaction 20 - not a Survey specialist.
717 km/s Armour 1-81 Shields 0-0 HTK 13 Sensors 0/0/1/1 DCR 1 PPV 0
Maint Life 0.00 Years MSP 11 AFR 6218% IFR 86.4% 1YR 3,223 5YR 48,349 Max Repair 100.0000 MSP
Cargo 25,000 Cargo Shuttle Multiplier 5
Captain of the List Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Commercial Inertial Fusion Drive EP400.00 (1) Power 400.0 Fuel Use 2.80% Signature 400.00 Explosion 5%
Fuel Capacity 250,000 Litres Range 57.7 billion km (931 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
However, I built the following ship:QuoteGalorfing C-2 class Deep Space Survey Ship 2,201 tons 42 Crew 363.1 BP TCS 44 TH 400 EM 0This ship class receives Survey-spec commanders as expected. The only difference in the designs was the cargo hold and shuttles in the former. There is no logical reason that a cargo hold would cause a survey ship to be reclassified as a warship (perhaps as a freighter though that would still be non-ideal). Thus, I now consider this a proper bug and not merely an undesired behavior.
9087 km/s Armour 1-15 Shields 0-0 HTK 11 Sensors 0/0/1/1 DCR 1 PPV 0
Maint Life 2.12 Years MSP 103 AFR 39% IFR 0.5% 1YR 31 5YR 461 Max Repair 100.0000 MSP
Captain of the List Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Commercial Inertial Fusion Drive EP400.00 (1) Power 400.0 Fuel Use 2.80% Signature 400.00 Explosion 5%
Fuel Capacity 250,000 Litres Range 731.5 billion km (931 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
I've been stuck in 2 hour turns for a while now, while trying to do 5 day increments. This is on random stars, period decimal separator, TN start, about 65 years into game. I thought it was just the NPRs playing nuclear rocket tag across the galaxy, until it continued for over 5 ingame days. I tried a 30 day increment, and time advanced for six hours. It seems that something is causing an interrupt every sub-pulse, and when I checked in the database log to see what was happening, I found a few NPR ships trying and failing to complete standing orders, as well as a few ship detections every increment. I turned off detection, but that didn't solve the increments.
I saw a post earlier on similar to this one where it was NPR civilians trying to load cargo, but these are military vessels and what seem to be construction ships.Off-Topic: show
I can attach the database if that helps.
Do NPR failed orders contribute to interrupts? Sorry but I still don't know after 10 years! :D
Quote from: TheTalkingMeowth link=topic=11945. msg144947#msg144947 date=1608578995Quote from: ivangorin21 link=topic=11945. msg144945#msg144945 date=1608578569I think there was a warning when I was saving, but it saved successfully. I don’t remember what it was exactly, is there a log or warnings/errors?
I don't think errors are logged anywhere.
If there was an error message while saving, that was probably related to whatever weirdness deleted all these ship classes.
Does the game give an error if you try to save again?
I have started a new game, and this error appeared after a few 30 day skips. Do you think it could be related to the previous game bug? I think it is similar to the message I got when saving before
Ships with destroyed components such as box launchers and magazines are able to load the respective ammo resulting in a percentage of ordnance higher than 100%.
The correct behaviour should be that such ships shouldn't be able to load any ordnance for destroyed components (>100% damage on damage control screen)
It is okay for damaged ones (<100% damage on damage control screen)
I'm not sure if this is a known issue, but if a fire control is destroyed while set to open fire, it can't be told to cease fire, leading to endless 5 second increments forcing you to SM repair it and turn it off again.
I'm not sure if this is a known issue, but if a fire control is destroyed while set to open fire, it can't be told to cease fire, leading to endless 5 second increments forcing you to SM repair it and turn it off again.
I can't reproduce this one - anyone else having similar problems?
There is existing code to set any destroyed fire to cease fire.
Quote from: Ektor link=topic=11945. msg142372#msg142372 date=1603904182I'm not sure whether this was already posted, but the conditional order "Refuel, Resupply and Overhaul at Colony" gives off errors #722 and #730 "Object reference was not set to instance of an object" when the conditions trigger. This leads the fleet that takes the order to return to a colony and overhaul, however they don't refuel and resupply.
The specific situation if you want to replicate the bug is the following: I had a jump capable survey ship with both geo and grav modules set on the following standing orders: 1. Survey next system body 2. Survey next survey location 3. If fuel less than 40% - Refuel at colony or hub (all) 4. When deployment time exceeded - Refuel, Resupply and Overhaul at Colony.
It's been posted, but a little extra information would be useful. Can you describe how this interacts with stabilized jump points? We're not sure if it happens if the path back is fully stabilized.
The game assigns a main function to a ship class for auto-assignment. The code checked for weapons before checking for survey sensors. I've now changed it so a ship will be classed as a survey ship if the size of survey sensors exceeds the size of weapons. I've also added a line to the class summary so you can see the class function for assignment purposes.
The game assigns a main function to a ship class for auto-assignment. The code checked for weapons before checking for survey sensors. I've now changed it so a ship will be classed as a survey ship if the size of survey sensors exceeds the size of weapons. I've also added a line to the class summary so you can see the class function for assignment purposes.
This instantly becomes my favorite change of 1.13 and all my future admirals in charge of BuPers thank you from the bottom of theirwarmongeringpeaceful scientific and exploration-loving little hearts.
However I do want to note that the actual bug I was noting was that placing a Cargo Hold on a survey ship, with no other changes, caused the ship to be recognized as a warship despite lacking any weapons, rather than either a survey ship (preferred behavior) or a freighter requiring a Logistics commander (not preferred but makes sense).
I suspect the listed fix here probably resolves that as well but I wanted to clarify just in case.
(Also on a side note if you'd like to adjust the priorities while you're in that bit of the code so that my OMPs with a cargo hold to tote a mass driver around are recognized as miners rather than freighters I would not be unappreciative... ;) )
[...] There seems to be an issue with the pathfinding algorithm. I have not tracked down where it comes from exactly, but I just noticed this behaviour in one location in a big multi star system.
I noticed that in this specific location, when setting 2 fleets to go to the location of the other, the pathfinding algorithm lets them end up in the middle of nowhere.
(https://i.imgur.com/SrVxapZ.png)
As you can see, the ships do not go towards each other in a straight line, but rather go in a completely different direction.
DB is here: https://drive.google.com/file/d/16U8NyUzBkcZ9gkN58JsPP6CGa4nXBDb7/view?usp=sharing
To reproduce, set the Pacifica to go to the location of the Triton, and vice versa. Then advance time.
SJW: Working as intended. When you give a fleet orders to move to another fleet, it sets an intercept course to move to where the target fleet will be in the future, rather than where it is now.
I disagree that this is working as intended. When you intercept a single fleet, the algorithm works, because the target of the intercept has an unchanging course.
In this situation, both fleets are trying to intercept each other with no initial velocity and are thus changing their course to meet the other fleet, which causes the other fleet to change course and so on. There should be a special case in the pathfinding algorithm for this, that prevents this loop and just sets the ships on a straight course towards each other. As you can see in my example, currently they take massive detours.
Not sure if anyone mentioned this but Sub-fleets don't seem to remember being attached to sub-fleets after you close and restart the game. All the sub-fleets are directly attached to the fleet and not whichever sub-fleet it was attached to once you save and restart.
Or I'm doing something wrong in my game, but I usually have deep sub-fleet systems just don't close Aurora down all that often so I never bothered reporting it before.
Not sure if anyone mentioned this but Sub-fleets don't seem to remember being attached to sub-fleets after you close and restart the game. All the sub-fleets are directly attached to the fleet and not whichever sub-fleet it was attached to once you save and restart.
Or I'm doing something wrong in my game, but I usually have deep sub-fleet systems just don't close Aurora down all that often so I never bothered reporting it before.
Ships destroyed 3
Military tonnage destroyed 16372
Commercial tonnage destroyed 43021
Ships destroyed 3
Military tonnage destroyed 16372
Commercial tonnage destroyed 43021
Ships destroyed (SG) 7
Military tonnage destroyed (SG) 78134
Ships destroyed 3
Military tonnage destroyed 16372
Commercial tonnage destroyed 43021
Ships destroyed 1
Ships destroyed 1
Ships destroyed 1
Ships destroyed 1
Ships destroyed 1
Ships destroyed 1
Ships destroyed 1
Military tonnage destroyed 6271
Military tonnage destroyed 12632
Military tonnage destroyed 16822
Military tonnage destroyed 24823
Military tonnage destroyed 11234
Military tonnage destroyed 6271
Military tonnage destroyed 6271
Ships destroyed 3
Military tonnage destroyed 16372
Ships destroyed (SG) 1
Ships destroyed (SG) 1
Ships destroyed (SG) 1
Military tonnage destroyed (SG) 16372
Military tonnage destroyed (SG) 16372
Military tonnage destroyed (SG) 16372
1.12
Ship history display for fighter strike groups is completely borked.
1.12
Ship history display for fighter strike groups is completely borked.
This one was already fixed
From changes log: "Fixed a bug in Ship Measurement for parasites that resulted in many records of the same type, instead of one."
Ships with destroyed components such as box launchers and magazines are able to load the respective ammo resulting in a percentage of ordnance higher than 100%.
The correct behaviour should be that such ships shouldn't be able to load any ordnance for destroyed components (>100% damage on damage control screen)
It is okay for damaged ones (<100% damage on damage control screen)
How did you load the ordnance. From a colony or a collier?
I hate to say something about this, but it does trip me up everytime i read it.
"The ruined city on $planet has been fully surveyed. . . their language and symboloy. . . "
I think symbology was the intended word.
kuhaica, did you try the "Set capital" button?It only works for 1 race at a time. All the others retain the PPV, then when I change it for another, it results in the previous losing it's capital status
Update... Afters messing around with it and going in order from the bottom of the list to the top of the list. It worked. I am confused. But sometimes I had to do them 1-2 times before it stayedkuhaica, did you try the "Set capital" button?It only works for 1 race at a time. All the others retain the PPV, then when I change it for another, it results in the previous losing it's capital status
i'm not sure if this is a bug, haven't checked in VB6.
Reduced sized option for lasers ( Reduced-size Laser 0.75 Size / 4x Recharge & Reduced-size Laser 0.5 Size / 20x Recharge )
doesn't decrease size by 0.75 or 0.5 for 10cm lasers. It does however still increase the recharge time.
again not sure if this is actually a bug.
[The math as I see it 10cm lazer 3 HS or 150 tons reduced by 0.75 is 3 * 0.75 = 2.25 or reduced by 0.5 is 3 * 0.5 = 1.5]
I'm experiencing a slowdown of the game. For the last 2 months+ my game has been refusing too run increments above 6hrs. 30 days->6hrs, 5 days->2hrs, 1 day->30min, and so on.There is no guarantee. However, you can double check that this is happening and (possibly) do something about it.
People have on reddit have suggested that it's NPRs chasing each other over JPs and the only thing I can do is let the game run until it disappears. Is there a garantie that it disappears? I've had it running on automated turns now for 2+ months, switching between 5sec and 5 day increments with no change.
I'm experiencing a slowdown of the game. For the last 2 months+ my game has been refusing too run increments above 6hrs. 30 days->6hrs, 5 days->2hrs, 1 day->30min, and so on.There is no guarantee. However, you can double check that this is happening and (possibly) do something about it.
People have on reddit have suggested that it's NPRs chasing each other over JPs and the only thing I can do is let the game run until it disappears. Is there a garantie that it disappears? I've had it running on automated turns now for 2+ months, switching between 5sec and 5 day increments with no change.
Get a SQL database browser and open the .db file. Check out the FCT_GameLog table (filter for the GameID of the game you are currently playing; it's usually fairly easy to figure that out by looking at the names of the races involved). This is the regular old event logs you get in game, but it ALSO includes NPR events. Should help you discern the cause.
If it really is NPRs chasing each other through a JP, you need to get rid of one of the fleets. You can do it via DB editing, but I prefer to do it by creating a race and using spacemaster to explore to the relevant system. Then I spawn in a giant pile of lasers and blow up the offender. This avoids any weirdness from editing the DB.
Well I'd like to report my very first bug: Cargo Shuttle Bay disappeared from my list of components and as expected I was quite baffled by this.
After some troubleshooting (restarting the game, deleting the tech and insta-ing it back) I found out the reason: I had apparently marked the tech as obsolete so it didn't show up unless I ticked the show obsolete box.
This is clearly (my) user-error, but some techs just shouldn't be possible to mark as obsolete because they don't really change (I know it gets upgraded, but that doesn't change its name, its all in the background), like bridge and cargo shuttle bay.
Haven't found anything about this already being fixed:
In the F3 commander window, you can't filter ground commanders for their tactical bonus.
Tactical bonus is for STO units.Haven't found anything about this already being fixed:
In the F3 commander window, you can't filter ground commanders for their tactical bonus.
I think you found a bug but not the bug you think you found.
I'm pretty certain ground commanders should not be getting tactical skills - it's not useful for them
since i conquered a world with aliens on them it seems i can no longer create new colonies. when i click the create colony button a "select colony species" window opens and no matter what i click it wont create a new colony. seems to me like a bug.
the whole "select colony species" window seems broken anyway. there is a checkbox on there, that does nothing (or does it?).
I found what I assume is an NPR, except the NPR has literally zero building on its homeworld. It has 1070 million people on the planet, but no buildings. I used an Elint ship in orbit to find that they had 1070 million population but no facilities, and then invaded the population, and they had no ground units, so I used SM to spawn in a giant (7 million PWL infantry) formation to force the population to surrender despite the 100x strength needed to surrender bug. At which point, I confirmed that there was literally zero facilities on the planet, not even conventional factories.
Possibly relevant information:
I had a elint/diplomatic ship in orbit for a while, but eventually left only an Elint ship in orbit.
I never received any messages from them despite having ships in orbit of their homeworld. Turning on the Transponders on my ships did not do anything.
I started the game with 2 billion population on my capital instead of 500 million
There was a precursor ground army on the 4th planet of the system the NPR was in. The precursor army did have STO weapons, but I destroyed them.
Database file is attached, the aliens are in the system of Seabring, on the second planet.
This is likely not a bug, as this is from what I can tell looking in the DB a non TN NPR which are broken NPRs and can never get out of TN tech and have 0 installations as you describe. . - SpacemarineIf the NPR is broken then isn't it a bug? shouldn't pre-TN NPRs at least have conventional factories?
This is likely not a bug, as this is from what I can tell looking in the DB a non TN NPR which are broken NPRs and can never get out of TN tech and have 0 installations as you describe. . - SpacemarineIf the NPR is broken then isn't it a bug? shouldn't pre-TN NPRs at least have conventional factories?
Negative. This is not a bug because nprs simply have not been coded to work when they are non tn but will still appear on occasion so for now this is intended behaviourOk, I thought it was a bug because it wasn't listed on the Known issues thread.
Ok, I thought it was a bug because it wasn't listed on the Known issues thread.
Can you add something that says a NPR is pre-industrial? It would be pretty obvious to any ship in orbit, but isn't as obvious in-game due to the population still having an EM signature.Ok, I thought it was a bug because it wasn't listed on the Known issues thread.
It's not a bug. Some NPRs are pre-industrial and don't have installations or (effective) defence forces. There wasn't much point in coding archers to fight your powered infantry.
howdy all, after playing a campaign in v1. 12. 0 for about 25 in game years, I've started to get a text box appearing anytime I advance in time. "Function #1414: The Given Key was not present in the dictionary" is what I'm getting. Any solutions? Thanks in advance
1.12
The ancient constructs tab is always empty despite there being active constructs in the empire (with a colony >10m pop). Bonuses seem to be working so its just the UI.
To reproduce just have any empire that has an ancient construct under its control.
howdy all, after playing a campaign in v1. 12. 0 for about 25 in game years, I've started to get a text box appearing anytime I advance in time. "Function #1414: The Given Key was not present in the dictionary" is what I'm getting. Any solutions? Thanks in advance
Can you add something that says a NPR is pre-industrial? It would be pretty obvious to any ship in orbit, but isn't as obvious in-game due to the population still having an EM signature.
1.12
The ancient constructs tab is always empty despite there being active constructs in the empire (with a colony >10m pop). Bonuses seem to be working so its just the UI.
To reproduce just have any empire that has an ancient construct under its control.
I added the tab but never got around to coding it :)
Why must you hurt me in this way
Quote from: majorT link=topic=11945. msg147409#msg147409 date=1611514027howdy all, after playing a campaign in v1. 12. 0 for about 25 in game years, I've started to get a text box appearing anytime I advance in time. "Function #1414: The Given Key was not present in the dictionary" is what I'm getting. Any solutions? Thanks in advance
#1414 is unfortunately the largest function in the code - ExecuteOrders - so there is no easy way to identify the problem beyond that a fleet somewhere is trying to interact with something that no longer exists. Have you recently deleted something that was the target of a fleet order?
1.12
When dragging a unit/formation out of their command structure to the planetary level, it moves but does not stay there. There currently does not seem to be a way to move a unit out of a command structure without moving it to another one.
Had an Elint ship gathering intel on an NPR homeworld. I managed to steal the technical details of a component called a Swarm Extraction Module
Auto-asssign Tech points seems to be broken... Tested several lvls up to 8 000 000 all starts with basic techs, seems to be using 2-300 000 tech points at most...
Not entirely sure this is a bug but Troop Transport bays don't require Cargo Shuttle Bays to either load or unload troops.
I thought they should require this. I get that drop capable troops bays don't need it to drop the troop but they need it retrieve the troops once on the ground. Ships can't land on planets so I suppose they should need to use Cargo Shuttle bays.
Not entirely sure this is a bug but Troop Transport bays don't require Cargo Shuttle Bays to either load or unload troops.
I thought they should require this. I get that drop capable troops bays don't need it to drop the troop but they need it retrieve the troops once on the ground. Ships can't land on planets so I suppose they should need to use Cargo Shuttle bays.
- Cargo Shuttle Stations work too, so double check that the population your loading from / to doesn't have one.
Auto-asssign Tech points seems to be broken... Tested several lvls up to 8 000 000 all starts with basic techs, seems to be using 2-300 000 tech points at most...
Is it using the correct amount of tech points for the default starting conditions(ranging from 80k RP at 500m pop to 200k RP at 1250m+ pop)? If so, it is probably WAI, the game is not configured to deal with e.g. 8 million RPs as the assignment of tech points will use an NPR design script which is very much hard-coded and not adaptable to extreme starting conditions.
1.12
A fleet with too many reaction bonuses stacked is completely unable to move and is even unable to perform tasks such as activating shields at their current location (when given as a move command and not though the combat menu)
In the DB attached the affected fleet was the "Carrier Group - 13th Star Lords". Their fleet commander is "Thierry Arene" (ID 111292) who had a reaction bonus of 35%. Reducing this bonus to 10% through DB magic made the fleet start moving again. So if you want to reproduce revert my workaround.
Also useful to note is my admin command structure that this fleet falls under:
GEN - 35% Reaction bonus
GEN - 35% Reaction bonus
NAV - 25% Reaction bonus
NAV - 50% Reaction bonus
NAV - 35% Reaction bonus
Affected fleet - 35% Reaction bonus (fleet CO)
DD HNS Porpoise - 50% Reaction bonus (Captain, highest in the fleet, haven't checked the fighters though)
1.12
A fleet with too many reaction bonuses stacked is completely unable to move and is even unable to perform tasks such as activating shields at their current location (when given as a move command and not though the combat menu)
In the DB attached the affected fleet was the "Carrier Group - 13th Star Lords". Their fleet commander is "Thierry Arene" (ID 111292) who had a reaction bonus of 35%. Reducing this bonus to 10% through DB magic made the fleet start moving again. So if you want to reproduce revert my workaround.
Also useful to note is my admin command structure that this fleet falls under:
GEN - 35% Reaction bonus
GEN - 35% Reaction bonus
NAV - 25% Reaction bonus
NAV - 50% Reaction bonus
NAV - 35% Reaction bonus
Affected fleet - 35% Reaction bonus (fleet CO)
DD HNS Porpoise - 50% Reaction bonus (Captain, highest in the fleet, haven't checked the fighters though)
(Through a facepalm) I encountered this a while ago, and couldn't figure it out. I didn't think of the stacked bonuses and continued to suspect it was something about the about the command ship design, so, on top of our two command cruisers, we developed several variants of "Funny Customer" class command ships which all showed the same behaviour. Except when they didn't ???. Eventually, I gave up looking for any reasonable reportable pattern and simply fired all fleet commanders permanently.
Thanks for enlightening me at last.
(I could provide another db if needed. But it seems to me Droll's already has the bug in the crosshairs. And I don't want to risk breaking this thread with another misfiring attachment.)
You can load partial ship components.
That in itself might be intended, but you can still disassemble the partial components. It will say you have 0 in storage and when you disassemble them it will go negative. You still get the RP though.
I'll get the rest of the module to see if I'll have -1 in stockpile then.
Game reverts to 6 hour or 2 hour increments for play on 5 and 30 day respectively. There is nothing in the DB that suggests NPC warfare is happening nor any activities that would warrant the slow down in pulse length. I've attached the db to this thread, as it will show what I'm experiencing. I saw other forum posts that were experiencing similar problems, one appeared to resolve itself and the other went on for a year with no resolution. It's unclear how to fix this outside of just iterating time and hoping it resolves itself, but I didn't see anything in the db that would warrant this change in pulse.
Game reverts to 6 hour or 2 hour increments for play on 5 and 30 day respectively. There is nothing in the DB that suggests NPC warfare is happening nor any activities that would warrant the slow down in pulse length. I've attached the db to this thread, as it will show what I'm experiencing. I saw other forum posts that were experiencing similar problems, one appeared to resolve itself and the other went on for a year with no resolution. It's unclear how to fix this outside of just iterating time and hoping it resolves itself, but I didn't see anything in the db that would warrant this change in pulse.
Usually when I see this happen it is because a NPR ship is jumping back and forth every increment for some reason. Usually if you can find this from the game log it is possible to just move the fleet coordinates and let the AI figure out how to solve that problem.
I got same problem, how do you look at Game log? (Can you explain in newbi terms)Game reverts to 6 hour or 2 hour increments for play on 5 and 30 day respectively. There is nothing in the DB that suggests NPC warfare is happening nor any activities that would warrant the slow down in pulse length. I've attached the db to this thread, as it will show what I'm experiencing. I saw other forum posts that were experiencing similar problems, one appeared to resolve itself and the other went on for a year with no resolution. It's unclear how to fix this outside of just iterating time and hoping it resolves itself, but I didn't see anything in the db that would warrant this change in pulse.
Usually when I see this happen it is because a NPR ship is jumping back and forth every increment for some reason. Usually if you can find this from the game log it is possible to just move the fleet coordinates and let the AI figure out how to solve that problem.
I got same problem, how do you look at Game log? (Can you explain in newbi terms)Game reverts to 6 hour or 2 hour increments for play on 5 and 30 day respectively. There is nothing in the DB that suggests NPC warfare is happening nor any activities that would warrant the slow down in pulse length. I've attached the db to this thread, as it will show what I'm experiencing. I saw other forum posts that were experiencing similar problems, one appeared to resolve itself and the other went on for a year with no resolution. It's unclear how to fix this outside of just iterating time and hoping it resolves itself, but I didn't see anything in the db that would warrant this change in pulse.
Usually when I see this happen it is because a NPR ship is jumping back and forth every increment for some reason. Usually if you can find this from the game log it is possible to just move the fleet coordinates and let the AI figure out how to solve that problem.
Looks like I stumbled on a small bug. In my current campaign I have awards that I created that the criteria was met for (researched a tech, generate 10k RP) and they are not being awarded automatically. I can still award these manually. I have also tried to remove the ones I made and remake them but no luck.
Looks like I stumbled on a small bug. In my current campaign I have awards that I created that the criteria was met for (researched a tech, generate 10k RP) and they are not being awarded automatically. I can still award these manually. I have also tried to remove the ones I made and remake them but no luck.
Were there officers that fulfilled the criteria before the medals were made? Are those the only officers that do not get medals? If you answer yes to both those questions then it's WAI.
Generally speaking it's recommended that you create medals at the start of a campaign so that this doesn't happen.
If you answer no to both of those then there is a bug.
NPR Surrendered ships still firing AMMs despite no more valid targets. (AMM then promptly self destruct themselves).
STO Point defense checkbox not working, only changes range not tracking speed. Maxtech game, ~6years in TN start I think.Improved and Advanced Cargo Shuttles not appearing component screens (for construction and design)
maybe I just obsoleted them on accident
The Cargo Shuttle Bay component is the advanced Cargo shuttle bay. my bad
Thank you for clearing up my incompetence.STO Point defense checkbox not working, only changes range not tracking speed. Maxtech game, ~6years in TN start I think.Improved and Advanced Cargo Shuttles not appearing component screens (for construction and design)
maybe I just obsoleted them on accident
The Cargo Shuttle Bay component is the advanced Cargo shuttle bay. my bad
The STO point defence checkbox works fine, however in order to use a tracking speed greater than your racial tracking speed you must place the weapon in a turret. This is the same as for ships except that a STO has zero speed and thus uses racial tracking instead of ship speed. Just confirmed this in-game, it's WAI.
I don't know if it's right to put this here, but it's not really a good fit for the suggestion thread either. Right now, the AI uses huge numbers waypoints to move its fleets around, and never cleans them up after using them. Tens of thousands of them pile up. I think this probably negatively effects performance.
when the ship returns via its primary conditional order to earth (the only colony with polulation or facilitys at this moment) the ship will overhaul, but it wont refuel nor will it resupply
on the trip back it will only have the overhaul command in its movement order list, not the refuel and resupply order.
So it seems that the "Multiple Award" checkbox in the medal screen does nothing. I cannot, in fact, give the same medal to the same commander twice. When I give it again, the new medal overrides the previous.
I'm not a fan of multiple awards being display as several versions of the same medal. That isn't how its done in the military. I spent 23 years in and had 7 Army Achievement Medals (minor commendation that gets handed out quite frequently, just about any career guy ends up with several of these) and it would have looked like crap to have seven of those ribbons hanging on my chest. What happens with multiple awards is 'medal devices' - tiny little pins you stick in the ribbon. Sometimes they are stars, numbers, oak leaves...depends. If we are going to display multiple awards, then I would support a medal device affixed to the ribbon to signify multiple awards.
White screen issue on the main system screen, but only for the Sol system. It manifested when I opened the game this morning. It was fine when I saved it yesterday.
Note, I saw the thread from 1. 1, but reset window didn't fix it. I also tried switching back and forth between games. Any idea how to get it back?
LOL! Thanks.Quote from: Denniz link=topic=11945. msg148888#msg148888 date=1613222482White screen issue on the main system screen, but only for the Sol system. It manifested when I opened the game this morning. It was fine when I saved it yesterday.
Note, I saw the thread from 1. 1, but reset window didn't fix it. I also tried switching back and forth between games. Any idea how to get it back?
Zoom out. That's the sun.
Standard freighters and Colony ships do not refuel from attached tankers
Put a bunch of freighters in a fleet with a tanker, tanker is set to refuel own fleet, move beyond max freighter range then they will run out of fuel. Add a few salvagers and they will be refueled but not the freighters.
Haven't figured it out exactly how to repeat, but occasionally my deep space self jumping exploration ships get stuck at a jump point and can't jump through. I then delete all commands, reinitiate the same again and it works. That a known bug?
Haven't figured it out exactly how to repeat, but occasionally my deep space self jumping exploration ships get stuck at a jump point and can't jump through. I then delete all commands, reinitiate the same again and it works. That a known bug?
Thats 90% likely to just be jump shock
Haven't figured it out exactly how to repeat, but occasionally my deep space self jumping exploration ships get stuck at a jump point and can't jump through. I then delete all commands, reinitiate the same again and it works. That a known bug?
Thats 90% likely to just be jump shock
Since when did jump shock prevent jumping? And if so why do some people have problems with NPRs playing peek-a-boo around JPs?
Haven't figured it out exactly how to repeat, but occasionally my deep space self jumping exploration ships get stuck at a jump point and can't jump through. I then delete all commands, reinitiate the same again and it works. That a known bug?
Thats 90% likely to just be jump shock
Since when did jump shock prevent jumping? And if so why do some people have problems with NPRs playing peek-a-boo around JPs?
It prevents jumping for a short period of time, however this doesn't apply to NPRs which is why you get the peek-a-boo behavior (fixed in 1.13). The jump shock usually doesn't last very long but if you jump and then immediately issue an order to jump back it will throw an event for at least one sub-pulse.
Haven't figured it out exactly how to repeat, but occasionally my deep space self jumping exploration ships get stuck at a jump point and can't jump through. I then delete all commands, reinitiate the same again and it works. That a known bug?
Thats 90% likely to just be jump shock
Since when did jump shock prevent jumping? And if so why do some people have problems with NPRs playing peek-a-boo around JPs?
It prevents jumping for a short period of time, however this doesn't apply to NPRs which is why you get the peek-a-boo behavior (fixed in 1.13). The jump shock usually doesn't last very long but if you jump and then immediately issue an order to jump back it will throw an event for at least one sub-pulse.
I have had some of my ships (100% training for what it's worth) have trouble for multiple sub-pulses but they do always eventually transit. I guess this is why.
Haven't figured it out exactly how to repeat, but occasionally my deep space self jumping exploration ships get stuck at a jump point and can't jump through. I then delete all commands, reinitiate the same again and it works. That a known bug?
Thats 90% likely to just be jump shock
Since when did jump shock prevent jumping? And if so why do some people have problems with NPRs playing peek-a-boo around JPs?
It prevents jumping for a short period of time, however this doesn't apply to NPRs which is why you get the peek-a-boo behavior (fixed in 1.13). The jump shock usually doesn't last very long but if you jump and then immediately issue an order to jump back it will throw an event for at least one sub-pulse.
I have had some of my ships (100% training for what it's worth) have trouble for multiple sub-pulses but they do always eventually transit. I guess this is why.
I see this effect (not a bug for me) if I send a scout into a system for a peek and scoot if I give them a 'jump back' order on the tick they announce 'orders complete'. It will announce something about the Engines not being correct, but it's really Jump Shock causing the delay.
Ignore, continue time and the ship will jump next tick.
You don't have enough protection. :oI do. It says 3 required and 1222 is there.
Not sure if working as intended or a bug, but in my current game I experienced a long slowdown and poked at the DB to see why, and found that the starting NPR had triggered NPR creation in another system. . . and it spawned THREE new NPRs on the exact same planet, who promptly began blowing each other to bits. If spawning multiple on the same planet is intended, they should probably not be starting their existence with all out warfare with each other otherwise it is not a very interesting mechanic.There is a chance for NPRs to spawn multi-faction starts (shared homeworld). Which seems like it would be cool, but as you have observed generally just devolves into them blowing the smeg out of each other a few months after spawning. The difficulty is that they get very mad at each other for being in each others systems, since naturally all their explored systems overlap.
Is the NPR creation by chance recursive? As in when an NPR is spawned, does it count as "discovering" its home system and therefore run the NPR generation check again? I suppose I could test setting it to 100% spawn chance and see if it crashes.
This has been mentioned a couple times previously, but my experience is not exactly as described before:
With the "unload all installations" order after loading 2 different types of installations I am seeing ships unload all of one installation type, followed by all but one of the other installation. Loading 5 fighter factories followed by 7 mass drivers, then unloading all left 1 mass driver behind. Loading 5 fighter factories followed by 5 fuel refineries left 1 fighter factory behind, so it is not always the second loaded that fails to fully unload, and the # of each does not have to be different. Loading 2x each of fighter factory, refinery, mass driver resulted in all 3 installations being unloaded properly.
When selecting 1.25 multiple on beam range I get the 0.25 multiple applied. 1.5 multiple etc seem fine and the actual 0.25 multiple for range also works.
Seeing as it was not reported, is it only my game where NPR research is not working?
No NPR in my unmoded game researches anything. Labs available but no research progress in their logs, no research queue, although one of them is building more research labs.
Only research messages in NPR logs are from NPR creation initial research.
Also swarm spawning - do they need habitable planet?
First 2 swarms i spawned at Planet X were empty (race created with no units/ships), 3rd on Titan spawned okey.
Quote from: MuthaF link=topic=11945. msg149728#msg149728 date=1615326192Seeing as it was not reported, is it only my game where NPR research is not working?
No NPR in my unmoded game researches anything. Labs available but no research progress in their logs, no research queue, although one of them is building more research labs.
Only research messages in NPR logs are from NPR creation initial research.
Also swarm spawning - do they need habitable planet?
First 2 swarms i spawned at Planet X were empty (race created with no units/ships), 3rd on Titan spawned okey.
NPRs don't do individual research. Instead, they have projects which are a bunch of research all tied together and released as techs once the number of required research points have been reached.
In slow research games, it could take up to 10/20 years to actually see new NPRs techs to be spawned.
I have redownloaded the game again and still have the same problem now: These errors also repeat:
1. 12. 0 Funtion #1612: Object Reference not set to an instance of an object
1. 12. 0 Funtion #1607: Object Reference not set to an instance of an object
1. 12. 0 Funtion #1562: Object Reference not set to an instance of an object
1. 12. 0 Funtion #1423: Object Reference not set to an instance of an object
1. 12. 0 Funtion #1424: Index was out of range. Must be non-negative and
less than the size of the collection. Parameter name: Index
1. 12. 0 Funtion #1612: Object Reference not set to an instance of an object
1. 12. 0 Funtion #1607: Object Reference not set to an instance of an object
1. 12. 0 Funtion #1562: Object Reference not set to an instance of an object
1. 12. 0 Funtion #1423: Object Reference not set to an instance of an object
Index was out of range. Must be non-negative and
less than the size of the collection. Parameter name: Index
Thank You. I've keep both the commas and periods were appropriate and still have the problems:
(http://aurora2.pentarch.org/index.php?action=dlattach;topic=11945.0;attach=6349;image)
Changing a cycle command: A command chain set on cycle leads to an interesting effect when one changes the last command. I had exchanged a fuel depot fleet with a new fuel depot because the old one didn't work - I had to add a refueling hub. So I thought I could simply change the refuel fleets when that command is at the last position in the queue. But that somehow garbles the flight direction of the refueling fleet. They simply go off into space not flying towards the target planet anymore.
A bit strange and I cannot pinpoint it exactly but this is at close as I could get to the bottom of some fleets flying off into the distance.
Bug #1: combo grav+geo survey ship standing orders: survey next body, survey next survey location, if fuel less than 30% - refuel and resupply at colony or hub (all), if deployment exceeded - refuel, resupply and overhaul. Whenever deployment time is exceeded, I get two error messages (I'll look up the function number when I'm at home) in a row, then the ship goes to overhaul site, but does not refuel or resupply.Known and fixed in upcoming 1.13. Rest of your list never heard of...
Having an issue with my missile pod fleets. I like to group missile pods in large bunches of say 100 and detach smaller bunches to deal with individual targets. I had a pair of spoiler ships squadron transit in and begin a run back out the warp point. I detached 2 groups of 10 and 15 at the same time and fired. Both launched correctly but failed to kill either ship. I then detached 2 more groups of 10 and fired. Both groups reported successful launches and the missiles were gone from the magazines, but the missiles never appeared on the tactical screen. I detached more groups over several more pulses, varying the names and double checking target and launch settings. Those missiles disappeared too. After the enemy escaped (should have been dead 3 times over. . . ) I went back over the pods and could find nothing amiss. There were some beam warships also shooting, they showed no abnormal behavior. This has happened before, but that game bugdeathed shortly after, so I chalked it up to that. Will add DB when I have more time.
The function number: No error
The complete error text: n/a
The window affected: Tactical
What you were doing at the time: Missile Combat
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: Yes
Is the bug is easy to reproduce, intermittent or a one-off?: Has happened Twice, am Reloading and waiting. . .
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 25 years
What was the cause of the bugdeath? Did this save come with the cardinal sin of DB editing at any point? If yes, what did you edit?
Quote from: Droll link=topic=11945. msg150083#msg150083 date=1617289071What was the cause of the bugdeath? Did this save come with the cardinal sin of DB editing at any point? If yes, what did you edit?
There were no "cardinal sins" until bugdeath, when I tried to rescue the game. It was an infinite 5sec, left it running for almost 5 hours. Opened up the DB and playered all the races, never did find the cause. Wiped and reinstalled game.
Quote from: Needler link=topic=11945. msg150090#msg150090 date=1617317352Quote from: Droll link=topic=11945. msg150083#msg150083 date=1617289071What was the cause of the bugdeath? Did this save come with the cardinal sin of DB editing at any point? If yes, what did you edit?
There were no "cardinal sins" until bugdeath, when I tried to rescue the game. It was an infinite 5sec, left it running for almost 5 hours. Opened up the DB and playered all the races, never did find the cause. Wiped and reinstalled game.
The 5-second loops are not a bugdeath, they are always due to the AI behavior getting stuck in a loop and usually can be fixed. However setting NPRs to player races is not a good way to fix this and is liable to introduce any number of unpredictable bugs. The "correct" solution is to use the DB to review the game logs to identify the cause - for example you may find an NPR fleet jumping in and out of a jump point on a loop, and in this case you can fix it by simply changing the location of that fleet away from the JP. This does require a small DB edit but is much safer than making the NPRs player races.
Who do I send the rapidshare link to?
I developed some new engines and laid down about a dozen ships in various shipyards on Earth. Now when I load the game and click on the industry tab, I get the Function #2185 error. The industry tab pulls up, but all shipyard operations have disappeared. The mining tab shows no minerals in the shipyard tasks column. The individual shipyards that were building ships have 0 available slipways - like they are still being utilized. Anyone have any idea how to reset the shipyards? This campaign was just starting to get interesting.
The function number: #2185
The complete error text: 1. 12. 0 Function #2185 Object reference not set to an instance of an object.
The window affected: Industry/Shipyard/Shipyard Tasks Tab
What you were doing at the time: - nothing exciting IG
Conventional or TN start: - TN
Random or Real Stars: - real
Is your decimal separator a comma? - no, a period
Is the bug is easy to reproduce, intermittent or a one-off? - one-off so far
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: - about 75 years
I developed some new engines and laid down about a dozen ships in various shipyards on Earth. Now when I load the game and click on the industry tab, I get the Function #2185 error. The industry tab pulls up, but all shipyard operations have disappeared. The mining tab shows no minerals in the shipyard tasks column. The individual shipyards that were building ships have 0 available slipways - like they are still being utilized. Anyone have any idea how to reset the shipyards? This campaign was just starting to get interesting.
The function number: #2185
The complete error text: 1. 12. 0 Function #2185 Object reference not set to an instance of an object.
The window affected: Industry/Shipyard/Shipyard Tasks Tab
What you were doing at the time: - nothing exciting IG
Conventional or TN start: - TN
Random or Real Stars: - real
Is your decimal separator a comma? - no, a period
Is the bug is easy to reproduce, intermittent or a one-off? - one-off so far
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: - about 75 years
Got the same bug today, I put two new ships into production and closed the game. Today when I started, I got this error.
Some more info: I got single shipyard on different planet and that one was not affected. I tried deleting shipyards and ships that were in refit, but it had no effect.
Is the fleet that the ships are supposed to go into deleted or not located at the planet?
Quote from: Black link=topic=11945. msg150154#msg150154 date=1617608927Quote from: cah7777 link=topic=11945. msg150091#msg150091 date=1617319777I developed some new engines and laid down about a dozen ships in various shipyards on Earth. Now when I load the game and click on the industry tab, I get the Function #2185 error. The industry tab pulls up, but all shipyard operations have disappeared. The mining tab shows no minerals in the shipyard tasks column. The individual shipyards that were building ships have 0 available slipways - like they are still being utilized. Anyone have any idea how to reset the shipyards? This campaign was just starting to get interesting.
The function number: #2185
The complete error text: 1. 12. 0 Function #2185 Object reference not set to an instance of an object.
The window affected: Industry/Shipyard/Shipyard Tasks Tab
What you were doing at the time: - nothing exciting IG
Conventional or TN start: - TN
Random or Real Stars: - real
Is your decimal separator a comma? - no, a period
Is the bug is easy to reproduce, intermittent or a one-off? - one-off so far
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: - about 75 years
Got the same bug today, I put two new ships into production and closed the game. Today when I started, I got this error.
Some more info: I got single shipyard on different planet and that one was not affected. I tried deleting shipyards and ships that were in refit, but it had no effect.
Is the fleet that the ships are supposed to go into deleted or not located at the planet?
When a ship surrenders, the targeting lock on that ship is not broken and it is possible for your own ships to fire on the surrendering vessel in the same increment. When a ship surrenders, any ships which were targeting it should immediately release their target locks and not fire.I disagree. If it's the same increment, then they should fire because there is no way they could have known that the ship was going to surrender then and there.
When a ship surrenders, the targeting lock on that ship is not broken and it is possible for your own ships to fire on the surrendering vessel in the same increment. When a ship surrenders, any ships which were targeting it should immediately release their target locks and not fire.I disagree. If it's the same increment, then they should fire because there is no way they could have known that the ship was going to surrender then and there.
My ship is in the McCormick system, but system locations (and contacts) show a different system.
The locations and contacts shown in the fleet order window are the ones in the system that the fleet will be in after it finishes all orders in the orders list.
In this case, the fleet will be in AX Microscopii, because that is the last jump point transit in the order list.
Are you sure that there is no contact for the race in question in the McCormick system?
The locations and contacts shown in the fleet order window are the ones in the system that the fleet will be in after it finishes all orders in the orders list.
In this case, the fleet will be in AX Microscopii, because that is the last jump point transit in the order list.
Are you sure that there is no contact for the race in question in the McCormick system?
oh, silly me, you are right. ;D
well I never found them anywhere where reported. and as far as I can tell from the db, they are not there. The MCormick system is only known for race 216 (me) and race 223 (verbania khanate). the campina grande kingdom is 217. there are no fleets in mcormick for rac #9217. there are no populations there either, for anyone.
When you double-click that event in the Events window, does it center the map on the location of the bogus sighting?
If so, note the heading and distance of the location relative to the system center.
Then look at the equivalent location (heading and distance from center ) in the Microscopii system.
Is that the location of the known population of race 217 in that system?
If so, this looks very similar to a bug I reported ages ago about false detection reports.
I have a save from the exact moment. I can send it to you if you wish.
Can you attach the DB here?i can try.
Can you attach the DB here?i can try.
Taht's a possibility. But sharing info between allies is mysterious to me too. But that doesn't explain why the CGK hasn't "dicovered" McCormick system if they jumped there. (Unless I'm looking at the db wrong. Can you check it please?) Oh well.
Trying to open Intelligence window, when I try it becomes white and nothing can access it... ??? Everything ells seems to work as intended