Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on April 22, 2014, 01:13:41 PM

Title: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 22, 2014, 01:13:41 PM
Please post confirmed bugs for v6.40 in this thread. However, please read the guidelines below on reporting bugs before posting. If you had a bug in v6.00+ and it still isn't fixed, please report it again in this thread.

Bug Reporting Guidelines (http://aurora2.pentarch.org/index.php/topic,1930.0.html)

Steve
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: xeryon on April 22, 2014, 04:08:37 PM
Hopefully not out of sequence but I didn't see this in the change log: not all civilian craft follow the new LP navigation setup.  Specifically witnessed on a harvester that tried to take the 1000 year route to a source from the B component to the A component of a binary.  Small and Large freighters and colony ships of 6.3 all appear to follow the new navigation settings.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: NihilRex on April 22, 2014, 05:04:51 PM
Designed some components, hit Instant RST, getting an Error 91

 Error in cmdInstallSCT_Click
Error91 was generated
Object variable or With block variable not set
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: PSI on April 22, 2014, 06:26:36 PM
I had played for almost ten years, starting on the year 2050.   When I incremented 30 days on December 21, 2059, I got this error:

Error in CheckCommStatus
Error 3021 was generated by DAO.  Recordset
No current record. 

Then another error after clicking "OK":

Error in CheckCommStatus
Error 3020 was generated by DAO.  Field
Update or CancelUpdate without AddNew or Edit. 

And it repeats ad infinitum, forcing me to Ctrl+Alt+Delete to exit the game. 

It happens every time I increment a day or more past Dec.   25th. 

EDIT: I made another game, set the Truce time to one year, and the same errors came up after trying to increment past December.  So it has to do with that. . .
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Sematary on April 22, 2014, 06:34:16 PM
Making a Gas-Cooled Fast Reactor
No reactor Power Boost
Size 4

I get Error 3163 was generated by DAO.Field
The field is too small to accept the amount of data you attempted to add. Try inserting or pasting less data.

The name of the company is Waters-Wilkinson Heavy Industries (randomly generated) and the name of the power plant is Gas-Cooled Fast Reactor Technology PB-1. So both names are 73 characters long.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 22, 2014, 06:40:17 PM
I had played for almost ten years, starting on the year 2050.   When I incremented 30 days on December 21, 2059, I got this error:

Error in CheckCommStatus
Error 3021 was generated by DAO.  Recordset
No current record. 

Then another error after clicking "OK":

Error in CheckCommStatus
Error 3020 was generated by DAO.  Field
Update or CancelUpdate without AddNew or Edit. 

And it repeats ad infinitum, forcing me to Ctrl+Alt+Delete to exit the game. 

It happens every time I increment a day or more past Dec.   25th. 

EDIT: I made another game, set the Truce time to one year, and the same errors came up after trying to increment past December.  So it has to do with that. . .

Found and fixed. Will put out an update tomorrow evening with this one.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 22, 2014, 06:42:12 PM
Designed some components, hit Instant RST, getting an Error 91

 Error in cmdInstallSCT_Click
Error91 was generated
Object variable or With block variable not set

Fixed as well for update tomorrow
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 22, 2014, 06:44:01 PM
Making a Gas-Cooled Fast Reactor
No reactor Power Boost
Size 4

I get Error 3163 was generated by DAO.Field
The field is too small to accept the amount of data you attempted to add. Try inserting or pasting less data.

The name of the company is Waters-Wilkinson Heavy Industries (randomly generated) and the name of the power plant is Gas-Cooled Fast Reactor Technology PB-1. So both names are 73 characters long.

Max field length is currently 60. I've changed to 100 but this won't be fixed until I do a database update. I'll see what other bugs come up before deciding whether to create a DB update patch or just an exe patch.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: NihilRex on April 23, 2014, 04:13:28 AM
Destroyed Active sensors still show a range ring on the system map, despite not detecting contacts.

Another possible bug, need confirmation from someone else.

The first system I explored without the SM chooses destination box being checked was an NPR homeworld.

Edit : My SMd Ctrl F9 screen goes #0, 2, 359
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: davidr on April 23, 2014, 05:56:06 AM
Steve,

Something very minor - in your December 30 post re changes in v6.4 ( Mineral Generation ) you stated that the minimum amount of minerals on the Homeworld would be 50,0000 and accessibility 4. In my new 6.4 game Earth has indeed got a mineral accessibility of at least 4 but only 2 of the mineral quantities exceed the 50,000 minimum , the rest range from 29,250 to 47,800.

DavidR

PS Running v6.4 according to the setup screen , when clicking on "About" in the main menu screen the version shows v6.3.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 23, 2014, 12:04:55 PM
Steve,

Something very minor - in your December 30 post re changes in v6.4 ( Mineral Generation ) you stated that the minimum amount of minerals on the Homeworld would be 50,0000 and accessibility 4. In my new 6.4 game Earth has indeed got a mineral accessibility of at least 4 but only 2 of the mineral quantities exceed the 50,000 minimum , the rest range from 29,250 to 47,800.

DavidR

PS Running v6.4 according to the setup screen , when clicking on "About" in the main menu screen the version shows v6.3.

Fixed the version number problem.

Was your home world population quite small? Just seen a potential route through the code that could result in low minerals for small populations. I'll fix the issue by ensuring that populations below one billion suffer no penalty while larger pops continue to receive a bonus.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 23, 2014, 12:26:03 PM
Hopefully not out of sequence but I didn't see this in the change log: not all civilian craft follow the new LP navigation setup.  Specifically witnessed on a harvester that tried to take the 1000 year route to a source from the B component to the A component of a binary.  Small and Large freighters and colony ships of 6.3 all appear to follow the new navigation settings.

Fixed for v6.41. The fix should also allow geological survey ships on default orders to use Lagrange points as well.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 23, 2014, 12:30:16 PM
Destroyed Active sensors still show a range ring on the system map, despite not detecting contacts.

Another possible bug, need confirmation from someone else.

The first system I explored without the SM chooses destination box being checked was an NPR homeworld.

Edit : My SMd Ctrl F9 screen goes #0, 2, 359

It is possible to find an NPR home world on your first transit.

Do you mean one of your own active sensors or one from an enemy ship? If enemy, should vanish after next increment. If not, please let me know.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: AeroEngine on April 23, 2014, 01:10:11 PM
I don't know if this is a bug from earlier versions 6. 3 being the 1st that I have played.
But when I started a conventional empire with missile bases all the 'crew' on them started dying from exposure.
This kept going untill everybody in them was dead

I also encountered this problem

Quote from: PSI link=topic=7012. msg71833#msg71833 date=1398209196
I had played for almost ten years, starting on the year 2050.    When I incremented 30 days on December 21, 2059, I got this error:

Error in CheckCommStatus
Error 3021 was generated by DAO.   Recordset
No current record.   

Then another error after clicking "OK":

Error in CheckCommStatus
Error 3020 was generated by DAO.   Field
Update or CancelUpdate without AddNew or Edit.   

And it repeats ad infinitum, forcing me to Ctrl+Alt+Delete to exit the game.   

It happens every time I increment a day or more past Dec.    25th.   

EDIT: I made another game, set the Truce time to one year, and the same errors came up after trying to increment past December.   So it has to do with that.  .  . 
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 23, 2014, 02:32:43 PM
v6.41 is out so please make sure you have upgraded before reporting any bugs
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 23, 2014, 02:33:11 PM
I don't know if this is a bug from earlier versions 6. 3 being the 1st that I have played.
But when I started a conventional empire with missile bases all the 'crew' on them started dying from exposure.
This kept going untill everybody in them was dead

Not seen this one before in earlier version - I'll investigate.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: NihilRex on April 23, 2014, 06:10:54 PM
It is possible to find an NPR home world on your first transit.

Do you mean one of your own active sensors or one from an enemy ship? If enemy, should vanish after next increment. If not, please let me know.

It was one of my own, I dont know when\if the situation will occur again in 6.41
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Victuz on April 24, 2014, 02:56:22 AM
I had played for almost ten years, starting on the year 2050.   When I incremented 30 days on December 21, 2059, I got this error:

Error in CheckCommStatus
Error 3021 was generated by DAO.  Recordset
No current record.  

Then another error after clicking "OK":

Error in CheckCommStatus
Error 3020 was generated by DAO.  Field
Update or CancelUpdate without AddNew or Edit.  

And it repeats ad infinitum, forcing me to Ctrl+Alt+Delete to exit the game.  

It happens every time I increment a day or more past Dec.   25th.  

EDIT: I made another game, set the Truce time to one year, and the same errors came up after trying to increment past December.  So it has to do with that. . .

Same problem, started game 2025, happens after 30/5 day increment on December (after 1st) 2034 for no obvious reason. Doesn't happen when advancing time in smaller increments because no progress is made obviously (the 5 day minimum), so I tried skipping the whole month by going 1 day at a time. Upon reaching the 5th day the error happens regardless.

EDIT: Just installed patch .41 and it fixed this specific problem.

EDIT2: Quick note, with patch there seems to be a new problem with civilian vessels. 2 civilian ships keep hovering over my homeworld (2 small freighters) and every month I get error saying "[ship name] Failed to load infrastructure on Eath. Please reschedule the orders for this fleet"

I obviously can't reschedule orders for civilian ships (unless that can be done in SM and I'm just not aware), I also don't have an infrastructure supply contract on earth so I don't know what even gave the ships this order.

I'll make some infrastructure and give the order and we'll see if it fixes it.

Edit3: Making infrastructure partially fixed the problem. it still happens from time to time. It seems that a lot of freighters have issues loading and unloading cargo for some reason.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 24, 2014, 03:49:16 AM
EDIT2: Quick note, with patch there seems to be a new problem with civilian vessels. 2 civilian ships keep hovering over my homeworld (2 small freighters) and every month I get error saying "[ship name] Failed to load infrastructure on Eath. Please reschedule the orders for this fleet"

I obviously can't reschedule orders for civilian ships (unless that can be done in SM and I'm just not aware), I also don't have an infrastructure supply contract on earth so I don't know what even gave the ships this order.


You can clear the orders of specific civilian ships on the Shipping Lines window

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Victuz on April 24, 2014, 07:38:13 AM
You can clear the orders of specific civilian ships on the Shipping Lines window



Ah silly me, Thanks for that. The issue somehow resolved itself after creating the infrastructure but I'll keep that in mind for the future.

I have however had a different and VERY interesting bug. The population of Earth (my capital) has suddenly surrendered to me. For no reason, this as far as I can tell had no negative side effects other than the fact that every ship that was in orbit at the time is now in it's own TG (so I have to reattach them all :/). Here is an image of the log http://i.imgur.com/Es671X8.jpg (http://i.imgur.com/Es671X8.jpg). Suddenly surrender.

I don't quite know what could have caused it, the two major things I can think of that I've done (I think) just 30 days before this are:

1. Disabled fuel refineries on Earth (no sorium).
2. Destroyed the Mars "colony" (it was empty, no resources only had it there for the geology team).

Never happened before. It also happened 24 years into game time if that's of any significance.

EDIT: As it turns out there were losses. I lost 3 terraforming ships that apparently had the bad luck of coming out of the shipyards as the "surrender" happened, apparently this lead to their disappearance. I also gained a civilian ship that was in orbit.

EDIT2: Aditionally the military vessels in orbit lost their 100% TF training and are all back to 0 :(
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Karlito on April 24, 2014, 07:13:21 PM
Shouldn't we be able to design engines that are less than a tenth of a MSP in size? The increased granularity is nice, but it's a little difficult to take advantage of it without being able to build a size .01 missile engine, particularly.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: wilddog5 on April 25, 2014, 07:00:50 AM
I have just started my first game with 6.41 and the 2 NPR races i setup one on mars the other on titan are at war and is only been 10 days despite the truce being set at 40 years.

edit: i kept going after i copied a save (in case you wanted it) and one of the ships after launching missiles with active sensors dies as a result the missile no longer has a target and is using on-board sensor message is causing 5sec interrupts that can not be avoided where as a player can click one day and they go boom, maybe the new intercept code can be used to see if a ship will enter the missiles sensor range and only interrupt of that is the case never mind a ship was near the missiles trying to get past them and was acting like a chicken trying to cross the steet  >:( ::) once it was past them everything was fine.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: lupin-de-mid on April 25, 2014, 09:04:06 AM
I don't sure is it new bug but
I SM  multi nation Earth and apply for all NPR (and my too) nation Auto spend RP and generate ship systems and design,
and then discover that all my generated missiles are without warhead, fuel, reactor and sensors,
Quote
Missile Size: 0. 62 MSP  (0. 031 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 20000 km/s    Engine Endurance: 0 minutes   Range: 0. 0m km
Cost Per Missile: 0. 155
Chance to Hit: 1k km/s 200%   3k km/s 60%   5k km/s 40%   10k km/s 20%
Materials Required:    0. 155x Gallicite   Fuel x0

Development Cost for Project: 16RP

Quote
Missile Size: 12 MSP  (0. 6 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 0 km/s    Engine Endurance: 0 minutes   Range: 0. 0m km
Cost Per Missile: 6. 0876
Second Stage: Thunderbolt Anti-ship Missile x3
Second Stage Separation Range: 150 000 km
Overall Endurance: 0 minutes   Overall Range: 0. 1m km
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%
Materials Required:    3. 75x Tritanium   0. 3618x Boronide   0. 603x Uridium   1. 3728x Gallicite   Fuel x0

Development Cost for Project: 609RP
The first one is less than one MSP. . .
So should I recreate world to design missiles for NPR? or this is only for player nation and i could re-reseach this missiles?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ardem on April 25, 2014, 11:46:11 AM
Major Bug
I cannot TF Train any of my ships they are stuck at 0%. Was a Spacemaster start and some of the ships was SM added, but all ships cannot train, tried one group for 3 years was still at 0 %

Edit: Started a new game and spacemaster and training is now working will try and back track why training did not work on the other. I was renaming, promoting and demoting a lot of the officers perhaps this impacted the training somehow. Will try and replicate the bug on another SM creation



Minor Bug
'Sensor Sterngth' has a typo under 'rating type' on a new Thermal sensor, in the Design View window.

Another bug which seems inconsistent. 'Newly created' fleet officers promoted to fleet commander status will sometime not work "Not high enough rank warning appears', however if the computer runs a promotion cycle, after adding extra officers the officer then can be added.

Not a game bug but needs an error trap. deleting the last game in the listing and not creating a new game automatically brings up the Error 3201 was generated by DAO.Recordset, You cannot add or change a record because a related record is required in Table. This is then looped and you must Ctrl Alt Del. Just need a simple error trap on selecting blank game not to run.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: stonestriker on April 25, 2014, 02:17:26 PM
The 3 ships of the class below are flying around with a Current speed of 3750 km/s, while their Max speed is 2500 km/s.  I did not discover this before a grav sensor failed which somehow caused a message that damage to the ship has slowed it to 2500 km/s.  Changing the speed to 2500 km/s manually does not allow me to change it back to 3750 km/s

Code: [Select]
Grav II class Survey Ship    6,000 tons     135 Crew     963.4 BP      TCS 120  TH 300  EM 0
2500 km/s    JR 3-50     Armour 1-29     Shields 0-0     Sensors 1/140/4/0     Damage Control Rating 3     PPV 0
Maint Life 4.46 Years     MSP 1301    AFR 96%    IFR 1.3%    1YR 106    5YR 1586    Max Repair 150 MSP
Intended Deployment Time: 72 months    Spare Berths 0   

Fry Orbital Systems J6000(3-50) Military Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
Parkinson Manufacturing 300 EP Ion Drive (1)    Power 300    Fuel Use 45%    Signature 300    Exp 10%
Fuel Capacity 1,250,000 Litres    Range 83.3 billion km   (385 days at full power)

Faulkner-Powell Manufacturing EM Detection Sensor EM10-140 (1)     Sensitivity 140     Detect Sig Strength 1000:  140m km
Improved Gravitational Sensors (2)   4 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Beersatron on April 25, 2014, 02:23:18 PM
The 3 ships of the class below are flying around with a Current speed of 3750 km/s, while their Max speed is 2500 km/s.  I did not discover this before a grav sensor failed which somehow caused a message that damage to the ship has slowed it to 2500 km/s.  Changing the speed to 2500 km/s manually does not allow me to change it back to 3750 km/s

Code: [Select]
Grav II class Survey Ship    6,000 tons     135 Crew     963.4 BP      TCS 120  TH 300  EM 0
2500 km/s    JR 3-50     Armour 1-29     Shields 0-0     Sensors 1/140/4/0     Damage Control Rating 3     PPV 0
Maint Life 4.46 Years     MSP 1301    AFR 96%    IFR 1.3%    1YR 106    5YR 1586    Max Repair 150 MSP
Intended Deployment Time: 72 months    Spare Berths 0   

Fry Orbital Systems J6000(3-50) Military Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
Parkinson Manufacturing 300 EP Ion Drive (1)    Power 300    Fuel Use 45%    Signature 300    Exp 10%
Fuel Capacity 1,250,000 Litres    Range 83.3 billion km   (385 days at full power)

Faulkner-Powell Manufacturing EM Detection Sensor EM10-140 (1)     Sensitivity 140     Detect Sig Strength 1000:  140m km
Improved Gravitational Sensors (2)   4 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes



If you created a design that went 3750 and built/SM'd some of the ships in but then changed the design (added more weights or removed engines) that reduced the 'designed' speed to 2500 then your existing ships will stay at the original speed until you do some thing to change it (like have it picket a WP at 1km/s or it takes damage).
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: stonestriker on April 25, 2014, 02:36:35 PM
Quote from: Beersatron link=topic=7012. msg71995#msg71995 date=1398453798
If you created a design that went 3750 and built/SM'd some of the ships in but then changed the design (added more weights or removed engines) that reduced the 'designed' speed to 2500 then your existing ships will stay at the original speed until you do some thing to change it (like have it picket a WP at 1km/s or it takes damage).

Thanks, that must be it.  The Grav I version had a speed of 3750 km/s, of which I built a couple of.  Later I refitted them, and they kept the speed.  So nothing to see here, just an old minor bug  :)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: chrislocke2000 on April 25, 2014, 04:26:35 PM
Think I've found a bit of a gap with the new intercept code. I have vessel 1 heading back towards earth and vessel 2 trying to head towards vessel 1. Vessel 1 will reach earth before vessel 2 reaches vessel 1 however the intercept is ignoring this fact and sending vessel 2 on a course that is miles from Earth. I think this is fine in the case of tracking to a hostile but taking final destination into account for friendlies might be a good idea.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: CharonJr on April 25, 2014, 04:42:05 PM
Am at war here with 4.1 as well despite a truce time of 10 years. It looks like colonies on moons (started on Io here) might not be included.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Britich on April 26, 2014, 04:00:39 AM
It appears that Civilian craft are not being decommissioned, I am 112 years into a game and I have 250 civilian craft running about Sol. 
I did start a multi race start on Earth mind you, however most craft are running infrastructure built by the NPR populace to my colonies. 
Which is great, except Sol is a tiny bit packed and if they're not being decommissioned then I can only see it getting worse. 
Edit: just looked in the database and the oldest Civilian ship is 102 years old.

Also there is no overcrowding effect on Underground Colonies at all.    I have enough Space for 1 million colonists on most of my Asteroid Mines but they have over 20m population, they go up because of the above keep taking colonists to them. 
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 26, 2014, 08:34:15 AM
Major Bug
I cannot TF Train any of my ships they are stuck at 0%. Was a Spacemaster start and some of the ships was SM added, but all ships cannot train, tried one group for 3 years was still at 0 %

Edit: Started a new game and spacemaster and training is now working will try and back track why training did not work on the other. I was renaming, promoting and demoting a lot of the officers perhaps this impacted the training somehow. Will try and replicate the bug on another SM creation


Stupid question I know, but did you have a commander for the Task Force to which the task groups belonged?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 26, 2014, 08:38:18 AM
Think I've found a bit of a gap with the new intercept code. I have vessel 1 heading back towards earth and vessel 2 trying to head towards vessel 1. Vessel 1 will reach earth before vessel 2 reaches vessel 1 however the intercept is ignoring this fact and sending vessel 2 on a course that is miles from Earth. I think this is fine in the case of tracking to a hostile but taking final destination into account for friendlies might be a good idea.

More complex than it sounds :)

What if the destination is another moving fleet, or a moon around a planet, orbiting a star that is orbiting a second star, that in turn is orbiting a third star. While its unlikely that would be the case very often, I would still have to code for every situation

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 26, 2014, 08:39:55 AM
Am at war here with 4.1 as well despite a truce time of 10 years. It looks like colonies on moons (started on Io here) might not be included.

Are you at war with a race that started in the same system?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: chrislocke2000 on April 26, 2014, 08:44:46 AM
More complex than it sounds :)

What if the destination is another moving fleet, or a moon around a planet, orbiting a star that is orbiting a second star, that in turn is orbiting a third star. While its unlikely that would be the case very often, I would still have to code for every situation



Fair point!
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Haji on April 26, 2014, 09:05:33 AM
I am not sure if this is a bug or a feature, but the colony cost, when using the new underground infrastructure, is not affected by Colonization Cost Reduction technology.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: TheDeadlyShoe on April 26, 2014, 09:25:44 AM
Started a new 6.41 Sol game with zero premade NPRs and 20 year truce timer. Sol should be the only system. I manually created 2 NPRs on Earth, then changed the name of the starting empire

After processing time for a few 5 second periods than for 1 day I'm stuck in 1 minute 'Inside Firing Range' hell. No weapons firing has been detected.  My diplo screen says i'm not at war with either race and my only two ships away from Earth are not near NPR vessels.  One NPR fleet appears to be following the other NPRs ship.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: CharonJr on April 26, 2014, 10:55:30 AM
Are you at war with a race that started in the same system?

Yup, this was about 1 week into the game and one of the 3 Earth powers did attack my poor defenseless homeworld (Io).

I kept the original setup and started another game with me as the 4th power on Earth and a new NPR on Io and once my geo-scouts reached Io they were destroyed by the NPR there.

The reoccuring theme seems to be Io and a player race. No problems with any of the other races.

I will try with setting up on Earth again, but leaving Io empty this time.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: CharonJr on April 26, 2014, 10:59:53 AM
Oh, and I had the 1min intervals as well, but once I restarted the game it was back to normal.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 26, 2014, 11:00:20 AM
Yup, this was about 1 week into the game and one of the 3 Earth powers did attack my poor defenseless homeworld (Io).

I kept the original setup and started another game with me as the 4th power on Earth and a new NPR on Io and once my geo-scouts reached Io they were destroyed by the NPR there.

The reoccuring theme seems to be Io and a player race. No problems with any of the other races.

I will try with setting up on Earth again, but leaving Io empty this time.

Strange. Must be something triggering the attack. I am five years into my game with several races starting in same system. The only war between them was when one race accidentally hit a ship of a second Solarian race with a missile that was intended for a third (extra-solar) race.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: CharonJr on April 26, 2014, 12:02:56 PM
2 month into the game and no problems without Ionians in the game.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Falcon on April 26, 2014, 03:40:38 PM
I've encountered a strange bug om 6.41. I've created a game in Sol, and after a while nearly all of the asteroids became synchronized with Mercury - they all lined up and started orbiting around the Sun with the same angular velocity. The game was set to have no orbital movement for asteroids.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Gnooble on April 26, 2014, 04:41:10 PM
Fun bug!

I gave my shipping lines a large subsidy - for awhile after that they would always build multiple ships every increment, always 1 Small, 1 Large, and 1 Huge of either Colony Ship or Freighter, or 3 Liners.   Once they'd spent down the subsidy they went back to just producing 1 of the best ship they can afford.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Culise on April 26, 2014, 06:43:50 PM
Quote from: AeroEngine link=topic=7012. msg71880#msg71880 date=1398276611
I don't know if this is a bug from earlier versions 6.  3 being the 1st that I have played. 
But when I started a conventional empire with missile bases all the 'crew' on them started dying from exposure. 
This kept going untill everybody in them was dead
It feels like the older bug introduced when the life support changes were first implemented, a persistent little heisenbug that's resisted every effort at solution.   In the present version, can be fixed in the same way: Delete the offending PDCs generated at game start, replace them with a new set of PDCs in SM Mode.   

Oh, and on a related note, I couldn't use the "SM Add" button to generate installations or PDCs in the Industry screen for some reason, even with SM mode activated.   It still appears to activate in SM mode for Missiles, Fighters, and Ship Components, but not for Installations or Build PDC / Orbital Habitat.   To fix the above, I had to use the Fast OB menu option.   I'm not sure if this is a bug or intended design feature, though; I haven't often had occasion to manipulate installations in SM mode before.   
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ardem on April 26, 2014, 08:13:38 PM
Stupid question I know, but did you have a commander for the Task Force to which the task groups belonged?

Yes had a task commander even changed them to no affect. Also it was with all task forces including single ships.

So far not been able to reproduce it on a new game. So could be a one off, something iffy in the DB. Still have the DB if you need it but would not worry for now unless someone else comes up with the same error.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: PSI on April 27, 2014, 09:59:51 AM
Some minor bugs.  Dunno if they can even be classified as true bugs.  :P
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: xeryon on April 27, 2014, 09:55:34 PM
I am playing a fairly standard Sol start and when exploring neighboring systems I encountered a non-Empire NPR that auto generated when I explored the system.  Three things have arisen from that:

First: It was obvious that an auto-generating race had been found as that particular turn caused my CPU cycles to spike and fans to all ramp up.  At that time 5 day turns took 5-6 seconds to pass (early game fun!) and this particular turn required a good 20+ seconds.  It's not much of a surprise when a quirk of the game alerts me to what happened.  Not sure if there is any way to smooth this out but the scenario is the same every time I meet an auto-generating race where the specific time cycle involved in system discovery takes 2x-3x longer than other new system discovery turns.

Second: ever since encountering this system my auto-turn function is broke.  I can run any turn length I want but it won't run more than one turn.  It behaves like a NPR interrupt break but never interferes with full turn time and affects 5 second all the way to 30 day increments.  I have no ships in the NPR system and they are unable to exit the system so there should be no sensor detection.  This seems like it would be really hard to pin down and very possibly could be a quirk of my local game.  I haven't tested on any other games yet.

Third: The one thing that probably can be solved pretty quickly.  This particular auto-generated NPR appears in my Empire pull-down list on the Population and Production window (and any other place when I can select other Empires).  If I select it I am prompted for the SM password to view populations.  I have not entered in a SM password (which there isn't one) and just hit cancel.  I get the warning that I cannot view their populations (because I didn't enter in a password).  Now the currently selected Empire is the NPR and most of the PaP tabs are still my empire except for Teams/Academy and the Scientists and Create New Research Project fields in the Research tab. I cannot see the NPRs populations but I can see all of their scientists, all of their unresearched technologies (if I hit the radio button at the bottom I can see everything they finished researching) and all of their available navel, ground and admin personnel that can be placed into a team.  It resulted in a hybrid of their personnel overlaid into my population page.

*edit: I can reproduce the ability to see the NPR staff on the Teams/Academy page every time as long as that isn't the currently selected tab when I select the alien NPR from the Empire tab and cancel the SM password window.  I haven't found the exact trigger for the Research tab though and cannot forcibly reproduce it.  Just sometimes it seems to happen and others it does not.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: TheDeadlyShoe on April 28, 2014, 01:46:12 PM
NPR Methane Breathers on Titan are at war with an Earth-start NPR in another, seperate game.  Both races are military-neutral to me.  I'm not sure if theyre at war with both earth based races or just one.

I don't think the methane breathers are respecting exclusion zones either - i can't be sure, but they sent military to my homeworld of Ceres and are just sitting there.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 381654729 on April 28, 2014, 03:58:30 PM
Upon advancing time by 5 days, I get this error:

(http://i60.tinypic.com/1iy2co.png)

I installed 6.30 using the AcidWeb's portable download, but updated to 6.40 and 6.41 using Steve's exe and database downloads, and not the 6.41 portable version.

Clicking OK results in 4 consecutive Error 91s then this same window again. The pattern of this window followed by four 91s continues for some time then the turn processes normally. This seems to happen every construction cycle since it happens once for every time I press "5 days".

I have met an alien race who decided to share geo and grav survey data but I (think I) have not located their homeworld.

The campaign is about 30 in-game years.

Restoring a save from prior to this then playing up to this point generated the same error at about the same in-game time.

There has been some shortened intervals prior to this error.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on April 28, 2014, 04:52:32 PM
Upon advancing time by 5 days, I get this error:

I installed 6.30 using the AcidWeb's portable download, but updated to 6.40 and 6.41 using Steve's exe and database downloads, and not the 6.41 portable version.

Clicking OK results in 4 consecutive Error 91s then this same window again. The pattern of this window followed by four 91s continues for some time then the turn processes normally. This seems to happen every construction cycle since it happens once for every time I press "5 days".

I have met an alien race who decided to share geo and grav survey data but I (think I) have not located their homeworld.

The campaign is about 30 in-game years.

Restoring a save from prior to this then playing up to this point generated the same error at about the same in-game time.

There has been some shortened intervals prior to this error.

I think I know what the problem is (bit not 100% sure :)). Please install the new v6.42 patch and let me know if that fixes it

http://aurora2.pentarch.org/index.php/topic,7054.0.html
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: xeryon on April 29, 2014, 12:53:47 PM
This may be a preexisting issue that I cannot find information on but I don't seem to recall having this problem previously.  Civilian colony ships do not seem to take into account available space on a colony and respond with a somewhat reasonable action.  If the colony is over-populated to start off they won't deliver new but they will happily overpopulate the snot out of it in the following situation:

Situation: one fledgling colony 200+ days travel for my civilian cargo and colony ships.  Colony is a high cost body that hasn't been terraformed into shape yet.  Civilian cargo ships deliver a few infrastructure to the colony and create some head-space for new colonists.  The following time increment the ENTIRE civilian colony ship fleet sets sail.  We are talking a few million colonists launch from orbit and head toward a colony that has just had infrastructure delivered that made enough space for about 50,000.  Half a year+ later they are dumped planetside to the groan of civilian administrators and the delight of morticians colony-wide.  The population change percentage goes into the -500% range and the body goes into stability chaos.  Immediately cargo ships grab available infrastructure and head for the 200 day trip to the colony.  Of course it is no where near enough.  By the time they reach the planet 90%+ of the colonists previously delivered have already died.  The new infrastructure fixes the problem with the few remaining colonists and creates new population head-room.  Rinse, Repeat.

This one colony is now mankinds largest loss of human life ever recorded.  Well over 100m people have died in the effort to bring it's population to about 5m.  The only way I can stem the tide is to cancel the ship orders every time it happens but that is tedious and a stop-gap solution anyway.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Bgreman on April 29, 2014, 02:34:20 PM
This may be a preexisting issue that I cannot find information on but I don't seem to recall having this problem previously.  Civilian colony ships do not seem to take into account available space on a colony and respond with a somewhat reasonable action.  If the colony is over-populated to start off they won't deliver new but they will happily overpopulate the snot out of it in the following situation:

Situation: one fledgling colony 200+ days travel for my civilian cargo and colony ships.  Colony is a high cost body that hasn't been terraformed into shape yet.  Civilian cargo ships deliver a few infrastructure to the colony and create some head-space for new colonists.  The following time increment the ENTIRE civilian colony ship fleet sets sail.  We are talking a few million colonists launch from orbit and head toward a colony that has just had infrastructure delivered that made enough space for about 50,000.  Half a year+ later they are dumped planetside to the groan of civilian administrators and the delight of morticians colony-wide.  The population change percentage goes into the -500% range and the body goes into stability chaos.  Immediately cargo ships grab available infrastructure and head for the 200 day trip to the colony.  Of course it is no where near enough.  By the time they reach the planet 90%+ of the colonists previously delivered have already died.  The new infrastructure fixes the problem with the few remaining colonists and creates new population head-room.  Rinse, Repeat.

This one colony is now mankinds largest loss of human life ever recorded.  Well over 100m people have died in the effort to bring it's population to about 5m.  The only way I can stem the tide is to cancel the ship orders every time it happens but that is tedious and a stop-gap solution anyway.

Canceling the ship orders also just dumps those colonists overboard, so you're losing them either way.  This is an issue that has existed for years.  The issue is that once enough room for a single load of colonists is created, every ship in the civilian fleet goes, "Oh hey, there's enough room for my colonists, set course!"  They do this independently, without checking whether any other ships are heading there.

I could swear that at one point Steve said he had fixed this, but if you're still reporting it, I guess not.

Steve, not sure how exactly the civs are making the decision, but maybe the following algorithm might work.

Pseudocode:
Code: [Select]
UpdateColonizationMissions
{
  UnusedPopulationSpace = GetUnusedPopulationSpaceForColony(populationID);
  ColonistsEnRoute = GetTotalColonistsEnRoute(populationID);

  if (ColonistsEnRoute >= UnusedPopulationSpace)
    return;
  else
  {
    DispatchCivColonyShip(populationID);
    // Optional recursion, if you want to keep ColonistsEnRoute saturated.  You'd need to do other checking to not get stuck in a recursive loop (not enough colony ships to meet the return criteria above, for example)
    UpdateColonizationMissions();
    return;
  }
}

GetTotalColonistsEnRoute(populationID)
{
  SELECT {Cargo} FROM Ships WHERE {Ship is colony ship} AND {Ship has an order to unload colonists at populationID};

  ForEach (record in QueryResult)
  {
      ColonistsEnRoute += {colonists from this ship}
  }
  
  return ColonistsEnRoute;
}
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: xeryon on April 29, 2014, 03:23:22 PM
I am aware the canceling the orders jettisons the colonists into space.  Meh, they were frozen anyway so what's the difference?  I haven't seen this recently so I think it was previously fixed and recently re-broken.  SM provides a host of ways to work around it so it isn't a game stoppage problem, just an irritation is all.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Nathan_ on April 29, 2014, 10:21:10 PM
It looks like civilian shipping lines do not take spaceports into account for loading, and possibly unloading as well.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on April 29, 2014, 10:45:36 PM
I just posted this in the suggestion thread, but a very easy partial fix for this would be to make the "stable" option available on low population bodies so you can manually ban ships from dumping onto new colonies. The best way around this bug currently is to just set every large planet you have as stable, the CIV ships shouldn't take anyone off them, the small colonies then should be fine as "destination of colonists" is still checked, but as there is nowhere to take from the CIVS should still sit idle.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Nathan_ on April 30, 2014, 12:36:24 PM
The Huge freighter(and possibly colony) designs the civs use don't seem like they are being updated for new engine technology. I just saw a F1 Huge freighter replace an F2 large freighter for example.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Prince of Space on May 01, 2014, 09:42:21 AM
Reposting bugs from the 6.30 thread that are still present in 6.42:

1. Combat Drop Module (Cryo) - Battalion and Combat Drop Module (Cryo) - Company both have typos in their descriptions: "...unit is hled in cryogenic stasis and does not suffer moral penalties" should be "held in stasis... morale penalties."

2. Ground units held in standard (non-cryogenic) Combat Drop Modules do not suffer morale penalties even after two years in the module. Tested on both battalion-sized and company-sized modules.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: wilddog5 on May 02, 2014, 09:21:25 AM
started another new game v6.42 with 3NPR on earth and i'm at war with one of them  :( everything was fine until i got a pair of civi freighters and the NPR rammed them a few days later then promptly bombed my ground units to bits :-X


edit: i makes me think that the civi ships are being identified by their corporation name as their empire rather than their empire owner thus become targets not triggering the truce programming code, this would answer why the NPRs are fighting early also, whoever gets the first civi ships get attacked
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: TheDeadlyShoe on May 02, 2014, 11:21:30 AM
A workaround is to disable sensors in the sol system until the truce period expires.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Haji on May 03, 2014, 01:14:53 PM
In the case of underground infrastructure the population will continue to grow even after the planet in question is overpopulated (for comparison, in the case of normal infrastructure population growth is negative when a planet is overpopulated). This happened in a single game, but for two different colonies for two different player races. For example I currently have 150 million people on Pluto with space for 102 million and 5% growth rate.
It should be noted that I still get unrest points for overpopulation.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Panopticon on May 03, 2014, 10:16:27 PM
In my community game, a civilian mining colony was established, when I went to look at it the minerals screen was showing that it was expecting usage, this was odd to me, the industry tab showed that the colony was attempting to build 0.6 mines, and 187 Svedlov Anti-Missile Missiles, this design has been created by no players in the game. Not exactly game breaking, but I thought it was quite strange.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Akhillis on May 03, 2014, 11:33:15 PM
Commander Names
Dutch Names appear to have an extra space in them.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: sloanjh on May 04, 2014, 08:34:12 AM
In my community game, a civilian mining colony was established, when I went to look at it the minerals screen was showing that it was expecting usage, this was odd to me, the industry tab showed that the colony was attempting to build 0.6 mines, and 187 Svedlov Anti-Missile Missiles, this design has been created by no players in the game. Not exactly game breaking, but I thought it was quite strange.

Are you sure this was 6.4x?  This sounds a lot like a bug that appeared and was fixed in 6.3x or 6.2x....

Thanks,
John
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Hydrofoil on May 05, 2014, 08:56:37 AM
Hmmmm i think there maybe a bug with the truce timer i know that accidents where meant to trigger hostilities but in my games I always seem to be attacked or one of the NPRs in my system seem to attack one another out of the blue. Its happened in two games now both times the NPR on a Terraformed Mars has either began attacking me or another NPR.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kaiser on May 05, 2014, 10:35:51 AM
I don't know if it's a bug or not, nor if it depends on 6.40 or not. I moved a level 2 DSTS on Ganymede, but I cannot see the blue circle when I check the box "show passive sensors ranges". On Earth and comets it works properly, but on Ganymede no.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Sharp on May 05, 2014, 11:15:57 AM
Have you tried zooming out to see if it's a massive circle? I haven't seen yet in 6.4 but in 6.3 sometimes CMCs would have massive sensor ranges so it encompasses the Kuiper belt.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on May 05, 2014, 11:59:11 AM
I never had the passive sensor circle working on Jupiters moons, I thought I had reported at a while ago.
I set up sensor platforms on a ring of asteroids around Uranus's as well as one on a small Uranian moon, every one showed a ring except for the Uranian one.
Just checking this, It seems the sensor is showed on the moon, but the circle is too large. With one tracking station and at "to detect signature strength 1000" Asbolus, Nessus, and Crantor show a blue circle 580 million kilometers in diameter, however on Caliban the sensor ring is 1000kilometers at Signature strength 6 . This is actually what I reported a while ago, I just forgot the exact details.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kaiser on May 05, 2014, 12:28:11 PM
yes both you are right. I zoomed out and I found two massive circles encompassing the Kuiper belt. So I set signature strengh at 6 and they are still so very large. The DSTS on Ganymede signs 1 billion of Km at 6 signature, another DSTS on a moon on Uranus (CMC) signs 500 millions of Km. both of circles should be smaller than they are. The only DSTS than work are on earth and on comets
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: TheDeadlyShoe on May 05, 2014, 02:46:33 PM
I'm getting Energy Weapon Impact notifications in systems where i have no assets or sensors (except a content-less colony).

I did have a ship destroyed in that system years ago.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: boggo2300 on May 05, 2014, 04:37:58 PM
Commander Names
Dutch Names appear to have an extra space in them.

Makes a nice change from extra vowels though :)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Annuminas on May 06, 2014, 11:22:56 PM
Not certain if this is a bug, but I keep having an issue when I play this game. After a certain amount of time, the game goes down to a snails pace. Like every time I hit "30 Days" it only moves 1 minute in game. Its like the game doesnt want to move anymore. It just happened 9 months into a brand new game. I dont understand what is wrong.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: NihilRex on May 06, 2014, 11:45:01 PM
Annuminas - that is not a bug.  Either you or a NPR are either close to a fleet intercept and battle, or are in one already.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kirkegaard on May 07, 2014, 02:43:57 PM
Running 6.41 with the launcher on win 7 with Danish as language (, = .).

When I start a game I do rather fast run into an error 76 followed by error 424 "Object required" In the start I could press OK a few times and it would go away, but it seems to grow so there must now be 1000s of errors. If I force the program to quit I get an Error 3420 (UpdateGameLog) "Object not valid or no longer there" (in Danish)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on May 07, 2014, 03:38:08 PM
Running 6.41 with the launcher on win 7 with Danish as language (, = .).

When I start a game I do rather fast run into an error 76 followed by error 424 "Object required" In the start I could press OK a few times and it would go away, but it seems to grow so there must now be 1000s of errors. If I force the program to quit I get an Error 3420 (UpdateGameLog) "Object not valid or no longer there" (in Danish)

Unfortunately, you need to make sure your decimal separator is the period (.) and not the comma (,).
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: desius on May 08, 2014, 11:38:06 AM
Quote from: Erik Luken link=topic=7012.    msg72689#msg72689 date=1399495088
Unfortunately, you need to make sure your decimal separator is the period (.    ) and not the comma (,).   

I am brand new to the Aurora world and this is my first post.     
Since I was unable to find a clear answer on how I should install the "base" game and if patches were cumulative or progressive, I am using the 6.    42 Wrapper package by AcidWeb.     ( edit: removed link, seems I can't post them )
I am playing with US Language settings and the game is installed under E:\Aurora\

This typically happens at the beginning of every game year, some time in January.       
Code: [Select]
(Sometimes) Error 76, Path not found, in CreateGameLog   (no file or path specified) - followed by
(Always) Error 424, Object Required, in CreateGameLog -  I usually see anywhere from 7 to several dozen of these.  


If I click through the errors, nothing bad seems to happen and I can continue playing.   

Searching on Error 424 shows that this error, appearing once during the yearly cycle, has been reported many times throughout many versions yet I cannot find any replies detailing any potential fixes. 
Is there any way to get a more detailed debug output?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on May 08, 2014, 12:24:29 PM
I am brand new to the Aurora world and this is my first post.   
Since I was unable to find a clear answer on how I should install the "base" game and if patches were cumulative or progressive, I am using the 6.   42 Wrapper package by AcidWeb.    ( edit: removed link, seems I can't post them )
I am playing with US Language settings and the game is installed under E:\Aurora\

This typically happens at the beginning of every game year, some time in January.     
(Sometimes) Error 76, Path not found, in CreateGameLog   (no file or path specified) - followed by
(Always) Error 424, Object Required, in CreateGameLog -  I usually see anywhere from 7 to several dozen of these.   

If I click through the errors, nothing bad seems to happen and I can continue playing.   

Searching on Error 424 shows that this error, appearing once during the yearly cycle, has been reported many times throughout many versions yet I cannot find any replies detailing any potential fixes.
Is there any way to get a more detailed debug output?

Do you have full read/write rights to E:/ ?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: desius on May 08, 2014, 12:54:13 PM
Quote from: Erik Luken link=topic=7012. msg72718#msg72718 date=1399569869
Do you have full read/write rights to E:/ ?

Absolutely.    E: is just a local HDD, nothing special.     I double checked all directory and file perms, and even went so far as to change ownership from Administrators to my local user.

This is a gaming machine running Win7 64 Ultimate.    I have full (as full as you can get with Win7) Administrator rights and the system is not part of a domain or anything like that; full local admin user account.

I just uninstalled and reinstalled under C:\Users\<user>\AppData\Roaming\Aurora in case there was any strange Win7 permission mangling going on (even though it shouldn't be happening outside of system directories) and moved the SteveFire. mdb file over.    I got the same error.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on May 08, 2014, 01:38:32 PM
Absolutely.    E: is just a local HDD, nothing special.     I double checked all directory and file perms, and even went so far as to change ownership from Administrators to my local user.

This is a gaming machine running Win7 64 Ultimate.    I have full (as full as you can get with Win7) Administrator rights and the system is not part of a domain or anything like that; full local admin user account.

I just uninstalled and reinstalled under C:\Users\<user>\AppData\Roaming\Aurora in case there was any strange Win7 permission mangling going on (even though it shouldn't be happening outside of system directories) and moved the SteveFire. mdb file over.    I got the same error.

Try creating a Logs directory on the root of whichever drive you install to. See if that clears it up.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Lamandier on May 08, 2014, 01:50:01 PM
In the Technology Report screen, none of my cloaking devices show up. I have the Cloaking Theory tech researched and instant-designed several cloaks, but they don't show up on the tech support screen even after I close and reopen it to refresh it, which works fine for every other tech I've designed/researched.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: desius on May 08, 2014, 02:12:30 PM
Quote from: Erik Luken link=topic=7012. msg72722#msg72722 date=1399574312
Try creating a Logs directory on the root of whichever drive you install to.  See if that clears it up.

Thanks, Erik,  this seems to have resolved it.    When the game passed January, the newly created C:\Logs\ directory got populated with an empty directory named after my game empire and a event logfile named "Y8,log".   (yes, a comma, not a period)

But the important thing is, no errors popped up.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Rastaman on May 10, 2014, 03:07:19 PM
I got a nasty case of 5 second turns, the first time it took me about two hours real time, then I got four 5 day turns in, now it's five more hours real time of 5 seconds. This has gone for most of a day game time. Of course it is the nature of the game, but this long? I do NOT have invaders on, swarm and precursors are on. 1 NPR, 37 years in. Bug or feature?

Edit: Soon after I wrote this I tried something. I used the windows task manager to kill aurora.exe in order to get the turn increment. The next turn was 5 seconds again, but I clicked 30 days and got 30 days. Next I clicked on the 5 day torn button and I it didn't respond for a long time, so I killed it again. Next turn was 5 days, probably normal.

Then, I went for 5 day autoturns. Now the turn length goes down like a countdown, 22 minutes, 19 minutes, 17, 15, 14, 13, 12, 11, 8, 6.5 minutes etc, until it reaches 5 seconds. It stays at 5 secs now.

Version 6.42
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Haji on May 10, 2014, 06:24:12 PM
Bug or feature?


Feature. Whenever combat happens the ticks are almost always slowed down to 5 seconds (like missiles crossing anti-missile defenses). In addition any significant enemy contact update generates an interrupt, even if this is only for NPRs. Basically it means NPR and spoilers (or another Empire) is fighting somewhere, with time progress interrupted by occasional battles and updates of enemy contacts.
At least this is how I understand the problem. This is happening for pretty much everyone during pretty much every campaign (unless you disable NPR races, then it's only you and spoilers).
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Rastaman on May 10, 2014, 08:30:09 PM
Feature. Whenever combat happens the ticks are almost always slowed down to 5 seconds (like missiles crossing anti-missile defenses). In addition any significant enemy contact update generates an interrupt, even if this is only for NPRs. Basically it means NPR and spoilers (or another Empire) is fighting somewhere, with time progress interrupted by occasional battles and updates of enemy contacts.
At least this is how I understand the problem. This is happening for pretty much everyone during pretty much every campaign (unless you disable NPR races, then it's only you and spoilers).

I would say bug, since it is resolvable by killing the .exe a couple of times. They are not fighting for 5000 turns in a row, it seems pretty clear.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Aukel on May 11, 2014, 07:04:42 AM
Hello,

I have a bug to report. 

I have a cloaked Sxploration Ship:
Tribal class Exploration Ship    25 000 tons     705 Crew     9937 BP      TCS 75  TH 115.  2  EM 0
960 km/s    JR 3-50     Armour 1-76     Shields 0-0     Sensors 700/700/0/0     Damage Control Rating 15     PPV 0
Maint Life 0.  09 Years     MSP 1242    AFR 1000%    IFR 13.  9%    1YR 14556    5YR 218345    Max Repair 5000 MSP
Intended Deployment Time: 60 months    Spare Berths 0    

Gardiner J25000(3-50) Military Jump Drive     Max Ship Size 25000 tons    Distance 50k km     Squadron Size 3
Arnold Davies Foundation 240 M-P Military Drive (2)    Power 240    Fuel Use 51%    Signature 57.  6    Exp 10%
Fuel Capacity 3 800 000 Litres    Range 53.  6 billion km   (646 days at full power)

Davison-Coles CIWS-320 (1x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Archer & Cook Active Search Sensor MR704-R65 (1)     GPS 40560     Range 704.  3m km    Resolution 65
Turner-Hill Thermal Sensor TH50-700 (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km
Emmet-May EM Detection Sensor EM50-700 (50%) (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km
Cloaking Device: Class cross-section reduced to 15% of normal

This design is classed as a Military Vessel for maintenance purposes


It entered an unexplored JP and there was evidence of three wrecks (this being my like third game I assume this means someone else is around).   So I set the Exploration Ship to circle the central star going from unexplored survey point to survey point.   

It soon detected an intermittent contact with a neutral race.   Being an unarmed explorer I didn't initiate any contact. 

As soon as my ship got into passive range of the wrecks I got an error:
Error 3078 was generated by DAO.  Database
The Microsoft Jet database engine cannot find the input table or query 'Wreck'. 
Make sure it exists and that its nsame is spelled correctly. 
Please report to hxxp: aurora2/pentarch.  org.  index.  php/board,11.  0.  html


Followed by:
Error 91 was generated by Aurora
Object variable or With block variable not set
Please report to hxxp: aurora2/pentarch.  org.  index.  php/board,11.  0.  html


So I am. 

Has the underlying DB been corrupted with the table containing the wreck data being lost or borked?

Can I edit the database tables directly to fix it?

If I set the game to run in auto mode and only use 1 hour increments it does not error, but anything greater than that and it errors.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kirkegaard on May 12, 2014, 04:09:22 PM
Unfortunately, you need to make sure your decimal separator is the period (.) and not the comma (,).

When I say launcher, I mean the one that should fix that. It does also normally work, just this error pop up once in a while.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Barkhorn on May 17, 2014, 02:42:51 PM
I saw similar bugs in the thread, but none with these exact circumstances. 

At the end of every game year, I get two "Error 76 - Path not found" followed by a series of "Error 424 - Object Required" which can only be ended by CTRL + Alt + Delete.    When I get back in the game, it seems to work fine.    At least I haven't noticed any permanent damage.    I am using version 6.  4.  2 with the portable installer, but not the portable version, Windows 8 if it matters.    The bug happens every year, regardless of what time-increment I'm on.   It always happens in December or January, but no particular date.   And it happens every time.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: desius on May 17, 2014, 02:45:42 PM
Barkhorn, see reply #78.      Create a logs directory on the root of the hard drive the game is installed on.     Probably C:\Logs
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on May 17, 2014, 03:06:52 PM
Hello,

I have a bug to report. 

I have a cloaked Sxploration Ship:
Tribal class Exploration Ship    25 000 tons     705 Crew     9937 BP      TCS 75  TH 115.  2  EM 0
960 km/s    JR 3-50     Armour 1-76     Shields 0-0     Sensors 700/700/0/0     Damage Control Rating 15     PPV 0
Maint Life 0.  09 Years     MSP 1242    AFR 1000%    IFR 13.  9%    1YR 14556    5YR 218345    Max Repair 5000 MSP
Intended Deployment Time: 60 months    Spare Berths 0    

Gardiner J25000(3-50) Military Jump Drive     Max Ship Size 25000 tons    Distance 50k km     Squadron Size 3
Arnold Davies Foundation 240 M-P Military Drive (2)    Power 240    Fuel Use 51%    Signature 57.  6    Exp 10%
Fuel Capacity 3 800 000 Litres    Range 53.  6 billion km   (646 days at full power)

Davison-Coles CIWS-320 (1x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Archer & Cook Active Search Sensor MR704-R65 (1)     GPS 40560     Range 704.  3m km    Resolution 65
Turner-Hill Thermal Sensor TH50-700 (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km
Emmet-May EM Detection Sensor EM50-700 (50%) (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km
Cloaking Device: Class cross-section reduced to 15% of normal

This design is classed as a Military Vessel for maintenance purposes


It entered an unexplored JP and there was evidence of three wrecks (this being my like third game I assume this means someone else is around).   So I set the Exploration Ship to circle the central star going from unexplored survey point to survey point.   

It soon detected an intermittent contact with a neutral race.   Being an unarmed explorer I didn't initiate any contact. 

As soon as my ship got into passive range of the wrecks I got an error:
Error 3078 was generated by DAO.  Database
The Microsoft Jet database engine cannot find the input table or query 'Wreck'. 
Make sure it exists and that its nsame is spelled correctly. 
Please report to hxxp: aurora2/pentarch.  org.  index.  php/board,11.  0.  html


Followed by:
Error 91 was generated by Aurora
Object variable or With block variable not set
Please report to hxxp: aurora2/pentarch.  org.  index.  php/board,11.  0.  html


So I am. 

Has the underlying DB been corrupted with the table containing the wreck data being lost or borked?

Can I edit the database tables directly to fix it?

If I set the game to run in auto mode and only use 1 hour increments it does not error, but anything greater than that and it errors.


Are you using v6.42?

Steve
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Barkhorn on May 17, 2014, 03:44:10 PM
Quote from: desius link=topic=7012. msg72988#msg72988 date=1400355942
Barkhorn, see reply #78.       Create a logs directory on the root of the hard drive the game is installed on.      Probably C:\Logs
I seem to already have a Logs directory in C:\.   It says it is Unavailable.

Thank you for the quick reply though.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on May 17, 2014, 04:09:51 PM
The bug with lack of underground infrastructure not resulting in negative growth is fixed for the next version.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: M_J_M on May 17, 2014, 08:47:48 PM
When i hit the "compact database" button under Miscelanneous i get the error 429 followed by an infinite error 3420 loop.  I find this rather jarring because after a . . .  excess session of experimenting with the create system and delete system options i have managed to double the size of my savegames (60+ -> 120+ mb).
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Aloriel on May 18, 2014, 02:53:33 PM
Version 6.42 (also tested in 6.41, which is where I first discovered the bug)

Short form:
Commercial freighter cannot use commercial jump tender.

Details:
Commercial freighter:
Code: [Select]
C-2 Galaxy class Superfreighter 43300 tons     165 Crew     917.8 BP      TCS 866  TH 1800  EM 0
2078 km/s     Armour 1-109     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 13 MSP
Cargo 25000   Spare Berths 3    

Schofield Aerospace Industries 300 EP Commercial Ion Drive (6)    Power 300    Fuel Use 7.96%    Armour 0    Exp 5%
Fuel Capacity 2,000,000 Litres    Range 104.4 billion km   (581 days at full power)


This ship is classed as a commercial vessel for maintenance purposes

Jump tender:
Code: [Select]
CJT Mosquito class Jump Tender 35650 tons     189 Crew     856.6 BP      TCS 713  TH 900  EM 0
1262 km/s    JR 2-50     Armour 1-96     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 15 MSP
Spare Berths 3    

Charlton Marine JC112K Commercial Jump Drive     Max Ship Size 112500 tons    Distance 50k km     Squadron Size 2
Schofield Aerospace Industries 300 EP Commercial Ion Drive (3)    Power 300    Fuel Use 7.96%    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 31.7 billion km   (290 days at full power)


This ship is classed as a commercial vessel for maintenance purposes

At first, I was attempting to send 3 ships through this jump point. When that failed, I tried to send them "squadron transit". That also failed. Now I am attempting to send just 1 ship through. It still fails.

I had thought that perhaps it was because I also had a military jump tender on the jump point. However, I have now flown that one off the point by an entire day. I still cannot send my commercial ship through.


Secondary issue:
It would appear that military ships can use commercial jump tenders. I have a non-jump capable military exploration ship that managed to travel through a jump point where I only had a commercial jump tender (same one as above).

Explorer ship:
Code: [Select]
GSV Copernicus class Gravitational Survey Vessel 7800 tons     200 Crew     875.8 BP      TCS 156  TH 300  EM 0
1923 km/s     Armour 1-35     Shields 0-0     Sensors 300/1/1/0     Damage Control 12     PPV 0
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 842 MSP
Spare Berths -3    

Schofield Aerospace Industries 300 EP Commercial Ion Drive (1)    Power 300    Fuel Use 7.96%    Armour 0    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 289.9 billion km   (1744 days at full power)

Rahman-Gough Thermal Sensor TH50-300 (1)     Sensitivity 300     Detect Signature 1000: 300m km
Gravitational Survey Sensors (1)   1 Survey Points

This design is classed as a military vessel for maintenance purposes
NB: The Copernicus is currently being refit to the Copernicus II class, thus the -3 spare berths.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Brian Neumann on May 18, 2014, 03:32:09 PM
Version 6.42 (also tested in 6.41, which is where I first discovered the bug)

Short form:
Commercial freighter cannot use commercial jump tender.
This is actually correct.  Any jump ship is limited by the size of the ship itself.  It can not take a larger ship through a jump point, even if the jump engine is big enough to do the job.

Commercial jump engines can take military ships through a jump point.  The limitation on commercial jump engines is in how long it takes all the ships to get their sensors back.  A military jump takes 10-30 seconds to get sensors and fire control working.  A commercial jump requires 1-5 minutes.  If you are in combat that extra time is very lethal.  A secondary restriction on civilian jump engines is they can take 1 fewer ships with them.  Starting tech is for 3 ship jump units, 1 jump ship and two more being transported.  A civilian jump engine would only allow the jump ship and 1 other ship with it.

Brian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Aloriel on May 18, 2014, 03:40:53 PM
Augh....

I guess that explains the issues. Nevermind then. :) I'll just have to figure out a way to make my jump tenders a LOT larger, so I can fit that rather minimally sized freighter through.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Cheet4h on May 18, 2014, 04:40:11 PM
This is actually correct.  Any jump ship is limited by the size of the ship itself.  It can not take a larger ship through a jump point, even if the jump engine is big enough to do the job.

Ah, well. Here goes my plan of tractorable jump modules >_<
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: laz on May 19, 2014, 11:57:39 AM
Had an interesting population jump in one of my colonies. This is using underground infrastructure BTW

(http://i48.photobucket.com/albums/f214/sickofish/Aurorabug_zps5fbb111d.jpg) (http://s48.photobucket.com/user/sickofish/media/Aurorabug_zps5fbb111d.jpg.html)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on May 19, 2014, 02:47:39 PM
Had an interesting population jump in one of my colonies. This is using underground infrastructure BTW

(http://i48.photobucket.com/albums/f214/sickofish/Aurorabug_zps5fbb111d.jpg) (http://s48.photobucket.com/user/sickofish/media/Aurorabug_zps5fbb111d.jpg.html)

Unfortunately I can't read the screenshot. What is the problem?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Sirce on May 19, 2014, 03:07:59 PM
The Triton colony has 2000 underground infrastructure supporting 6. 67m pop but somehow he has 1,252,571. 35m on that moon.

Unintended cloning facility?

Earth has nearly 8,000m pop.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on May 19, 2014, 03:16:06 PM
The Triton colony has 2000 underground infrastructure supporting 6. 67m pop but somehow he has 1,252,571. 35m on that moon.

Unintended cloning facility?

Earth has nearly 8,000m pop.

There is a bug with UI where an insufficient amount doesn't result in negative growth. It's fixed in the next version. Is that the problem here or has the colony magically produced a huge population?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: bean on May 19, 2014, 05:14:22 PM
I'm running a big game, and recently, it began to give the following any time I tried to open the "Commanders" window:
Error in grdCommanders_SelChange
Error 9 was generated by Aurora
Subscript was out of range.
I looked through the database, and discovered that the problem appears to be associated with commander ID numbers above 100,000.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on May 19, 2014, 06:30:29 PM
I'm running a big game, and recently, it began to give the following any time I tried to open the "Commanders" window:
Error in grdCommanders_SelChange
Error 9 was generated by Aurora
Subscript was out of range.
I looked through the database, and discovered that the problem appears to be associated with commander ID numbers above 100,000.

Might also be connected to potential assignments. Do you have any situation where the list of possible assignments exceeds 1000?

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: bean on May 19, 2014, 07:10:18 PM
Might also be connected to potential assignments. Do you have any situation where the list of possible assignments exceeds 1000?


Yes, it would appear that this is the problem.  I added a few extra officers to the Solarian Empires game on the same DB, and it worked fine.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: laz on May 20, 2014, 03:11:48 PM
There is a bug with UI where an insufficient amount doesn't result in negative growth. It's fixed in the next version. Is that the problem here or has the colony magically produced a huge population?

That seem's to be the problem the colony is still acting as if it still only has a population of 6.

I also have random Assualt Infantry battalions that pop up on my colonies every now and again sometimes they disappear after closing the game down and reloading.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on May 20, 2014, 03:58:44 PM
Yes, it would appear that this is the problem.  I added a few extra officers to the Solarian Empires game on the same DB, and it worked fine.

OK, I will increase the size of the array that holds potential assignments.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Rich.h on May 20, 2014, 06:36:26 PM
Not sure if a bug or WAI, but I had an issue with vanishing infrastructure. I foolishly sent a cargo group carrying 2500 infrastructure to a planet I had setup as an automated mining colony. I gave the TG an order to drop all the infrastructure but forgot to check the planet conditions. It was N/A for colony cost (I think just due to toxic gases).

However the cargo group finished the orders I gave them and the infrastructure was neither on the planet or in the cargo holds, it just vanished.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: TheDeadlyShoe on May 21, 2014, 04:49:03 AM
the infrastructure may still be on the planet but not displayed. Check if the freighters can Load Infrastructure.

On a related note, there's no way to tell how much regular Infrastructure is present at a UI-dependent colony.  This is a little annoying when you're using it to produce infrastructure. xD

Title: Fuel Overflow in Fleets
Post by: Vandermeer on May 21, 2014, 11:59:38 AM
Hello, I recently started another game as I saw the new patch and played it for over 200 years in. I happened to stumble across an error that has already bugged me in the version before, yet I didn't report it because I wasn't sure what the cause was. I have figured it out now though.

In 6.3x I used a huge star fortress with (fighters included) over 200 ships in the task group. This task group had caused me more and more error windows popping up upon task group selection, depending on how many ships I had added. This is the error:
(http://abload.de/img/theerroreyry1.jpg)
Since the fortress was composed of (at the time) 3 huge modules, each of 150m tons, considering the general fallibility occurring at those ranges, there was huge capacity of errors coming from all kind of directions, so I didn't really have a chance of deciphering it there. The rare phenomenon here was that the first mega-module (did not matter which) did not cause any error at all, while each later one, and even the numerous fighters and bombers would supposedly increase the error window number by 1 (didn't count them exactly, but there were many). After clicking through all of them, I could use the task group just normally. Of course having to click through 200+ windows is a little too much then for practicality. I would have dealt with 3 or so, but this? No.

Now in 6.4-6.42 I have (luckily?) encountered the same problem again, yet not with such a hybris project but instead with a new strategy of mine: Fuel Depot Modules. Basically I forfeited fuel harvester ships this time, as they just don't work the way I want to - their automatic orders make them deposit their fuel at some pointless mining colony or asteroid instead of the headquarters where I want it. So in the pursuit to minimize micromanagement, I started building fuel harvester bases instead which had no engines anymore. Whenever their relatively small tank would run full, I would just transfer all the fuel of the bases on location towards a special built Fuel Depot Module, which could store alot more. Looks like this:
(http://abload.de/img/orchardseditz0k71.jpg)

Should the depot eventually run full too, I just issued an automatic order for one of my tugs to fly there, take the tank back home, release 90% fuel and then take it back to the original task group. I experimented alot before coming to this, and finally found this to be the least click and think intensive method.
Now, since the Ferry here is basically nothing but one giant fuel tank, it is coming into the range where maximum fuel capacity of the game becomes relevant. Here are its specifications (unnecessary stuff hidden due to spoilers):
Code: [Select]
Naquadah Ferry Ia class Tanker    1,400,000 tons     119 Crew     83032 BP      TCS 28000  TH 0  EM 0
1 km/s     Armour 24-1114     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 0
MSP 130    Max Repair 128 MSP
Intended Deployment Time: 60 months    Spare Berths 1    

Fuel Capacity 1,365,000,000 Litres    Range N/A

Gravity Shield [just a renamed techy CIWS] Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

Now, this is important - The games maximum possible fuel storage is 2^31,  which is ~2.1475 billion liters, so this design is around half way up to that already. Upon building multiple of these thingies to have some sort of stock I could rely on, I suddenly had to discover that those ships would produce the very same error that the fortress task group had before. One would be no problem, but more in the same TG would spawn a single or more error windows.
Perfect! A ship with only fuel tanks and a couple ciws - finding error sources doesn't get any easier than this. Obviously the error is related to the total fuel capacity in the fleet. It seems that though you could have up to ~2.14b liters on a single ship without problems, having more fuel than that number in total fuel capacity in a fleet will still cause an error. ..Nothing fully game breaking, but annoying.

I started to analyze this problem a bit more closely. I had so many error windows before, so I expected that every ship that was added to the TG after the limit was broken, would spawn another error window. As I thought I got exactly one error window when pairing two ferries in one group:
(http://abload.de/img/twoferriesjdp6h.jpg)

However, when adding a different ship to that - one that didn't have any fuel on its own, I unexpectedly did not get a second error window:
(http://abload.de/img/twofonesarczpkzd.jpg)
..So it seems that the error is not multiplied by simple ship count. But it could still be that every actual engine carrying ship would be a problem. Method of elimination, and...
(http://abload.de/img/twofonechariottlsva.jpg)
...Nope. Still only one error window. It seems something has changed towards 6.4, since otherwise the hundreds of error windows in my last game could not be explained. A special thing to notice in the last picture is the total fuel count of the fleet in the lower right corner: It shows only the added fuel capacity of one ferry and the tug. The actual capacity should be 1.365b greater, yet it seems the game cannot process this.

Ok, so how to get more error windows. I had more in the same game when many ferries were in my shipyard TG, so it seems there is some correlation to actual fuel tank size rather then just number of ships now. Surprisingly I did still not get a second error window when adding a third ferry, but finally received it when having four ferries in one group.
Now it is just calculation:
Total fuel capacity of two ferries - 2.73b = 1.27 times the games maximum of ~2.147b
Three ferries - 4.095b = 1.9 times maximum
Four Ferries - 5.46b = 2.54 times maximum

I had one window with 2 and 3 ferries, and two windows with 4, so one can conclude that for every Multiple that the fuel maximum in a fleet has been breached, it spawns exactly one error window.

Now one last thing I wanted to eliminate. Maybe landed fighters and such could still cause more windows, since I had so many in the last game (mainly due to 240 fighter+facs), so I tested that too with a loaded PDC hangar (which had 1b fuel capacity on its own):
(http://abload.de/img/ferriesandpyramidsfkmd.jpg)

..Luckily it didn't cause any extra windows, so I guess 6.4 has really changed the wind here, making huge fortresses with fighters feasible again.(http://e.deviantart.net/emoticons/b/biggrin.gif)
Number of error windows = times the 2.147 maximum has been breached, rounded down.


That was the error report. I would love if the maximum fuel capacity for a fleet could be heightened a bit over the ship maximum. Though with the fighter problem eliminated it is not that daunting anymore, and definitely not breaking, it still is somewhat bothersome that when you build huge ships, you can basically only ever have one in a fleet if you don't want to deal with error interruptions. Also, it isn't like 2.15b is really far up for fleets or single ships alike. In my current game I started conventional with the given 500 million guys this time, so very basic, and didn't even have a rich starting system (I think it was only around 1m duranium and few other minerals). Yet, upon discovering a few systems in the neighborhood and starting to exploit them, I easily had resource to build a fleet of my large 50 cargo stores freighters again (which I like since it reduces micromanagement, and I wouldn't ship structure in smaller increments either) - and the ferries who caused the problem here are just the same size equivalent of those, so it really isn't hard to stumble across this limitation with normal budget already.
Depends on play style of course. I see most people here prefer the small and many ships instead, which is strictly speaking really more effective because of options to divide force or freight/whatever capacity finer. I prioritize minimizing management burden and versatility of single ships though, and thus I clash onto this barrier.

/// If it helps, here is a link to my current stevefire.mdb: https://drive.google.com/file/d/0B3vZFhO9KKngOFdaa1h1aDZ2OGc/edit?usp=sharing (https://drive.google.com/file/d/0B3vZFhO9KKngOFdaa1h1aDZ2OGc/edit?usp=sharing)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Charlie Beeler on May 21, 2014, 12:59:12 PM
Vandermeer this really isn't a bug.  You're hitting field definition limits.  Steve tends to have used the int data type in a lot of the presentation fields.  The int data type has a value range of -2,147,483,648 to 2,147,483,647 (ie it is a 32 bit, signed, two's complement). 

Steve will have to address whether he is willing to mine through all the code to change all the int types to say long (64 bit....).  I predict that whould have an adverse effect on those that are running Aurora on older systems.  For that matter, it may hasten issues with longer games reaching VB6 memory limits faster.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on May 21, 2014, 01:15:06 PM
Oh, so it is a hard 32 bit issue? Damn, that seems like a hard barrier. ..Hmm, however, colonies are allowed quite larger limits than just ~2 billion for fuel, minerals, maintenance and whatever. I have no idea of the true complications behind such programs, but shouldn't it by this example be possible to accommodate larger numbers without 64bit? Or does this just cause too big of a rewrite at this point?

//Edit: Oh! Maybe there could also be a way to completely circumvent a potential 64bit transfer in the situation, if it was possible to just eliminate the summed fleet fuel calculation, the error window barrage would vanish too. I am not asking this for this helpful (and maybe even game functionality wise essential) display to vanish for real, but I assume there are clever ways in programming to prevent this sum to be generated in a direct calculation way. Larger numbers than 2^31 can obviously be displayed and calculated in 32 bit, so like if there was some sort of code wise compression through multiplication factors and who knows what, shouldn't this make it possible again, and without 64bit?
Does anything I said here make sense?^^' (<- Voted for "Excel" on the "most complex program I use"-list)

And a second idea -working but seems too much hassle- could be a new sort of fuel (antimatter?). It could have the same "storage space to range" ratio, so not really be more effective, but it could have only 1/1000th the liter count or so (/like a very large module would have 1000 liters space instead of 1m now). To prevent the issue of too small consumption increments coming up if smaller craft were to use this, one could limit the fuel storages to only very large and ultra modules or so.
I am not suggesting this to be done, as it seems like too much to change for the gain. But I had to uncover that it is at least a possible way, again without going 64bit. /Edit//


// To add to the post above: I just stumbled across another possible source of why I had so many more error windows in my 6.3x game. If a fleet can exceed the limit for fuel, why not for cargo too? The number is tracked just like fuel in the window below, so I guess this will spawn error windows as well. Probably a way more than with fuel even, so the mass of windows could still come to be in 6.4 :(. Will know that in some time when I construct another fortress/mother-cityship.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Charlie Beeler on May 21, 2014, 01:53:24 PM
Functionally yes it is a limit imposed by 32-bit addressing.  (1 byte = 8 bit) 

I need to make a small correction, I was using a Visual Studio 2008 reference for data types.  It appears that in VB6 Int is a 2-byte field with a range of only -32,768 to 32,767 and Long is a 4-byte field with a range of -2,147,483,648 to 2,147,483,647.  To have numeric value any larger Steve would need to use one of the decimal precision data types and accept some inherent range risks. 
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on May 21, 2014, 02:34:35 PM
Functionally yes it is a limit imposed by 32-bit addressing.  (1 byte = 8 bit) 

I need to make a small correction, I was using a Visual Studio 2008 reference for data types.  It appears that in VB6 Int is a 2-byte field with a range of only -32,768 to 32,767 and Long is a 4-byte field with a range of -2,147,483,648 to 2,147,483,647.  To have numeric value any larger Steve would need to use one of the decimal precision data types and accept some inherent range risks. 

Don't you love when Microsoft redefines computer terms?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: bean on May 21, 2014, 03:03:37 PM
OK, I will increase the size of the array that holds potential assignments.


Excellent.  I await with baited breath, as that game's more or less on hold until that's fixed.
On a related note, would it be possible to add a 5th ground rank?  I regularly have officers promoted to 'full General' on my big games, but there haven't been enough problems for me to raise this before.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Charlie Beeler on May 21, 2014, 03:11:13 PM
Don't you love when Microsoft redefines computer terms?

It's worse than that for me.  My back ground is mainframe COBOL.  Data fields are defined in a completely different manor. 
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Barkhorn on May 22, 2014, 04:39:52 PM
I'm trying to transport a terraforming PDC which is around 100,000 tons.   It seems to be impossible to automate the delivery of PDC components.   I can get my cargo ships to make a single run of PDC parts, but no more.   They always "Fail to pick up PDC components from Earth.   Please reschedule the order. "  The PDC is done being prefabbed, and is on Earth.   This problem happens no matter how I try to automate the delivery.   Whether its queueing up a bunch of load and unload orders, or queueing one set and setting it to repeat.   This is brutal because it'll be quite a few trips to transport all the parts.   Either it's a bug or I'm missing something.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: NihilRex on May 22, 2014, 08:25:57 PM
Ive run into a similar problem as Barkhorn, but it seems to only happen when running cycle orders.

Best solution I have found is to use a larger cargo fleet.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Barkhorn on May 22, 2014, 08:32:09 PM
I've used both means of automation on other installations.   It seems to have something to do with the PDC.

Oh well, I did eventually finish delivering it, it was just a pain.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Saibot on May 23, 2014, 10:33:38 AM
I've had 2 civilian fuel harvesters near Neptune constantly "moving to Sorium site at Neptune" but never actually entering orbit and harvesting for over a year I believe(sorry I don't know precisely when they were created/arrived).
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kaiser on May 23, 2014, 02:06:12 PM
I discovered the system of Lacalle9352. The system is located to 2 jump points from the Sol system (Sol - Luhman - Lacalle).
I gave to my jump ship the order to jump in Luhman and after to Lacalle, the mission has been accomplished, but I cannot enter in the system. I mean, I cannot see it in the menù on system map, but I can see it on f9 with planets, stars etc etc, but again I cannot fisically enter to it ;(
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on May 23, 2014, 02:40:51 PM
I discovered the system of Lacalle9352. The system is located to 2 jump points from the Sol system (Sol - Luhman - Lacalle).
I gave to my jump ship the order to jump in Luhman and after to Lacalle, the mission has been accomplished, but I cannot enter in the system. I mean, I cannot see it in the menù on system map, but I can see it on f9 with planets, stars etc etc, but again I cannot fisically enter to it ;(

On the F9 screen, follow the Jump Points. Go to the JP tab, select the appropriate JP and click Enter. The link might be broken.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kaiser on May 23, 2014, 02:50:54 PM
Thank you Erik, It works!!! The system is rich of interesting planets, it would be a pity do not explore it!
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: AbuDhabi on May 23, 2014, 05:31:32 PM
Playing 6.42. Found a black hole. Black hole's pull was greater than my scout's maximum speed, so I sent it right into the thing because I thought it would die faster.

Nope! If your speed is made negative by the BH, you can't accelerate at all - even in the direction of the hole! So I guess my scout will take some months to finally get to the event horizon, at -77 km/s.

The scout then proceeded to run out of fuel. But still moved at the same slow speed towards the BH.

---

In addition, robot guardians and captured excavation sites are weird. It went like this:
Find abandoned facility, sent teams and construction brigade.
They find robots, and robots kill them, taking over the colony... but the colony keeps the civilian contracts it had, as it did the order to bring additional soldiers on my own transports.
The newly captured site becomes a new alien race, can't communicate, but whatever. This is roughly working as designed, maybe.
I make a new colony on the planet, and send soldiers there, and through the ground forces screen, I am able to transfer my earlier reinforcements from the enemy held colony to the one I made.
I kill the robots, and take over the site (which now is Conquered).
Now I have two sites of the same species on the same planet, with their own inventories and crap.

Any way to merge them without having to transport all the transportable stuff, and abandon that which can't be transported?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on May 24, 2014, 08:52:34 AM
When you accidentally scrap a ship that has some sort of team loaded, the team node becomes eternal. You still see the team name in the crew assignment window and can even assign people to it (which are then located... nowhere o_O), but since you cannot delete or disperse teams that are not located on a planet, this name will stay there forever. It doesn't matter if the teams are empty or not when the ship is scrapped, their location just vanishes. Of course, if they are not on a system body or ship, they also cannot be loaded into a new one.
(http://abload.de/img/unbenannttdko4.jpg)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: AbuDhabi on May 24, 2014, 01:15:44 PM
That scout I mentioned two posts back? It ran out of fuel just short of the hole, and began incessantly complaining about it being unable to execute orders. Which it did not have. Is the black hole movement some sort of hidden order?

AFAICT, the black hole system is frakked.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: PSI on May 24, 2014, 02:16:38 PM
On the F12 screen, you can set the scout's current speed to a minimum of 1. Dunno if it'll start moving towards the black hole though.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kurt on May 24, 2014, 03:49:44 PM
Steve -

I have uncovered some weird things going on with orbital habitats.  I designed and built several orbital habs with the capacity for 2 million people.  I then moved them to an otherwise uninhabitable planet where I had previously created a colony.  The economics screen showed no changes after moving them there, and showed no orbital habitat capacity.  After playing around with it for some time with no success, I turned off Aurora.  I later started Aurora again and when I checked the economics screen it showed orbital habitat capacity of 10 million.  That was half of what it should have been, but at least it was something.  I created another colony in the system and began moving the orbital habitats between the two colonies.  Sometimes they would show the correct population capacity, and others the colonies would not.  I was not able to detect a pattern. 

Kurt
Title: Maximum Range for missiles tested
Post by: Vandermeer on May 24, 2014, 03:56:55 PM
It appears that there is a new maximum range for missiles limit in 6.4-6.42 due to the new intercept course calculations. I just had this situation:
(http://abload.de/img/unbenannt31yjtj.jpg)

After firing those torpedoes, I would get many many error messages that pointed out a overflow problem with missile intercept calculation.(missed the opportunity for screenshot here) The number of error windows depended on how big the progression interval was. 5 seconds were like a couple dozen; 30 seconds never seemed to end (thought it hanged up for quite a while). If I had to guess I would say it popped seconds*missileCount error windows, so 40 first, then 240 later - or something not directly depended on seconds, but still indirectly to time and minimum calculation interval. I guess this because after forwarding for an hour, it was still not more than the 30 seconds.
Now the missiles have passed a certain point though, and I can progress without error windows again. Thus there must be a maximum distance before bug out, and I will be damned: it seems, again, to be the 2.147 billion... . In suspicion of that, I checked the distance to the target when the errors came up, and it was something like 2.2b. Since I tested the torpedoes at closer range successfully already, I had enough hope to push through another couple hundred error windows in an hour calculation so that maybe, after this line, the problem would vanish. And it did.

...This 2^31 is my first numerical enemy by now. Seems like I will be hating it on a couple of other occasions in Aurora future.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kaiser on May 26, 2014, 05:36:36 AM
Entering in a system I encountered 4 ships of an alien race. I started fight with them, immobilizing two of them on the space (I suppose their engines were destroyed coz their thermal contact was reduced), and I back in my system to reload my magazines and bring a ground unit to assoult and capture these ships. When I returned in the alien system, the ships appeared like new, at full speed.. :/
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Gwyn ap Nud on May 26, 2014, 07:22:57 AM
Wouldn't a repair module explain that?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kaiser on May 26, 2014, 07:42:00 AM
I don't think so, because I have again immobilized one of them and after captured it. This alien ship has actually 18/143 MSP, so it means that she had used them to repair something (engines?), but considering that she is capable of 12 fusion engines (each of them 125 MSP cost), she has been able to repair only 1 of these engines, unless she gets MSP for free on the space ;)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: NihilRex on May 26, 2014, 06:06:41 PM
Pretty sure spoilers and nprs and civs dont track fuel or msp use, effectively, yes, getting them for free.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Wolfius on May 27, 2014, 03:34:23 PM
Non-Sol start game created in 6.42 and only a few years in:

"Factory Restored |   0012th Construction Brigade has recovered 40x  on New Vulpanis"

40x.... nothings? I seem to have an alien artifact smuggling ring on my hands...


That scout I mentioned two posts back? It ran out of fuel just short of the hole, and began incessantly complaining about it being unable to execute orders. Which it did not have. Is the black hole movement some sort of hidden order?

AFAICT, the black hole system is frakked.

Try using the Abandon Ship button in the Damage Control tab of the Ships window as a work-around? Since the ship is dead anyway...
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: SteelChicken on May 29, 2014, 05:05:59 PM
Less than 3 years into a game with a 10 year truce, an NPR starting the same system attacked me.

Reset the game to an earlier backup...they did it again, this time they immediately attacked a colony ship as soon as it was built.  It was marked hostile, even though our relations were 300+

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Wolfius on May 30, 2014, 12:30:14 AM
Just recovered "6x 0cm C4 Ultraviolet Laser" from alien ruins. Those are some tiny lasers!

0cm C4 Ultraviolet Laser (1)    Range 0km     TS: 5000 km/s     Power 0-4     RM 4    ROF 0        0 0 0 0 0 0 0 0 0 0

Ruins were placed using SM mode, if it matters, and Tech Level 4.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on May 30, 2014, 10:03:49 PM
@Wolfius: That looks like a bug at first, but really isn't one. You stumbled across a laser that uses "advanced laser" beam technology, which can only be found in ruins. It is really weak on early tech grades (thus even the 0 damage), but progresses exponentially and later far surpasses any other weapons max. damage potential. If you are lucky you will find enough of those components that you can learn the tech from disassembling them, after which you can research the rest normally by yourself.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Haji on May 31, 2014, 01:21:06 PM
Not sure if this is a bug or not, but are NPRs and spoilers supposed to build FACs with only three missile launchers? Ones that use 25% size reduction? I would have thought that on FACs you would mount only box launchers, especially when you have only four or eight of those craft.

Edit: also it seems that if a vessel has too many weapons (like, say, a thousand box launchers) the "weapons and fire control assignment summary" won't properly display them all. In this case if my memory serves only eight hundred seventy some launchers were displayed.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: SteelChicken on May 31, 2014, 05:36:20 PM
Issue with MRV missiles and bizarre resource use.  120 size 12 missiles requiring 90,000+ units of uridium.  Nothing else being constructed, no ships yet built to even consume maintenance.
Missile design screen shows normal resources per unit.


1st stage bus:
Materials Required:    4x Tritanium   0.432x Boronide   0.72x Uridium   4.2592x Gallicite   Fuel x3500

4x second stage:
Materials Required:    1x Tritanium   0.108x Boronide   0.18x Uridium   0.7648x Gallicite   Fuel x250
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Wolfius on June 01, 2014, 02:57:04 AM
@Wolfius: That looks like a bug at first, but really isn't one. You stumbled across a laser that uses "advanced laser" beam technology, which can only be found in ruins. It is really weak on early tech grades (thus even the 0 damage), but progresses exponentially and later far surpasses any other weapons max. damage potential. If you are lucky you will find enough of those components that you can learn the tech from disassembling them, after which you can research the rest normally by yourself.

I actually tried to disassemble them at the time and got the pop-up saying I learned nothing from them.

And no, I don't have advanced laser tech. So, if that's what they were, then it sounds like it's still a bug, just of a different kind.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Sebastian on June 01, 2014, 08:40:39 AM
used the full installer for 6. 42

windows 7, installed game on d partition, set to fun in xp environment under admin.

when in the system maps advancing time in 30day increments I get the following error:

Error in CreateGameLog

error 76 was generated by aurora
path not found
please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html

if i click ok long enough i will eventually get other errors. (424 object required)  the only way to get out is vulcan neck pinch (ctrl alt del)

i did search before posting but there seemed to be other reported issues with their 76's while mine is rather vague.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on June 01, 2014, 11:23:50 AM
used the full installer for 6. 42

windows 7, installed game on d partition, set to fun in xp environment under admin.

when in the system maps advancing time in 30day increments I get the following error:

Error in CreateGameLog

error 76 was generated by aurora
path not found
please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html

if i click ok long enough i will eventually get other errors. (424 object required)  the only way to get out is vulcan neck pinch (ctrl alt del)

i did search before posting but there seemed to be other reported issues with their 76's while mine is rather vague.

Create a directory on D: called Logs.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Barkhorn on June 01, 2014, 11:26:42 AM
Do you have a C:/logs directory?  If not, make one.

I had a similar problem and that fixed it.  Basically the database is looking for a directory to dump logs to, and it can't find one.  So you make one for it.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Haji on June 01, 2014, 12:42:22 PM
Commercial yards can repair military vessels - bug or feature?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Sebastian on June 01, 2014, 05:50:16 PM
Create a directory on D: called Logs.

it already exists :-/
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: chrislocke2000 on June 02, 2014, 07:38:27 AM
There seems to be a few issues with NPRs salvaging wrecks and then dismantling components. With a non TN start and several NPRs I've been getting multiple error messages on wrecks which I assume are arising from an NPR having a go at salvage. Sorry did not grab a screen shot of the error message but will do so if I see it again.
 
I've also had a few notifications to say I haven't been able to identify any new tech in the component. Given that I've not actually salvaged anything myself it looks like I'm getting the messages that are meant just for the NPR.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on June 02, 2014, 08:34:12 AM
it already exists :-/

You have full read/write access to it?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Sebastian on June 04, 2014, 01:13:26 AM
You have full read/write access to it?


that seems to have been the issue, thanks for everyones help.  ;D
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on June 04, 2014, 01:11:12 PM
Also there is no overcrowding effect on Underground Colonies at all.    I have enough Space for 1 million colonists on most of my Asteroid Mines but they have over 20m population, they go up because of the above keep taking colonists to them. 

Growth problems with UI are fixed for v6.43
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on June 04, 2014, 01:12:29 PM
Reposting bugs from the 6.30 thread that are still present in 6.42:
2. Ground units held in standard (non-cryogenic) Combat Drop Modules do not suffer morale penalties even after two years in the module. Tested on both battalion-sized and company-sized modules.

Fixed for v6.43
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on June 04, 2014, 01:14:22 PM
1. Combat Drop Module (Cryo) - Battalion and Combat Drop Module (Cryo) - Company both have typos in their descriptions: "...unit is hled in cryogenic stasis and does not suffer moral penalties" should be "held in stasis... morale penalties."

Fixed in the next DB patch.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on June 04, 2014, 02:29:05 PM
In 6.43 still I have now finally build a new super-fleet with, when united, a couple of 150mt fortress/city sector modules. It kind of proved anything wrong that I previously found out about the fleet fuel limitation. The rule about the number of error windows before was observed to be exactly one error per multiple of 2^31 as fleet fuel. I thought first that the ship count, mainly through a lot of fighters, would increase the problem, but this was tested negative with 480 fighters, 6 30kt long range bombers, and 2 20kt long range scouts docked, and still no increase in errors. Now I notice that this might have been because the dock there was a PDC hangar.
Anyway, so now I have 1mt capacity ship-based hangar filled with 720 fighters, 9 LR bombers, and a couple scout, science and transport supports, and I again get a couple hundred error windows upon selection. This time there is even just one 150mt civil module in the fleet + a 3 mt tractored military one (which is the hangar). This means that the additional error windows don't come out of things like overflowing cargo or fuel harvest capacity, which I suspected before. It really seems to be only fuel related, and in the format '1 error per ship' now.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MzMouse on June 04, 2014, 04:19:47 PM
Quote from: Sebastian link=topic=7012.  msg73540#msg73540 date=1401630039
used the full installer for 6.   42

windows 7, installed game on d partition, set to fun in xp environment under admin.   

when in the system maps advancing time in 30day increments I get the following error:

Error in CreateGameLog

error 76 was generated by aurora
path not found
please report to hxxp: aurora2.   pentarch.   org/index.   php/board,11.   0.   html

if i click ok long enough i will eventually get other errors.   (424 object required)  the only way to get out is vulcan neck pinch (ctrl alt del)

i did search before posting but there seemed to be other reported issues with their 76's while mine is rather vague.   

Having a similar issue after updating from 6. 3 beta and checked my C:\Logs for read-write access just to be sure.   It's not read-only and my account is the admin account on this PC, and administrators have read-write access to the folder as well. 

Error exactly is:
Code: [Select]
Error in Form Load
Error 76
Path not found
followed by an infinite series of
Code: [Select]
Error in UpdateGameLog
Error 91
Object variable or With block variable not set
until I terminate the process. 

A full reinstall of Aurora didn't resolve the problem, nor has searching of the forums (unless I'm an idiot and missed something obvious). 

Win7 x64 if that helps at all. 
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on June 04, 2014, 04:32:31 PM
Having a similar issue after updating from 6. 3 beta and checked my C:\Logs for read-write access just to be sure.   It's not read-only and my account is the admin account on this PC, and administrators have read-write access to the folder as well. 

Error exactly is:
Code: [Select]
Error in Form Load
Error 76
Path not found
followed by an infinite series of
Code: [Select]
Error in UpdateGameLog
Error 91
Object variable or With block variable not set
until I terminate the process. 

A full reinstall of Aurora didn't resolve the problem, nor has searching of the forums (unless I'm an idiot and missed something obvious). 

Win7 x64 if that helps at all. 

You did install on the C drive, yes? The Logs directory needs to be on the root of the drive the game is installed to.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MzMouse on June 04, 2014, 05:06:50 PM
Yep; I have a C:\Logs\ folder, and Aurora is currently installed to C:\Program Files (x86)\Aurora, where it's always been.  It stopped working only after I updated.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: papent on June 04, 2014, 05:29:20 PM
i'm also having a similar issue i created a D:\Logs\ folder, and Aurora is currently installed to D:\Program Files (x86)\Aurora
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Langer on June 04, 2014, 08:05:16 PM
Same thing here.  I was able to go back to 6. 42 and no errors.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: IanD on June 05, 2014, 02:26:49 AM
Two irritating bugs in 6.42.

1) When using civilian freighters to ship installations from one colony to another they loose count. e.g. ship 19 Research Facilities from one Earth colony to another Earth colony, When all had been transshipped there were loading errors and the contracts screen still thought that there were 4.55 still to ship and be received,while the receiving colony had only received 18.6.

2) Eighteen captured colony ships disappeared approximately one year after their capture. They were there at the end on one session but on reloading the game there was no task Group and no record in the individual ships screen or Class design screen. I believe them to originally be civilian ships and wonder whether they had come to the end of their 25 year lifespan?  I have seen this behavior in other 6.xx versions.
Edit - change that to all captured vessels that were previously civilian ships have disappeared along with their task groups and any other vessel within that task group.

Ian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Black on June 05, 2014, 02:54:10 AM

2) Eighteen captured colony ships disappeared approximately one year after their capture. They were there at the end on one session but on reloading the game there was no task Group and no record in the individual ships screen or Class design screen. I believe them to originally be civilian ships and wonder whether they had come to the end of their 25 year lifespan?  I have seen this behavior in other 6.xx versions.
Edit - change that to all captured vessels that were previously civilian ships have disappeared along with their task groups and any other vessel within that task group.

Ian

I encountered this as well. I conquered NPR and I got 9 freighters and 9 colony ships. Both groups eventually disappeared. I thought that I somehow deleted them because I build one of each myself to have group of 10. But it seems that this bug also affects civilian designs that are build by your own shipyards.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kaiser on June 05, 2014, 03:40:18 AM
same poblem as axiskiller, papent and langer; logs folder in C: and aurora main folder installed in C:\program files  I cannot use 6.43 ;(
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Charlie Beeler on June 05, 2014, 06:47:03 AM
same poblem as axiskiller, papent and langer; logs folder in C: and aurora main folder installed in C:\program files  I cannot use 6.43 ;(

If you're using a Microsoft OS that is Vista or later do not install Aurora in C:\Program Files.  MS made some changes to how this directory is used that require administrator rights.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MzMouse on June 05, 2014, 01:30:44 PM
I've had Aurora installed to Program Files since 5. 4 and it's been working fine up until now.  I'll try reinstalling to Documents and update on what happens. 

Update: Steve posted a fixed version of 6. 43 earlier, I downloaded that and the game is working fine now.   If you're having the same problem as me, redownload 6. 43 and it should work fine. 
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Prince of Space on June 05, 2014, 04:26:50 PM
Still on 6.42 for the moment. I had all my ground forces at my capital disappear, seemingly for no reason and with no warning. The commanding officers are gone, too. All the off-world ground forces are fine, but that's 115 ground units, including four full divisions, gone without a trace.

I'm not sure when it happened. I got an announcement that four CBs finished training, and when I looked at the ground units tab that was all I had there. I restored to my annual backup and the forces were still gone. I restored to the previous year's backup and they were still there, so I could take stock and SM them back into existence, but that's a whole bunch of bonus morale down the drain.

Edit: On a side note, the title of the pop up window that appears when you click the SM-only button "Add Units" in the GU Training window is "Create Divisions" rather than "Create Battalion" or "Create Unit." It makes it seem like the unit selector is stuck on Divisional HQ or something like that.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: zatomic on June 05, 2014, 10:26:27 PM
Here's a link to a previous report of a problem writing the log file under wine that is still an issue.

hxxp: aurora2. pentarch. org/index. php/topic,6501. msg67271. html#msg67271
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on June 06, 2014, 05:05:53 AM
Edit: On a side note, the title of the pop up window that appears when you click the SM-only button "Add Units" in the GU Training window is "Create Divisions" rather than "Create Battalion" or "Create Unit." It makes it seem like the unit selector is stuck on Divisional HQ or something like that.

Fixed the above for the next version.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Sebastian on June 06, 2014, 11:57:01 AM
installed the updated update for 6.43 this morning no "bugs" yet.

I did notice a typo does that count as a bug?

technology description for ship to ship tractor beam in the research tab reads

"A tractor beam capable of attaching on ship to another"

should say

"A tractor beam capable of attaching one ship to another"

i looked for an official typo thread
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on June 06, 2014, 03:03:39 PM
installed the updated update for 6.43 this morning no "bugs" yet.

I did notice a typo does that count as a bug?

technology description for ship to ship tractor beam in the research tab reads

"A tractor beam capable of attaching on ship to another"

should say

"A tractor beam capable of attaching one ship to another"

i looked for an official typo thread

Fixed for next DB version
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Hydrofoil on June 08, 2014, 09:10:30 AM
Erm i started a brand new game and pressed the 30 day increment button and this happened. No idea why or how it happened i just clicked the 30 day increment button :S Running version 6.42

Edit: It appears to be only the asteroids in system doing this.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Sloshmonger on June 09, 2014, 06:22:42 PM
Erm i started a brand new game and pressed the 30 day increment button and this happened. No idea why or how it happened i just clicked the 30 day increment button :S Running version 6.42

Edit: It appears to be only the asteroids in system doing this.


Did you choose the option for Asteroid Orbit? If not, then asteroids will stay in a fixed position relative to their star.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Deedasmi on June 09, 2014, 07:40:39 PM
When you start a new game with no ships created, the ship screen is not very idiot proofed

Rename, random name, Auto rename, and lock design throw errors
NPR class crashes the game (What does this button even do?)
New armor causes infinite error 91 loop

This may have been user error, but I had a 15 ship fleet.  One ship got dropped out of the fleet due to maintenance failure, and exploded.  When I selected the task group, I would get the "Task group does not exist!" message.  With the task group (that does not exist) selected, deleting the selected task group would delete both task groups and all ships in the parent TG.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on June 14, 2014, 10:46:20 AM
I've stumbled across an error with a class III black hole. I moved a little fleet of separate task groups (stacking in the same location with identical speed) into a system, each of which consisted of a ship tractoring another smaller ship. They were flying with 7500 each into it (which means they slowed down to 4500 in the influence of the hole), and took route towards another jump point close to the center. Strangely and despite their displayed speed still reading the same for everybody, for unknown reasons the formation broke up, leaving a sub-stack of 3 task groups behind, while the other 5 traveled ahead (also as a stack). When time passed I recognized that the stack of 3 was not just dislocated a bit, but indeed traveling slower than the others, again despite their speed reading being identical.
What happened here was only revealed to me when the first group had already passed the target jump point to the next system: Apparently the other task group was not even flying towards the jump point as it first appeared (jump gate and center were close), but directly flying to the central body, with their speed being ~3000, no matter what their display said. I couldn't see it for a long time, because again the target jump point was so close, and I was already distracted with battles in the next system. The issue seems to be that the tractored ships of those three have for some reason been recognized separately by Aurora, and given that they have no engines, thus this speed and direction... . I could confirm this by releasing the tractor for each object, which let my tugs roam the system freely again, but when I flew in to establish a new tractor connection, it would result in the same problem again.(appears Aurora remembers the speed of those tractored bodies somehow) Right now there seems to be no way to save those tractored ships when tugs obviously can't do anything.
What is really strange about this is that the others made it through, despite at least two of them having identical conditions. I have a save of the situation before I set route through this system, because in for Aurora empirically appropriate paranoia I figured something might just go horribly wrong here.(http://www.greensmilies.com/smile/smiley_emoticons_razz.gif) So I tested this a second time and had with the same fleet this time different ships suffering under the same effect. Obviously there is just some randomness. ..Next I will test is moving them through one by one. Anyway, it seems tractoring and black holes currently don't go well together in Aurora.

Here are spoiler containing pictures.
http://abload.de/img/unbenanntyfb0c.jpg (http://abload.de/img/unbenanntyfb0c.jpg)
This one shows the three task groups with one having their module detached. As you can see the detached module flyies exactly in formation with the the other two tugs, indicating that they have the same speed of 2999, despite the reading being different. So those tugs actually just follow their tractored modules into the hole without resistance. The tug that detached its module however could break free of the deathtrap and is therefore slightly offset.

http://abload.de/img/unbenannt20zrme.jpg (http://abload.de/img/unbenannt20zrme.jpg)
This only shows the system diameter and why I could not immediately tell where they were really going, which would have given of the problem instantly. Had I targeted another jump point, I would have seen the functioning parts flying left and the other ones strangely going right for the extermination route, and it would have been obvious.

///Update: I found no way of preventing this by now. Bundling them in one task group renders that task group crippled all the time, no exceptions. Sending them through one by one, does strangely result in the exact same crafts being affected as in the first try. This indicates that there is something special with those, but I cannot see what. It is not the commercial tug part, as there is an identical one in the fleet that made it just fine. All of those three tractor military sections, but so do two of the other ones that made it through. The military parts are partly hangar, partly ordnance storage, and partly weapon platforms. There are no special differences from the building design that would explain the differences, so something else must be the culprit. I will test more.

///Update2: Ok, I have a hot tip that I could still not confirm. It turns out that the one difference between these free units with their military appendages that didn't make it, and the other two that did, is just the alphabetical order. The two that made it had the combinations H... against P..., as well as L... against P... for the tug part versus the tugged respectively, while the three that did not do it had E to D, and two times L to A.
I think it can not be coincidence that those groups that got dragged had their immobile tractored parts alphabetically first, while the others didn't. Seems the alphabetically first ship dominates the task group in the check that considers if the fleet has enough engines to get away, without considering possible tractoring. However, I could not change this outcome even when renaming both, the design and the ships so that they should stand alphabetically lower. This could however be the case, because there may be some hidden flagging of the original design or something, that just stays with the ship id and makes it therefore impossible to change the order without building a new one.
I could also have overlooked something, or maybe this was just malicious coincidence and it is something completely different. :(
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: mtm84 on June 17, 2014, 10:59:49 AM
Not sure if a bug or user error.   I sm'd a large sorium deposit onto Jupiter when it had none, but the civilian harvesters won't go to it.   My harvesters can get fuel from it if I send them there, but the auto commands "move to gas giant with sorium" and "unload fuel at colony and move to gas giant with sorium" will never send the harvesters back to Jupiter.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on June 17, 2014, 11:02:49 AM
Not sure if a bug or user error.   I sm'd a large sorium deposit onto Jupiter when it had none, but the civilian harvesters won't go to it.   My harvesters can get fuel from it if I send them there, but the auto commands "move to gas giant with sorium" and "unload fuel at colony and move to gas giant with sorium" will never send the harvesters back to Jupiter.

You did this via the System screen (F9) rather than the modify colony screen?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: mtm84 on June 17, 2014, 11:12:52 AM
Quote from: Erik Luken link=topic=7012. msg73966#msg73966 date=1403020969
You did this via the System screen (F9) rather than the modify colony screen?

Yes, I was on the system screen.    If I remember correctly on turn one I used sm to re roll sol's mineral numbers, and got one I like except for no sorium on Jupiter so i added that in by hand (all from the f9 screen).    I didn't notice till years into the game when I sent my first harvesters to Jupiter, gave them the unload and move to gas giant order, and they wound up on Neptune, the only gas giant that had sorium originally.    If it makes a difference I used sm to do a full body survey then when I got what I was looking for mineral wise i unservyed the system, except for earth.   

Edit: you can set up colonies on gas giants?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on June 17, 2014, 11:25:28 AM
Yes, I was on the system screen.   If I remember correctly on turn one I used sm to re roll sol's mineral numbers, and got one I like except for no sorium on Jupiter so i added that in by hand (all from the f9 screen).   I didn't notice till years into the game when I sent my first harvesters to Jupiter, gave them the unload and move to gas giant order, and they wound up on Neptune, the only gas giant that had sorium originally.   If it makes a difference I used sm to do a full body survey then when I got what I was looking for mineral wise i unservyed the system, except for earth. 

Edit: you can set up colonies on gas giants?

No, you can't. But there is two ways of adding minerals to a body/colony. The first is the way you did, which adds "raw" minerals to the planetary body. The second is adding refined minerals to the colony.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: NihilRex on June 19, 2014, 08:57:15 PM
I accidentally hauled a shipyard all over the galaxy.  Now, it has disappeared from all Tractors, and I get an error 5 with every increment.

Error 5 in Get TowedShipyardXY invalid procedure call or argument.

This has basically killed the campaign.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Brian Neumann on June 21, 2014, 07:40:59 PM
Steve, there has been a long standing discrepancy with beam weapons damage.  When you design a beam weapon it gives the range on that screen.  If the range is greater than the beam weapon fire control the damage should be greater than 1 at the fire control's max range.  Currently the damage of beam weapons drops off to 1.  This only really shows up in the laser types as the top end designs can have really huge ranges.  I designed a 80cm advanced spinal laser (120cm total) which does 337 damage with a max range of over 45 million km.  I would think that the damage it would do at 1.4 million km would be about 96% or 325 approximately.  When I look at the ship design screen it shows a much lower damage at long range (32).

Code: [Select]
Quad 15cm C6.25 Far Gamma Ray Laser Turret (2x4)    Range 720,000km     TS: 100000 km/s     Power 24-25     RM 12    ROF 5        3 1 1 0 0 0 0 0 0 0
120cm C25 Far Gamma Ray Laser (1)    Range 1,400,000km     TS: 25000 km/s     Power 377-25     RM 12    ROF 75        226 113 75 56 45 37 32 0 0 0
Particle Beam-20 (2)    Range 1,200,000km     TS: 25000 km/s     Power 48-25    ROF 10        20 20 20 20 20 20 0 0 0 0
Fire Control S08 700-100000 aegis (1)    Max Range: 1,400,000 km   TS: 100000 km/s     86 71 57 43 29 14 0 0 0 0
Fire Control S02 175-100000 pd (2)    Max Range: 350,000 km   TS: 100000 km/s     43 0 0 0 0 0 0 0 0 0
Fire Control S02 700-25000 lr (1)    Max Range: 1,400,000 km   TS: 25000 km/s     86 71 57 43 29 14 0 0 0 0
Beam Core Anti-matter Power Plant Technology PB-1 (5)     Total Power Output 160    Armour 0    Exp 5%

When I did a test firing the damage actually inflicted at 1.2 million km was 37, I would have expected the damage to be over 350.  A test firing with a particle beam did the damage it showed (20 points).  The damage from railguns and carronades is just to low at long range to matter.  In my test they did 1 point of damage which is about right anyway.

My best guess is that the damage done is being scaled by the max range of the fire control and not the range of the weapon itself.

Brian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Charlie Beeler on June 22, 2014, 07:48:52 AM
Brian,  beam damage drops off dramaticly.

I had a discussion with Steve a couple of years ago and he provided the formula:

Effective Range (in units of 10k) = Contact Dist / Weapon Range Modifier
If Effective Range < 1 Then Effective Range = 1
Weapon Damage = Round Down (Weapon Damage Output / Effective Range)

As you can see it is not liniar as you'd expect. 
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Brian Neumann on June 22, 2014, 01:42:32 PM
Brian,  beam damage drops off dramaticly.

I had a discussion with Steve a couple of years ago and he provided the formula:

Effective Range (in units of 10k) = Contact Dist / Weapon Range Modifier
If Effective Range < 1 Then Effective Range = 1
Weapon Damage = Round Down (Weapon Damage Output / Effective Range)

As you can see it is not liniar as you'd expect. 
Thanks for the formula, this does explain the damage that I was seeing.  Which also means it is not a bug at all.

Brian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on June 22, 2014, 03:30:14 PM
I accidentally hauled a shipyard all over the galaxy.  Now, it has disappeared from all Tractors, and I get an error 5 with every increment.

Error 5 in Get TowedShipyardXY invalid procedure call or argument.

This has basically killed the campaign.

If you still have the ship that was towing the shipyard, try using that ship to tractor something else. That might clear the problem.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: NihilRex on June 22, 2014, 10:11:32 PM
I have moved on, using a saved "setup" database to restart, however I do still have that database and will make the attempt.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: JacenHan on June 24, 2014, 12:00:36 AM
A few leftovers from previous versions, they don't affect gameplay much but might as well post them here: The "Auto-Rename Shipyard" button still says that the names are from Earth shipyards, and the "Ships in Class" tab in the ship design screen has an obsolete "Show civilian registered" option near the bottom.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: IanD on June 24, 2014, 02:50:33 AM
Minor bug will only a small effect on game play. The Ships Requiring Repair tab does not show ships which only require armour repaired. In addition when you repair such a vessel in a shipyard there is no required materials displayed, I assume this should be duranium?

Ian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: IanD on June 25, 2014, 07:10:53 AM
Not sure if this is a bug or not. Version 6.43, every set of ruins I come across has a research anomaly associated with it. I'm not complaining but it just seemed overly generous on Steve's part.  :D

Ian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: se5a on June 26, 2014, 07:34:29 AM
I accidentally hauled a shipyard all over the galaxy.  Now, it has disappeared from all Tractors, and I get an error 5 with every increment.

Error 5 in Get TowedShipyardXY invalid procedure call or argument.

This has basically killed the campaign.

I got this exact same thing. I think it may have lost the shipyard when I transfered some ships from another TG in to the tug's TG.

Setting the tug to tow another ship does seem to have fixed the problem.


other things:
After capturing a ship that has civilian goods ie "Chemicals" on board. there does not appear to be any way to unload the cargo.
Capturing a ship doesn't update the tactical intel for that enemy class.
Salvage operations loose minerals when the salvage ship's cargp is full, there's also no "when cargo full, unload at nearest colony" type conditional orders.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Dioxine on June 26, 2014, 08:52:10 PM
This seems pretty stupid but it's a serious problem none the less. . .

I've boarded an enemy small craft with a Marine Company.  Due to previous damage, boarded ship's crew was - as I think - all killed, since each combat turn I was getting message "Error 11 - division by 0", the event log just listed my unit's strength, no combat ratio at all, and the combat stayed unresolved no matter how many turns I've advanced the game.  Well, at least for 20 turns.  My question is. . .  what the hell?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Xeno The Morph on June 28, 2014, 06:06:02 AM
It seems that it isn't just inhabitable Chunks (http://aurora2.pentarch.org/index.php/topic,6063.0.html) that aren't listed as possible colony sites if they fall under your gravity range but also Dwarf Planets. Neither of these are listed under 'Available Colony Sites' or show up on the Galaxy Map (under the Col cost part of the 'Planet Types' EDIT: the 'dot' display seems to work for all of them correctly).
This means you have to look through all of the listings under F9, and if the NPRs use the colony sites tool to decide on new colonies they will probably skip them, putting them at a bit of an extra disadvantage ;)

Also it seems that the Galaxy Map 'Planet Types' "Suitability x or less" lists don't include Col cost bodies of exactly x. As I have 3 Col cost 2.00 moons (2x Terrestrial, 1x Chunk) in my starting system and it only lists 1 (my home world I presume) on the "Suitability 2 or less" line and they seems to be included under the "4 or less" line.

EDIT: Hmm actually it seems that either my Col Cost 2.00 Chunk OR my Col cost 3.43 Dwarf Planet OR one of the 2 Terrestrials (1 moon + 1 planet both > Col cost 4 and less than 7, though there is also a Chunk moon! in that range as well so I'll just make a full list below as I can't figure out where it is going squiffy :-\) are listed under the "4 or less" so it seems to be a little more complex for the Galaxy Map vs the 'Available Colony Sites' screen issue.

Available bodies (Col cost <= 10):

B component:
Dwarf Planet (planet IV) 3.43
Terrestrial Planet (planet V) 0.00
Chunk Moon (planet VI) 2.00
2x Terrestrial Moon (planet VI) 2.00
Terrestrial Moon (planet VI) 2.85

C component:
Terrestrial Moon (planet II) 5.70
Chunk Moon (planet II) 6.63
Terrestrial Moon (planet II) 6.29

So I would expect to see on the Galaxy Map:

Suitability 2 or less 4
Suitability 4 or less 2
Suitability 7 or less 3
Suitability 10 or less 0

But I see:

Suitability 2 or less 1
Suitability 4 or less 4
Suitability 7 or less 1
Suitability 10 or less 0
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: se5a on June 28, 2014, 08:08:54 PM
the AI seems to be building ships with 0cm Lasers.
I noticed this a bit before when I had them showing up from salvage ops, but I've just captured a ship with 84 of these seemingly useless lasers.
here's the whole class:

Deadly Reaper class Battlecruiser    23,550 tons     335 Crew     2205 BP      TCS 471  TH 768  EM 0
1630 km/s     Armour 4-73     Shields 0-0     Sensors 12/12/0/0     Damage Control Rating 12     PPV 168
Maint Life 2.96 Years     MSP 702    AFR 369%    IFR 5.1%    1YR 120    5YR 1795    Max Repair 252 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

64 EP Nuclear Pulse Engine (12)    Power 64    Fuel Use 82.8%    Signature 64    Exp 10%
Fuel Capacity 1,450,000 Litres    Range 13.4 billion km   (95 days at full power)

0cm C2 Ultraviolet Laser (84)    Range 0km     TS: 3000 km/s     Power 0-2     RM 4    ROF 0        0 0 0 0 0 0 0 0 0 0
CIWS-50 (3x2)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 64-2000 (3)    Max Range: 128,000 km   TS: 2000 km/s     92 84 77 69 61 53 45 37 30 22
Gas-Cooled Fast Reactor Technology PB-1 (38)     Total Power Output 171    Armour 0    Exp 5%

Active Search Sensor MR135-R80 (1)     GPS 20160     Range 135.2m km    Resolution 80
Active Search Sensor MR33-R20 (1)     GPS 2520     Range 33.8m km    Resolution 20
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

This design is classed as a Military Vessel for maintenance purposes


Unless I'm missing something. I searched for 0cm and returned zero results.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: IanD on July 01, 2014, 03:16:45 AM
I had a ship with a destroyed engine go into refit which involved upgrading the engines. After refit the ship has the designed speed and the new engines but damage control still thinks it has an ion engine requiring repair! In addition other battle damage was not repaired in the refit which in reality it really should at the expense of extending the time in dockyard hands.
Regards
Ian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Brian Neumann on July 01, 2014, 09:40:09 AM
the AI seems to be building ships with 0cm Lasers.
I noticed this a bit before when I had them showing up from salvage ops, but I've just captured a ship with 84 of these seemingly useless lasers.
here's the whole class:

0cm C2 Ultraviolet Laser (84)    Range 0km     TS: 3000 km/s     Power 0-2     RM 4    ROF 0        0 0 0 0 0 0 0 0 0 0
CIWS-50 (3x2)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit

Unless I'm missing something. I searched for 0cm and returned zero results.
There is a 0cm on the advanced laser chart currently.  This is probably a bug however as previous versions had the advanced lasers working as more powerfull standard lasers.

Brian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kytuzian on July 04, 2014, 06:44:14 AM
I suddenly began getting a bunch of errors when causing any amount of time to pass. 

Error 3159 was recorded by DAO.  Recordset
Not a valid bookmark. 

Error 3159 was recorded by DAO.  Field
Not a valid bookmark. 

Error 3020 was recorded by DAO.  Recordset
Update or CancelUpdate without AddNew or Edit. 

Error 3420 was recorded by DAO.  Recordset
Object invalid or no longer set. 

I can't get the error window to close, as new ones always pop up.  Also, errors do not seem to affect other saves.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: rcj33 on July 04, 2014, 01:56:55 PM
I'm playing a 6. 43 campaign and decided to attack the other empire on my homeworld before the truce timer expired.   For some reason, I can no longer have my PD FCs auto-target inbound missiles, although I can still manually target them.   The FCs can be set to whatever I choose, there are active sensors that can see the missiles, etc.  Is this a bug in 6. 43 or is there a setting I missed?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Rich.h on July 07, 2014, 12:35:45 PM
In 6.43 I am now getting lots of error 94 messages each time turn. It tells me it is an error in update messages and invalid use of null?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on July 07, 2014, 12:54:29 PM
I'm playing a 6. 43 campaign and decided to attack the other empire on my homeworld before the truce timer expired.   For some reason, I can no longer have my PD FCs auto-target inbound missiles, although I can still manually target them.   The FCs can be set to whatever I choose, there are active sensors that can see the missiles, etc.  Is this a bug in 6. 43 or is there a setting I missed?

Check you have the other race listed as hostile. You won't auto-engage missiles unless they are from a a hostile race.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Langer on July 07, 2014, 05:25:23 PM
When you disassemble alien modules and get research points towards a technology that you have a scientist currently researching, if you get enough points to complete the technology, the research completes but the scientist doesn't enter back into the unassigned pool.  Twice I had to manually unassign the scientist on the F4 screen to be able to give them a new project.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: sloanjh on July 07, 2014, 07:14:20 PM
When you disassemble alien modules and get research points towards a technology that you have a scientist currently researching, if you get enough points to complete the technology, the research completes but the scientist doesn't enter back into the unassigned pool.  Twice I had to manually unassign the scientist on the F4 screen to be able to give them a new project.

This behavior is an improvement - it used to be that the entire planet would disappear into the Phantom Zone :)

John
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: se5a on July 07, 2014, 08:00:41 PM
You can discover previously unknown systems from Successful Espionage.
however this can cause
"Error: WP Link not found in GetWarpPointData"
and
"Error in DisplayWP
Error 5 was generated by Aurora
Invalid procedure call or argument"
errors when vewing the galactic map.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: rcj33 on July 08, 2014, 06:46:13 AM
Quote from: Steve Walmsley link=topic=7012. msg74495#msg74495 date=1404755669
Check you have the other race listed as hostile.  You won't auto-engage missiles unless they are from a a hostile race.

You have to have them set to hostile anyway to target their ships and PDCs, right?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ocassidy on July 09, 2014, 06:31:12 PM
Error in DisplayFleets

Error 6 was generated by Aurora

Overflow

I get this error constantly after a battle with an NPR. 

Seems to only happen when I zoom in or out of the system map or display the glitched fleet.

Any suggestions?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Whitecold on July 10, 2014, 04:49:19 PM
I get an
"error 5 Invalid procedure call or argument" each time I change anything on the Galactic map. I can produce the error after I delete a system that has been connected to another by a jump point, even though I reconnected the system to another one.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Jaque_Thay on July 10, 2014, 07:20:34 PM
I think this might be an Easter egg rather than a bug but when looking at my leaders a few minutes ago I noticed one of them had the sex identifier of "Yes!!" instead of M/F.  It disappeared when I clicked on a different officer and I can't seem to reproduce it.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ZimRathbone on July 10, 2014, 07:22:11 PM
Possible Minor Unrest Bug (6.4.3 unmodified)

I have a cost 2.0 colony in the home system with pop of 16.75m, but only 2309 infrastructure (supports 11.55m).

Each increment I get an unrest message saying unrest is increasing due to overcrowding by a small (sub 1%) value.  So far,  so good.

A little later in the event log there is a message saying that ground forces have reduced the unrest to zero.

Unfortunately there are no ground forces in the colony, all there is is a Geo Survey team which is inactive as the orbital survey has not been done yet (I'm still building the survey ship). None of the team members have any ground forces attributes,  and there are no facilities other than the infrastructure. There is a substantial fleet presence in the system (requested PPV is 12 vs actual PPV of 1417), and of course ground forces on the homeworld.  I am gradually increasing the infrastructure but not yet fast enough to support all of the population.

The reduced unrest message comes immediately before the orbital survey message.

Is this reduction due to the fact that the colony is in the Capital system or is there something else at work here?

I had expected the unrest to gradually rise until the deposited infrastructure supports the whole population, and to fall thereafter.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ZimRathbone on July 10, 2014, 07:25:29 PM
I think this might be an Easter egg rather than a bug but when looking at my leaders a few minutes ago I noticed one of them had the sex identifier of "Yes!!" instead of M/F.  It disappeared when I clicked on a different officer and I can't seem to reproduce it.

Aye,

there are a few of these in the program (occasionally Moons are made of Green Cheese too)

Rigellian Humour  :-)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on July 12, 2014, 03:48:05 AM
I have run into a bug where the required rank for a Task Force Commander would always be one larger than I have in total. Currently it asks for R8 when I have seven, and when I add a new one, it changes to R9. Especially curious is that it had worked for long time before, and only now after the death of the 4-5th commander or so, it suddenly became impossible. Cannot see any special catalyst though - the game has been pretty uneventful for the 75 years.

Aye,

there are a few of these in the program (occasionally Moons are made of Green Cheese too)

Rigellian Humour  :-)
Awesome. :) I have to watch out for this from now on.


///Edit: Nevermind, I figured out the reason for the error. The by hand promoted officer was still assigned to serve as Survey Staff manager, and apparently that led the formula to be calculated wrongly. After I unassigned her and updated the window, the position of Staff Commander was displayed right as R6 again.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kytuzian on July 13, 2014, 09:23:54 PM
So my planet is being bombarded by a bunch of missiles, but when I advanced time forwards 5 seconds, it gives me a whole lot of Error 6: Overflow errors. I tried holding down the Enter key for a while, but there was no end in sight?

Any ideas? I'm considering just destroying the missiles with Spacemaster at this point.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: se5a on July 14, 2014, 02:28:52 AM
I had some missiles that were doing this.
how fast are the missiles? do they have submunitions?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kytuzian on July 14, 2014, 06:53:23 AM
They were going at ~77000 km/s, which I suspect might be the problem. I have no idea what to do to fix it.

No sub-munitions.

EDIT:

The problem has been kind of fixed. I had to hold down enter for several minutes on end.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Garfunkel on July 14, 2014, 02:47:59 PM
Not sure if this has been reported yet but if you do a conventional start with missile bases, they do not have any life support and for some reason, even though they are on Earth, the game complains about it and kills the crew. Nasty.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ynglaur on July 17, 2014, 03:28:53 PM
Starting a new game, if I go to the Officer Corps window and select Ground Forces Officers, the following error may appear.   I have not been able to duplicate it consistently.

Quote
Error 9 was generated by Aurora
Subscript out of range

Followed quickly by

Quote
Error 30009 was generated by MSFlexGrid
Invalid Row Value

This error did not result in repeating error messages or a hard crash.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ynglaur on July 17, 2014, 04:22:13 PM
Running 30-day increments at the start of a new game, I'm randomly getting the following error:

Quote
Error 76 was generated by Aurora
Path not found

Clicking OK generates this error:

Quote
Error 424 was generated by Aurora
Object required

Clicking OK several dozen times does nothing.   I have to kill the Aurora process and restart.
Note that I have Aurora installed to C:\Games\Aurora instead of the default installation directory.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on July 17, 2014, 04:35:08 PM
Running 30-day increments at the start of a new game, I'm randomly getting the following error:

Clicking OK generates this error:

Clicking OK several dozen times does nothing.   I have to kill the Aurora process and restart.
Note that I have Aurora installed to C:\Games\Aurora instead of the default installation directory.

On the first one, a couple things come to mind. Do you have a C:\Logs directory that is globally writable? Did you install all of the sub-zips for medals and planets?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ynglaur on July 17, 2014, 05:32:02 PM
Quote from: Erik Luken link=topic=7012.     msg74740#msg74740 date=1405632908
On the first one, a couple things come to mind.      Do you have a C:\Logs directory that is globally writable? Did you install all of the sub-zips for medals and planets?

I went to C:\Logs, which is a symlink to C:\Games\Aurora\Logs.    The latter does not exist, either with the game running or not running.     
I only installed Aurora_6dot4dot3dotexe, which installs the wrapper.    Apologies if this is a RTFM issue.     


Edit: Manually adding C:/Games/Aurora/Logs seems to have resolved this issue.   At least, I haven't seen it again.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Garfunkel on July 19, 2014, 07:09:29 AM
Error in UpdateGameLog

Error 3035 was generated by DAO.Database.
System resource exceeded.


This came after the game had been stuck on 5-sec intervals for over 4 in-game hours. I kept Enter pressed for a loooong time, and the error changed to this:

Error in UpdateGameLog

Error 3003 was generated by DAO.Database.
Could not start transaction; too many transactions already nested.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Libelnon on July 21, 2014, 09:03:56 PM
Having gotten back into Aurora after a long break, I had an interesting little run-in with truce periods.

Three nations starting out on Earth, and we got along fine, up until my civilian sector decided to build themselves some freighters. The largest of the NPR factions opened fire on the freighters and promptly destroyed them (they had a lot of beam PDCs on planet) and took that as an act of war, and swiftly bombed the crap out of Earth. I had no warships, or any PDCs of my own (was expecting some time for those via truce) and so quickly got myself mulched.

I don't know if that's 'working as intended' but I certainly don't think that civilians should be responsible for declarations of war, no?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ynglaur on July 22, 2014, 07:43:00 AM
Maybe the PDCs were manned by Russian separatists?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Haji on July 22, 2014, 12:53:05 PM
Sedna has planetary albedo of 0 (should be 1.0 I believe).
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Numerius on July 23, 2014, 04:59:28 AM
TL;DR Time increments constantly stuck on 5 seconds for the past 1/2 day (in game), maybe all in all 7-8 hours of autoturns.   

Ok so, I have been running a newish game (14 years pass start date) with settings tailored for an easier game.    Starting pop was 1.   5bil, no Invaders, both Star swarm and precursors on, as well as 1 NPR at start and 30 generation chance.   

14 years into the game, I go to hit the 30 day button and my time increment is changed to 5 seconds.    Not too out of the ordinary.    I left it to auto turn for a while.    It didn't go back to normal increments so I left Aurora running overnight.    When i came back to it I got an error that forced my force quit Aurora.    I forget what the code was however.    I left Aurora running again during that day and when I came back I got that same error.    I figure that the error is just a result of running Aurora with autoturns for too long.    So anyway though, for about several hours of real time, Aurora has been stuck in constant 5 second increments.    Not once since the whole thing started did they budge to something higher.   

I have tried to use SM mode in the Event window to see exactly what is causing this but I had no luck.    SM view didn't look any different from the normal Event viewer.    I made a text file of the Events but again no luck.    It did say that the time increments were changed possibly due to combat, but that doesn't really help much.   

I have looked around this forum for others with the problem.    I found a couple threads addressing it but nothing seemed to explain it conclusively.   

This also isn't the first time this has happened.    The last game I was playing got stuck in 1 day increments for a while too and I eventually gave up on that game because it wouldn't go back to normal increments  :(.   

If anyone can shed some light on my situation, or provide a way for me to see exactly what is cause the change to the 5 second increments, or just help in anyway at all, that would be wonderful ;D.   

Thank you.   

Edit: ok so the error I got is error 3035 "system resources exceeded" or whatever.  Whenever I run Aurora in autotruns for a long enough time it seems to bring up that error and causes me to force quit.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on July 23, 2014, 02:13:31 PM
Just noticed this one.

Game created with the default start date of Jan 1, 2025. I was adding a couple NPR to Earth and noticed that the Sol system hadn't been discovered yet. The date of discovery is Jan 1, 2500.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Romalar on July 23, 2014, 07:41:30 PM
I cleared this up in my game, but I think it could use a better message.  For quite a while, every time increment hit several to dozens of these errors and was unable to progress much in my game:

Quote
Error in ExecuteOrders
---------------------------
Error 5 was generated by Aurora
Invalid procedure call or argument

Since it wasn't transient like some errors that seem to be from NPRs, I eventually checked through all of my ships for invalid orders.  I found a fleet which was following and then landing on a non-existent fleet.  I think it resulted from this:


When I figured it out and cleared fleet C's orders, the errors stopped.  I was then able to land fleet C on fleet A's carriers and haven't seen the error since.

Hope this can help someone else with "Invalid procedure call" errors.  In any case, this isn't a big deal once I knew how to clear it up, but I'd prefer an invalid fleet target error message in the error log.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Llamatoesl on July 24, 2014, 03:13:22 AM
I can't open my production/colony screen. I can open all of my other screens. The production screen is open in the toolbar, but I can't open it on screen.
I've been in game for a while, and this has only just happened.
Does anyone have a fix?
EDIT: I started a new game, and its working fine, but I don't want to have to start over.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: AncientSion on July 24, 2014, 04:56:48 AM
My game is stuck on 5 seconds increaments, i have no idea why.    No matter what i choose, it advanced in 5 seconds.   


screenshot @

hxxp: i.  imgur.  com/M1a7yqr.  png
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Llamatoesl on July 24, 2014, 06:36:06 AM
My game is stuck on 5 seconds increaments, i have no idea why.    No matter what i choose, it advanced in 5 seconds.   


screenshot @

hxxp: i.  imgur.  com/M1a7yqr.  png
You just have fighting NPRs. It should go away, but you can't stop it unless you spacetime bubble the system you are in.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: AncientSion on July 24, 2014, 06:47:53 AM
How can you know that ? And long does it take ?!
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Llamatoesl on July 24, 2014, 07:01:37 AM
How can you know that ? And long does it take ?!
It only lasts for (ingame) a few minutes at a time. Its skirmishes or similar between NPRs, it clears up after a while.
Just get through the five second increments and it'll return to normal.
Trust me, it happens to everyone.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: AncientSion on July 24, 2014, 08:46:17 AM
It didnt help.

This has been going on, and there is still 2 days ! worth of exactly the same stuff on top !

prntscr. com/45v60i
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on July 24, 2014, 10:01:56 AM
It didnt help.

This has been going on, and there is still 2 days ! worth of exactly the same stuff on top !

prntscr. com/45v60i

It could also be a ship moving in and out of detection range of an NPR.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: AncientSion on July 24, 2014, 10:25:27 AM
I dont think i can do that.
I have exactly 1 Geosurvey vessel in my starting system.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Llamatoesl on July 24, 2014, 11:04:14 AM
I dont think i can do that.
I have exactly 1 Geosurvey vessel in my starting system.

Erik means that an NPR controlled ship is moving an out of detection range if another NPR ship.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: AncientSion on July 24, 2014, 11:32:44 AM
Ok, i understand.  However, i dont see how that helps me in continueing my simulation ? Am i supposed delete a faction ?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Llamatoesl on July 24, 2014, 01:06:59 PM
Ok, i understand.  However, i dont see how that helps me in continueing my simulation ? Am i supposed delete a faction ?
You can't delete the faction.
If you are in the early game, then I recommend a restart, you'll lose nothing of value, and reaching where you are now will not take a long time.
Late game, I recommend you just push thorough it.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Beersatron on July 24, 2014, 01:15:17 PM
Ok, i understand.  However, i dont see how that helps me in continueing my simulation ? Am i supposed delete a faction ?

Do you have auto-turns checked? Make sure it is checked and then click on 5-day turns. Steve added some logic to try and handle these edge cases, if it yo-yos like this for 'x' number of times during auto-turns then it will delete one of the offending NPR task forces. If 5-day turns doesn't work then try 30-day turns, you have to make sure there are enough yo-yos for it to register as an issue.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: spoongoon on July 25, 2014, 05:15:04 AM
Game version 6.43
Conventional start 35 yrs into the game.

When i try to drop off a sensor bouy at a jump point using either the ships window Msl Launch or the task group window Msl Launch buttons the game tells me the fleet is suffering from effects of transit when they did not come trough the jump point or even have jump engines. I can still do it from the orders menu by using launch missiles at so it´s not a big deal but something to know anyway.
The bouy doesn´t have engines, it´s a one stage size 5 missile with thermal, Em and active.


Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on July 25, 2014, 09:57:26 AM
When a military design under tow receives a maintenance failure it automatically detaches itself into a new task group. However, the tractor link is not formally broken and still exists in the ship window. That means that a player cannot directly re-establish a new link from the task force window, because that would result in a message telling me the target is already being towed. Instead you will have to manually break the link in the ship window before trying to reunite both in the task force window.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on July 27, 2014, 07:51:09 AM
The "Match Speed" checkbox on for copying orders to subordinate formations seems not to work properly. It must be one of those instead: Either it sets the speed of all subordinates to maximum, or it assumes the leader TG is flying at maximum instead of looking for its current speed.
I assume it is the first one - just all max.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: AncientSion on July 28, 2014, 09:10:32 AM
One thing that is major pain in the arse, so to speak, is that while copy and designing a ship, the "eligible classes" tab shows another ship can be shared, but once you actually confirm, its gone !
I wasted so much time designing a ship and now i need to constantly re-equip ?!
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: JacenHan on July 28, 2014, 11:17:23 AM
Some things, like viewing missile loadouts at the summary screen or what you were talking about, need you to refresh that design by switching to another design then switching back.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Viridia on August 07, 2014, 07:47:16 AM
Just tried building a size ten missile for PDC's following my upgrade to version 6.43, and I've noticed an odd thing about my proposed missile design. I'm not great at screenshots, so here's the relevant text;

Code: [Select]
Missile Size: 10 MSP  (0.5 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 16
Speed: 2500 km/s    Engine Endurance: 14.8 hours   Range: 133.3m km
Cost Per Missile: 2.4725
Chance to Hit: 1k km/s 40%   3k km/s 0%   5k km/s 8%   10k km/s 4%
Materials Required:    1x Tritanium   1.4725x Gallicite   Fuel x250

Development Cost for Project: 247RP

As you can see, the fact that it registers a 0% hit chance for 3k km/s targets is quite odd, and I've never come across it in in the 6.3 version. Is this a game-breaking error or is it a mundane case of a few characters being left out?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: necropolis on August 11, 2014, 03:41:49 AM
I've researched two different technologies now that do not act as if they have been researched.

The first was a fuel production upgrade.   When I looked at sorium harvesters after the research was concluded, the numbers all reflected the previous level of research.   This eventually went away when I researched the next level of fuel production.

I just finished Magnetic Confinement engine tech, and the option to use it does not appear in the design menu.   I would proceed as I did before, and research the next level of engine tech, however it gets very expensive at this point and I wouldn't be able to use my newest engine tech for several years, which is. . . uncomfortable.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Charlie Beeler on August 11, 2014, 06:27:23 AM
Just tried building a size ten missile for PDC's following my upgrade to version 6.43, and I've noticed an odd thing about my proposed missile design. I'm not great at screenshots, so here's the relevant text;

Code: [Select]
Missile Size: 10 MSP  (0.5 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 16
Speed: 2500 km/s    Engine Endurance: 14.8 hours   Range: 133.3m km
Cost Per Missile: 2.4725
Chance to Hit: 1k km/s 40%   3k km/s 0%   5k km/s 8%   10k km/s 4%
Materials Required:    1x Tritanium   1.4725x Gallicite   Fuel x250

Development Cost for Project: 247RP

As you can see, the fact that it registers a 0% hit chance for 3k km/s targets is quite odd, and I've never come across it in in the 6.3 version. Is this a game-breaking error or is it a mundane case of a few characters being left out?

This is just an issue with the missile design display.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on August 11, 2014, 10:19:31 AM
I've researched two different technologies now that do not act as if they have been researched.

The first was a fuel production upgrade.   When I looked at sorium harvesters after the research was concluded, the numbers all reflected the previous level of research.   This eventually went away when I researched the next level of fuel production.

I just finished Magnetic Confinement engine tech, and the option to use it does not appear in the design menu.   I would proceed as I did before, and research the next level of engine tech, however it gets very expensive at this point and I wouldn't be able to use my newest engine tech for several years, which is. . . uncomfortable.
Have you closed and reopened the design window? Many pages will need you to do this when new tech or something is added to the database, for instance when you create a new colony the production window won't even show that colony unless the window gets refreshed....
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: necropolis on August 11, 2014, 12:23:16 PM
Yes.   I have reopened every window, including the game itself.   Refreshed, changed design screens and back, made certain the new technology appears under Completed, made certain that I couldn't use SM mode to re-research it, or take it away and give it back, had the scientist who developed the technology develop another tech in the same field, and still the technology does not show up in the design menu.   The same as the previous tech did not reflect in actual fuel production.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on August 11, 2014, 02:20:26 PM
Can you upload your stevefire.mdb somewhere, so it can be checked? In a 6.4x game where I reached and surpassed this tech level, there was no problem, but who knows what is causing this.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Whitecold on August 11, 2014, 04:39:20 PM
Cosmetic Bug: When I change the abbreviation of ground unit types, this does not seem to stick, the trained units retain the official, original abbreviation.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: necropolis on August 11, 2014, 05:52:14 PM
hxxp: silverglassworks. com/Stevefire. mdb
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on August 11, 2014, 07:16:05 PM
I looked at the file and must say I don't see anything wrong. The technology cannot be designed, that is true, but that is not surprising as I still find it in the list of researchable topics:

(http://abload.de/img/unbenanntoaivh.jpg)

I searched through the message log with lots of filters and as far as I could, but could not find any 'technology finished' entry..(filters don't seem to extend the list further though) My guess was that you confused the magnetic confinement reactor technology with that of the engine, as you have indeed this reactor tech in your 'finished techs' list:

(http://abload.de/img/unbenannt1ituhl.jpg)

If the reactor tech would have laid back just a year or so, then no way would it have been possible to research the consequential engine so fast; but I could not find any definitive evidence of this kind.

Concerning the harvester updates, I also still puzzle to when those numbers refresh. I have however found that usually a design update with SM mode (doing nothing but maybe adding a tiny engineering in trade for a bit fuel or so..), and then restart would force it to use new numbers. Then of course every ship has to be selected afterwards in the ship window to be sure that they use new values. ...But it also happens randomly sometimes. No idea why. Untested ad-hoc theory: it updates as soon as a new ship of the class is built/ordered?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: necropolis on August 11, 2014, 08:28:03 PM
Yes, that seems to have been it.   Thank you for the help.   Sorry to have jumped the gun, I thought it was a repeat of the harvester issue, and a tech that just didn't update in the lists properly.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Thorgarth on August 16, 2014, 07:58:52 AM
Multiple ships stuck in overhaul.  Abandon overhaul is not available.  It has happened over time.  Currently, BTG Never Ending Overhaul includes the following ships:
 FF ClanFrigate 022
DD Foehunter 005
TK Fuel Mule 005
FF Intruder 005

Most were originally part of BTG Dwarfhunter.  FF ClanFrigate 022 is the lone exception.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: sloanjh on August 17, 2014, 07:49:56 AM
Multiple ships stuck in overhaul.  Abandon overhaul is not available.  It has happened over time.  Currently, BTG Never Ending Overhaul includes the following ships:
 FF ClanFrigate 022
DD Foehunter 005
TK Fuel Mule 005
FF Intruder 005

Most were originally part of BTG Dwarfhunter.  FF ClanFrigate 022 is the lone exception.

Not sure if it still works this way (I think it does), but when you abandon an overhaul, it takes a while to "put the ship back together" (i.e. it's not immediately available).  From the way you phrased "Currently, ...", it sounds like you might have been moving new ships into the overhaul TG before the old ships had gotten out.  Could this be the effect you're seeing?

John
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Thorgarth on August 20, 2014, 09:30:07 PM
Not sure if it still works this way (I think it does), but when you abandon an overhaul, it takes a while to "put the ship back together" (i.e. it's not immediately available).  From the way you phrased "Currently, ...", it sounds like you might have been moving new ships into the overhaul TG before the old ships had gotten out.  Could this be the effect you're seeing?

John

That may be it.  The entire Dwarfhunter tribes has enjoyed 30 months of liberty.  I'll give it another year.  Then scrap the fleet and strike the Dwarfhunters from the rolls.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: letsdance on August 20, 2014, 10:13:56 PM
game is in 30th year, v6.     43.      windows 7.     

suddenly the "Event Updates" window doesn't open anymore.      it stays minimized in the task bar.      i tried opening it from SpaceMaster tab or using the button in the SystemMap window.      in either case it appears in the task bar minimized, but it does not open.      everything else seems to work and (if the box is checked) can see the current events in the System Map.      i tried "reset window positions" and "refesh all" from miscellaneous.       i tried restarting the game.      i tried rebooting my system.      i tried replacing the Aurora.     exe (with the one in the 6.     43 update).      nothing helped.      replacing the Stevefire.     mdb with a backup did solve the problem.      after that i replaced it again with the Stevefire.     mdb that did not work before, and now also this one works again.      this sounds quite weird, but it's exactly what happened.      i spent some time trying all that, i'm sure the description is correct.     

technically not a bug, but crashed the game: i had "refuel from colony" and "resupply from colony" (just these 2) saved as order template.      when i loaded this template the game froze after turn advancing.      after restarting, that task group had so many entries with refuel/resupply in its history that it took half a minute to select it (disbanding the TG solved this) and the "cycle" box was checked.      i don't know how the cycle box became checked, it probably was checked when i USEd the order template.      maybe this should uncheck the cycle box.     

abadoning a colony while there is a geology team on it produces a neverending series of errors, forcing me to close the game using the task manager.      (reproducable) after restarting the game, the colony is still there, but the geology team is on my capital.   

i had a TG that would say "cannot execute move order because there are shipyard activities associated with this fleet" (or something like that).      there were none of course, that i'd know of.      it could start fleet training, but after fleet training i still couldn't move it.      after moving all ships to a new TG, the new TG worked.      but when i tried to delete the old (empty) TG i got the same error message.      a few years later i tried again, and this time i could delete the empty TG.     

conditional orders "when full fuel tanks" "unload 90 % of fuel at colony" and "unload fuel at colony and move to gas giant" did not work.   i tried them right after the harvesters had been created.   in the events log it said, that the orders had been given because the condition was met.   but the next line said "TG has completed its orders".   looking at the TG it still had full fuel and no move orders.   (i tried several times and this always happened)

confirming this reported bug:
Quote
When i try to drop off a sensor bouy at a jump point using either the ships window Msl Launch or the task group window Msl Launch buttons the game tells me the fleet is suffering from effects of transit when they did not come trough the jump point or even have jump engines.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: sloanjh on August 21, 2014, 06:22:19 AM
That may be it.  The entire Dwarfhunter tribes has enjoyed 30 months of liberty.  I'll give it another year.  Then scrap the fleet and strike the Dwarfhunters from the rolls.

IIRC (and I might not - it's vague) it should take about a month to abort an overhaul.

John
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Foolcow on August 22, 2014, 10:07:10 PM
The task group order "Resupply from own supply ships" is bugged; it results in the supply ships' stock of maintenance supplies being topped off, as well as the other ships in the task group.

To reproduce:  Have a task group containing one supply ship and four non supply ships.  (Make sure the ships have an extremely low maintenance life, so that things break and the supply points will diminish.)  Move the task group to a jump point.  Add an action to the task group's orders by clicking on that jump point under "system locations available."  Under actions available, click "resupply from own supply ships."  After the next update, all ships' maintenance supplies will be at the maximum, including the supply ships.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: davidr on August 23, 2014, 02:54:46 AM
With v6.43 :-

I received the following error message 8 times after
2 NPR fleets had an encounter in a sector.

Error in AddShipHistory
Error 3201 was generated by DAO.recordset. You cannot add or change a record because a related record is required in table "ship"

Non of my vessels were involved.

Davidr

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on August 23, 2014, 03:01:24 PM
Weak point in docking with tractoring ships: When a ship has another in tow, and you issue this ship to dock on a carrier, the towed ships disappear from existence. They are not destroyed, not misplaced in some other task group, nor in some limbus TF-less state. They actually get deleted from the ship list instantly once the tractoring ship docks.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: davidr on August 24, 2014, 03:27:23 AM
This has also been posted as a suggestion in case is is not a bug as such:-

If a player rescues survivors from a lifepod of a FRIENDLY NPR race then they should NOT be treated as POW's by the game system and interrogated.

 Instead they should be able to be ferried by the friendly race to the survivor's Homeworld or a nearby colony thereby earning diplomatic points for the humanitarian gesture.

DavidR 
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Langer on August 26, 2014, 03:07:17 PM
There is a NPR battle going on, and I keep getting Error in Round pop-ups - Error 6 was generated by Aurora, Overflow. 

From looking at the SM text file, I can't tell what is causing the error.

The game continues on though after clicking OK a few times.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Strand on August 26, 2014, 10:31:51 PM
v6. 43
Designing a new fire control for my ship, I noticed something odd after researching it and attempting to place it on my ship.

(http://hxxp: i. imgur. com/oxnlDVn. png)
NameSizeCostStrengthMax RangeResolutionFire Control
Failed0. 5100. 105150,000 km40Yes
Redesign0. 51010. 521,900,000 km40Yes

Both components were designed with the same stats, and yet obviously have wildly different detection strength.   In fact, I could not find a way to achieve those numbers in the game given the size and resolution of the system.   Using 'Active Sensor Strength' 21 and 'EM Sensor Strength' 11.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: letsdance on August 28, 2014, 11:26:07 AM
i canceled the assembly of a prefabricated PDC and it vanished. the components are not in stockpile, i cannot give a new assemble PDC order. i had some strange construction order just labeled "item" but the construction cost did not match a PDC or its assembly. i canceled this construction, tried restarting the game a few times. still can't find my PDC.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ZimRathbone on August 28, 2014, 08:15:19 PM
i canceled the assembly of a prefabricated PDC and it vanished. the components are not in stockpile, i cannot give a new assemble PDC order. i had some strange construction order just labeled "item" but the construction cost did not match a PDC or its assembly. i canceled this construction, tried restarting the game a few times. still can't find my PDC.

Once you start assembly (or for that matter, construction in a shipyard) any components are consumed. You don't get to reuse once you break the vacuum seal. The PDC (or any other unit) does not appear until you successfully complete construction.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ComradeMicha on September 02, 2014, 03:36:29 PM
Hi, 40 years into my 6.40 campaign I am experiencing a severe Uridium shortage. I get numerous event messages every 5 days "Mineral Shortage (Uridium) prevents regular maintenance of Ship xyz at Earth".

Then I trained six ground unit battalions, namely AST. I renamed all of them, the last to be renamed was then called "14. Sturminfanterie-Bataillon "Hexentanz"". Now I get the following event messages every five days:
"Mineral Shortage (Uridium) prevents regular maintenance of Ship xyz at 14. Sturminfanterie-Bataillon "Hexentanz"."

The only other thing I did in between both turns was ordering another six battalions trained and renamed the assault infantry class to "Sturminfantrie-Bataillon".

EDIT:
Okay guys, walk away from here, there's nothing to be seen!
(It appears I have clicked the wrong "rename" button in the ground forces menu. :p)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: IanD on September 03, 2014, 06:08:20 AM
Aurora 6.43
Game started in 2025, Player plus 3 NPRs started on Earth. Now 2062 and while the surviving NPRs have researched internal confinement fusion drives they are still using ion and magneto-plasma drives respectively, which they started the game with. They have not updated any designs or other tech including missiles.

In addition the difficulty modifier does not appear to apply to further NPRs discovered by the Earth-based NPRs. One such NPR started with ion drives when the discovering race had magneto-plasma drives.

Regards
Ian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: davidr on September 03, 2014, 06:57:26 AM
Aurora 6.43  


Further to Se5a's post 192 of 7/7/14 , I too have just received the message :
Error : WPLink not found in Getwarppointdata , This was followed by Error in DisplayWP. Error 5 was generated by Aurora.  Invalid Procedure call or argument.

This happened at the end on a normal turn when I refreshed the Galactic Map and the spamming of error messages commenced. Looking at the Galactic Map I notice that there is a new unexplored ( by me ) system which has attached itself by JP's to a an explored system which I had assumed was a dead end (only 1 JP found by me when explored ). The Event Log advises that this previously unknown was advised to me by a NPR with whom I am on friendly terms ( Geo and Grav data shared )

Steve : If you read this post please note that in your post no 269 dated 29/5/11 in the Official v5.42 Bugs thread you state that you had found this bug and had changed the code to fix it. It appears that the bug has resurfaced in V6.43 and requires further coding.

DavidR

PS : The messages now appear each time I access the Galactic Map - does anyone have a solution to prevent these messages , other than reinstalling a previous save game and hoping that the NPR does not advise me of the new system again.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Brian Neumann on September 03, 2014, 04:16:33 PM
Aurora 6.43  

PS : The messages now appear each time I access the Galactic Map - does anyone have a solution to prevent these messages , other than reinstalling a previous save game and hoping that the NPR does not advise me of the new system again.
David, you might try going into sm mode, bringing up the system display (F9) screen and go to the jump point tab.  Starting at a system you definitely surveyed use the enter/explore button and follow the chain to the system the npr told you about.  You could also try to reset the jp link in the same place.  First check out which system the jump point is connecting to, and the destination jump point.  Then use select the jump point, use the break link button and then reselect the jump point and use the connect jp button to reestablish the link.  A third item you may or may not need to do is to resurvey the system.  You can do this with the sm mode on the system tab (F9) screen.  The button is at the bottom left section of buttons.

I would recommend making a backup before trying any of these.  I vaguely remember having a problem like this several years ago, and one of these took care of the problem.  I just can't remember which it was.  I think I would try to resurvey the system first as that is the easiest to do, and may need to be done before the others are tried.

Brian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: davidr on September 04, 2014, 01:35:42 AM
Brian,

Thanks,

Yes , I have commenced a resurvey of the previous dead-end system after using SM mode to revert to a non-surveyed state so will see what happens.  I have also noticed that on the Galactic Map in "warp point data mode" in the left hand information box ,  that the new system shows 2 unexplored WP's and a known WP to another system , known to me but as yet unexplored.

I will be sending survey ships out to this system to investigate and hopefully clear the spamming error messages which appear every time I use the Galactic Map.

DavidR

PS. Weird happening - the resurveying of the dead end system failed to find any further JP's. However I managed to find the errant system by entering though another known but unsurveyed system. As soon as this happened the error spamming stopped. However the link between the dead end system and the the previously unknown system disappeared - there never was a hidden JP in this system , unless I still have to discover it by some other means.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: DuraniumCowboy on September 04, 2014, 05:40:51 AM
Steve et al, not sure if this has been noticed yet, but playing 6.43.  If I use tech data to get enough points to finish an existing project, I lose the scientist working on the project.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Whitecold on September 04, 2014, 07:02:05 AM
Not sure if it is a bug, I got Active Sensor Strength 36 from an ally, while I was still at 21, skipping 28. I can still research 28 as well as 48, but there is of course no point in that, so I think I should get the skipped tech as well.
On the same note as DuraniumCowboy, getting tech from other sources does not remove them from the queue, the projects still started.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: DuraniumCowboy on September 04, 2014, 02:06:27 PM
BTW, an update.  I started thinking back to my db programming days and wondered if my scientist really was gone (see comment above).  I looked on the "Officer Corps" tab and sure enough, my missing scientist was sitting their listed unassigned, while not showing up on the research tab.  I forced an assignment change by putting him on an espionage team, then disbanding it and sure enough, he was back on the research tab, ready to get to work building bad ass weaponry for the defense of our glorious empire.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: hyramgraff on September 04, 2014, 02:17:25 PM
In my current campaign, I am playing with the jump gates on all jump points option turned on but I just found a jump point where one of the two sides wasn't created with a jump gate.

System A was fully grav surveyed and I had explored all the discovered jump points.   When I had finished a full grav survey of system B I explored all the discovered jump points.   One of the jump points linked to system A and the new jump point on the system A side of the link doesn't have a jump gate.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ExChairman on September 05, 2014, 12:26:51 PM
Not sure whats going on but I get the following message 3 times.

Aurora

No new technology was discovered during the disassembly of this component


After pressing ok thrice I get the following message

Aurora

Wreck not found in CompleteWreckSalvage


1 click on ok and the game runs as it should to the next 30 day cycle, there seems to be a variation of the above messages ... I presume its an "leak" from an NPC or something...

Apart from that the game works as it should...
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Thorgarth on September 06, 2014, 10:22:51 AM
That may be it.  The entire Dwarfhunter tribes has enjoyed 30 months of liberty.  I'll give it another year.  Then scrap the fleet and strike the Dwarfhunters from the rolls.

I am using this work-around.  The Dwarfhunters were in neverending overhaul at the Capital.  In Task Groups > History/Officers/Misc,>Set Task Force Position (SM only)> Selected Capital.  Then allowed me to take them out of overhaul. Must reset something in the db. 
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: hyramgraff on September 10, 2014, 03:56:12 PM
Another potential issue I've noticed from my current campaign.   I only have ground units that require a rank one commander, and it seems that auto-assignment won't assign officers of a higher rank to these units, even if they have a higher bonus.

This leads to having all of my best army officers being promoted and then released from service six years after their promotion because they are "deemed surplus to requirements".
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on September 10, 2014, 04:35:03 PM
Another potential issue I've noticed from my current campaign.   I only have ground units that require a rank one commander, and it seems that auto-assignment won't assign officers of a higher rank to these units, even if they have a higher bonus.

This leads to having all of my best army officers being promoted and then released from service six years after their promotion because they are "deemed surplus to requirements".

Do you have BHQ and DHQ? Those usually require higher ranked officers.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: IanD on September 12, 2014, 12:39:06 PM
Minor Bug there are two systems named Gliese 505 in the database.
Not so minor bug Precursor bases updating hostile contact with NPR fleet continually cause interupts every two hours as they lose and regain contact. Can be eliminated by destroying Precursor bases.
Edit. Sorry should have said above is also associated with a pop-up "Error in ObserveJumpPoint, Error 6 was generated by Aurora, Overflow, please report etc."

Ian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: linkxsc on September 14, 2014, 10:53:09 AM
Ver6. 43

Having a bit of a bug.
Built some fighters with the intent to place them on a carrier that was also being built.  Fighters got built more quickly and when their carrier was a few months from completion I set them to go in for overhaul.  (Note they had NOT been in a hangar before)
While outside of the hangar, overhaul did nothing to their maintenance clock for over a year.  Finally I figured out how to get them into the carrier, and the maint clocks started to go down.
Now they are all completely overhauled, maint clock is 0, they still declare that they are in overhaul, and theres nothing I can do about it, even giving them the command to stop overhaul, 2 years later they are still in overhaul.  No clue how to fix.  Deleted out those fighters and built some new 1s which were placed directly in their carrier upon being built.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: DasColonel on September 20, 2014, 10:20:56 AM
Ver 6.  43

Erro # 713 when I try to access system via F9 telling me i need a DLL file MSSTDFMT.   

I managed to fix it using Acid download 6. 43.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: @@ on September 20, 2014, 11:03:42 AM
what is acid 6?
link please?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: alex_brunius on September 20, 2014, 12:09:26 PM
what is acid 6?
link please?

It's a "little package that should make starting the game easier." from user AcidWeb found here:

http://aurora2.pentarch.org/index.php/topic,5663.0.html
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: alex_brunius on September 20, 2014, 01:27:44 PM
Something seems to be strange with interception movements in v6.4.2

I am intercepting a stationary gate-builder and it seems to be treated as if it was moving for interception purposes. See my added dotted line for reference where the intercepting TG is heading.

(http://i.imgur.com/VStEkGc.png)

It later reported order completed despite being several million km off.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: letsdance on September 21, 2014, 12:02:16 AM
in the individual unit (F6) ordnance management, the fast reload - population button does not load from population but from ship to population.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Jorgen_CAB on September 22, 2014, 03:46:36 AM
Please... pretty please take a look at the "Max Tracking Time Bonus vs Missiles" line of technology because it currently does nothing to enhance the tracking speed of point defences. Unless my investigation abilities are crap that is... ;)

I know I have reported this issue a couple of times before on the older versions and I think it would add some .balance back to the effectiveness of beam point defences at the later stages of the game if it worked. In the early game I don't think there is a great impact without this technology.

I have tested this out relatively thoroughly in .6.43

In my latest test I did the following.

A missile ship fired 30 size four missiles with a speed of 24000km/s carrying a strength 4 nuke (Ion engine tech)

The target was a ship with five twin linked gauss cannon turret, each turret could fire six shots so could fire a total of 30 shots. The tracking speed of the turret and sensor tech was 12000km/s. The "Max Tracking Time Bonus vs Missiles" tech was at 40% and they were able to track the missiles to get 30% of that.

The base to hit for the gauss turrets was 79% (set at final defence), the log then mentioned that the final value after tracking speed was 39% which seems about right if the tracking speed was 12000km/s versus a 24000km/s missile. The missile had 100% chance to hit the ship that had a speed much lower than the agility/speed of the missile.

I repeated this test many times and the result is that only 39% of the missiles were shot down. If the "Max Tracking Time Bonus vs Missiles" tech would have functioned correctly I should have shot down 51% and not 39% so it is a significant difference, enough to be seen after firing 300 missiles in total.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: hyramgraff on September 25, 2014, 01:12:52 PM
Quote from: Erik Luken link=topic=7012. msg75855#msg75855 date=1410384903
Quote from: hyramgraff link=topic=7012. msg75853#msg75853 date=1410382572
Another potential issue I've noticed from my current campaign.    I only have ground units that require a rank one commander, and it seems that auto-assignment won't assign officers of a higher rank to these units, even if they have a higher bonus. 

This leads to having all of my best army officers being promoted and then released from service six years after their promotion because they are "deemed surplus to requirements". 
Do you have BHQ and DHQ? Those usually require higher ranked officers.

I started with a low number of research points, so the only ground units that I can train are:
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on September 25, 2014, 01:57:21 PM
Do you have BHQ and DHQ? Those usually require higher ranked officers.


I started with a low number of research points, so the only ground units that I can train are:
  • Mobile Infantry Battalion
  • Garrision Battalion
  • Replacement Battalion
  • Low Tech Armor Division
  • Low Tech Infantry Division
Brigade and Division HQ are higher techs. Along with a few other types. You can manually assign the higher ranking officers to battalions and in the officer screen, there is a checkbox in the center area that should prevent them from being reassigned. I don't recall the exact wording on it.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: linkxsc on September 28, 2014, 11:31:40 PM
Noticed a kind of derpy little bug while running through assorted turret designs.

Ver .643

When designing a single gauss cannon turret using a .5hs gauss cannon (the 8% one), regardless of the number you set for tracking speed (300k is still 1HS), the literal turret size never goes up above 1HS total. Playing around, they seem to operate just fine while playing (though their aim is terrible, my tech is at 4 for the ROF, and sticking 8 of these turrets on a ship with a max beam tracking system, they demolish waves of missiles. 32, 8% chances every 5 seconds is pretty good chances for missile shootdowns)


Also spotted another 1.

When designing box launchers, if one doesn't manually set the "reload rate" tech to the minimum, it generally costs 2x-3x the resources and research. Noticed it while designing some boxes for my fighters, was hoping that it would actually speed up the hangar reload time, however it does not.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Garfunkel on October 03, 2014, 07:50:25 PM
That's why there is a note that Reload Rate is pointless for Box Launchers. It shows up in the Design screen when you select Box launchers.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: linkxsc on October 03, 2014, 09:13:41 PM
Sry bout that. I play with a small monitor. When dragging it up, i can see something mentioned there that appears when picking box launchers, but cant read it (only the tops of letters)

Although, with increased playing around with options, switching the box launcher to a pdc only system... does have a faster hangar reload.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Jorgen_CAB on October 04, 2014, 03:57:03 AM
Noticed a kind of derpy little bug while running through assorted turret designs.

Ver .643

When designing a single gauss cannon turret using a .5hs gauss cannon (the 8% one), regardless of the number you set for tracking speed (300k is still 1HS), the literal turret size never goes up above 1HS total. Playing around, they seem to operate just fine while playing (though their aim is terrible, my tech is at 4 for the ROF, and sticking 8 of these turrets on a ship with a max beam tracking system, they demolish waves of missiles. 32, 8% chances every 5 seconds is pretty good chances for missile shootdowns)

But a 1HS turret is actually a very large turret for that cannon. A twin 8% gauss cannon turret with a normal x4 tracking speed will be about 1.3HS and so will a 17% gauss cannon. So adding those 8% 1HS cannons is not doing you a great service... ;)

The problem seem more to be that turrets minimum size is 1HS so you are best of using a 17% turret or a twin 8% turret as the smaller turret on any ship. Although, from a mathematical perspective larger gauss turret is more reliable as long as your tracking speed of turret/fire-control is less than the speed at which you fire at which usually is the case. I mainly construct smaller turrets because they can fit into smaller ship hulls and are more flexible and cheaper to research.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: swarm_sadist on October 05, 2014, 01:13:22 PM
Very minor grammar bug:
Some officers and scientists are incorrectly identified as male when they are actually female. EX: When an officer has increased their fleet initiative.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: linkxsc on October 05, 2014, 03:13:05 PM
I honestly dont think that the game differentiates gender. Commanders with female names are just commanders to the game. Similarly, the traits section of their bios seems to have no actual effect on the commander, other than giving the player a bit more fuel with which to RP
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on October 07, 2014, 07:39:44 AM
Very minor grammar bug:
Some officers and scientists are incorrectly identified as male when they are actually female. EX: When an officer has increased their fleet initiative.

There is a male/female column in the database, but as far as I know, the code does not reference it.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: JOKER on October 08, 2014, 12:32:21 AM
Ver 6.43

Encountered a serious bug about Event log. Ended the processes of Aurora when I clicked "Auto turns" incorrectly, which I have done many times without any problem.  Then the window of "Events update" can't be displayed.  Restarted the game several times, but it doesn't help.  Any ideas?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: IanD on October 08, 2014, 10:32:01 AM
Not sure whats going on but I get the following message 3 times.

Aurora

No new technology was discovered during the disassembly of this component


After pressing ok thrice I get the following message

Aurora

Wreck not found in CompleteWreckSalvage



1 click on ok and the game runs as it should to the next 30 day cycle, there seems to be a variation of the above messages ... I presume its an "leak" from an NPC or something...

Apart from that the game works as it should...

Confirming this bug. It appears when an NPR attempts to salvage a wreck. In addition I get several

Error in Wreck ID
Error 91 was generated by Aurora
Object variable or With block variable not set
Please report etc.

That message is interspersed with

Error in Wreck ID
Error 3061 was generated by DAO.database
Too few parameters. Expected 1.
Please report etc.

Ian

Edit: Had a look in designer mode and it appears NPRs are assigning multiple salvage vessels for the same wreck which probably leads to the error messages when one or more salvage vessels are left without a wreck to salvage.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: JOKER on October 09, 2014, 11:52:56 PM
The problem is, I can "open" the Event log with Ctrl+F3 or other normal ways and see it on taskbar, but it can't be displayed correctly. The window doesn't appear when clicked, and when I move my cursor onto it on taskbar, it shows a blank subscreen.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on October 10, 2014, 08:39:54 AM
The problem is, I can "open" the Event log with Ctrl+F3 or other normal ways and see it on taskbar, but it can't be displayed correctly. The window doesn't appear when clicked, and when I move my cursor onto it on taskbar, it shows a blank subscreen.

From the main game window, reset window positions.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: JOKER on October 10, 2014, 10:03:12 AM
From the main game window, reset window positions.
Doesn't work. Maybe a programme problem caused by ended the processes of Aurora with task manager.

Finally solved the problem. Started a new game, opened the event log, then used "Game info" button to switch to the original game, and the bug is nuked.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Bgreman on October 10, 2014, 12:53:36 PM
There is a male/female column in the database, but as far as I know, the code does not reference it.

This is correct.  Moreover, many of the name themes do not include male/female information at all, so all commanders are generated as male.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Akhillis on October 11, 2014, 12:02:53 AM
Version 6.43

If you accidently assign a ground unit as its own headquarters (i.e. assign the 1st Brigade as headquarters of the 1st Brigade), the unit will disappear from the Ground Units screen. It will continue to show up on other screens (i.e. assign leaders and load ground units) and continue to function, but remains "invisible".
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Witty on October 11, 2014, 05:58:20 PM
For 6.43

Was about four years into a campaign when this error message started periodically appearing, typically within a 5 day interval of time lapse.

Error in NPRPopPlanning
Error 3021 was generated by DOA.Field
No current Record

After about 20 clicks of the OK button, the message disappears and the time lapses as normal.

Is there anything I can do to salvage this? It pretty much renders the game unplayable, and I really don't want to start another campaign because of this.

edit: Deleting a newly uncovered system seems to fixed the issue. It had a few decent planets, which is a shame.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Bremen on October 22, 2014, 01:08:59 PM
6.4.3

The game lists the hotkey for the fighter window as F7. This works when the main game menu is active, but doesn't seem to work from other windows, like the economic or events windows (though other hotkeys, like F8 for the battle control window, still do).
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: IanD on October 27, 2014, 08:10:27 AM
Aurora 6.43. Game 40 years in, multiple NPR Sol start.

I am now seeing "Error in GetMaxPotentialSensor Range  Error 6 was generated by Aurora  Overflow etc" for every NPR combat, many times per 5 sec increment, probably at least one per NPR ship engaged. It is very irritating but can be OKed through. This error was also seen in v5.56.

Ian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on October 27, 2014, 10:43:19 AM
Ver.   6.  43
Using the auto route planning between populations (worked fine in past) and my fleet went to the star instead of the population.   They were only traveling through two systems so it should have been fine, but I only noticed because I was taking a look at sensor ranges and saw the sensors off-set of the planet. 

Edit: Happened again, but this time it put a station (tugging) that was supposed to be over my colony a distance from the jump in the opposite direction in space.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ExChairman on October 29, 2014, 12:49:00 PM
Ver 6.43

I seem to have lost an enemy system...

I sent my fleet to interrogate some survivors of some enemy ships, one of the things I learned was a unknown system...  Good I thought, but when I went in to my Galactic Map I got an error

Error: WP link not found in GetWarpPointData

The next error shows up 2 times and is:

Error in DisplayWP

Error 5 was generated by Aurora


But most strange of all is that the system I found out throe my POWs are on the other side of my known space...

But the missing enemy home system is in the galactic map and in system generation (F9) but when I go to system map there is only a star in that system.... All planets and ships are gone, I can order my fleet to move to the differnt planets and so on...
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: GreatTuna on November 05, 2014, 12:04:28 PM
Game version is v6.43.

One of my NPRs is designing weird\broken ships.

Take a look:

Code: [Select]
Devastator class Jump Battlecruiser    25 350 tons     476 Crew     5963.4 BP      TCS 507  TH 3750  EM 0
7396 km/s    JR 4-250     Armour 10-76     Shields 0-0     Sensors 11/22/0/0     Damage Control Rating 12     PPV 6
Maint Life 0.92 Years     MSP 1764    AFR 428%    IFR 6%    1YR 1921    5YR 28815    Max Repair 800 MSP
Intended Deployment Time: 6 months    Spare Berths 0   
Magazine 233   

J25600(4-250) Military Jump Drive     Max Ship Size 25600 tons    Distance 250k km     Squadron Size 4
125 EP Magnetic Fusion Drive (30)    Power 125    Fuel Use 100.62%    Signature 125    Exp 12%
Fuel Capacity 8 200 000 Litres    Range 57.9 billion km   (90 days at full power)

CIWS-120 (2x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Size 6 Missile Launcher (1)    Missile Size 6    Rate of Fire 30
Missile Fire Control FC751-R90 (3)     Range 751.4m km    Resolution 90
Spiral Anti-ship Missile (38)  Speed: 32 400 km/s   End: 319.9m    Range: 622m km   WH: 13    Size: 6    TH: 108/64/32

Active Search Sensor MR834-R90 (1)     GPS 72000     Range 834.8m km    Resolution 90
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM2-22 (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

ECCM-2 (1)         ECM 20

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

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Phoenix Hawk class Jump Destroyer    8 450 tons     163 Crew     1846.5 BP      TCS 169  TH 1250  EM 0
7396 km/s    JR 4-250     Armour 8-36     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 4     PPV 0
Maint Life 3.09 Years     MSP 546    AFR 142%    IFR 2%    1YR 86    5YR 1284    Max Repair 160 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

J8800(4-250) Military Jump Drive     Max Ship Size 8800 tons    Distance 250k km     Squadron Size 4
125 EP Magnetic Fusion Drive (10)    Power 125    Fuel Use 100.62%    Signature 125    Exp 12%
Fuel Capacity 2 900 000 Litres    Range 61.4 billion km   (96 days at full power)

Size 4 Missile Launcher (0)    Missile Size 4    Rate of Fire 20
Missile Fire Control FC105-R4 (1)     Range 105.6m km    Resolution 4
Kasturi Anti-ship Missile (0)  Speed: 29 000 km/s   End: 162.9m    Range: 283.4m km   WH: 12    Size: 4    TH: 96/58/29

Active Search Sensor MR35-R4 (1)     GPS 640     Range 35.2m km    Resolution 4
Active Search Sensor MR83-R90 (1)     GPS 7200     Range 83.5m km    Resolution 90
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECCM-2 (1)         ECM 20

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

This design is classed as a Military Vessel for maintenance purposes

The first design is *just* combat-ineffective (only 1 launcher at 25.5 ktons), but second design has 0 launchers, making it completely useless and broken.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: IanD on November 06, 2014, 02:34:57 AM
v6.43
A Precursor transport dropped 12 marine units on a newly occupied planet. Everything started normally with them taking damage, slowly reducing their readiness state. then in two consecutive 5 day increments my division destroyed one precursor battalion. The next 5 day increment and they have all gone. There should have been ten battalions left, but nothing. I even checked in designer mode and they are definitely gone.

Ian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Mastik on November 16, 2014, 12:55:14 PM
Aurora 6.43. Game 40 years in, multiple NPR Sol start.

I am now seeing "Error in GetMaxPotentialSensor Range  Error 6 was generated by Aurora  Overflow etc" for every NPR combat, many times per 5 sec increment, probably at least one per NPR ship engaged. It is very irritating but can be OKed through. This error was also seen in v5.56.

Ian

Got this now too.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on November 22, 2014, 08:23:28 PM
Nebulas have a problem with the maximum possible travel speed when combined with hangars. Ships in hangars apparently get considered for this. For example a cruiser of mine in a level 2 nebula would in theory be capable of speed 5000, but since it has some survey craft with only 1 armor in hangars, it is limited to 1250. When I dispatch those probes, my new maximum becomes 2500, because there are also some bombers with armor 2.
The calculation for nebula speed doesn't recognize the special status of docked ships it seems.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on November 22, 2014, 11:56:14 PM
This might not be a bug, it could be intended. In several Sci-Fi universes, hangars are simply like docking arms or attaching points on the side of the ship. The orbital weapons platform in the Halo universe has two hangars for frigate that are just arms as high as the frigates down the port and starboard sides. But it could be a bug if that wasn't intended.
(http://img2.wikia.nocookie.net/__cb20090202053346/halo/images/thumb/7/77/Macstationcairolarge1ki.jpg/300px-Macstationcairolarge1ki.webp)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Hurmdurm on November 23, 2014, 11:33:55 AM
Civilian shipping lines are not updating their class designs for Huge ships when new engine technology becomes available.

For example I received these three events in the same increment:
Code: [Select]
Boffa Interstellar Colony Ltd has launched a new Boffa Small F5 class Freighter
Boffa Interstellar Colony Ltd has launched a new Boffa Large F5 class Freighter
Boffa Interstellar Colony Ltd has launched a new Boffa Huge F3 class Freighter

The Small and Large freighters have been updated to incorporate internal containment fusion drives, but the Huge freighter is still using the two-generations-old ion drives that my empire started with.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on November 24, 2014, 12:41:12 AM
Civilian shipping lines are not updating their class designs for Huge ships when new engine technology becomes available.

For example I received these three events in the same increment:
Code: [Select]
Boffa Interstellar Colony Ltd has launched a new Boffa Small F5 class Freighter
Boffa Interstellar Colony Ltd has launched a new Boffa Large F5 class Freighter
Boffa Interstellar Colony Ltd has launched a new Boffa Huge F3 class Freighter

The Small and Large freighters have been updated to incorporate internal containment fusion drives, but the Huge freighter is still using the two-generations-old ion drives that my empire started with.
Maybe the huge ships are so expencive it literally took 2 generations to build it? :p
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Hurmdurm on November 24, 2014, 10:13:13 AM
Maybe the huge ships are so expencive it literally took 2 generations to build it? :p

Actually I think that civilian ships tend to decline in cost as engine tech improves...
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on November 25, 2014, 11:27:05 PM
In my current side game I have for the first time tried out the "jump gate on everything" option. However, it only places gates on every jump point that was created during the system's generation. When I later found jump links that would track back to an already known system (and create a new jump point with that), it wouldn't create a gate on the newly spawned point, so I couldn't immediately turn back.
I could confirm this when I found the second of those circles, where it happened too.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on November 26, 2014, 10:17:42 AM
In past games I've been hunted by the problem that at some point newly created ships would cause a single error window per built ship on a construction turn, causing them to come out of the factory without fuel. It was not a threatening problem, as I could just refuel them after, but mysterious.
I've now found the reason for this, as in my current side game fuel is suspiciously rare, so I could observe the situation more closely. The first time that this error appeared again was exactly when my fuel reserves hit the magical 2^31 barrier. My home planet has around 2.3b fuel currently, and after building some small unit, there was the error. The error disappears when I lift away over 500m liter with a tanker, so this is securely confirmed.

2.15b fuel reserve is not that much of an achievement for a planet. This time I got this with running 12 fuel platforms of 400 harvesters each, and those barely feed my single main freighter group, which only has a total of 100 holds (really not that much), yet consumes around 100m+ liters per single trip. (I experimented with "Clipper" designs, express or emergency fast freighters who have 50% tonnage as engines. Surprisingly expensive, didn't expect that. (http://www.greensmilies.com/smile/smiley_emoticons_seb_zunge.gif))
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: joeclark77 on November 26, 2014, 03:56:56 PM
When a tug with a tractor beam is towing an immobile station (no engines), and the station experiences a random maintenance error (in my case, a sensor needs maintenance and is immediately repaired with on-board supplies) I get the "Ship Slowed" message in my event log:
Code: [Select]
As Missile Defense Base 001 has slowed to 1 km/s due to damage, it has been detached from TG Stanley 001.
The tug moves onward but the tractor link doesn't break.  I have to break the tractor link manually, then order the tug to re-tractor the station.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on November 27, 2014, 04:11:23 AM
Civilian shipping lines are not updating their class designs for Huge ships when new engine technology becomes available.

For example I received these three events in the same increment:
Code: [Select]
Boffa Interstellar Colony Ltd has launched a new Boffa Small F5 class Freighter
Boffa Interstellar Colony Ltd has launched a new Boffa Large F5 class Freighter
Boffa Interstellar Colony Ltd has launched a new Boffa Huge F3 class Freighter

The Small and Large freighters have been updated to incorporate internal containment fusion drives, but the Huge freighter is still using the two-generations-old ion drives that my empire started with.

Fixed for v6.50
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Haji on November 30, 2014, 10:26:56 PM
Shutting down manned maintenance facilities affects orbital installations as well (such as space stations with maintenance modules) making maintenance/overhaul impossible. (ver. 6.43)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Zenorefe on December 02, 2014, 05:17:27 AM
After trying to tug a ship with no fuel and another ship blowing up, I've been getting error 5 messages.  Which keep popping up, making the game unplayable.

38 years in, the truce timer is set at zero if that is important, it set it to that by itself.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on December 04, 2014, 12:23:15 PM
Bug (I think) found with my jump ship (it has both commercial and military drives). Under the class design screen, it only shows one of the jump engines I have on it (the commercial one) but on the ship overview screen it only shows the military engine and is preventing my fleet (just a battleship 50k tons exactly) from jumping at JPs that don't have JGs. The military drive is rated for ships up to 52,500 tons. Is this a bug, or just how Jump drives work. The Jumps ship has no problem jumping.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: hyramgraff on December 04, 2014, 12:29:56 PM
Quote from: Vandermeer link=topic=7012.  msg77069#msg77069 date=1416979625
In my current side game I have for the first time tried out the "jump gate on everything" option.   However, it only places gates on every jump point that was created during the system's generation.   When I later found jump links that would track back to an already known system (and create a new jump point with that), it wouldn't create a gate on the newly spawned point, so I couldn't immediately turn back. 
I could confirm this when I found the second of those circles, where it happened too. 

The same thing has happened to me three times already in my current game.  Each time it's happened, I've added the missing jump gate in SM mode. 
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kytuzian on December 07, 2014, 10:46:36 AM
I keep getting 'Error' 76 every few times I pass time, and then if I hit 'Okay' enough, it switches to 'Error 424'. If I close Aurora, then it gives me 'Error 3420'. I can kill the process and then restart the game, but it's incredibly annoying.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ostia on December 09, 2014, 08:06:33 AM
Error with adding Ship names

Version 6.43

1. Generate ShipNames.txt
2. Fill it with the following:
Code: [Select]
Oceanus
Tethys
Hyperion
Theia
Coeus
Phoebe
Cronus
Rhea
Mnemosyne
Themis
Crius
Iapetus
Helios
Selene
Eos
Lelantos
Leto
Asteria
Atlas
Prometheus
Epimetheus
Menoetius
Astraeus
Pallas
Perses
3. Place the file inside the Aurora directory
4. Import over Add Ship Names from the menu

I get one Error 438 and afterwards an endless stream of 2 Error 424 and 1 Error 3315. A try with just the first 3 names produced the same results.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Captain_Goatse on December 22, 2014, 02:10:41 PM
Error in ShowMinerals

Error 35602 was generated by Nodes

Key is not unique in collection

Please report to. . .


Savegame is available on request.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Korsar13 on December 24, 2014, 10:15:03 AM
System Map, select 'Sol' and.   .   .   

Quote
Error 6 was generated by Aurora
Overlow

savegame: https://www. dropbox. com/s/6zpoqlajvx4kugf/Stevefire_bug. mdb?dl=0
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: davidr on December 26, 2014, 06:11:51 AM
v 6.43

I do not know if this is a Bug or WAD so am reporting the info :-

I am in contact with 2 NPR races , both of whom I am now allied with and also I allow Trade access which means ships of both NPR's have free transit about my colonies.
However the NPR's are at war with each other , which results in many battles in different systems.

Recently a battle occurred in the Sol System right at Earth ( all my vessels being docked and passive orbiting Earth ) resulting in wrecks appearing of both sides - I took no part in the fighting and have assisted neither side. HOWEVER some of my ships in orbit and also some of my civilian freighters received missile hits from one or both of the NPR races ( I could not tell which race was the culprit ) resulting in destruction of some of my military and civilian ships.

 On the diplomatic screen my stance towards the NPR's has changed to hostile , yet both NPR's stance towards myself is still at " Allied ".

I report this as I do not know whether an Allied NPR should be able to "accidentely " or "purposely" inflict damage on anothers fleet , if they are in close proximity when a conflict with an enemy fleet commences.

As I did not know if this was a bug or not , i have had to reload a save from some 6 months earlier Star Time and then disallow both allied NPR's from having Trade access to my colonies. Hopefully there will not know be a 3rd party battle around Earth.  

DavidR
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Rich.h on December 26, 2014, 06:59:57 AM
v 6.43

I do not know if this is a Bug or WAD so am reporting the info :-

I am in contact with 2 NPR races , both of whom I am now allied with and also I allow Trade access which means ships of both NPR's have free transit about my colonies.
However the NPR's are at war with each other , which results in many battles in different systems.

Recently a battle occurred in the Sol System right at Earth ( all my vessels being docked and passive orbiting Earth ) resulting in wrecks appearing of both sides - I took no part in the fighting and have assisted neither side. HOWEVER some of my ships in orbit and also some of my civilian freighters received missile hits from one or both of the NPR races ( I could not tell which race was the culprit ) resulting in destruction of some of my military and civilian ships.

 On the diplomatic screen my stance towards the NPR's has changed to hostile , yet both NPR's stance towards myself is still at " Allied ".

I report this as I do not know whether an Allied NPR should be able to "accidentely " or "purposely" inflict damage on anothers fleet , if they are in close proximity when a conflict with an enemy fleet commences.

As I did not know if this was a bug or not , i have had to reload a save from some 6 months earlier Star Time and then disallow both allied NPR's from having Trade access to my colonies. Hopefully there will not know be a 3rd party battle around Earth.  

DavidR

Would a stray missile with active sensors have hit one of your ships? If it had lost it's original target do they not seek out the nearest new target not of their own empire?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: JacenHan on December 26, 2014, 11:31:06 AM
It's likely the missiles had sensors, and were seeking out the nearest ship that was not their own empire's. The same thing happened to Steve in the Solarian Empires game, and he decided to leave it as a "feature" to give some spontaneity to the game.

You can either try to rebuild relations or use it as a casus belli to to conquer an alien empire.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on December 26, 2014, 05:51:24 PM
..he decided to leave it as a "feature" to give some spontaneity to the game...
Collatoral damage/Friendly fire.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kytuzian on December 27, 2014, 12:20:22 PM
I keep getting 'Error' 76 every few times I pass time, and then if I hit 'Okay' enough, it switches to 'Error 424'. If I close Aurora, then it gives me 'Error 3420'. I can kill the process and then restart the game, but it's incredibly annoying.

Does anyone know why this is happening/how I can fix it? I've tried reinstalling, but that didn't fix it either.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on December 28, 2014, 07:50:36 PM
Does anyone know why this is happening/how I can fix it? I've tried reinstalling, but that didn't fix it either.
You or a NPR simply did something that the game doesn't like. Sadly the only thing you can do is delete the game (the save file not aurora).
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kytuzian on December 28, 2014, 11:19:58 PM
You or a NPR simply did something that the game doesn't like. Sadly the only thing you can do is delete the game (the save file not aurora).

I believe it must have been something I did, in that case, as I deleted the saves and started a new game, and had the bug again. Any idea on what specific activity might cause this?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on December 29, 2014, 07:14:41 AM
At the top of the box which says Error 76, it should say something. That'll help narrow things down.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kytuzian on December 29, 2014, 08:18:50 AM
At the top of the box which says Error 76, it should say something. That'll help narrow things down.

Here is the exact error message:
(http://i.imgur.com/GFC3DIf.png)

If it means path in that a ship is trying to go somewhere, it can't be one of mine, as I don't have any ships yet.

Thanks for your help.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: sloanjh on December 29, 2014, 10:22:44 PM
My guess is that it's the file path on the operating system.  The clue is "CreateGameLog" - Aurora creates log files in a directory somewhere (unfortunately I don't remember the location, but it's buried in the boards somewhere).  I suspect you've either got that directory write protected so that Aurora doesn't have permissions to open it, or it doesn't exist at all (hence the "Path not found").

You didn't install into Program Files, did you?  That's generally a bad idea due to protection issues....

John
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on December 29, 2014, 11:09:02 PM
My guess is that it's the file path on the operating system.  The clue is "CreateGameLog" - Aurora creates log files in a directory somewhere (unfortunately I don't remember the location, but it's buried in the boards somewhere).  I suspect you've either got that directory write protected so that Aurora doesn't have permissions to open it, or it doesn't exist at all (hence the "Path not found").

You didn't install into Program Files, did you?  That's generally a bad idea due to protection issues....

John
I did and mine is fine. I did some sneaky stuff that I cant remember to be of help.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kytuzian on December 29, 2014, 11:54:31 PM
I just used the Wrapper, so yes, it was installed to Program Files. Would it help running it in admin mode, or should I just try reinstalling it somewhere? I believe I also installed (on my other computer) to Program Files and had no issues, but I'll test it tomorrow and see what happens.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kytuzian on December 30, 2014, 07:20:57 AM
Running in admin mode seems to have fixed it, been going for around 10 years now, thanks everyone!
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Rich.h on January 08, 2015, 05:43:32 PM
v 6.43
I seem to be having an issue and hope it is something I have overlooked. I took a fleet into a newly discovered system to deal with some enemy vessels there, after the battle I found I could not transit back through the jump point to head home for tea and medals. The command ship which also has the jump drive was undamaged expect for some armour pot holes, in addition all other ships had completed damage control so the only damage the fleet was suffering was to armour. Eventually I used SM to teleport the fleet back to Earth and used shipyards to conduct repairs, Once completed and the fleet had refueled and restocked I tried to send them on a patrol. However I still cannot jump, jump gates work fine and I can pass through them as expected. But any standard jump point always returns the message that the fleet cannot jump as they are suffering the effects of a recent transit.

I am aware that jump drives need time to cool down before they can be used again, however the total time elapsed between first jumping into the system for battle and leaving the shipyards after repairs are now well over a year. I have other ships of the exact same design who are working as normal and can happily travel across systems jumping at points with no errors.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ixeziel on January 10, 2015, 09:55:46 AM
Discovered a bug when creating new empires in SM mode, if you don't click cancel and instead close the create empire screen by clicking on the cross in the corner, the game will generate an NPR empire as well as closing the screen.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: bean on January 13, 2015, 02:49:44 PM
I had something like 4 civilian ships delivered during my last build cycle, and it appears to have crashed the whole civilian shipping system.  The freight fleets no longer show their names on the system map, although the icon is still there, and the shipping lines screen shows them just sitting there doing nothing.
All 4 ships were cargo ships, and I previously had one cargo and one colony ship in operation, and they were working fine.  Also, this is one of my big games, so there might be an issue with total ship numbers.
I did a bit more poking, and they're not responding to contracts, and when I went into designer mode, they didn't take orders there, either.
Edit:
For a while, it looked like they weren't responding, but they're back, and trade has resumed as normal.  They fulfilled the contracts, and are now carrying trade goods.  The names on the icons are still not showing up, although it's possible that there's a switch somewhere I accidentally turned off.  This might be a false alarm.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: JacenHan on January 13, 2015, 07:19:58 PM
Under "contacts", there is a "Hide Civilian Ship Names" button, make sure that isn't activated.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Prophoem on January 16, 2015, 10:07:00 AM
version 6. 43

I think this has been reported before but i get error 713 whenever i click on System Information.  I installed the DLL and the files in the installation folders but it still aint working.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Thanatos on January 17, 2015, 11:29:13 PM
I am not sure if this is a bug or not, or even if the steps are recreatable; However, I am pretty sure that if anyone else noticed this happening, the steps are recreatable.   

My bug however was related to shipping lines, and Freighters spazzing out and refusing to do any work (Colony ships were unaffected)

I had a multi-Sol start; One NPR on Jupiter, and myself on Earth.    Truce Clock was set to 10 years.    Since I messed up and started with the normal population number at 150% difficulty- I wanted to expand my economy; So I placed colonies on Luna and Mars, set my demand and supply, built a colony and cargo ship, used my meager money to subsidize the shipping line.   

Up until this point me and the Jovs were buddy buddy, it was still the first year.    My diplomatic teams raise the relations to Allow Trade levels; and I enable this, and as soon as the commercial shipping line launches it's first ship, Jov goes crazy and blows it up.   

About 3 months later after I absolutely destroy the Jovs, I notice my shipping line Freighters aren't doing anything.    I noticed them trying to go towards their planet as if to trade with the Jupiter dudes, but they stop halfway and don't do anything.    They do however run from Jupiter ships.    I tried clearing orders, nothing.    I went into SM mode and raised our relations to friendly levels-- still nothing.   

 I am convinced the Shipping Lines broke the truce-- and that is fine by me; But it broke the Freighters as well it seems-- and I made sure that I had enough supply contracts and demands. 

v6.  43
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Malicus on January 21, 2015, 06:50:42 AM
Using a random company name, a name was generated ("Parry Space & Security 320 EP Commercial Magneto-plasma Drive") that was too long for the field that stores the name of a component, though I didn't realize this at the time.  Whenever I opened the class design window, I first saw "Error in DisplayTechCategory" "Error 94 was generated by Aurora" "Invalid use of Null" before the window opened.  When I found the offending engine in the technology report, its name was blank.  Attempting to rename it to the above name gave an error about the field being too small, so I tried a shorter name and the errors stopped.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Obi von Knobi on January 22, 2015, 11:54:25 AM
I don't know if this is a bug, but an NPR i created spawned 26 ships in less than a month after its genesis.

In the middle of my game, I wanted to practice war.  So I used SM and F9 to create a new species on Titan, I gave them default settings (as far as I remember) with Insane Dictator government.  After three days, they had already made a ship, bee-lining its way to my capital and turning on its active sensor.  Less than a month later and they have 26 ships of 13 different classes! Is there a natural explanation or does it stem from a bug?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on January 22, 2015, 12:04:36 PM
I don't know if this is a bug, but an NPR i created spawned 26 ships in less than a month after its genesis.

In the middle of my game, I wanted to practice war.  So I used SM and F9 to create a new species on Titan, I gave them default settings (as far as I remember) with Insane Dictator government.  After three days, they had already made a ship, bee-lining its way to my capital and turning on its active sensor.  Less than a month later and they have 26 ships of 13 different classes! Is there a natural explanation or does it stem from a bug?
Not a bug. They just probably have small ships with a shipyard(s) with a lot of slipways. And if the auto-assign tech chooses ship build rate and they have cheap parts (low tech), its possible.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: JacenHan on January 22, 2015, 12:13:04 PM
NPRs always spawn with a fleet of ships.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on January 22, 2015, 04:22:11 PM
Fixed a bug that was causing NPR FACs to launch multiple small salvos instead of one large one. Also fixed a 5-second bug caused by reloading NPR FACs
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Kytuzian on January 25, 2015, 05:23:22 PM
Just recently in a rather long game so far, I have been getting this error whenever I pass time:

(http://i.imgur.com/o8KJLKY.png)

Any ideas?

EDIT:
It seems to have been related to a fleet attacking one of my ships, because it ended shortly after my ship was destroyed. I would still be curious to hear if anyone has any ideas about what caused it so I can stop it in the future.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Cfant on January 27, 2015, 07:20:10 AM
6.43:

Every December, the game crashes with Error 76. Pressing OK, Error 424 is given. If I end the game and start new, it works again. So I have a regulary Christmas-Crash, you could say. Any ideas?

Edit: It's not always December. You can say every now and then, one time a year. :(
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on January 27, 2015, 08:20:06 AM
6.43:

Every December, the game crashes with Error 76. Pressing OK, Error 424 is given. If I end the game and start new, it works again. So I have a regulary Christmas-Crash, you could say. Any ideas?

Edit: It's not always December. You can say every now and then, one time a year. :(
Hmmmmmm, never crashed for me in December. And didn't 6.43 just come out Summer 2014? So how could you have a crash every year with a version not even out for more than a year? Or were you saying Aurora as a whole keeps crashing every year no matter the version? Can I ask any more questions in a row? Is it too much?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Cfant on January 27, 2015, 08:31:21 AM
 ;) Well, I mean it crashes every INGAME-year
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on January 27, 2015, 08:36:29 AM
;) Well, I mean it crashes every INGAME-year
Ahhhh, you got me there. Still no crashes for me every in game December though. Maybe you have to reinstall, that's all I could tell you to do as I never had this happen to me. Must be a NPR celebrating some kind of holiday/festival ;).
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Starfyre on January 28, 2015, 05:01:37 PM
6.43:

Every December, the game crashes with Error 76. Pressing OK, Error 424 is given. If I end the game and start new, it works again. So I have a regulary Christmas-Crash, you could say. Any ideas?

Edit: It's not always December. You can say every now and then, one time a year. :(

I'm pretty sure I have the same error.  First year it doesn't happen, but every year past that it does it right on january first, on the dot.  Though as the game goes on it begins to meander back and forth between january and february.  It happens regardless of # of nprs/no nprs at all, conventional/TN start, and real/random stars.  I suspect it's related to the officer culling/monitoring function, because in thirty years of gameplay I've never seen a single officer dismissed as surplus to requirements, and the start of every year is when I believe it makes those checks.  I suppose it's *possible* that I've used every single officer available to me all the time, but there was a good ten year stretch at the start where I had three academies and a navy that consisted of half a dozen freighters/colonizers and about the same number of survey ships.  No way I didn't have any spare officers during that stretch.  especially ground forces brigadiers.

I'm using the acidweb all in one installer v6.43, and windows 7 ultimate sp 1.  I have no other bugs with aurora that I'm aware of.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Cfant on January 29, 2015, 01:35:17 AM
Yes, the first one or two years worked without error, but it's always at the same time since then. Had some NPR with fightings, so the time-table was changed, as time not always passed with 30-days-shifts. Now the error is every February...
I used the portable version, because all other versions had other problems and a lot more errors...

Starfyre, how do you handle the problem? Reload every year?

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: iceball3 on January 29, 2015, 05:25:39 PM
I am not sure if this is a bug or not, or even if the steps are recreatable; However, I am pretty sure that if anyone else noticed this happening, the steps are recreatable.   

My bug however was related to shipping lines, and Freighters spazzing out and refusing to do any work (Colony ships were unaffected)

I had a multi-Sol start; One NPR on Jupiter, and myself on Earth.    Truce Clock was set to 10 years.    Since I messed up and started with the normal population number at 150% difficulty- I wanted to expand my economy; So I placed colonies on Luna and Mars, set my demand and supply, built a colony and cargo ship, used my meager money to subsidize the shipping line.   

Up until this point me and the Jovs were buddy buddy, it was still the first year.    My diplomatic teams raise the relations to Allow Trade levels; and I enable this, and as soon as the commercial shipping line launches it's first ship, Jov goes crazy and blows it up.   

About 3 months later after I absolutely destroy the Jovs, I notice my shipping line Freighters aren't doing anything.    I noticed them trying to go towards their planet as if to trade with the Jupiter dudes, but they stop halfway and don't do anything.    They do however run from Jupiter ships.    I tried clearing orders, nothing.    I went into SM mode and raised our relations to friendly levels-- still nothing.   

 I am convinced the Shipping Lines broke the truce-- and that is fine by me; But it broke the Freighters as well it seems-- and I made sure that I had enough supply contracts and demands. 

v6.  43x
I got a sneaking suspicious here..
You put the colony ON jupiter? If so, that is likely your issue.. Colonies are never ever supposed to happen on gas planets. It is likely that because of that, you ended up breaking the freighters when they tried to interact with a colony. Rule of thumb, next time you have a go make sure you set them up on the moon instead.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Starfyre on January 29, 2015, 06:32:16 PM
I hold down enter until the messages go away, then continue as normal.  Doesn't take too long, though the number of them doesn't seem to be consistent from year to year.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: gamedesign69 on February 02, 2015, 01:20:42 PM
Location: USA
Windows Version: 8
Aurora Version: 6. 43
Administrator Mode ON

Conventional Start @ YR 2050, 1 Starting NPR, 30% NPR Creation Chance
Precursors ON, Star Swarm ON, Invaders OFF

Error occurred on 9th February 2063, after thirteen years of otherwise smooth gameplay.
Error occurred 3-4 times in the midst of a long series of 5 second long turns.
Error could be clicked through with no noticeable effects on my end.

Error Text
Error in AddShipHistory

Error 3201 was generated by DAO. Recordset
You cannot add or change a record because a related record is required in table 'Ship'.
Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: xeryon on February 02, 2015, 02:51:44 PM
Relatively minor issue but it appears that system bodies designated as 'chunk' that are colonizable according to your racial abilities do not show up in the Available Colonies Analysis page.

The aforementioned system body has been terraformed to a cost 0 planet and has 40m inhabitants so it definitely was colonizable.  :)

So either it needs updated that I shouldn't have been able to place a populated colony on a chunk or an additional entry needs placed in the query.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Obi von Knobi on February 03, 2015, 01:59:59 PM
Some civvies are trying hard to mine Sorium, but hey have 0 annual production with 10 mines:

Mining/Maintenance:
hxxp: i. imgur. com/cfJNGQj. png?1

Asteroid in question:
hxxp: i. imgur. com/JfuK6qO. png?1
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on February 03, 2015, 02:20:53 PM
Fixed links:
http:i.imgur.com/cfJNGQj.png?1 (http://i.imgur.com/cfJNGQj.png?1)
http:i.imgur.com/JfuK6qO.png?1 (http://i.imgur.com/JfuK6qO.png?1)

You mean civil(/npc) ships, or just your own civil designs? Asteroids cannot be mined for fuel at all - only gas giants with Sorium a eligible targets. If those are your ships, then there you go, but if Npcs would try to harvest there, then this would indeed be an AI mistake.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: GreatTuna on February 03, 2015, 03:17:19 PM
Ahem.

He's probably talking about civil mines placed on colony. He has 10 complexes here, but they're not working.

Obi, have you checked the "Civilians \ Ind Status" tab? Maybe you just forgot to change "Minerals sent to civilian sector" to "Purchase Mineral Output". Civvie mines are working only in the latter case.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Obi von Knobi on February 03, 2015, 05:36:09 PM
Aha, thanks.  You are correct, GreatTuna.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on February 04, 2015, 11:36:57 AM
Oh. That's what I get for replying to a Sorium Harvester topic just a minute before.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Zerkuron on February 05, 2015, 05:52:45 AM
I got a bug with the Fuel Harvester:

Error message:
Error 5 was generated by Aurora
Invalid procedure call or argument
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html

Decription:
I have 3 Fuel Harvester ships with following design.
Quote
Staubsauger class Fuel Harvester    29 700 tons     135 Crew     695.5 BP      TCS 594  TH 200  EM 0
336 km/s     Armour 1-85     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 15    Max Repair 50 MSP
Intended Deployment Time: 3 months    Spare Berths 3   
Fuel Harvester: 10 modules producing 280000 litres per annum

200 EP Commercial Nuclear Pulse Engine (1)    Power 200    Fuel Use 6.19%    Signature 200    Exp 5%
Fuel Capacity 1 000 000 Litres    Range 97.7 billion km   (3365 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

I send them manually to my gas giants (Jupiter/Saturn/Uranus). They have the Cond.Order to unload 90% fuel at nearest Colony when full.
When this condition is met the error message pops up. The civilian FH are not affected by this.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on February 05, 2015, 08:09:31 AM
Did you assign the design as a tanker via that checkbox in the design window? It would be necessary for any design to even have the option of doing this 90% unload, or otherwise there will be an error.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Zerkuron on February 05, 2015, 05:18:16 PM
Did you assign the design as a tanker via that checkbox in the design window? It would be necessary for any design to even have the option of doing this 90% unload, or otherwise there will be an error.

They marked as tanker.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on February 05, 2015, 09:23:54 PM
Try making a colony on one of Jupiters moons, It won't fix your bug but at least you can avoid it, then use a tanker.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on February 09, 2015, 01:08:37 PM
Not sure if its a bug or not, I've even looked to see if someone else reported it and no one did. Fleets with no ships have the options to "Enter Hyper Speed" and "Leave Hyper Speed". Just a small thing unless it is something that will be added back in later and that bit was just left there when it was taken out.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Witty on February 12, 2015, 07:48:13 PM
It seems that the Minerals Located event doesn't appear on the system map, even when Show Events is enabled. It did display the announcement for my first geosurvey, a small asteroid, but the message hasn't appeared since.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on February 13, 2015, 05:28:58 AM
Seems to be some kind of bug with transporting ship components.
Designed a ship with 25000 cargo (weight 50000 tons) . Ship displays capacity of 25000, sent the ship to Mars to pickup 4 size 25 engines, total weight 5000 , this fills the cargo holds which should have a capacity of 25000 tons, individual ship details screen displays 25004 capacity available..... what?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: xeryon on February 13, 2015, 07:53:09 AM
Commercial shipping lines will build ships which have cargo handling before the technology has been researched.  Each time they build a ship it creates a string of errors for me to click through.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: iceball3 on February 13, 2015, 10:56:16 AM
Picking up a ground force training facility while all on a body are training units will spew errors until they finish training. Also, there seems to be no way to check pressence of portions of a GTFT less than in units of 1.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: xeryon on February 13, 2015, 12:04:45 PM
Just realized that I can scrap ships of any size in any shipyard bay.  I just scrapped a 50k construction ship in a 1k FAC bay.  More of an exploit than a bug though.  Instead of making it so that it cannot work like this i think scrapping would be more realistic if it was scaled with the shipyard mod rate. 

"Sure you can recycle that 250k terraforming base in this bay for a FAC but it will take 17 years." 
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: GodEmperor on February 13, 2015, 01:28:02 PM
Im pretty sure someone already posted this but hwat the hell :

Truce does not work in Multi Sol Start ( it works only when everyone is on Earth ).
Everytime i put some civilizations on other Sol bodies, war happens after a month, half a year sometimes but reaaalllly soon no matter how high truce countdown is set.
Kinda sucks.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on February 13, 2015, 03:57:45 PM
Im pretty sure someone already posted this but hwat the hell :

Truce does not work in Multi Sol Start ( it works only when everyone is on Earth ).
Everytime i put some civilizations on other Sol bodies, war happens after a month, half a year sometimes but reaaalllly soon no matter how high truce countdown is set.
Kinda sucks.

Something else is going on. I ran a game with races in Sol on different planets and the truce held up as expected.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: CharonJr on February 13, 2015, 04:12:27 PM
Had truce not working for me more often than working for more than a couple of months when using different planets, so just to be sure I used a single planet for all races for my latest game. But I have seen them working, but was never able to see any fixed pattern concerning the cause of the sudden attacks, but tend to suspect survey ships around the other races' planets.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ego on February 14, 2015, 09:04:57 AM
Hope this is the right thread.  I play the 6. 43 version of Aurora, but keep getting 2 different error messages always the one kind after the other.

first i get

Quote
error 76 was genereted by aurora
Path not found
this error occures 2 times afterwards i gets

Quote
error 424 was genereted by aurora
object required

i the beginning af the game i can press return a few times and then continue with the game, but after some years i have to Ctrl, Alt, Delete out of the errors.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ixeziel on February 14, 2015, 04:35:31 PM
Not sure if this has been mentioned before, I have designed a military ship where the other eligible designs are for civ designed ships.   hxxp: i327.  photobucket.  com/albums/k443/Ixeziel/AuroraBug.  png
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ynglaur on February 17, 2015, 04:24:21 PM
Very minor visual bug: the level of rounding between the Technology Report and the Create Research Project screen are different (4 and 3, respectively).

(http://content.screencast.com/users/Ynglaur/folders/Aurora/media/da2ba4ee-484a-41b9-8c26-ab2e20fbc403/2015-02-17_17-17-33.png)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on February 17, 2015, 04:42:48 PM
Very minor visual bug: the level of rounding between the Technology Report and the Create Research Project screen are different (4 and 3, respectively).
Its just a rounding thing.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ynglaur on February 17, 2015, 07:33:30 PM
I'm getting the following error, and restarting doesn't seem to resolve it.  I've only explored Sol, so I can't switch systems to see if that fixes it.

Error 6 was generated by Aurora
Overflow
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html

This error appears 3 times.  The first two, the dialog box says "Error in CentreOnLocation".  The third time it says "Error in DHM".
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: iceball3 on February 17, 2015, 09:58:17 PM
I am not sure how to replicate it, but every so often when i have Task Group Destination checked in the system maps, it notates a distance and time left much larger than it appears on the system map. A difference such that a tg appears less than 600,000 kilometers from its target but its current task indicates it has 2,000,000 kilometers to go. And yes i tried Refresh Map.
I am sorry for lack of details, though it is definitely something to keep an eye out for.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ExChairman on February 18, 2015, 04:23:50 AM
I have a fleet that has killed a bunch of ships, they have around 2200 POW, on one ship... Thats about 4 times the crew on that ship...
I presumed they would get "installed" on several ships, so not to overload life support...


A bug?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: InfinitySquared on February 21, 2015, 08:57:48 AM
Hi, I get an Error 94 - Invalid Use of Null every time I increment, followed by an Error 381 - Invalid Property Array Index when I select a GravSurv TG.  It started when they ran out of points to survey.  I had previously set them to automatically survey, and then dock to refuel when they ran out of survey points via the default orders.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Caehord on February 23, 2015, 01:58:08 PM
In my current game I encountered endless 5 seconds turns.  When in SM mode event log shows:

8th October 2062 07:24:35,SM Only,System 0,Increment length adjusted due to imminent action.  This may involve two NPRs fighting each other.
8th October 2062 07:24:40,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47. 6m km
8th October 2062 07:24:40,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.   5 seconds until next missile launch.

Can I somehow get rid of that?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on February 23, 2015, 07:24:09 PM
In my current game I encountered endless 5 seconds turns.  When in SM mode event log shows:

8th October 2062 07:24:35,SM Only,System 0,Increment length adjusted due to imminent action.  This may involve two NPRs fighting each other.
8th October 2062 07:24:40,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47. 6m km
8th October 2062 07:24:40,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.   5 seconds until next missile launch.

Can I somehow get rid of that?

Not a bug, you could just put it onto autoturns and leave it running until the NPR's are done with their thing.... Or theres that spacetime bubble option. Maybe? I forget where it even is as I don't see it on my screen resolution.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Caehord on February 24, 2015, 10:52:24 AM
I waited two irl days till they end their thing with autoturns on.    The problem is Precursors fired missile salvo once.    Then reloading counter counts down till 5 sec to next missile launch and from that point I have endless loop of  "Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.      5 seconds until next missile launch.    ".    Seems like bug to me.   

Edit. 

I observed interesting thing.   Lets analyze two increments.   

8th October 2062 06:05:04,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47 m km
8th October 2062 06:05:04,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.    476 seconds until next missile launch. 
8th October 2062 06:05:04,SM Only,System 0,Increment length adjusted due to imminent action.   This may involve two NPRs fighting. 
.  .  . 
8th October 2062 06:13:04,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47m km
8th October 2062 06:13:04,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.    428 seconds until next missile launch. 
8th October 2062 06:13:04,SM Only,System 0,Increment length adjusted due to imminent action.   This may involve two NPRs fighting. 

Time difference is 480 sec, but reloading time differs only by 48 sec.   Is it OK? The difference in reloading time is 10 times smaller than in game time steps
 for all increments till it stabilizes at 5 sec.   autoturn steps. 
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on February 25, 2015, 10:33:09 AM
I waited two irl days till they end their thing with autoturns on.    The problem is Precursors fired missile salvo once.    Then reloading counter counts down till 5 sec to next missile launch and from that point I have endless loop of  "Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.      5 seconds until next missile launch.    ".    Seems like bug to me.   

Edit. 

I observed interesting thing.   Lets analyze two increments.   

8th October 2062 06:05:04,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47 m km
8th October 2062 06:05:04,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.    476 seconds until next missile launch. 
8th October 2062 06:05:04,SM Only,System 0,Increment length adjusted due to imminent action.   This may involve two NPRs fighting. 
.  .  . 
8th October 2062 06:13:04,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47m km
8th October 2062 06:13:04,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.    428 seconds until next missile launch. 
8th October 2062 06:13:04,SM Only,System 0,Increment length adjusted due to imminent action.   This may involve two NPRs fighting. 

Time difference is 480 sec, but reloading time differs only by 48 sec.   Is it OK? The difference in reloading time is 10 times smaller than in game time steps
 for all increments till it stabilizes at 5 sec.   autoturn steps. 


I've encountered this problem in my own campaign. It is fixed for the next version.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Edern on February 26, 2015, 11:58:50 AM
Hello !
I installed Aurora using the portable launcher (I did a classic install before but it was bugged as hell), and I've got a quite annoying problem, once a in-game year, I've got two Errors 76 in CreateGameLog and immediately after a lot of Errors 424 in CreateGameLog too.  At the beginning of the game it happends on January but as the years pass it happends later in the year.  For example, in my current 45 years game, I have the errors message in September.  It doesn't really affect gameplay, since after a few seconds of keeping the enter key pressed it goes away, but it is a little bit annoying.  Does anyone knows what's wrong ?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on February 26, 2015, 12:59:58 PM
Hello !
I installed Aurora using the portable launcher (I did a classic install before but it was bugged as hell), and I've got a quite annoying problem, once a in-game year, I've got two Errors 76 in CreateGameLog and immediately after a lot of Errors 424 in CreateGameLog too.  At the beginning of the game it happends on January but as the years pass it happends later in the year.  For example, in my current 45 years game, I have the errors message in September.  It doesn't really affect gameplay, since after a few seconds of keeping the enter key pressed it goes away, but it is a little bit annoying.  Does anyone knows what's wrong ?

Try creating a "Logs" folder on the root of your install drive.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: GodEmperor on February 27, 2015, 10:58:05 AM
Oh for frakk sake ...

EVERY version of Aurora just stopped working for me ... I had two sepearate folders - none of them works, everytime i try to bring up some sort of window ( economics, system view , race view ) i get some frakking error 372 and smeg about outdated version of TABCTL32.ocx or comdlg32.ocx ..
I downloaded both portable zip and exe, and NOTHING frakkING WORKS ...
Im so frakking mad i will destroy something if i cant get my beloved Aurora back ....
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Edern on February 27, 2015, 11:35:10 AM
Quote from: Erik Luken link=topic=7012. msg78594#msg78594 date=1424977198
Try creating a "Logs" folder on the root of your install drive. 

Thank you very much, it seems to have fixed it ! :)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on March 04, 2015, 11:28:32 PM
This one was reported by someone else in the Bay12 forums, I haven't checked if it still occurs yet, Trying to load a fraction of a ton of minerals will cause a freighter to entirely fill it's hold with that mineral.
I don't really see a need to fix this now since it was PDC construction that would sometimes require fractional minerals. But rounding the number up would be a nice fix in case anyone makes the same mistake for whatever reason in the future.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: xeryon on March 06, 2015, 03:31:19 PM
Might want to take a closer look at the research anomaly code.  In my current game I have located 8 of them in various systems and they are all for Defense research only.  I know that RNG is the beast here but 8 in a row for Defense seems a little skewed.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: iceball3 on March 07, 2015, 02:30:05 PM
Might want to take a closer look at the research anomaly code.  In my current game I have located 8 of them in various systems and they are all for Defense research only.  I know that RNG is the beast here but 8 in a row for Defense seems a little skewed.
You could say your RNG results were...
 8)
A statistical Anomaly
YEAAAAAAaaaah...
Eh~
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on March 07, 2015, 10:30:45 PM
Here's an interesting bug, I made a fighter squadron and assigned it to a PDC hanger, task group "Delta base", after launching the squadron I added a light carrier to the group "Squadron Alpha", the carrier can't hold every fighter in the squadron, but is large enough to take a few broken ones back to base.
After training for a while one of the fighters develops a broken laser so I send the group back to the hanger using the command "Land on assigned mothership", the Light carrier is not assigned to Delta base so I expected it to remain as the only member of Squadron alpha, however after the group lands squadron alpha is gone, the fighters are inside the hanger as expected but the carrier has vanished, it's not on the ship list either.

Interestingly the hanger does have enough space to hold the carrier as well as the fighters, so as a stopgap I've assigned the SM added replacement to the base for future training exercises.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: GodEmperor on March 10, 2015, 01:08:26 PM
Ok did anyone encoutered bug like the one i described in my previous post ??

Because its been two weeks since i last played Aurora and im starting to go raving mad.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on March 14, 2015, 12:28:43 PM
Oh for frakk sake ...

EVERY version of Aurora just stopped working for me ... I had two sepearate folders - none of them works, everytime i try to bring up some sort of window ( economics, system view , race view ) i get some frakking error 372 and smeg about outdated version of TABCTL32.ocx or comdlg32.ocx ..
I downloaded both portable zip and exe, and NOTHING frakkING WORKS ...
Im so frakking mad i will destroy something if i cant get my beloved Aurora back ....

All the error numbers, such as Error 372, are Microsoft error codes rather than from Aurora. I did a quick google on the problem and found this link:

http://www.bricksntiles.com/community/viewtopic.php?p=129&sid=62b0ba0063f542fef70da4c9e5be5193

It's for a different game but it might help solve your problem. There are lots of other links as well. It seems to be a common issue in a variety of games.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: GodEmperor on March 14, 2015, 01:08:25 PM
Thanks Steve but i finally figured it out on my own.

For anyone curious :

1. Download both Tabctl32.ocx and comdlg32.ocx for free from one of many dll sites.
2. In my case i had to put them NOT into Windows/system32 folder like everyone stated but into Windows/SysWOW64 ( because i have Win 8 64 bit ) and voila Aurora works again :D (for good i hope ).
Footnote : Tabctl32.ocx bug crashed the whole game but comdlg appeared only when trying to open Race Window and DID NOT CRASH the game.

Praise Odin and Steve Walmsley :)  ;D
Im back babyyy :D
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: IanD on March 19, 2015, 02:07:43 PM
Advanced lasers still bugged :'(.

I hadn't noticed this issue with advanced lasers.  From a little tweeking of my prototyping workbook it looks like Steve is referencing the damage field instead of the focal size field.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on March 21, 2015, 08:40:22 AM
The displayed range for fighters in class design under ordinance/fighters has incorrect decimal place.
(http://i.imgur.com/NMA7M9R.png)
The tanker actually has a range of 29.3 Billion Kilometers, not 293,000 million kilometres as displayed.  Also under the column title it says (b) kilometers, not million kilometers as listed.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on March 21, 2015, 11:09:43 AM
I am having a little trouble with thee summary screen. I am not able to expand the lists of other star systems. When I click the + button to expand the list it takes me to the system view (f9). Also when I try to swap the order by colony type everything on the list just dissipates.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on March 21, 2015, 01:39:04 PM
I am having a little trouble with thee summary screen. I am not able to expand the lists of other star systems. When I click the + button to expand the list it takes me to the system view (f9). Also when I try to swap the order by colony type everything on the list just dissipates.

Is the window on a screen to the left of your main monitor? The Treeview control in VB6 can't handle negative coordinates :)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on March 21, 2015, 06:54:30 PM
Are you only using one monitor?
What steve meant is that if you have a dual monitor setup the leftmost monitor's coordinates are negative values which makes VB6 go crazy. Perhaps you're using only one screen but our desktop is still setup for 2, and is considering the monitor being used to be secondary?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ChubbyPitbull on April 09, 2015, 07:51:53 PM
Sorry if this was already mentioned, I didn't see it while searching.

While recovering ruins, one one of my archaeological dig planets my construction brigades recovered a pile of Jump Construction Module - 90's. I went to move them with a Cargo Task Force, and I guess due to the sheer size of them they were only able to load 2.9 of them ( even with 2.9 it was reporting -130000 / 850000 cargo space available). I unloaded them on my main research planet and started disassembling them while the cargo task force went back for another load. The total components remaining as I disassembled them went down to 0x, and then it let me keep disassembling them into negative quantities (-1x, -2x, -3x, etc), giving me research points each time.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ThunderRush on April 15, 2015, 10:08:37 AM
A few years into the new game I get this error every few turns:

Quote
Error in CreateGameLog
Error 76 was created by Aurora
Path not found

Followed by a million of these:

Quote
Error in CreateGameLog
Error 76 was created by Aurora
Object Required

I used the launcher utility to install.    I assume that the location C:\Program Files (x86)\Aurora is not suitable for log creation? Or where do they get saved? Both exectuables are run as administrator.   
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on April 15, 2015, 10:13:37 AM
A few years into the new game I get this error every few turns:

Followed by a million of these:

I used the launcher utility to install.    I assume that the location C:\Program Files (x86)\Aurora is not suitable for log creation? Or where do they get saved? Both exectuables are run as administrator.

It is suggested to not install to Program Files as later versions of Windows really get perturbed when you attempt to write there. Also make sure you have a Logs folder off the root of the drive you've installed to, in this case C:\Logs.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ThunderRush on April 15, 2015, 10:54:23 AM
The folder already existed, it was a hardlink appearently.  That led to nowhere?
Creating Logs in the aurora main folder did the trick however.  Thanks.

e:
Sometimes when I create a new tech I get an error (Don't have it saved), and when opening the ship builder as well. The tech-name is empty and this comes up:

Quote
Error in DisplayTechCategory
Error 94...
Invalid use of Null
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ChubbyPitbull on April 23, 2015, 09:30:51 AM
The folder already existed, it was a hardlink appearently.  That led to nowhere?
Creating Logs in the aurora main folder did the trick however.  Thanks.

e:
Sometimes when I create a new tech I get an error (Don't have it saved), and when opening the ship builder as well. The tech-name is empty and this comes up:

I believe this happens when the name of your new module is too long. When this happens to me (usually with a long company name and then model name), I obsolete the empty tech name so it stops appearing in the list, and that at least stops the Invalid use of null error. I'm not sure what the exact length limit is on module names before the error will occur.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Mastik on April 24, 2015, 09:58:22 PM
Error in UpdateGameEvents

Error 3709 was generated by DAO.Recordset
The seaarch key was not found in any record.


I am not seeing any pattern with this message.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ThunderRush on April 25, 2015, 09:02:40 AM
I believe this happens when the name of your new module is too long. When this happens to me (usually with a long company name and then model name), I obsolete the empty tech name so it stops appearing in the list, and that at least stops the Invalid use of null error. I'm not sure what the exact length limit is on module names before the error will occur.

Ah okay. I use the random name generator, so that probably frakks me over. Some sort of visual information of how long it could be, or maybe a change of the datatype for that would be usefull.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: GodEmperor on May 12, 2015, 02:03:12 PM
My ships stopped dropping lifepods when destroyed ... Is it a bug or some kind of feature that i missed in 6.4 ??
I have no error window popping up, my log lacks the info that "XXX crew members made it into the life pods" and i lack the info that they have been captured by other empire .
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: mtm84 on May 13, 2015, 11:30:50 PM
Not sure if this has already been brought up, but I had some NPR ships that surrendered after I conquered them disappear after a few years of had passed.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: IanD on May 14, 2015, 02:20:04 AM
Not sure if this has already been brought up, but I had some NPR ships that surrendered after I conquered them disappear after a few years of had passed.

Yes I reported this a couple of versions ago, and its even more annoying if they are transporting facilities when they disappear >:(. I think its because some of the ships are civilian in origin, but other than that no idea why.
Ian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ExChairman on May 31, 2015, 12:37:20 AM
Hmmm I seem to have to much groundtroops ::)

When I try se All Ground Forces I get "Error i PopulateGU" "Error 9 and subscript out of range..."
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on May 31, 2015, 02:11:27 AM
Can you name how many you have? Would be a great addition to that 'limits of Aurora' thread.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: GreatTuna on May 31, 2015, 03:03:29 AM
By the way, I get "Error in PopulateGU" "Error 11 Division by zero" every time I select.one of my colonies. Doesn't have much troops, but holds only about 100 citizens that just won't die of radiation, so I suspect population size has a role in this calculation mishap.
Aaand since the (visible) Police Strength Modifier stays unchanged from the previous selected colony, my guess is this is the cause of error.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ExChairman on June 01, 2015, 12:30:47 AM
Can you name how many you have? Would be a great addition to that 'limits of Aurora' thread.

Some 25 Divisions... 😇

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on June 01, 2015, 01:18:12 AM
Oh, that is not that much actually, hmm. I usually stop recruiting around 16-18 Divisions on my homeworld. I will test that to confirm the limit later.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on June 02, 2015, 07:10:56 AM
So, I went through that yesterday evening and today, and could confirm there is a limit between 23 and 24 divisions where this problem starts showing up. It is exactly that "Error in PoplateGU" issue, but the error window only spawns when you select the ground unit tab, and the ground units get listed.(..which means if you have them in ships around the planet, you will only get the error upon selecting to include them from the tab there)
After a number of click through error windows I got this structure at the end of the page:
(http://abload.de/img/unbenannty3pih.jpg)

..which is essentially the last parties appearing double for some reason.(ignore the red arrows - I had another theory at first, but could falsify it shortly after by further testing) I got 8 error windows for 24 divisions, so if that correlates to the number of battalions that are too much, then 496 battalions is the limit before error. However, only 4 battalions became displaced, and there might be a double error window for each for some reason, so it could be exactly 500 instead.

Also, I am not sure if attaching to HQ might play a role or not, so you could maybe have 500+ battalions if they were unattached. Cannot test it today anymore, but if you'd like to see and fiddle around a bit for yourself, here is the Stevefire with the testable environment situation set up: https://drive.google.com/file/d/0B3vZFhO9KKngeVRMd0pQSExuYWc/view?usp=sharing (https://drive.google.com/file/d/0B3vZFhO9KKngeVRMd0pQSExuYWc/view?usp=sharing)
The habitat that functions as a 30 division capacity troop transport hovers over Luna. (btw.: notice the difference in colony window load-up compared to Luna? That is because sorting of ground units is the one and only hog onto the loading time of those windows, so if your largest(/top in selection) colony is freed from them, you can still load fast even in late game [/side-note, and proven here (http://aurora2.pentarch.org/index.php?topic=7477.msg77879#msg77879)])
To see the troops (and the error) you have to of course manually select the dropdown to include the orbiting ships in the listing.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Mastik on June 02, 2015, 11:20:28 PM
GetMaxPotentialSensorRange

Error 6 Was generated

Overflow


Ugh, every cycle.  Going to try a backup.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: IanD on June 03, 2015, 08:37:16 AM
GetMaxPotentialSensorRange

Error 6 Was generated

Overflow

Ugh, every cycle.  Going to try a backup.

Sounds like a couple of NPR's fighting somewhere.

In my current game, 26 years in I usually see the following a few times every time increment

Error in ObserveJumpPoint
Error 6 was generated by Aurora
Overflow
Please report etc

Ian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Mastik on June 03, 2015, 11:31:11 AM
GetMaxPotentialSensorRange

Error 6 Was generated

Overflow


Ugh, every cycle.  Going to try a backup.

Loading a 30 min old backup seems to have solved the issue.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on June 05, 2015, 03:32:43 AM
I had a strange bug for some time that I thought at first was a feature. A lot of officers from a conquered npr wandered over and joined my staff upon conquering their capital. Looks like this:

(http://abload.de/img/unbenannth2qp1.jpg)

...Notice that they don't have a rank, which is probably the reason these guys started to make problems. For example, whenever I now want to create a geology team, I get the following error windows (first every time the list is created or refreshed {also appears in other situations often enough}, second upon creation of the actual team):

(http://abload.de/img/unbenannt3kgpll.jpg)


It only happens on the geology groups here though, which is why I finally made the connection, because survey skills is the only relevant skill some of these officers have.
Btw., I can not directly select any of the Governors or Scientists who came over. This whole thing started back when I took the npr home planet from another npr that had just conquered it shortly before. Suddenly there were 13 Admirals in my staff on top of the single one I had. If thought that was a funny thing and made it a story point in the Astral Republic thread.(ambassadors coming over to negotiate the future and repopulation after freeing them) So the Admirals and the Ground Commanders were the only ones I could select directly in the officer list, where I eventually deleted them. (..or send them back somehow, don't remember)
With the Scientists and Governors I didn't even now for long that they also were there, because in my first screening I couldn't find any suspicious names in the lists, as they do not get listed on the left due to their missing rank. However, the right list doesn't care about rank, so this is where I eventually saw them and could also confirm some of their skills, like survey.(still cannot directly select them to see their profile) I think it is pretty safe to say that the missing rank is what is causing these issues here.

Why they are there to begin with? No idea.
I conquered two other nprs in that game, and some nprs previous to 6.42, but this never happened so far. The only thing that was different this time is as said that I took their home planet back from another 3rd party npr, which is some unique situation up to now.

Eventually the problem will solve itself, as I sometimes see these messages in the log:
(http://abload.de/img/unbenannt5qalf7.jpg)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: nafaho7 on June 05, 2015, 07:02:02 PM
Location: USA
Windows Version: 8
Aurora Version: 6. 43
Administrator Mode ON

Conventional Start @ YR 2050, 1 Starting NPR, 30% NPR Creation Chance
Precursors ON, Star Swarm ON, Invaders OFF

Error occurred on 9th February 2063, after thirteen years of otherwise smooth gameplay.
Error occurred 3-4 times in the midst of a long series of 5 second long turns.
Error could be clicked through with no noticeable effects on my end.

Error Text
Error in AddShipHistory

Error 3201 was generated by DAO. Recordset
You cannot add or change a record because a related record is required in table 'Ship'.
Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html

I had a similar error appear.
The details of the error are as follows.

Quote
Window Title: Error in AddShipHistory
Text: Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'Ship'.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html

As a side note, the game was started with 2 active NPRs at galaxy generation, all spoilers active, and all orbital motion active.
At the time of the reported error, the game was running with Auto-Turns on, set for 8-hour increments, but reporting much shorter increments, generally 5 or 10 seconds.  I presume that several ships were engaged in combat, or that detailed sensor data was required for tracking purposes.

Windows 8
Aurora 6.43
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ExChairman on June 06, 2015, 01:42:28 AM
Research:

On a moon in Sirius system I am working on Terraforming 0.005, sofar no problem...except it will take som 48 years to finish... But on Earth I can start researching Terraforming 0.006... ???
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Black on June 06, 2015, 04:25:32 AM
Research:

On a moon in Sirius system I am working on Terraforming 0.005, sofar no problem...except it will take som 48 years to finish... But on Earth I can start researching Terraforming 0.006... ???

You most likely discovered Terraforming 0.005 in some ruins after you started researching it with your labs. When you find completed research project in ruins, it will not automatically complete it if you are researching it already. You need to manually cancel it.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on June 06, 2015, 11:42:37 AM
When towing an orbital habitat that has some engines of its own, I noticed that the fuel still gets subtracted from the towed ship first. I don't know if that is wanted or not, but in my case it turned annoying, as the habitats itself only have fuel for an emergency trip of up to 1.6b, so I get the lacking fuel message constantly, despite there being a massive tanker being in the fleet doing the towing.

(http://abload.de/img/unbenanntw6kf3.jpg)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Mastik on June 07, 2015, 12:33:39 AM
Ugh, just cant shake that Error 6, pops up about every 2 months.   :'(
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ExChairman on June 08, 2015, 01:02:26 AM
After my harddrive started crashing I started using my SSD as primary and now when I try to open "Class designs" I get a fatal error

"Run time error 339"

Component COMCT232.OXC or one of its dependencies is not correctly registred: A file is missing or invalid


I realy hope I can save my game since I have been gearing up for this "little" war with an alien 6 jumps away ;)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on June 08, 2015, 01:58:28 AM
Looks like one of those crashes damaged a file, you need to download a replacement for comct232 and shove it into.... Whatever folder is correct for your windows, my windows 7 is 64 bit and has that file in windows/syswow64 but you might need it in system or system32
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ExChairman on June 08, 2015, 05:34:49 AM
Looks like one of those crashes damaged a file, you need to download a replacement for comct232 and shove it into.... Whatever folder is correct for your windows, my windows 7 is 64 bit and has that file in windows/syswow64 but you might need it in system or system32

Found out that if I reinstalled the game on any other harddrive my game works again ;D :)

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on June 08, 2015, 02:04:47 PM
I've witnessed the following problem back in 6.3, and it seems still active in 6.42. There is a maximum range to where Mass Drivers work. When you open a colony around a second very distant star of a system for example (likely though a lagrange point), then mass drivers wont be able to carry any mining results back, forcing you to use costly freighters.

Looks like this:
(http://abload.de/img/unbenanntiqo4l.jpg)

I calculated that one freighting trip of 20 holds currently costs me around 10kt Sorium, so exporting mining results would be 1t Sorium per 12.5t of mixed material.
(http://abload.de/img/unbenannt2j4qqk.jpg)

The mineral packages just stay there forever now, and would just keep stacking up if I didn't cancel them being sent. If someone has an idea on how to clean them up, I want to know of course.(they might take calculation resources)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Sorg on June 08, 2015, 07:28:55 PM
Quote from: Vandermeer link=topic=7012.  msg79620#msg79620 date=1433790287
The mineral packages just stay there forever now, and would just keep stacking up if I didn't cancel them being sent.   If someone has an idea on how to clean them up, I want to know of course.  (they might take calculation resources)
Are you sure that they are not moving? The distance between your two stars is aprox.   0.  14LY, which is around 3000days of traveling at the speed of 5000km/s.   The fastest of your packages moves at around 6000km/s, so it will take some time.  .  .    :)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on June 08, 2015, 09:54:53 PM
Are you sure that they are not moving? The distance between your two stars is aprox.   0.  14LY, which is around 3000days of traveling at the speed of 5000km/s.   The fastest of your packages moves at around 6000km/s, so it will take some time.  .  .    :)
Check again in 41 years when those larger packets are due.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on June 09, 2015, 07:04:33 AM
Nah, I zoomed in to the extreme, but the fact that they stopped is immediately obvious due to packages of different speed (and launch date) being at the same spot for days (which is the planet where they started).
Or could it be that it is just not displayed correctly and it will eventually appear in 41 years at destination?
Takes too long for me to wait, though it is not impossible that the game will go for this much longer. I guess I will check on them once in a while.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ExChairman on June 16, 2015, 06:34:53 AM
Got a weird one, I am trying to engage an large enemy fleet, but cant target them, after checking them up it looks like they are a sensor glitch, eko, etc...

picture below.....

http://gyazo.com/f3707d7b796cfde022b9f3115e17d058  new picture with better resolution...  ;)

Bug??  Does it meen they were there 121 days ago and then left... never seen it before....
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on June 16, 2015, 08:03:09 AM
Nothing I've ever seen before.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on June 16, 2015, 07:39:49 PM
I have never used it, but could it be that you have the checkbox next to "lost contacts" in the contacts tab checked? I guess it would display old fleets as where they were.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ExChairman on June 17, 2015, 12:09:58 AM
I have never used it, but could it be that you have the checkbox next to "lost contacts" in the contacts tab checked? I guess it would display old fleets as where they were.

Yep that solved it, strange enough is that only some contacts were displayed...

Thanks :)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: clement on June 17, 2015, 06:20:28 AM
The mineral packages just stay there forever now, and would just keep stacking up if I didn't cancel them being sent. If someone has an idea on how to clean them up, I want to know of course.(they might take calculation resources)

I have seen this issue inside of Sol when sending packets from comets and asteroids to Earth. It happens inconsistently for me. To get the packets to move again I have to run at 1 day increments instead of the 5 day increments I normally use.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on June 17, 2015, 08:03:58 AM
Not for me or at those extreme distances I'm afraid. I've run the game further for quite some time after  that by now, covering nearly all possible intervals from 5 second to 5 day. But I checked and these 3 mineral packages are still in the position they were like 5 game years ago.
...If I could at least clean them up like with misplaced ordnance... :P It is unnerving to know there is a constant bug loitering around.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: illrede on June 21, 2015, 02:00:04 PM
Quote
Error in PointBlankPDFire
Error 3021 was generated by dao.Field
No current record.

This happens every time my ships fire point defense; except for two times with CIWS systems firing at single small salvos. Clicking "OK" eternally will eventually get through it (I just hold down the enter key), and an automatic further sub-pulse cycling seems unavoidable (making a combat action against AMM barrages in 5 second increments one single long thing, with no interaction opportunity.)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on June 22, 2015, 09:53:14 AM
It seems that when starting a new game the quantity of starting tech points selected isn't respected when you tick "Assign starting tech points automatically"
I'm attempting to create a low tech transnewtonian start, I select 24,000 research points and tick both "Assign starting tech points automatically" and "create ship systems and ship designs", then when I check the research tab on the economic screen and look at completed research I notice they tally over 120,000 points worth of systems, 19,000 in jump engines alone, factoring in all other jump engine related research brings this total to 33,000 points.
I was hoping to hobble a few computer controlled NPRs to barely over transnewtonian technology, but it seems they would probably get the full 120,000 points anyway.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: canius on June 30, 2015, 02:17:22 AM
Quote from: IanD link=topic=7012.  msg76322#msg76322 date=1412782321
Confirming this bug.   It appears when an NPR attempts to salvage a wreck.   In addition I get several

Error in Wreck ID
Error 91 was generated by Aurora
Object variable or With block variable not set
Please report etc. 

That message is interspersed with

Error in Wreck ID
Error 3061 was generated by DAO.  database
Too few parameters.   Expected 1. 
Please report etc. 

Ian

Edit: Had a look in designer mode and it appears NPRs are assigning multiple salvage vessels for the same wreck which probably leads to the error messages when one or more salvage vessels are left without a wreck to salvage. 

Does anybody know a solution for this? It is occurring in my game in roughly 15 day increments. 

Edit: It seems to appear more commonly when I use minimum increments.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on July 02, 2015, 06:48:42 AM
I tested out today how far medals can go, and it seems like beyond the 9th medal it will cause an error window "grdCommanders_SelChange" to click through.(actually 4 times the same) It also says "control array 'element 9' doesn't exist.
I know there must be a limit on the display of medals, since there is only space for 9 to be seen, but I think having more than that shouldn't directly resolve into a nervy error. Clipping them would be fine.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on July 02, 2015, 07:40:37 AM
I've had some problems with recreational facilities in my current game, where sometimes they simply wouldn't work, and I cannot figure out the reason why. This applies for both mobile military ships, as well as stationary space stations with modules.

For example this carrier here has a recreational facility and was thus only bestowed with 3 months mission time, but here he is with morale problems...
Off-Topic: show
(http://abload.de/img/fallingmoralekazy5.jpg)
(http://abload.de/img/carrierpicjvluz.jpg)
-----


In the same game and slightly preceding this design, I also had a heavy cruiser of nearly same size, and also with some fighter craft docked, and whose fleet's morale would never go over 0.01, even while in flight.
This occurrence is especially strange since the ships are built pretty much in identical fashion. They have the same modules (same engines, recreation, tractor, hangar, magazines and ammunition, and even weapons) just with differently weighted focus, and they were even built in the same order, which is all parasite and escort craft first - then the capital ship. ..So build order doesn't play a role.

In fact I have seen this problem with absolute identical designs even, as can be seen here with a current screenshot of two of my oldest fuel harvester bases:
(http://abload.de/img/oracle16byab.jpg)

Those are exact copy-paste designs with the same build order where the specialized recreation module ship (here "ambrosia") was always built last when the harvesters where already in place.(..and because it takes significantly longer to build them despite being much smaller for some reason...)

...So it is neither build order(/ship number), nor a design issue. No idea what it could be otherwise... .

Btw., I have actually scrapped one of those recreation modules in the past when I saw it wouldn't work, and then the next one, -again of identical design-, would suddenly work. ???
I can also mildly remember that in other games, simply reshuffling ships sometimes fixed the issue, but I  haven't tried that here yet. (might update that later)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on July 02, 2015, 07:55:59 AM
Erm. This is a long shot but, have you tried telling the entire task group to leave then return to the planet? My assumption is that rec facilities are like fuel harvesting and mining, and the ships dont work if you make them join a preexisting task group, the work around being to make each new ship travel to the planet then join the task group.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on July 02, 2015, 10:02:59 AM
Nope, just tried it to be sure, and I vaguely remember that this has indeed solved some issues in the past.(that was freighters I think) ...But not with this. I made them wait for one construction interval elsewhere, but time still keeps increasing after return. Even after separating and remerging, -this time harvesters into the already in place recreation module-, it still wouldn't work.
Would have been strange too, since gas giants are planets no ships can really be assigned to. I only ever seen the updating problem with mining so far too, not harvesters?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on July 02, 2015, 12:17:43 PM
o Another new point: The dwarf planet tick seems not to work properly, as dwarf planets only leave the image when the planet tick is selected instead. All 3 relevant situations:
Off-Topic: show
(http://abload.de/img/unbenannt3xsve.jpg)
(http://abload.de/img/unbenannt2cqs38.jpg)
(http://abload.de/img/unbenannt3kws7m.jpg)
-----


I kind of remember it having worked before though, so maybe this is just exclusive to this game for some reason.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ArchRylen on July 05, 2015, 10:00:24 AM
I have just moved to a Win 8.1 computer. Suddenly I am getting the following:

Box Title: Error in CreateGameLog
Error 76 was generated by Aurora
Path not found
Please report …
--Push OK – repeats once

Box Title: Error in CreateGameLog
Error 424 was generated by Aurora
Object required
Please report …
--Push OK – repeats forever

I'm using the installer. I considered that might be a problem, so I uninstalled, re-downloaded, and reinstalled. I've tried various paths -- currently the game is living in "d:/games/Aurora". I've checked the directories and can't see anything missing.

Error occurs withing a few years of game start. If I use Task Manager to force quit, the error goes away and recurs later.

Nothing I do seems to trigger it. I haven't left my main system in any games. My guess, the NPR is traveling and causing it.

Any suggestions besides using Task Manager or hoping Windows 10 fixes things?

Thanks.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on July 05, 2015, 10:50:25 AM
Seems like something is preventing the game from creating a game log which generally happens after a few years. Try running the file as administrator. (Change the properties in the shortcut).
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: AL on July 05, 2015, 05:38:44 PM
The thing that fixed it for me was manually creating a "Logs" folder in my Aurora directory.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on July 05, 2015, 10:19:28 PM
Odd, on my drive the logs folder is in the root drive, Aurora is being run several folders down from that.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: AL on July 06, 2015, 01:16:25 AM
I'm using AcidWeb's Portable Launcher; maybe the wrapper changes/redirects something?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ArchRylen on July 06, 2015, 04:35:03 PM
I did both and things are working.

When Aurora is running, there is a log folder in my root director which redirects to the log folder in my \Aurora\Logs directory.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: SteelChicken on July 06, 2015, 04:43:08 PM
Sounds like a couple of NPR's fighting somewhere.

In my current game, 26 years in I usually see the following a few times every time increment

Error in ObserveJumpPoint
Error 6 was generated by Aurora
Overflow
Please report etc

Ian

Certain NPR ships with very powerful sensors cause this...my current game is plagued with this problem.

I found some ships with the following sensors:
Active Search Sensor MR1737-R97
Active Search Sensor MR2481-R97

When I deleted them the errors stopped.



Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on July 06, 2015, 10:47:26 PM
Quote
Active Search Sensor MR2481-R97
Yep, that's a 32 bit 2.14 billion overflow right there.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on July 08, 2015, 01:33:01 PM
Either I understand the meaning wrong, or the "move to mineral source" default order isn't working correctly.
I thought I could maybe prepare a rich but clustered asteroid system, by simply marking all the findings with colonies, and then later send in a miner fleet who would just automatically jump to the next target once one becomes depleted. Eventually, all I would have to do is send a freighting fleet in the end to collect from every spot all the results, and then delete the colonies.
However, all that happens is that the miner fleet gets a literal "move to mineral source at X" command (which is not in the list of selectable commands), which flies them to some random colony.(not the nearest; but maybe there is some gain evaluating algorithm) The fleet never arrives though, and eternally chases the object, as the "move to mineral source" command never clears.
I checked the colony window too of course, and yes, the mining capacity does indeed not arrive there.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: GreatTuna on July 08, 2015, 10:49:46 PM
I would like to notice that "Move to Sorium Site" default order works similarly, except for the fact that it works correctly.

This order doesn't get deleted because it's default order, it is issued when there's no other orders.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on July 09, 2015, 04:10:49 AM
Right, I remember that working with the Sorium automation. If both these orders use the same coding resources, then I guess the fuel harvesting works because the ships don't need to be assigned to a colony to work. ..Maybe orbital mining was originally intended to work in a similar way.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: GreatTuna on July 09, 2015, 01:33:30 PM
Okay, so there's few bugs which I continuously forget to tell about.

The first one is: AI goes wild on mines.
Say, there's that one mine floating up in space. An Invader fleet! comes out and... launches entire missile stockpile on a single mine. I doubt that's the intended reaction on a single mine.

And second, or how did I watched NPRs before I got a designer password.
So, there was that one NPR-NPR battle going on. I was looking at logs, but alas, even with SM Mode I couldn't see anything. Until I switched Event log to combat messages. Then it showed me the combat logs of ALL empires, even those that I'm not supposed to see.
But wait, there's more!
If I click on one of this messages, you'll be shown the system where it happened, from the empires view! Options are very limited, you can only watch systems, but I guess it's still not working as intended.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Coto on July 15, 2015, 12:33:58 PM
I keep getting this error message:

"Error in OrbitalMovement, Error 11 was generated by Aurora". 

I found some pretty old posts about it, but it seems it can still happen.   From what I read it's related to a system body having an orbital distance of 0. 

I've only discovered 4 systems so far, and I've checked them all, so I guess it's the npr who found something.   Is it possible to "delete" a planet/object once I find it?

Edit: Turning of orbital motion fixes it, so I'll keep playing and try to find the body causing the problem.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: SteelChicken on July 15, 2015, 01:16:29 PM
I
Edit: Turning of orbital motion fixes it, so I'll keep playing and try to find the body causing the problem.

I just do this for every game out of habit.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: canshow on August 15, 2015, 06:39:11 PM
hxxp: puu.   sh/jCZxk/6de8c5102f.   png

Trying to add the nameless powerplants gives me this error.    Going into the design screen also gives me this error.    I can still add them to the design.    Modifying design in anyway gives me this error while the powerplants are a part of the design.
I don't know why they turned out to be nameless though.   
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on August 15, 2015, 08:23:39 PM
Fixed link: http://puu.sh/jCZxk/6de8c5102f.png (http://puu.sh/jCZxk/6de8c5102f.png)

You can rename components in the technology window (that I-pod symbol in the bar). Do you still see the powerplant there?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: canshow on August 16, 2015, 08:07:02 AM
Quote from: Vandermeer link=topic=7012. msg80190#msg80190 date=1439688219
Fixed link: hxxp: puu. sh/jCZxk/6de8c5102f. png

You can rename components in the technology window (that I-pod symbol in the bar).  Do you still see the powerplant there?
Ah thank you.

This probably happened by not creating a name for the research project? Maybe they should be auto-named by default to prevent this sort of thing from happening?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ostwindflak on August 16, 2015, 09:56:02 AM
Hi,

I am using the latest version of the game and have had 2 games in a row just "stop".  It always happens around 40-50 years into them.  I mostly use 30 day pulses.  Eventually when I get into that 40-50 year game time window the game starts making all of my pulses in 5 second increments.

Even though I keep hitting the 30 day pulse button, it is always 5 second increments until the game locks up and says "Not Responding" at the top.  This has corrupted the game twice and I have had to start over. 

Should I not be using 30 day pulses and maybe use 5 day increments?

-Jay
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: TheDeadlyShoe on August 16, 2015, 11:33:22 AM
generally 30 day pulses are only for conventional games where there's not much happening for the first decade or so. When things are actually going on i would use 5 day intervals at most.  Make sure you are letting the game select its own sub-pulses.

however, I would recommend going into the event log and clicking 'text file' at the bottom.  Then go to the Aurora directory and open SMEventLog.txt.  Scroll down to the bottom and see if there's anything anything suspicious like a bunch of errors or unable to locate targets. 

if it doesnt work, try turning spacemaster and trying again.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ostwindflak on August 16, 2015, 11:57:35 AM
Thanks for the reply TheDeadlyShoe.  I did what you said and I find no errors.  The time increments have moved in this third game from between 30-80 seconds when I select 5 day or 30 day impulses.  This is obviously up from the long string of 5 seconds I was seeing before, but still irritating. 

I always leave the sub pulses on Auto.

-Jay
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on August 16, 2015, 07:54:14 PM
The short pulses are from NPR interaction. Not much you can do without just running auto turns until it stops. Next version will help since you will be able to disable NPR sensor updates fir unexplored systems. But ideally it sound be nice if NPR battles just got ignored all together for turn length. Make the 5 second turns happen but not stop until the player specified turn length, or a sensor update happens that's actually relevant to the player.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ostwindflak on August 17, 2015, 09:10:20 AM
MarkAFK, thank you! That got me through this problem in my third game.  I still do not know why the other two games got corrupted from it, but oh well.  Hopefully this will continue to work in the future.

-Jay
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: canshow on August 23, 2015, 12:37:07 PM
I've had the same problem. Game would freeze up and would not end a turn well past 15 minutes of waiting. This was for a game that was 6 years in. 5, and 10 second and 1 day intervals almost every month. 6 hours of playing but could not get past 6 years game time. Went into SM mode and game froze up when I clicked "text file" in event log. I retrieved the log, just a bunch of fighting between the starswarm and an NPR but no errors.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: sublight on August 23, 2015, 03:52:40 PM
I found a bug/unexpected behavior in multi-stage missile separation ranges. Payloads are deployed when the specified separation distance exceeds the 1st stage distance-to-interception rather than the actual physical distance between target and missile.

So say you make a 30k km/s missile optimized for fighting 5k km/s enemy ships. It has a 15m km range, and you assign it a 12m km separation range so it can run down a fleeting 6k km/s opponent. You do like I did and stuff it on to a slow ultra-long range 10k km/s 1st stage.

The result? On a head-on collision course against the previously mentioned 5k km/s targets the 1st stage releases the payload 18m km out, and the payload runs of fuel and self-destructs 0.4m km short of the target.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: canshow on August 25, 2015, 11:35:24 PM
In past games I've been hunted by the problem that at some point newly created ships would cause a single error window per built ship on a construction turn, causing them to come out of the factory without fuel. It was not a threatening problem, as I could just refuel them after, but mysterious.
I've now found the reason for this, as in my current side game fuel is suspiciously rare, so I could observe the situation more closely. The first time that this error appeared again was exactly when my fuel reserves hit the magical 2^31 barrier. My home planet has around 2.3b fuel currently, and after building some small unit, there was the error. The error disappears when I lift away over 500m liter with a tanker, so this is securely confirmed.

2.15b fuel reserve is not that much of an achievement for a planet. This time I got this with running 12 fuel platforms of 400 harvesters each, and those barely feed my single main freighter group, which only has a total of 100 holds (really not that much), yet consumes around 100m+ liters per single trip. (I experimented with "Clipper" designs, express or emergency fast freighters who have 50% tonnage as engines. Surprisingly expensive, didn't expect that. (http://www.greensmilies.com/smile/smiley_emoticons_seb_zunge.gif))
Getting the same bug with +2bil fuel in reserves.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Bryan Swartz on August 26, 2015, 03:51:10 AM
As I understand it, that's not actually a 'bug' per se(though still annoying of course).  It's more a 'feature' of the limit on the variable that stores the amount of fuel. 
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on August 26, 2015, 08:26:47 AM
Getting the same bug with +2bil fuel in reserves.

It's a limitation of the variable used to store the fuel value.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ostia on August 26, 2015, 01:25:24 PM
I found a bug with the Jump Gates on all Jump Points option.

If a JP leads back to a System which has no unexplored JPs left, the newly generated JP doesn't receive a JG.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on August 26, 2015, 02:30:50 PM
I found a bug with the Jump Gates on all Jump Points option.

If a JP leads back to a System which has no unexplored JPs left, the newly generated JP doesn't receive a JG.

That might be by design. Since the new JP is of the "closed" variety, it is not able to be found prior to entry from the other side.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: hyramgraff on August 27, 2015, 01:19:13 PM
I found a bug with the Jump Gates on all Jump Points option.

If a JP leads back to a System which has no unexplored JPs left, the newly generated JP doesn't receive a JG.

This has been reported before at http://aurora2.pentarch.org/index.php?topic=7012.msg75703#msg75703 (http://aurora2.pentarch.org/index.php?topic=7012.msg75703#msg75703) and http://aurora2.pentarch.org/index.php?topic=7012.msg77069#msg77069 (http://aurora2.pentarch.org/index.php?topic=7012.msg77069#msg77069).

I don't know if it's intended behavior or not, but it is easy to work around by adding the jump gate to the jump point manually from the F9 screen with SM mode on.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Beaker on August 30, 2015, 01:50:06 PM
The class design screen reports that a ship has Max Repair 562.5 MSP, but the max repair is actually 1125 MSP.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: sublight on August 30, 2015, 02:23:38 PM
The listed Max Repair is the MSP value needed to prevent a maintenance failure. A component destroyed by combat or insufficient maintenance supplies requires 2x MSP for damage control to repair.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Beaker on August 31, 2015, 01:40:59 PM
The listed Max Repair is the MSP value needed to prevent a maintenance failure. A component destroyed by combat or insufficient maintenance supplies requires 2x MSP for damage control to repair.

I did not know that! Thanks.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: amimai on August 31, 2015, 06:05:17 PM
is this a bug? im not certain, but this started on dec 11 2025 and has kept going forever (forcing me to re roll game right after i set everything up nicely...)
Off-Topic: show
(http://i.imgur.com/uTNZZRW.png?1)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ostia on August 31, 2015, 06:18:18 PM
is this a bug? im not certain, but this started on dec 11 2025 and has kept going forever (forcing me to re roll game right after i set everything up nicely...)
Off-Topic: show
(http://i.imgur.com/uTNZZRW.png?1)


That usually means that Spoilers/NPR are do stuff somewhere. There is really not much you can do. Turn on Auto-Turns and grab a book.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: amimai on August 31, 2015, 07:44:25 PM
That usually means that Spoilers/NPR are do stuff somewhere. There is really not much you can do. Turn on Auto-Turns and grab a book.
but for 4 solid months?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on August 31, 2015, 07:55:22 PM
Are you sure you don't have 1 day auto turns on there? 
It's unlikely to be NPR stuff since you would expect to see other increments. Maybe a frakkton of 5 seconds then back to whatever you have it set on.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: amimai on August 31, 2015, 08:19:55 PM
that is why i found it odd  :P i was hitting the 30 day button and had auto turns on and everything

after leaving it to run and going to get dinner while it was still doing it i gave up and decided to reroll the universe and call this one a bust
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on September 01, 2015, 11:18:30 AM
Fixed the problem with the fuel stockpile exceeding 2.3 billion litres
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on September 01, 2015, 11:27:37 AM
Certain NPR ships with very powerful sensors cause this...my current game is plagued with this problem.

I found some ships with the following sensors:
Active Search Sensor MR1737-R97
Active Search Sensor MR2481-R97

When I deleted them the errors stopped.

I reproduced the problem. I was storing max sensor range in a long integer. Changed to a double and the problem disappeared, so fixed for v6.50

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on September 01, 2015, 01:04:16 PM
GetMaxPotentialSensorRange

Error 6 Was generated

Overflow


Ugh, every cycle.  Going to try a backup.

A sensor range over 2.2ish billion kilometres is causing the problem. Fixed for v6.50
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on September 01, 2015, 01:07:47 PM
Relatively minor issue but it appears that system bodies designated as 'chunk' that are colonizable according to your racial abilities do not show up in the Available Colonies Analysis page.

The aforementioned system body has been terraformed to a cost 0 planet and has 40m inhabitants so it definitely was colonizable.  :)

So either it needs updated that I shouldn't have been able to place a populated colony on a chunk or an additional entry needs placed in the query.

Fixed for v6.50
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on September 01, 2015, 01:12:24 PM
Fixed the problem caused by multiple NPR ships salvaging the same wreck
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Garfunkel on September 02, 2015, 06:28:50 PM
When a race A gains a tech due to research treaty with race B while already in the process of researching that same tech, it does not get automatically removed. Only once the research has been completed "in-house" will the scientist move to the next item on his/her queue. This is not a big problem if playing just one race but with multiple races/nations, some in research treaties and some not, it can be messy.

Would it be possible to add a check when gaining tech through diplomacy on whether that tech is already under research and if yes, then to automatically move to the next item in queue?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on September 03, 2015, 01:03:59 PM
I think I found a strange bug.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on September 03, 2015, 01:06:24 PM
I think I found a strange bug.

"Increment placeholder" is what happens when a turn terminates before completing. A placeholder event is added when a turn starts and is then replaced with the actual turn length when it completes. If it hasn't been replaced, the turn never reached that point, in which case the program must have crashed during that turn. Is that what happened?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on September 03, 2015, 01:08:07 PM
Yes, but I was more concerned about time rewinding.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: xeryon on September 03, 2015, 01:23:48 PM
Oh?  That's neat.  After a one day increment it went back to the day before to continue 5 second increments from the point where the one day increment had originated from.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: hyramgraff on September 05, 2015, 08:43:21 PM
As part of preparation for my next campaign, I've been exploring the galaxy with the SM race in SM mode.  I just hit the "Enter/Explore" button (in the F9 screen) on an unexplored jump point and got the following error:

Code: [Select]
Error in GetSystemThemeName

Error 3075 was generated by DAO.Database
Syntax error (missing operator) in query expression 'Name = 'Nikol'skij' and RaceID=328'.
Please report to ...

It looks like the extra single quote in the name is the cause of the error, but a quick search shows that this particular issue was supposed to have been resolved years ago.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: hyramgraff on September 07, 2015, 12:25:06 PM
Exploring another system in SM mode with the SM race generated this error:

Code: [Select]
Error in SetupDefenders
Error 91 was generated by Aurora
Object variable or with block variable not set
Please report to ...
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on September 07, 2015, 01:33:13 PM
As part of preparation for my next campaign, I've been exploring the galaxy with the SM race in SM mode.  I just hit the "Enter/Explore" button (in the F9 screen) on an unexplored jump point and got the following error:

Code: [Select]
Error in GetSystemThemeName

Error 3075 was generated by DAO.Database
Syntax error (missing operator) in query expression 'Name = 'Nikol'skij' and RaceID=328'.
Please report to ...

It looks like the extra single quote in the name is the cause of the error, but a quick search shows that this particular issue was supposed to have been resolved years ago.

What version are you using?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: hyramgraff on September 07, 2015, 09:50:00 PM
What version are you using?

I'm running 6.4.3.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: DTF on September 08, 2015, 11:28:59 AM
Quote
Error in PointBlankPDFire
Error 3021 was generated by dao.Field
No current record.
This happens every time my ships fire point defense; except for two times with CIWS systems firing at single small salvos. Clicking "OK" eternally will eventually get through it (I just hold down the enter key), and an automatic further sub-pulse cycling seems unavoidable (making a combat action against AMM barrages in 5 second increments one single long thing, with no interaction opportunity.)

Same thing is happening to me right now.
I'm using mostly railguns for PD - and a few gauss turrets.
A problem with railguns perhaps? Has anybody else encountered this issue?
v6.43 All-In-One

Edit: Eh f*ck. Even with no PD active (everything unassigned, no PD mode selected) and while just letting the spoilers spam AMMs on me this error still occurs.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ExChairman on September 10, 2015, 12:38:30 AM
Not sure if I made an error or if its a bug...

Was building on a planet were I wanted to start putting together a pre fabricated PDC, noticed that the PDC build was on hold until the first build was finished so I put that on hold and waited for the PDC to be put togther, nothing happened... So I terminated them both and tried to start a new PDC reassembly, but my pre fabricated PDC had wanished...

My fault?

Bug?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ExChairman on September 10, 2015, 01:22:56 AM
I have a planet with about 8 million souls on, I also have a growing research installation on the same planet, as of now 15 research centers that employ 15 million scientists... ?

Who are they ???
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ostia on September 10, 2015, 04:12:12 AM
I have a planet with about 8 million souls on, I also have a growing research installation on the same planet, as of now 15 research centers that employ 15 million scientists... ?

Who are they ???

You didn't magically get another 7 million people. You just have a worker shortage with reduced output for the labs.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on September 10, 2015, 08:29:45 AM
You didn't magically get another 7 million people. You just have a worker shortage with reduced output for the labs.
Reduced output for everything.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ExChairman on September 10, 2015, 11:36:32 AM
Reduced output for everything.

Aha that explains a lot...
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Garfunkel on September 11, 2015, 10:59:38 AM
Error in CreateGameLog

Error 424 was generated by Aurora
Object required



Happens once or twice a year, pressing Enter down eventually gets rid of the message and the game continues.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on September 11, 2015, 11:14:01 AM
Error in CreateGameLog

Error 424 was generated by Aurora
Object required



Happens once or twice a year, pressing Enter down eventually gets rid of the message and the game continues.

http://aurora2.pentarch.org/index.php?topic=7911.0 maybe?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Garfunkel on September 11, 2015, 11:14:31 AM
Also, just hit this:

(http://i.imgur.com/ulhMX1G.png)

Never encountered it before.

EDIT: after further testing, it seems that the Fuel Consumption per Engine Hour value was too small.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on September 11, 2015, 11:38:56 AM
Try a shorter name
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ostia on September 11, 2015, 12:20:03 PM
Also, just hit this:


Never encountered it before.

EDIT: after further testing, it seems that the Fuel Consumption per Engine Hour value was too small.

As Marc said, that is an overly long name and not fuel consumption.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: DTF on September 12, 2015, 02:52:16 AM
I was aware that box launchers have a slow rate of fire, but this is something special...
(http://i.imgur.com/UvNKllB.jpg)

It's a launcher on a fighter. Tried manually unloading & reloading the torpedos it fires. Clicked the 'reload para' button in the TG menu. Tagged the fighter's carrier as collier, etc. The last (and first) time these launchers were used, was like an ingame year ago - plenty of time for a hangar reload. But nope.

Update: The time to reload increases over time... rip fighter-bombers concept.
More number weirdness:
(http://i.imgur.com/tJymCZ8.jpg)

Didn't check the ressource costs when placing a construction order. Within a week of production these consumed all of my uridium.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: TheDeadlyShoe on September 12, 2015, 09:02:37 AM
It sounds like the component bugged out when it was designed.  There arn't many sanity checks after the design process, afaik.  Redesign it , unlock the fighter design, and replace the component in the fighter;  then go to the ships page and tab through every fighter of that design. You don't have to actually do anything but select the ship so it should go pretty fast.  That should fix it.

FYI, the various reload commands only deal with ordnance management - they have no impact on the reload cycle of the launcher weapon itself.   
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Barkhorn on September 14, 2015, 07:52:48 PM
I keep getting "Luftschutz mk1 has run out of fuel" interrupts, which makes no sense because Luftschutz mk1 is a PDC.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: TheDeadlyShoe on September 14, 2015, 09:54:22 PM
does it have a fuel tank?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: WCG on September 15, 2015, 10:15:43 AM
Error 3420 - Object invalid or no longer set.

I sent my Geology Team to Phobos, because they didn't have anything else to do. They didn't find any minerals, but Aurora made it a colony anyway, for some reason. So I tried to abandon the colony. I got an Error 3420, which won't go away.

I couldn't do anything but Ctrl-Alt-Delete to close the game without saving. But I've still got this error on the screen, and even in Task Manager, I can't get rid of it. Hopefully, rebooting my computer will work!

I did a search here, but it didn't help much. What happened here, and what can I do to keep it from happening again?

Thanks.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: TheDeadlyShoe on September 15, 2015, 10:24:24 AM
to do anything on a body, there has to be a colony. dropping a team off on a planet creates a colony.

i don't know what error 3420 is, you mighta screwed your game...

was the team still on the colony when you abandoned it?

EDIT:
not sure if this counts as a bug, but Fuel Storage - Small and Fuel Storage - Tiny list as having 1 HTK in the design screen, which is kinda nuts if true.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Barkhorn on September 15, 2015, 11:38:39 AM
does it have a fuel tank?
Yeah.  I fixed it with SM refuel.  I built the PDC on a colony with no fuel, and because it had a fuel tank it kept interrupting about empty tanks.

Why are you even able to build PDC's with fuel tanks?  What's the point?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on September 15, 2015, 12:52:22 PM
Yeah.  I fixed it with SM refuel.  I built the PDC on a colony with no fuel, and because it had a fuel tank it kept interrupting about empty tanks.

Why are you even able to build PDC's with fuel tanks?  What's the point?

Fighter bases?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: WCG on September 15, 2015, 02:13:32 PM
was the team still on the colony when you abandoned it?

Yes. I'd ordered that they be picked up and moved, but they were still there. Maybe that was the problem?


Quote
not sure if this counts as a bug, but Fuel Storage - Small and Fuel Storage - Tiny list as having 1 HTK in the design screen, which is kinda nuts if true.

A fuel tank would be quite vulnerable, don't you think? Why would you think that was odd?

Anyway, thanks for the reply.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: TheDeadlyShoe on September 15, 2015, 02:26:26 PM
most components with <1 HS have 0 HTK

your game might be trying to process some order involving the team or the personnel in the team, if your ship is still trying to pickup, cancel the order.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Barkhorn on September 15, 2015, 02:28:13 PM
Fighter bases?
Couldn't you just as easily have fuel in the colony?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Garfunkel on September 15, 2015, 02:41:33 PM
Try a shorter name
Thanks, that fixed it.

http://aurora2.pentarch.org/index.php?topic=7911.0 maybe?
Thanks. I was using the aurora wrapper and it creates the Logs folder temporarily and I thought that was enough but apparently occasionally Windows glitched with it. I closed down Aurora, manually created the C:\Logs directory and no more errors.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on September 15, 2015, 03:09:25 PM
Couldn't you just as easily have fuel in the colony?

I don't recall if a PDC requires a colony or not, but if you stick one on a moon/asteroid with no colony...
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: SteelChicken on September 15, 2015, 03:14:13 PM
Yeah.  I fixed it with SM refuel.  I built the PDC on a colony with no fuel, and because it had a fuel tank it kept interrupting about empty tanks.

Why are you even able to build PDC's with fuel tanks?  What's the point?

To keep the fuel for the fighters separate from ships taking all the fuel from the colony.  You can transfer fuel back and forth from the PDC to the colony via the individual ship screen.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: SteelChicken on September 15, 2015, 03:15:04 PM
Not sure if I made an error or if its a bug...

Was building on a planet were I wanted to start putting together a pre fabricated PDC, noticed that the PDC build was on hold until the first build was finished so I put that on hold and waited for the PDC to be put togther, nothing happened... So I terminated them both and tried to start a new PDC reassembly, but my pre fabricated PDC had wanished...

My fault?

Bug?

Dont know why it was on hold, but if you terminate an assemble PDC project, you lost the components.  They get consumed once you start the project.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: WCG on September 15, 2015, 06:29:27 PM
Re. Error 3420 - Object invalid or no longer set.


Huh! This was rather nice, I must say. I had to Ctrl-Alt-Delete and use Task Manager to close Aurora, and then I actually had to reboot my computer to get rid of the above error message. But that worked fine.

Plus, when I started the game again, I discovered that I hadn't even wasted any time. Apparently, closing the game through the Task Manager still saved my progress. That was nice.

Well, it wouldn't have been so nice if the error had still been there, I guess. Heh, heh. But no, everything was fine. I thought I'd lost my geology team, since I couldn't find them on Phobos. But they'd been teleported to Earth, apparently. And this time, I was able to abandon that 'colony' on Phobos with no trouble.

Altogether, this was a lot better result than I was expecting.  :)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on September 15, 2015, 06:39:30 PM
Since the games basicly a huge database generally when it crashes you don't lose anything.
Though sometimes you might lose individual units that are being transferred or something.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: sloanjh on September 16, 2015, 07:18:27 AM
Since the games basicly a huge database generally when it crashes you don't lose anything.
Though sometimes you might lose individual units that are being transferred or something.

That being said, the DB can be corrupted by a crash (or other weird things can happen) so you should save early and often.  There's  thread in FAQ describing a save strategy, plus I think the installer might have some save functionality.

John
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on September 16, 2015, 08:42:56 AM
That being said, the DB can be corrupted by a crash (or other weird things can happen) so you should save early and often.  There's  thread in FAQ describing a save strategy, plus I think the installer might have some save functionality.

John

The backup utility I wrote (http://aurora2.pentarch.org/index.php?board=178.0) backs up the database on a timed interval.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: WCG on September 16, 2015, 09:51:04 AM
The backup utility I wrote (http://aurora2.pentarch.org/index.php?board=178.0) backs up the database on a timed interval.

There's a caveat in the first post: "I am not sure what will happen if Aurora is trying to write to the database when the launcher tries to copy it."

Is that still an issue? I downloaded the program, but I haven't been using it, mostly for that reason - and also because I didn't think I needed it. I do keep a backup, occasionally, just in case. But not very often. So I'd probably be wise to use that utility.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on September 16, 2015, 10:53:02 AM
There's a caveat in the first post: "I am not sure what will happen if Aurora is trying to write to the database when the launcher tries to copy it."

Is that still an issue? I downloaded the program, but I haven't been using it, mostly for that reason - and also because I didn't think I needed it. I do keep a backup, occasionally, just in case. But not very often. So I'd probably be wise to use that utility.

I think, at worst you will have some records with unresolved locks.

It may fail with a cannot copy file.

Not actually sure what will happen. I think the chances of it happening are pretty low. I was never able to catch it mid-write option during my testing.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on September 19, 2015, 01:36:03 PM
I just noticed a PDC with significantly higher build costs than I thought when I designed it, sure enough the displayed cost of boat bays isn't the same as its actual resource cost.
Boat bays list a cost of 30 but a requirement of 50 vendarite, adding a boat bay will raise the displayed BP cost to go up by 30 under both the design view and the component summary tabs, but when I build a PDC It lists a cost of 50 vendarite per bait bay in the design. Note that hangers cost 100 each, 75 of that being vendarite, if boat bays should cost 30 altogether then their vendarite cost would be 22.5.

Edit: has the fighter overhaul bug been fixed yet? I've got a few fighters stuck in overhaul I can't cancel, their maintenance clocks going up, I thought landing them on a carrier until they were repaired would help but they're still on overhaul.
Title: Error 3021 Something about a database not found
Post by: Triato on September 21, 2015, 10:12:24 AM
I was attacking a pair of precursor bases with a beems only fleet that used gauss turrets and fixed lasers all the approach I got this 3021 error, I think it ocurred once for every missile one of the 40 missiles I intercepted (which was all of them). I got in range and after loosing a 4th of the fleet to one of the bases armed with lasser turrets (I think) I destroyed the beam armed one and disabled the second (in hopes of building a boarding ship and boarding it). There was no colony or ground forces in the surface (I had my fleet on top of it and an EM scout among them), I had a range 70 mill active scout with a resolution for 3000 ton ships.

I thod about creating a colony since the planet was ideal and got 3 full colony ships to the planet, I also got a few jump carriers with 3 fast attack craft (speed 17000) and grav and geo survey ships and also some other ships. The thing is I had many ships in orbit, many of which were fast and had long range sensors.

Suddenly a new kind of precursor ship apeared on the planet it was 16000 tons and had a 2000 termal signature. I thod it was strange but I thod I could take it. My crews were not very well trained so, for the next two 5 sec increments, they didn´t fire, the enemy ship didn´t move or fire, and on the next 5 sec increment it disapeared despite all my sensors. I never got an active sensor notice (we were at point blank range) and I had many ships with active sensors, some of them long range. I checked to make sure the active sensors were on.

At the same time as the enemy ship appeared, ground forces also appeared.

Then, after a few 5 sec increments with nothing happening, I gave the order to cease fire and to stop trying to follow a ship that was not there and started using 5 day increments. The colony ships and carriers arrived to the planet and I started a survey operation. I didn´t landed the colonists becouse of the ground troops, so the colony ships sat in orbit with all the other fleets.

A few days latter, I get another string of 3021 errors, all of my ships over the planet dissapeared, the fleets are still there empty, but no ships in them.

I did a backup before the approach, but it took a hole afternoon to get where I am. Is there a way to recreate my fleets and recreate my officers (or something close) and recreate the crew training of my ships? Is there a way to avoid the error in the future?

I put the show errors option in the events log but they don´t show.

The error has been reported before but without the loss of ships:

Quote from: illrede on June 21, 2015, 02:00:04 PM

    Quote

        Error in PointBlankPDFire
        Error 3021 was generated by dao.Field
        No current record.

    This happens every time my ships fire point defense; except for two times with CIWS systems firing at single small salvos. Clicking "OK" eternally will eventually get through it (I just hold down the enter key), and an automatic further sub-pulse cycling seems unavoidable (making a combat action against AMM barrages in 5 second increments one single long thing, with no interaction opportunity.)


Same thing is happening to me right now.
I'm using mostly railguns for PD - and a few gauss turrets.
A problem with railguns perhaps? Has anybody else encountered this issue?
v6.43 All-In-One

Edit: Eh f*ck. Even with no PD active (everything unassigned, no PD mode selected) and while just letting the spoilers spam AMMs on me this error still occurs.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: TheDeadlyShoe on September 21, 2015, 11:44:47 AM
i  forget how i got around that bug, but i believe it has to do with bugged components. don't quote me on that. try redesigning your fire controls, etc., and resetting all your combat settings
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Nemoricus on September 21, 2015, 10:29:57 PM
So, I've run into a bit of a weird problem.  I was moving a geology team from one moon to another, and at the end of the move, the team vanished into the aether.

It might have something to do with the fact that I was aggressively pruning my list of colonies, but I'm fairly sure I was careful not to remove the ones my geology teams were on.

The team still exists, all of the members still exist, and they're all assigned to the team.  However, their location is listed as blank and I can't pick up the team from the moon where they were supposed to dropped off.

Also, the last event for the team was "Team dropped off on " (blank name for the world. )

Any idea what's going on here and how I can fix it?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on September 21, 2015, 11:10:15 PM
Try Creating a new colony on whatever body they were last on?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Nemoricus on September 22, 2015, 07:30:00 AM
Quote from: MarcAFK link=topic=7012. msg81188#msg81188 date=1442895015
Try Creating a new colony on whatever body they were last on?

No dice.  I tried creating a colony on the previous world and the destination world, and they're still MIA.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on September 22, 2015, 07:56:07 AM
Oh. On the leaders screen at the bottom left is a drop down menu next to a button labelled move. Select the officers if they still exist there, change the list to a colony, and try moving them.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Nemoricus on September 23, 2015, 06:32:52 PM
Quote from: MarcAFK link=topic=7012. msg81191#msg81191 date=1442926567
Oh.  On the leaders screen at the bottom left is a drop down menu next to a button labelled move.  Select the officers if they still exist there, change the list to a colony, and try moving them.

Ah, that worked.  Moved the first officer, and then all the rest reappeared on Earth.  The team appears to be have been disbanded, but that's okay.  I can just recreate it.

Thanks!
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on September 24, 2015, 01:26:39 AM
You probably need space master on to use that, but I guess you know that by now :p
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Nemoricus on September 24, 2015, 07:31:36 AM
Quote from: MarcAFK link=topic=7012. msg81232#msg81232 date=1443075999
You probably need space master on to use that, but I guess you know that by now :p

You do, but I figured that out.  :)

Thanks again for the help.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Triato on September 24, 2015, 09:55:27 AM
Thank yo deadly shoe, Ill try that and report.

Is your name about the chinnese assasin in Austin powers?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: TheDeadlyShoe on September 24, 2015, 10:57:25 AM
I HAD THIS NAME BEFORE AUSTIN POWERS

*cries*
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Krictic on September 25, 2015, 11:06:11 PM
I was unable to find the report on this bug so i will assume it wasn´t reported yet, but if im mistaken, plase, forgive me.   

So, my problem is this one:
First image

See this? whenever i try to select a colony by clicking on "Mars" i get this:

Second Image.

And i have no idea why.   

Obs: sory about the gigantic image, im still learning how to use this forum functionalities.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on September 26, 2015, 12:24:33 AM
Are you running windows 10? There seems to be a tree view bug in Visual Basic on win 10 that which hasn't been narrowed down yet. I have an idea that registering a different version of MSSTDFMT.dll may fix it.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Krictic on September 26, 2015, 12:39:55 AM
Quote from: MarcAFK link=topic=7012. msg81294#msg81294 date=1443245073
Are you running windows 10? There seems to be a tree view bug in Visual Basic on win 10 that which hasn't been narrowed down yet.  I have an idea that registering a different version of MSSTDFMT. dll may fix it.

Yes, that maybe that´s it.

For the while i figured out a "solution", i just click on the white space of populated system and then on the colony, for some reason now im able to change colonies.

I hope you find the solution for this problem.
Thanks.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on September 28, 2015, 03:11:34 AM
Very minor issue, sol is displayed in the system information menu as being discovered 1st January 2500, but the game started in 2025, every other system has the correct date.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on September 28, 2015, 09:30:19 AM
I run windows 10 and this doesn't happen to me anymore. What I found that was causing this for me before was the touch screen of my computer. After I disabled it this bug never happened to me again.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ogamaga on September 30, 2015, 08:29:34 PM
Somehow the game generated an NPR with a homeworld that has 30.   09% oxygen, due to not enough other stuff.    Database uploading to dropbox, designer mode needed to see it.   

edit https://www. dropbox. com/s/lrtiiwnm8d63k8s/Stevefire. mdb?dl=0
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on October 02, 2015, 08:58:27 AM
Has someone reported that Moral Drops sometimes don't give a message in the Events window? For my survey ships they send whenever it drops like a fraction of a percent and interrupts auto-turn. However I just looked at my JG builders and they are at 38% moral and I never had one notification or interrupt.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on October 02, 2015, 09:32:43 AM
Are they flagged commercial or military?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on October 02, 2015, 10:11:42 AM
Are they flagged commercial or military?
Commercial
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on October 02, 2015, 10:28:32 AM
Don't quote me on this, but I believe commercial ships are not subject to morale
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on October 02, 2015, 10:28:53 AM
Your JG are commercial and don't spam morale messages, are your other survey ships commercial too?
Don't quote me on this, but I believe commercial ships are not subject to morale
I'm going to quote steve on that when I find the right post, but you're mostly correct, I think one or both kinds of survey ships are affected in some way.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on October 02, 2015, 10:35:47 AM
Your JG are commercial and don't spam morale messages, are your other survey ships commercial too?I'm going to quote steve on that when I find the right post, but you're mostly correct, I think one or both kinds of survey ships are affected in some way.

Grav survey systems are military.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on October 02, 2015, 10:49:04 AM
Relevant information in the 5.70/6.0 changelog.
Grav and geo survey are affected by morale failure.

http://aurora2.pentarch.org/index.php?topic=4835.msg56433#msg56433
"
Morale messages will now only be shown for ships that are likely to be affected by low morale. This includes armed ships and survey ships......
the factors affected by low morale are:

Weapon accuracy
Survey speed
Maintenance failures
Transit delays for weapons/sensors
Speed of response to orders during combat"
It specifically states jump gate ships aren't affected, I would assume that's why you get no interrupts or messages.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ruji on October 08, 2015, 02:20:34 PM
I get an "Run-time error '7': Out of memory" when I try to open the Class Design window.  I'm using 6. 43 on Windows 10 64bit.  I'm actually using the installer version with the wrapper, but without using the Aurora_wrapper. exe because that one automatically runs as admin and if I run as admin (wrapper or normal exe) I get a comctl32. ocx error on the System Map.

Not sure what other relevant information I could provide.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on October 08, 2015, 02:38:06 PM
I get an "Run-time error '7': Out of memory" when I try to open the Class Design window.  I'm using 6. 43 on Windows 10 64bit.  I'm actually using the installer version with the wrapper, but without using the Aurora_wrapper. exe because that one automatically runs as admin and if I run as admin (wrapper or normal exe) I get a comctl32. ocx error on the System Map.

Not sure what other relevant information I could provide.
Did you properly extract/install into the Program Files (x86)? Also, the Aurora_wrapper.exe is the one you should be using.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ruji on October 08, 2015, 03:18:25 PM
Quote from: 83athom link=topic=7012. msg81676#msg81676 date=1444333086
Did you properly extract/install into the Program Files (x86)? Also, the Aurora_wrapper. exe is the one you should be using.

Yeah, I used the installer, installation to D:\Program Files (x86)\Aurora ran without error.  And if I use the wrapper it forces running as admin and when I run as admin (wrapper nor not) I get "Run-time error '339': Component 'COMCTL32. OCX' or one of its dependencies not correctly registered: a file is missing or invalid" when opening the System Map (the file exists in the same folder) - but I also still get the Out of memory error on the Class Design, so I don't think that really helps anyway.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on October 08, 2015, 03:27:30 PM
Yeah, I used the installer, installation to D:\Program Files (x86)\Aurora ran without error.  And if I use the wrapper it forces running as admin and when I run as admin (wrapper nor not) I get "Run-time error '339': Component 'COMCTL32. OCX' or one of its dependencies not correctly registered: a file is missing or invalid" when opening the System Map (the file exists in the same folder) - but I also still get the Out of memory error on the Class Design, so I don't think that really helps anyway.

Try installing outside of Program Files.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ruji on October 08, 2015, 03:47:15 PM
Quote from: Erik Luken link=topic=7012. msg81683#msg81683 date=1444336050
Try installing outside of Program Files.

That seems to have worked, now the Class Desiger works! I don't even want to know how that solved the problem though ;)

Still have the ocx-error when running as admin but it seems to work fine for now without elevated privileges.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on October 08, 2015, 03:56:05 PM
That seems to have worked, now the Class Desiger works! I don't even want to know how that solved the problem though ;)

Still have the ocx-error when running as admin but it seems to work fine for now without elevated privileges.

With Win7+ the Program Files directory is really locked down hard. At times, you can copy a file over, acknowledge the UAC prompt with escalated privileges and still not have the file copy.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on October 08, 2015, 08:50:09 PM
With Win7+ the Program Files directory is really locked down hard. At times, you can copy a file over, acknowledge the UAC prompt with escalated privileges and still not have the file copy.
Huh, I've never had a problem with it installed in Program Files (x86) in Windows 8, 8.1, or 10.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Yonder on October 09, 2015, 05:58:31 AM
Error in Load Orders
Error 94 was Generated by Aurora
Invalid Use of Null

It happens on the start of turn processing, and if I look at a specific Task Group, which then leads to

Error in Populate Moves
Error 381 was generated by Aurora
Invalid property array index.

This was a survey ship with the following primary/secondary/conditional orders

Survey next 5 bodies
Refuel at Colony in System
If Fuel less than 30% refuel at Colony within 4 jumps
If Supply less than 20% resupply at Colony within 4 jumps

The ship reached the end of its deployment time so I removed the primary order and queued "Refuel at Earth" and "Resupply at Earth" orders. This bug occurred immediately after it reached Earth. Earth has a Duranium shortage, I don't know if this is related due to supplies not being available or something like that.

EDIT: Forgot to mention that there weren't any orders left in the queue.

RESOLVED: Clicking "Remove All" orders remedied the situation.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Yonder on October 12, 2015, 07:02:49 AM
"Due to increading temperature, the ice sheet on Luna has melted, increasing the Albedo from 1 to 1.015, This has caused a sudden temperature increase from -26.8C to -23.1C"

Albedo is a measure of the reflectivity of an object. The higher the value the more energy from the sun is reflected back into space. In this scenario the Albedo should have decreased from 1 to 0.985. Also, the initial Albedo of 1 is super high, that means perfect reflection. For reference, according to here http://www.amnh.org/education/resources/rfl/web/antarctica/s_albedo.html the ocean's have an albedo of 0.1 to 0.15, and smooth ice maxes out at around 0.9 (probably the highest possible natural albedo.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Wagghh on October 12, 2015, 07:51:07 AM
A lot of my civilian ships are stuck with the orders to "Move to (planet) Trade Location" or "Load/Unload Colonists"

I've tried clearing their orders but they just go back to the same orders. 

See below. 

https://www. dropbox. com/s/w21vawkdr5agcf9/System_Map__16th_June_2083_2053_2015-10-12_13-47-17. png?dl=0
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Yonder on October 12, 2015, 07:53:01 AM
I noticed something weird about the "Chance to Hit" of the sensor drone I'm making:

"Chance to Hit: 1k km/s 13%   3k km/s 0%   5k km/s 2.6%   10k km/s 1.3%"

Why is the chance to hit at 3k km/s zero when I have a non-zero chance to hit faster objects?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Yonder on October 13, 2015, 09:02:58 AM
A lot of my civilian ships are stuck with the orders to "Move to (planet) Trade Location" or "Load/Unload Colonists"

I've tried clearing their orders but they just go back to the same orders. 

See below. 

https://www. dropbox. com/s/w21vawkdr5agcf9/System_Map__16th_June_2083_2053_2015-10-12_13-47-17. png?dl=0

This doesn't sound like a bug. I think you are confusing the "Civilian" maintenance classification of the ships you design and build, with the Civilian ships that your actual civilian population designs and build. The latter can only be controlled in very limited ways by you (marking planets and systems out of bounds) and simply go from colony to colony, trading and moving colonists around.

That said, that naming convention comes from earlier versions of Aurora where your civilian populations couldn't design their own vessels, and simply used your "Civilian" blueprints that had reasonable components for their needs. Now that the Civilian populations do that themselves there is no connection between the "Civilian" ships that don't need maintenance and the actual civilian ships, so maybe the "doesn't need maintenance" classification should be renamed. Reliable, dependable, simple, something like that.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Wagghh on October 13, 2015, 01:14:49 PM
Thanks for the reply but I'm not confusing civilian and commercial ships.

These ships are the ones that are owned by the shipping lines that a player has no control over.

I cleared the orders of the ships on the shipping lines screen as the mouse hover text says "this can be used if civilian ships encounter problems"

I've since been able to get them to move by removing all civilian contracts from my colonies.

I guess they were all trying to load the same infrastructure or something.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Yonder on October 14, 2015, 07:10:26 AM
I'm getting pop up notifications (not event logs) about salvage events when I'm not doing any salvaging. Maybe some debug notifications from the NPR salvaging development work that got left in?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Yonder on October 15, 2015, 08:19:51 AM
Military Jump Drives are currently being classified as Commercial Components.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on October 15, 2015, 08:56:48 AM
Military Jump Drives are currently being classified as Commercial Components.
That is not a bug, that is intended.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Yonder on October 17, 2015, 01:51:26 PM
Error in Execute Orders
Error 5 was generated by Aurora
Invalid procedure call or argument

I just finished a battle, and I suspect the issue is related to task groups that had been escorting another group no longer doing so, but maybe it's fire control related or something entirely different. I have a copy of the database if desired.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on October 18, 2015, 09:47:29 AM
Error in Execute Orders
Error 5 was generated by Aurora
Invalid procedure call or argument

I just finished a battle, and I suspect the issue is related to task groups that had been escorting another group no longer doing so, but maybe it's fire control related or something entirely different. I have a copy of the database if desired.

I see this popup from time to time as well. Not pinned it down yet but doesn't seem to have any effect beyond the popup.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Yonder on October 19, 2015, 09:31:54 AM
I see this popup from time to time as well. Not pinned it down yet but doesn't seem to have any effect beyond the popup.

I got it actually. I had squadron A following squadron B, and squadron B was absorbed by squadron C. Usually this situation would lead to that error similar to "Could not find target of task force orders" but this time it just spawned dozens of the mentioned error message. Clearing the orders of squadron A fixed it.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on October 19, 2015, 11:01:45 AM
I think I found a somewhat strange bug. So the system became discovered before it became discovered. GSV George Ogden Abell is now 10 hours away from the point. I think I might have to install the backup utility cause I'm scared of what might come next. Also, that system has 2 stars inside of the main star.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on October 19, 2015, 11:28:52 AM
Uuummmmmm... ok then. Anyone have any weapons that can destroy a system?

Edit; Owwwww, my brain. Now Aurora keep getting errors cause its trying to divide by zero.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Erik L on October 19, 2015, 11:52:18 AM
Uuummmmmm... ok then. Anyone have any weapons that can destroy a system?

Edit; Owwwww, my brain. Now Aurora keep getting errors cause its trying to divide by zero.

SM Mode, F9, delete system.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on October 19, 2015, 12:29:53 PM
SM Mode, F9, delete system.
Worked like a charm. I knew I could do that but I was just making a "joke" as a book series I've read had a missile that would make a star go supernova. Although (refer to image)... ummmm. At least this time the system actually works, but this time it only has 2 star and a collection of planets including... my first extrasolar 0.0 cost planet and 2 planets under a cost of 2.0, YAY. Thank you bug.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Din182 on October 19, 2015, 02:07:57 PM
Here's an old bug that doesn't seemed to be fixed yet:
And a random bug: refitting a ship doesn't seem to trigger the "is this ship slower than the TG speed" check, so you can refit a fast ship to be slower, and it will still travel at its old speed.   at some random point in the future sometimes they will reset to the correct speed, but say incorrectly that the ship took damage.

I just had the exact same thing happen to me. It scared me when I first saw it, because I thought my ships were being attacked.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Falcon on October 19, 2015, 02:37:36 PM
Error in ShowMinerals

Error 35602 was generated by Nodes
Key is not unique in collection
.....

Happens when one of the moons of Jupiter is surveyed (legally or with SM) and every turn after that.
Save game available.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Yonder on October 20, 2015, 12:59:24 PM
Is Area Defense mode still bugged in 6.4? Steve's Solarian Empire game made it sound like he was using beam escorts in separate task forces, which implies the use of Area Defense fire, but last night my beam escort destroyers were completely ineffective until I set them to Final Defensive Fire mode.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Rich.h on October 20, 2015, 03:22:00 PM
Is Area Defense mode still bugged in 6.4? Steve's Solarian Empire game made it sound like he was using beam escorts in separate task forces, which implies the use of Area Defense fire, but last night my beam escort destroyers were completely ineffective until I set them to Final Defensive Fire mode.

Have you ensured the PD beam weapon being used has a range greater than the distance the missile travels in 5 seconds? The wiki states that:

Area defense occurs during the normal weapons fire segment. If the missile can cross the engagement range of a PD beam during a single movement then it will not be engaged.

I had problems with it myself as at first small laser turrets were great and got off two shots at a missile meaning I had a total iron curtain. Then I came across an NPR with very fast missiles and suddenly my area defence mode was totally useless.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Yonder on October 20, 2015, 03:26:30 PM
The margin is slim, but the missile salvos do have one stopover point in range. Not two though, does Fire Delay come into play in Area Defense mode?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: IanD on October 22, 2015, 08:02:13 AM
Aurora v6.43  Start year 2025, now 2079.

I have civilian colony ships appearing 6 jumps from Sol. I thought they could only jump 4 from Capital in 6.43? (Which is still Sol). Haven't seen any freighters that far out.

Ian
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: GreatTuna on October 22, 2015, 09:06:12 AM
Aurora v6.43  Start year 2025, now 2079.

I have civilian colony ships appearing 6 jumps from Sol. I thought they could only jump 4 from Capital in 6.43? (Which is still Sol). Haven't seen any freighters that far out.

Ian

I believe they can route up to 4 jumps from system where they loaded their cargo.

If not, then it's a bug which I can confirm too.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on October 22, 2015, 11:11:11 AM
They can pathfind up to 4 systems away from their current position I believe. Had a colony ship take citizens from a colony 3 jumps from Sol to a colony 6 jumps from Sol, but then again that was 1-2 versions ago.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on October 22, 2015, 11:21:55 AM
Yes, 4 jumps from current position. In v6.50, the distance will be unlimited.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: alex_brunius on October 24, 2015, 06:28:02 PM
"Prefab PDC components" are consumed when you start construction, but not refunded if construction is cancelled ( they seem to vanish into thin air ).
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on October 25, 2015, 12:29:08 AM
I'm pretty sure ship components do this too.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on October 25, 2015, 07:34:34 AM
I'm pretty sure ship components do this too.

Yes, once construction starts the components are expended. If you cancel, you lose them.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Yonder on October 26, 2015, 12:17:06 PM
I'm getting pop up notifications (not event logs) about salvage events when I'm not doing any salvaging. Maybe some debug notifications from the NPR salvaging development work that got left in?

Decent chance this is actually from the Swarm, not NPR salvaging.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Yonder on October 27, 2015, 07:53:15 AM
Infinite Loop in turn processing. After killing the task and restarting I got a bunch of "*Civilian Ship* failed to Load Colonists at Earth. Please reschedule the orders for this fleet"messages, so that code may be the culprit.I have a copy of the database from right after this occurred (twice), but the problem didn't repeat a third time.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on October 29, 2015, 01:28:37 AM
I'm surprised nobody has noticed this one: Scrapping doesn't return any minerals: just recovered components.
I figured this was the intended behavior untill I made my first salvagers and noticed significantly more minerals being recovered.
When a vessel is added to the scrap queue there is a list of minerals that I assume should be recovered, however you get instead a pile of components, which when scrapped returns completely different quantities of minerals, in some cases more than what was listed, but generally much less.
For a ship that is entirely armour you get nothing returned at all. Interestingly destroying the ship and salvaging recovers  slightly more minerals, though I suspect that only a small amount of components survive to be salvagable which affects the total, but in any event salvaging gives a pile of all minerals immediately, then some for components while scrapping just gives components, although more components are recovered.
Heres my test setup, I created 2 ships, one of each class will be scrapped, and one salvaged.
First a pretty standard missile ship. Actually a bit better in most respects than what I'm currently using in my game.
Code: [Select]
Tribal class Cruiser    8,500 tons     225 Crew     1147.35 BP      TCS 170  TH 510  EM 0
3000 km/s     Armour 3-37     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 36
Maint Life 2.17 Years     MSP 337    AFR 144%    IFR 2%    1YR 96    5YR 1440    Max Repair 240 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Magazine 336   

255 EP Ion Drive (2)    Power 255    Fuel Use 44.96%    Signature 255    Exp 8%
Fuel Capacity 695,000 Litres    Range 32.7 billion km   (126 days at full power)

Size 6 Missile Launcher (6)    Missile Size 6    Rate of Fire 90
Missile Fire Control FC128-R80 (1)     Range 128.8m km    Resolution 80

Active Search Sensor MR128-R80 (1)     GPS 19200     Range 128.8m km    Resolution 80

This design is classed as a Military Vessel for maintenance purposes

I think a table would be the best way of showing the data, but I'm not sure how to do that, so I'll just list the results.
Tribal: Cost of ship:
294 Duranium
5 corbomite
210 tritanium
52 boronide
48.75 mecassium
320 uridium
216.75 gallicite
Displayed Scrap value:
73.7 Duranium
1.3 corbomite
52.5 tritanium
13 boronide
12.2 mercassium
80 uridium
54.2 gallicite
No minerals were recovered. But the following components were: drives, sensor,magazine, firecontrol, missile launchers, fuel
After scrapping components we have the following minerals:
21 duranium
63 tritanium
96 uridium
65 gallicite
167 wealth.
Now salvaging instead gives the following:
29 Duranium
2 Cobomite
42 Tritanium
5 Boronde
24 Mercassium
23 Uridium
And these components: Drives, fire control, missile launchers.
Notably absent is active sensor and magazines, after scrapping we get:
9 Duranium
27 Tritanium
24 Uridium
65 Gallicite
125 Wealth
The total compares pretty well with the scrapped ship, except neither produces as much as expected from the scrap estimate.
Now a slightly different ship:
Code: [Select]
Armor ball class Cruiser    9,000 tons     1 Crew     1080.4 BP      TCS 180  TH 0  EM 0
1 km/s     Armour 28-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
MSP 0    AFR 1800%    IFR 25%    Max Repair 6 MSP
Intended Deployment Time: 3 months    Spare Berths 2   


This design is classed as a Commercial Vessel for maintenance purposes
The Armour ball is literally nothing but 28 layers of armour and a tiny crew quarters. (That officer must feel pretty safe) Therefore it costs only .75 mercassium and over 1079.65 Duranium, nothing else.
Displayed Scrap value is:
269.9 duranium
mecassium .2
When scrapped no components or any minerals are recovered.
However when salvaged we get 216 Duranium in our cargo hold.
I'm sure what's intended is that whatever code is responsible for giving back minerals when salvaged should also be applied when a ship is scrapped, but in that case you would also get more recovered components and therefore have better returns....
Right?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on October 29, 2015, 06:34:39 AM
Now we know why navies around the world use their old ships as target practice rather than dismantling them!
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on October 29, 2015, 07:00:20 AM
Thinking about it a bit more, if you got back a quarter of a ships cost, AND a bunch of components , you could actually generate minerals by keeping the components and making another ship which you then scrap.
A solution is this:
 When you scrap you should just get a quarter of the value of any unrecoverable components (armour, crew quarters, etc, maybe run a random chance of other parts not being reusable?) then also you get the components, which can be scrapped for a quarter their value ( or whatever they're currently worth).
Wrecks should be similar, but lower returns, and a higher chance of components being completely unrecoverable.

Found a small typo. In the task groups screen the tool tip for "Remove all" says  "Remove all Oredsr"
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Barkhorn on October 29, 2015, 01:39:59 PM
Now we know why navies around the world use their old ships as target practice rather than dismantling them!
They don't though.  I mean, yes some get used as target practice, but most do get scrapped.  It's called shipbreaking.

Even famous battleships get scrapped.  For instance, no British WW2-era battleships exist today because they were all either sunk in action or scrapped.  Even the Warspite, which was heavily used in propaganda and gained an almost mythological status, was scrapped.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on October 29, 2015, 01:56:48 PM
Since the mineral return of scrapping is little in any way, wealthy countries can do what they want (hence the phenomenon was unnoticed until today). Some mineral resource poor states like Norway however may have to resign to turn every penny (or escort frigate) around. ;)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on October 29, 2015, 02:09:09 PM
In the late 30's japan depleted global steel supplies, started buying old ships for scrapping, I seem to recall something similar recently. Though in the last year steel prices have halved which might potentially effect the plans for new robotic ship recycling yards.

EDIT: Back to the bugs.
Rescued crew doesn't respect the capacity of Cryogenic Transport.
I designed a ship with an emergency cryo transport module. Total capacity of 200.
However after a recent battle leaving a number of wrecks in one system I discovered this:
(http://i.imgur.com/sQf3RkM.jpg)
That's 459 people crammed in like sardines. Now while it should be possible to fit  more people in crew quarters than designed capacity I'm pretty sure cryo transport wouldn't be the kind of thing you could add extra people into.
And if the extra 259 people are in the rest of the ship, well, the normal crew capacity of that ship is 12, overcrowding of 4000% should have caused the ships normal deployment time of 1 moth to be shortened to 18 hours. But the trip to drop off survivors was successful despite taking 2 weeks.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Yonder on October 30, 2015, 07:48:07 PM
Error in RetireCommander

Error 3022 was generated by DAO.Recordset
The changes you requested to the table were not successful because they would create duplicate values in the index, primary key, or relationship. Change the data in the dield or fields that contain duplicate data, remove the index, or redefine the index to permit duplicate entries and try again.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on October 30, 2015, 08:46:27 PM
EDIT: Back to the bugs.
Rescued crew doesn't respect the capacity of Cryogenic Transport.
I've actually exploited this bug once in the past by docking overfilled rescue shuttles on ships, so their maintenance time and failure doesn't matter anymore. => infinite rescue capacity hack

But as a remarc to your example: Remember that even a rescue shuttle still has crew quarters, so when you see that overflow causes problems, that could still just be the mass trying to share the 10 available standard beds.
Really significant data would be here to compare the drop of lifetime of a non-cryo equipped shuttle vs. that which has one, and both having the same amount of real quarters, and the same passenger overflow. If then the cryo one would drop slower, it is evidently because the cryo space is used like quarters, which should be nonsense. Otherwise, with identical results, all would be fine.
Of course, given the randomness of lifepods, such specific data is near impossible to manufacture...
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on October 31, 2015, 12:25:15 AM
What's really interesting is that after the final mission of that ship it was detected and destroyed with 159 people in the cryogenic pods. The lifeboat had 11 survivors out of the crew of 12. But the report of battle damage stated 2 casualties, one in engineering and one from the thermal sensors.
Did one of the cryo passengers get thawed out?
Most certainly not, I assume what's happening is that lifeboats are randomly generated without thought of battle casualties, in most cases you wouldn't notice but the small crew size of that ship just made it visible.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on October 31, 2015, 11:42:43 AM
What's really interesting is that after the final mission of that ship it was detected and destroyed with 159 people in the cryogenic pods. The lifeboat had 11 survivors out of the crew of 12. But the report of battle damage stated 2 casualties, one in engineering and one from the thermal sensors.
A casualty is not always a fatality.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Jumpp on November 01, 2015, 06:46:26 PM
I'm not actually sure this is a bug. I'm not sure what's going on. Everything just started going nutty. (I'm running version 6.4.3

I queued a 5-day turn, with auto turns checked. I got three longish (day or so) updates, then a string of 25-second updates, then a 5-day. Several things happened when that 5-day turn was done, some expected and some not:

1. Retooling one of my shipyard lines for a new ship was completed. (expected)
2. Three fuel harvesters were completed. (expected)
3. I got a message: "As a result of the population surrender, the <shipname> has surrendered as it was in orbit of the planet" for every ship at Earth. (unexpected)
4. These ships were all broken out into single-ship TGs, and all had their training level reset to 0%. (unexpected)

I'm not sure why any of this happened. I don't see any enemy forces on the planet, nor any enemy contacts of any kind anywhere. My ground forces are intact, and I remain in control of Earth. Near as I can tell, whatever happened, it has passed. I've reconstructed my task groups, and sent the ships out to train again. Things appear, I guess, to be back to normal?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Jumpp on November 01, 2015, 08:05:27 PM
Some additional craziness appeared a few turns later: Suddenly I've got duplicate versions of a bunch of ship classes, though the additional ones don't have ordnance set. Mostly, the existing ships kept the with-ordnance versions, while the shipyards got set to the no-ordnance versions.

Related: Some of the extra classes I was able to delete. Others, I'm stuck with. One of them, the Agincourt, got into a particularly difficult state. As of this moment there are three classes:

"WTF Agincourt" which has identical components to "Real Agincourt", but for reasons unclear to me has got slightly different maintenance profile:

Code: [Select]
WTF Agincourt class Frigate    8,000 tons     202 Crew     1353.8 BP      TCS 160  TH 960  EM 0
6000 km/s     Armour 4-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 30
Maint Life 1.89 Years     MSP 529    AFR 102%    IFR 1.4%    1YR 191    5YR 2862    Max Repair 480 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Magazine 432   

General Electric MP-960 (1)    Power 960    Fuel Use 55.21%    Signature 960    Exp 12%
Fuel Capacity 500,000 Litres    Range 20.4 billion km   (39 days at full power)

Hotchkiss S1-R10 Launcher (30)    Missile Size 1    Rate of Fire 10
Raytheon Missile Fire Control FC3-R1 (1)     Range 3.8m km    Resolution 1
AMM-1-1 Nike Mk1 (432)  Speed: 22,400 km/s   End: 4.9m    Range: 6.6m km   WH: 0    Size: 1    TH: 194/116/58

Raytheon Active Search Sensor MR6-R1 (70%) (1)     GPS 63     Range 6.9m km    MCR 755k km    Resolution 1

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

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Real Agincourt class Frigate    8,000 tons     202 Crew     1353.8 BP      TCS 160  TH 960  EM 0
6000 km/s     Armour 4-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 30
Maint Life 1.88 Years     MSP 529    AFR 102%    IFR 1.4%    1YR 192    5YR 2885    Max Repair 480 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Magazine 432   

General Electric MP-960 (1)    Power 960    Fuel Use 55.21%    Signature 960    Exp 12%
Fuel Capacity 500,000 Litres    Range 20.4 billion km   (39 days at full power)

Hotchkiss S1-R10 Launcher (30)    Missile Size 1    Rate of Fire 10
Raytheon Missile Fire Control FC3-R1 (1)     Range 3.8m km    Resolution 1
AMM-1-1 Nike Mk1 (432)  Speed: 22,400 km/s   End: 4.9m    Range: 6.6m km   WH: 0    Size: 1    TH: 194/116/58

Raytheon Active Search Sensor MR6-R1 (70%) (1)     GPS 63     Range 6.9m km    MCR 755k km    Resolution 1

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

This design is classed as a Military Vessel for maintenance purposes

and a third variant, the "Agincourt Mk3" which I just created by copying "Real Agincourt" and changing nothing except the name.

My 8000-ton shipyard was already tooled for "WTF Agincourt" and didn't offer the option to retool for "Real Agincourt." (Neither did the 16000-ton shipyard, for what that's worth.) When I tried to retool it for "Agincourt Mk3", I got an Error 6. On every succeeding turn, I get another Error 6 and the shipyard shows no progress.  (Just a blank space there under the progress column.)

This is sufficiently messy that I'm not going to try to fix it. I'm setting this one aside and starting over. I'll save it, just in case the db may turn out to be useful.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Jumpp on November 05, 2015, 10:25:59 AM
Edit: has the fighter overhaul bug been fixed yet? I've got a few fighters stuck in overhaul I can't cancel, their maintenance clocks going up, I thought landing them on a carrier until they were repaired would help but they're still on overhaul.

I'm seeing this too. I've got a bunch of fighters stuck in a PDC. I can't give them orders because they're in Overhaul. Their maintenance clocks were at several years when I ordered them to overhaul. Those clocks ticked down a lot, though I don't remember how low it got, and they never left the Overhaul state. Now their maintenance clocks are ticking up again.

Best idea I've got is to delete them all and SM up some new ones. Anyone know of a better workaround?

Edit: They're not "stuck" in the PDC. I can launch or land them. When they're landed, their maintenance clock ticks down. When they're launched, it ticks up. Right now, they're all landed, their maintenance clocks are at 0, and they're all still in Overhaul mode. Anyone have any idea why they won't finish overhaul? Is it because the PDC at which they're landed has no maintenance supplies? Or not enough spare crew berths for the flight crews?
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: swarm_sadist on November 08, 2015, 07:48:06 PM
Minor bug:

When you give a terraformer a 'Join' command to combine with another terraformer fleet at another planet, that terraformer is not counted as a terraformer in orbit until you order the entire fleet to re-move over the planet. Same thing happens with geosurvey, maintenance ships, recreation ships and so forth.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on November 08, 2015, 07:53:19 PM
A casualty is not always a fatality.
You're right, however I just got a lifeboat with 0 survivors, and one with more then the entire crew.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: plasticpanzers on November 09, 2015, 02:27:24 AM
Not sure why timer keeps resetting.   When i hit 30 days it goes ahead a few seconds instead.    Even when leaving the game and going back in.
thanks!
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on November 09, 2015, 02:40:31 AM
Not sure why timer keeps resetting.   When i hit 30 days it goes ahead a few seconds instead.    Even when leaving the game and going back in.
thanks!
You'll get shorter updates whenever there's events that need shorter increments. IE NPR battles or something.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: plasticpanzers on November 09, 2015, 03:43:49 AM
found out that one of my ships was out of fuel and clock kept resetting.    even when i cancelled all orders for the ship it took alot of time
'clicks' for another ship to get there to refuel it.    thanks tho!
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on November 09, 2015, 05:41:47 AM
That's not a bug, the game is stopping to let you deal with the fuel problem, you should clear the ships orders while waiting for the refuelling ship to arrive. If a ship has long orders that would be annoying to clear and recreate you could save them as a template then reload the orders after the fleet is refuelled. Though a pause option might be handy.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Yonder on November 09, 2015, 11:07:06 AM
Is Area Defense mode still bugged in 6.4? Steve's Solarian Empire game made it sound like he was using beam escorts in separate task forces, which implies the use of Area Defense fire, but last night my beam escort destroyers were completely ineffective until I set them to Final Defensive Fire mode.

This may not actually be a bug, I have more info. The issue is that the missiles need to start their turn in range AND end the turn in range in order to be fired upon. If there is only one stopping point, for example, if you have a 50k km range and the missile goes from 70k km, to 35k km, to hitting, then the Area Defense beam weapons will not engage, but that may be intended.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: SpaceMonkey on November 10, 2015, 01:19:15 PM
As far as I was able to determine, no one seems to have reported this.
A typo in the combat assignments where it says automated fire in the top right portion of the overview, the mouse-over description reads:
If set for Synchronous fire, this ship will select ship targets and automatically open fire when in range.
I would presume that since it is a description for automated fire and not for synchronous fire, that it should read 'If set for automated fire'.
And in the Research overview, under power and propulsion, the capacitor recharge rate description reads:
The amount of power which am energy weapon will recharge every 5 seconds.
should be an instead of am.

Also in my current game I am using Known Star Systems, and in the Sirius System, Sirius AVI, a Gas Giant, has its list of moons begin at the number 8 instead of 1.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on November 10, 2015, 02:28:12 PM
Should genetic modification centers require population to run? I'm not sure that qualifys as a bug though.
I just noticed that stopping and restarting fuel production from the industry screen is instant, but using the civilians/industry status tab causes the 180 day reactivation timer. I'm sure it should require the timer in both cases.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on November 10, 2015, 02:31:01 PM
Should genetic modification centers require population to run? I'm not sure that qualifys as a bug though.
I just noticed that stopping and restarting fuel production from the industry screen is instant, but using the civilians/industry status tab causes the 180 day reactivation timer. I'm sure it should require the timer in both cases.
through the industry window it just stops production while through the civ window its like closing it down.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on November 10, 2015, 02:51:53 PM
Oh you're right, I'll assume that merely stopping production doesn't free up population, that makes sense then.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Vandermeer on November 11, 2015, 06:18:05 PM
By pure chance I have today spotted this double appearing object...

(http://s2.postimg.org/m55jnl4a1/Unbenannt.jpg)

...but then saw slightly different statistics for size and gravity in the system window, researched it and found out that the original 1998 WW31 had a nearly identical named moon, (1998 WW31) 1, despite its small asteroid size.
I still went to log that here as I am not sure if the distance can be correct. The screenshot shows an incredible distance of over 2 AE here, and there are two other objects of respectable size close (though could be of on z-axis), who might interfere, so why aren't they moons too if you can have one at only 0.004g over 2 AE? Might be wrong though. Amazing detail anyway!
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Legendsmith on November 12, 2015, 04:43:35 PM
Quote from: MarcAFK link=topic=7012.  msg81294#msg81294 date=1443245073
Are you running windows 10? There seems to be a tree view bug in Visual Basic on win 10 that which hasn't been narrowed down yet.   I have an idea that registering a different version of MSSTDFMT.  dll may fix it. 
I am on Windows 8. 
Is there any news on now to fix this this? Collapsible tree views simply do not expand (or collapse), rendering anything within them inaccessible.   Static tree views such as naval organisation do not display properly either, but that's not as major. 
It's very frustrating to not be able to manage my extra-solar colonies, or to use the combat assignments overview. 
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: 83athom on November 12, 2015, 10:05:32 PM
If you have a touchscreen disable it in your drivers window in your control panel.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on November 12, 2015, 11:37:39 PM
Windows 8 too?
That gives me an idea, as I have a win 8 laptop available I might see if I can find a trigger or workaround.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Legendsmith on November 13, 2015, 01:36:38 AM
I do not have a touchscreen
However, the problem is resolved.  A friend of mine saw I had a game-pad plugged in.  I unplugged it and restarted aurora.  Lo and below, the tree view controls work perfectly!
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Jumpp on November 22, 2015, 12:05:35 AM
I'm seeing this too. I've got a bunch of fighters stuck in a PDC. I can't give them orders because they're in Overhaul. Their maintenance clocks were at several years when I ordered them to overhaul.

The solution is: Do not try to order fighters to overhaul. It creates bugs and it's not necessary. When they're landed at their mothership, their maintenance clocks tick down.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Jumpp on November 22, 2015, 07:59:55 PM
I've got "Automated Assignments" checked.

Observed Behavior: When the cycle takes place, a great many brigadiers are left without assignments, and a great many brigade HQs are left without commanders.

Expected Behavior: I'd expect brigadiers with no assignments to be assigned to brigades that lack commanders.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Ostia on November 23, 2015, 04:38:53 AM
I think HQ commanders need a Training bonus to get auto assigned.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Jumpp on November 23, 2015, 07:30:38 AM
On a second look, that is indeed what's happening. The Brigadiers that don't get assignments are the ones who don't have a training bonus. If that's the expected behavior, then this isn't a bug, it's merely something I don't understand.

Groovy.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: sublight on November 26, 2015, 04:26:34 PM
Ships with engine damage appear to be retroactively slowed. As a result it is possible that the now slower ship will fail to end up inside of missile intercept range. As a result the remaining missiles from the same wave may impact on the next 5s increment and allow point defenses an extra round of point defense missile fire.

(http://i181.photobucket.com/albums/x184/sublightrun/MissileBug_zps6egmstfs.png) (http://s181.photobucket.com/user/sublightrun/media/MissileBug_zps6egmstfs.png.html)

As seen here 115 missiles intercepted the Krivak task group targeting Krivak 003, which was slowed after the 11th salvo impacted. Don't ask me why the explosions ended in front of the Krivak's in the direction of their travel, or why the missiles ended there movement before reaching the task group they were targeting. There might be other bugs that occurred with the interception.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Jumpp on November 27, 2015, 04:16:43 PM
Minor Text issues:

On the Missiles/Buoy Design page, Enhanced Radiation checkbox has the tooltip for Laser Warhead.
On the Leaders page, tooltip for "Unassign Type" reads "Clear assignments for all officers of the current team, except team members." Should say "officers of the current type."
On the Population and Production Page, in the Research Tab, the Technology Description for Fuel Productions techs give the wrong figure.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on November 29, 2015, 06:52:20 PM
Fixed the problem where moons are not numbered from one. It was because Trojan asteroids were taking the earlier numbers.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 07:04:06 AM
Fixed the popup bug that happens at the start of Aurora and during the 5-day increment if a ship is towing a shipyard.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 07:27:16 AM
Minor Text issues:

On the Missiles/Buoy Design page, Enhanced Radiation checkbox has the tooltip for Laser Warhead.
On the Leaders page, tooltip for "Unassign Type" reads "Clear assignments for all officers of the current team, except team members." Should say "officers of the current type."
On the Population and Production Page, in the Research Tab, the Technology Description for Fuel Productions techs give the wrong figure.

All fixed for the next version
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 07:34:23 AM
On a second look, that is indeed what's happening. The Brigadiers that don't get assignments are the ones who don't have a training bonus. If that's the expected behavior, then this isn't a bug, it's merely something I don't understand.

Groovy.

It was intended but I agree it doesn't make sense :)

I've removed the requirement for HQ commanders to have a training rating greater than zero. These with higher training ratings will still be assigned first.

Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 08:45:07 AM
Ships with engine damage appear to be retroactively slowed. As a result it is possible that the now slower ship will fail to end up inside of missile intercept range. As a result the remaining missiles from the same wave may impact on the next 5s increment and allow point defenses an extra round of point defense missile fire.

(http://i181.photobucket.com/albums/x184/sublightrun/MissileBug_zps6egmstfs.png) (http://s181.photobucket.com/user/sublightrun/media/MissileBug_zps6egmstfs.png.html)

As seen here 115 missiles intercepted the Krivak task group targeting Krivak 003, which was slowed after the 11th salvo impacted. Don't ask me why the explosions ended in front of the Krivak's in the direction of their travel, or why the missiles ended there movement before reaching the task group they were targeting. There might be other bugs that occurred with the interception.

When I added the code that allowed missiles to lead their target, I didn't allow for the situation where the missiles will hit immediately. So in a few cases the missiles are detonating where a moving target will be at the end of the next increment if they follow an intercept course. Amazed this hasn't been spotted sooner (especially by me :) ).

I've changed the code to first check if a direct course will result in a hit within the increment. If not, an intercept course is calculated against moving targets but with a flag set that no interception is possible.

That still leaves a second problem. Why does the target appear to be retroactively slowed? Ships move before missiles so the ship should already be in the new location before the interception takes place. However, even though ships move before missiles, those changes are not saved to the database until the whole increment is completed. Each fleet that moves is flagged with an 'Update' flag so that movement is saved in the post-increment db update. When a ship is slowed, a new fleet is created for that ship. However, the status of the Update flag was not being passed so the DB was not informed of the changed location. In effect, the ship wasn't retroactively slowed - it never moved at all. I've fixed that by setting the update flag of the new fleet.

The same issue regarding location applies to the location of life pods, wrecks and secondary explosions so I have updated that code too.

Thanks for the detailed bug report.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 09:55:31 AM
Minor bug:

When you give a terraformer a 'Join' command to combine with another terraformer fleet at another planet, that terraformer is not counted as a terraformer in orbit until you order the entire fleet to re-move over the planet. Same thing happens with geosurvey, maintenance ships, recreation ships and so forth.

Ship ordered to move to a population will be flagged as in orbit of that population. However, as you can have multiple pops on the same planet, a ship that moves into orbit without a pop being specified won't move to any of them. A fleet can contain ships which have different populations set so joining a fleet doesn't necessarily determine which pop you should be assigned to.

For the moment, the easiest option is to order the terraformer to move to the population and then join the terraformers. That will solve your problem.

It may be worth having code that checks if a joined fleet is in orbit of a planet with only a single pop of the same race and then assigning on that basis.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 09:59:57 AM
As far as I was able to determine, no one seems to have reported this.
A typo in the combat assignments where it says automated fire in the top right portion of the overview, the mouse-over description reads:
If set for Synchronous fire, this ship will select ship targets and automatically open fire when in range.
I would presume that since it is a description for automated fire and not for synchronous fire, that it should read 'If set for automated fire'.
And in the Research overview, under power and propulsion, the capacitor recharge rate description reads:
The amount of power which am energy weapon will recharge every 5 seconds.
should be an instead of am.

Also in my current game I am using Known Star Systems, and in the Sirius System, Sirius AVI, a Gas Giant, has its list of moons begin at the number 8 instead of 1.

All the above fixed for the next version.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 10:06:26 AM
By pure chance I have today spotted this double appearing object...

(http://s2.postimg.org/m55jnl4a1/Unbenannt.jpg)

...but then saw slightly different statistics for size and gravity in the system window, researched it and found out that the original 1998 WW31 had a nearly identical named moon, (1998 WW31) 1, despite its small asteroid size.
I still went to log that here as I am not sure if the distance can be correct. The screenshot shows an incredible distance of over 2 AE here, and there are two other objects of respectable size close (though could be of on z-axis), who might interfere, so why aren't they moons too if you can have one at only 0.004g over 2 AE? Might be wrong though. Amazing detail anyway!

I've added "-1" to the slightly smaller one. It's been a while since I created the Kuiper belt objects so I don't remember what source I used. They are both at the same distance but I randomise all the bearings at the start. It's just a coincidence they were so close together. Aurora doesn't support asteroid moons at the moment.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 10:09:08 AM
I'm surprised nobody has noticed this one: Scrapping doesn't return any minerals: just recovered components.

This is working as intended. When salvaging, you get a few intact components plus some minerals (the scrap value of the components too damaged to salvage). When you scrap in a shipyard all the components are intact. You can scrap those intact components for minerals if you wish.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 10:10:42 AM
Found a small typo. In the task groups screen the tool tip for "Remove all" says  "Remove all Oredsr"

Fixed for next version.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Steve Walmsley on December 05, 2015, 10:13:38 AM

Rescued crew doesn't respect the capacity of Cryogenic Transport.
I designed a ship with an emergency cryo transport module. Total capacity of 200.
However after a recent battle leaving a number of wrecks in one system I discovered this:
(http://i.imgur.com/sQf3RkM.jpg)
That's 459 people crammed in like sardines. Now while it should be possible to fit  more people in crew quarters than designed capacity I'm pretty sure cryo transport wouldn't be the kind of thing you could add extra people into.
And if the extra 259 people are in the rest of the ship, well, the normal crew capacity of that ship is 12, overcrowding of 4000% should have caused the ships normal deployment time of 1 moth to be shortened to 18 hours. But the trip to drop off survivors was successful despite taking 2 weeks.

You can overcrowd a ship. However, if you do you will start to see life support failures. These are treated the same as normal maintenance failures so they will be repaired if you have enough maint supplies.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: MarcAFK on December 17, 2015, 12:07:05 AM
I haven't confirmed if this also exists in version 7.
I have 2 planets colonised which list being low gravity and requiring underground infrastructure.
However checking the system details shows they are high gravity and I assume shouldn't be colonizable with either form of infrastructure.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: ExChairman on December 18, 2015, 12:41:55 AM
Noticed an odd thing.
Playing around with my carrier and adding 100 size 8 box launchers made the ship faster to build?
From 0,82 to 0,79 year ???
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: iceball3 on January 25, 2016, 01:39:29 PM
Noticed an odd thing.
Playing around with my carrier and adding 100 size 8 box launchers made the ship faster to build?
From 0,82 to 0,79 year ???
Larger ships have a higher Annual Build Point rate than smaller ships, though usually cost more as a result of having more components, thus not suddenly building faster just because they're bigger. Box launchers happen to be relatively cheap, though not particularly resource-hollow for their HS, but still, the addition you made likely increased the annual build rate faster than it increased the overall cost of the ship. There's also the possibility you may have some prefabbed or scrapped box launchers lying around.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: bean on January 29, 2016, 06:36:51 PM
I was playing my big 'flagship' game last night, and it kicked over to 5-second time increments.  I wasn't sure what was going on, so I let it run overnight on auto, during which time some order finished.  I started it again, and then left for work.  When I came back, it had stopped again, so I used the designer password to see what was going on.  It turned out that the star swarm mothership in a system was trying to destroy a buoy I'd left on a JP, but couldn't because it was out of weapon (though not FC) range.  For an hour and a half in-game, it had tried to kill this buoy, and failed to move in.  It was sitting on top of one of my wrecks, which might have caused the problem.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: bean on February 06, 2016, 10:39:00 AM
Ran into more trouble during the flagship game.  I was attempting to board a couple of star swarm soldiers with my marines.  The problem was that they had -1 and 0 crew respectively, so the boarding combat never completed.  They just sat there, throwing reports that combat was taking place without me actually taking over the ship.  (Both had been pounded on until their engines failed, then boarded, so this wasn't terribly surprising.)  I had to SM the units off the ships, then transferred one of them via designer mode.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Sematary on February 06, 2016, 03:16:06 PM
Ran into more trouble during the flagship game.  I was attempting to board a couple of star swarm soldiers with my marines.  The problem was that they had -1 and 0 crew respectively, so the boarding combat never completed.  They just sat there, throwing reports that combat was taking place without me actually taking over the ship.  (Both had been pounded on until their engines failed, then boarded, so this wasn't terribly surprising.)  I had to SM the units off the ships, then transferred one of them via designer mode.
I have a feeling that has to do with the fact that you were dealing with that spoiler itself. I am not going to go into it but if you know the backstory of that spoiler you should have an idea.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: bean on February 08, 2016, 11:51:30 AM
I have a feeling that has to do with the fact that you were dealing with that spoiler itself. I am not going to go into it but if you know the backstory of that spoiler you should have an idea.
I've successfully captured ships of said spoiler race before.  The problem is that the ground combat doesn't update if one side's strength isn't a positive number, not that said race is immune to capture.  (Or if it is, Steve added it since 5.something without telling us.)
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: boggo2300 on February 08, 2016, 02:52:05 PM
I've got to say,  I would think it should be immune to capture,  hell I'd say it should be immune to boarding at all
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: AL on February 08, 2016, 03:29:54 PM
I could imagine the marines crawling through the arteries of the "ship", making their way to the "bridge" and disconnecting/severing the main control system. They could then hook up a bunch of crude electronics to stimulate the appropriate functions of the ship and suddenly you are in command of a spoiler.

I think leaving in the option to board spoilers is a good idea, if you disapprove of it you can always just ignore it anyway.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: drejr on February 08, 2016, 03:37:18 PM
I've successfully captured ships of said spoiler race before.  The problem is that the ground combat doesn't update if one side's strength isn't a positive number, not that said race is immune to capture.  (Or if it is, Steve added it since 5.something without telling us.)

The same thing happens with "normal" NPRs now that they have fighters.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: bean on February 08, 2016, 05:59:29 PM
I've got to say,  I would think it should be immune to capture,  hell I'd say it should be immune to boarding at all
I don't agree (my headcanon is that the swarm are some form of robot, not biological, as I really don't like 'living starships'), and even if that were the case, it would still be a problem if I'd run into the same issue with some other race.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: iceball3 on February 10, 2016, 01:08:53 PM
Possible Suggestion: Maybe it could be a research field to be able to board ships like that, requiring that you salvage enough smaller ones or only one of the really big ones first? That would be nifty.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: bean on February 10, 2016, 01:09:34 PM
Possible Suggestion: Maybe it could be a research field to be able to board ships like that, requiring that you salvage enough smaller ones or only one of the really big ones first? That would be nifty.
That race's ships disappear when they die.  There's no wreckage left to examine.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: bean on February 17, 2016, 12:04:07 AM
Found a serious problem during my most recent game.  (Or, more accurately, confirmed something I'd suspected for a while.)  I was running trials to determine if I could use multi-stage missiles to exploit the same loophole that ships firing missiles at very close range do.  The answer turned out to be no.  However, as a control, I first fired the same missiles I was using as second stage from long range.  (They were my standard second stage for this game, just set to go off much closer.)  The hit chances of the defending ship were exactly the same in both cases.  I've noticed the effect before, and not been sure if it was real, but I'm sure now.  I have tracking bonus 80%, and the first case should have had a 22% tracking bonus, while the second should have been 0%.
It's possible that this was fixed in a later version, but I don't remember seeing it in the change logs.  If it was, I apologize.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: Haji on March 13, 2017, 02:36:36 PM
Sorry for necrothreading but I couldn't start a new topic.

I'm playing 6.43 Aurora and I'm getting a message "Error in FuelUse".

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=7012.0;attach=2123)

Any idea what is causing it? It's bad enough it makes me click on it every time I do an increment but the number of messages I need to click through appears to be increasing.
Title: Re: Official v6.40 Bugs Reporting Thread
Post by: iceball3 on May 05, 2017, 11:58:22 AM
Have you taken a look at all of your ships? One of them might be acting up or otherwise behaving oddly. If not, though, it might be an issue with AI ships in the background, if any.