Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Pete_Keller on October 08, 2007, 12:05:54 PM

Title: 2.3 bugs
Post by: Pete_Keller on October 08, 2007, 12:05:54 PM
1)  I swapped out a staff member in my task force, and received the following error:  Error in RemoveCommander  Error 3265 -- Item not found in this collection.

2)  System map -- Select max subpulse 6 Hrs, Select increment time 30 Days.  You get the "There will be 120 subpulses in this increment.  Are you sure you wish to proceed?" message box, and if you select YES, there is no effect, time does not advance.

Pete
Title: Bugs in 2.3
Post by: kdstubbs on October 08, 2007, 12:21:02 PM
Steve,
    I just down loaded 2.3 and installed the patch in my aurora files, root level.  I activated the software, and received an error message  Error 3061, too few parameters, expect 2.  I click ok, and then get multiple error 91 messages.  

What did I do wrong.  I probably need to uninstall and reinstall all the software, since I have never been able to get Vista to run Aurora or Starfire correctly.

Kevin

(I am not very software literate, I don't write code).
Title:
Post by: Erik L on October 08, 2007, 12:35:39 PM
I run Aurora on Vista with no issues. But then I'm also a developer, so I've probably got my machine configured a lot differently than yours.

Make sure you are in admin mode when you overwrite the files. I think that is probably the root of your issue.
Title: Re: Bugs in 2.3
Post by: welchbloke on October 08, 2007, 02:15:55 PM
Quote from: "kdstubbs"
Steve,
    I just down loaded 2.3 and installed the patch in my aurora files, root level.  I activated the software, and received an error message  Error 3061, too few parameters, expect 2.  I click ok, and then get multiple error 91 messages.  

What did I do wrong.  I probably need to uninstall and reinstall all the software, since I have never been able to get Vista to run Aurora or Starfire correctly.

Kevin

(I am not very software literate, I don't write code).


This sounds similar to the issue I had.  try turning off Universal Access Controller and then install the patch.  The easiest way to find UAC is to type it into help and follow the turn off/on link.

Hope this helps.

Welchbloke
Title:
Post by: Erik L on October 08, 2007, 03:07:29 PM
Still get Error 11, Divide by 0 when pulling up the fighter creation screen without all the prereq tech.
Title:
Post by: Þórgrímr on October 08, 2007, 03:56:00 PM
Steve, I don't know if this is a bug or not, but I had a ship undergoing a minor overhaul and within 15 days I had lost the last three remaining spares to systems failures, then systems began to blow up since there were no spare parts left! And all of this is occuring while it was supposed to be replacing the spares!  :shock:

Am I missing something? The ship was above Terra when I issued the begin minor overhaul order. So what happened? Oh, and the ship only had a year and a half on its clock. I wanted to see how the new orders worked.



Cheers,
Title:
Post by: SteveAlt on October 08, 2007, 03:57:15 PM
Quote from: "Erik Luken"
Still get Error 11, Divide by 0 when pulling up the fighter creation screen without all the prereq tech.

Fixed for v2.4

Steve
Title:
Post by: SteveAlt on October 08, 2007, 03:58:28 PM
[quote="
Title:
Post by: Erik L on October 08, 2007, 03:58:59 PM
Error in CommnaderCheckHealth still appears.
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Post by: Þórgrímr on October 08, 2007, 04:03:58 PM
Quote from: "SteveAlt"
Just to check, were the maintenance facilities on Terra large enough for the ship?

Steve


Yes, the Megellus is 5400 tons and the maint capacity is 10,000 tons.



Cheers,
Title:
Post by: Shinanygnz on October 08, 2007, 04:12:17 PM
In the Romanov game, when opening the Galactic Map with F11, get "Error 53 was generated by Aurora. File not found: 'Flags\flag0323.jpg'

Flag files only go up to flag0319.jpg in the base install plus the ExtraGraphics.zip file

Stephen
Title:
Post by: SteveAlt on October 08, 2007, 04:22:20 PM
Quote from: "Shinanygnz"
In the Romanov game, when opening the Galactic Map with F11, get "Error 53 was generated by Aurora. File not found: 'Flags\flag0323.jpg'

Flag files only go up to flag0319.jpg in the base install plus the ExtraGraphics.zip file

Stephen

Here are the missing flags

http://www.pentarch.org/aurorafiles/Ins ... 4Flags.zip (http://www.pentarch.org/aurorafiles/InstallFiles/Extra4Flags.zip) (46k)

Steve
Title:
Post by: Erik L on October 09, 2007, 09:27:25 AM
If you assign a name them to a PDC class, when built, they do not take the name.

I.E. The National class PDC has the nations theme. However, when built, they take the name National 001, etc.
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Post by: Erik L on October 09, 2007, 10:12:16 AM
No way to delete a ground unit creation task.
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Post by: Erik L on October 09, 2007, 10:44:28 AM
Error in cboFleets.
Error 94
Invalid use of Null.

When selecting a PDC TF.
Title:
Post by: Shinanygnz on October 09, 2007, 11:49:50 AM
Quote from: "SteveAlt"
Here are the missing flags
http://www.pentarch.org/aurorafiles/Ins ... 4Flags.zip (http://www.pentarch.org/aurorafiles/InstallFiles/Extra4Flags.zip) (46k)
Steve


Thanks

Stephen
Title:
Post by: Erik L on October 11, 2007, 10:30:42 AM
Active sensors on/near a warp point.

Error in UpdateAllSensors
Error 3078
The MS Jet dbengine cannot find the input table or query 'WarpPointID'. Make sure it exists.

This is followed by an endless series of
Error in UpdateAllSensors
Error 3240
Object invalid or no longer set.
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Post by: Randy on October 11, 2007, 10:51:15 PM
Quote
A modification to missile launchers that reduces their size by removing part of the reloading mechanism, dramatically reducing the reload time


Wouldn't removing part of the reload mechanism increase reload time? :-)
(reduced size launchers)
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Post by: ShadoCat on October 12, 2007, 10:04:23 PM
During a 1 day increment (feb 14 of the first year)

Error 3021 was generated by DAP.Recordset. No current Record
Hit OK
Got same error
Hit OK
Got Error 3020 was generated by DAP.Recordset.  Update or CancelUpdate without AddNew or Edit.

It did not repeat.

I noti ced that my cargo ship which was carrying a commander for the ne colony had not offloaded the commander and was headed back home.  I sent the ship back and re-offloaded.  That went OK.

I'm wondering if there was a problem with the cargo ships getting to the planet before the colony fleet got there to offload the first colonits.
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Post by: Steve Walmsley on October 13, 2007, 08:28:20 AM
[quote="
Title:
Post by: Steve Walmsley on October 13, 2007, 08:41:24 AM
Quote from: "Erik Luken"
Active sensors on/near a warp point.

Error in UpdateAllSensors
Error 3078
The MS Jet dbengine cannot find the input table or query 'WarpPointID'. Make sure it exists.

This is followed by an endless series of
Error in UpdateAllSensors
Error 3240
Object invalid or no longer set.

I have come across this one myself. Its because I added some code to v2.3 to detect jump gates on active sensors. Unfortunately, I screwed up and that is what caused the error. Its fixed for v2.4 but it is a fairly serious problem and one reason I will get v2.4 out soon.

Steve
Title:
Post by: Steve Walmsley on October 13, 2007, 08:43:07 AM
Quote from: "ShadoCat"
I'm wondering if there was a problem with the cargo ships getting to the planet before the colony fleet got there to offload the first colonits.

Possibly. Did you use the Add Colony button on the System View to create a colony or did you just try to unload on a normal planet?

Steve
Title:
Post by: Randy on October 13, 2007, 02:13:04 PM
Kept getting an error 11 in (I think) CalcPopGU (the PopGU part is corret) on a new colony until the population was large enough to man all the mines I had transported there with it...
Title:
Post by: ShadoCat on October 13, 2007, 07:59:03 PM
Quote from: "Steve Walmsley"
Quote from: "ShadoCat"
I'm wondering if there was a problem with the cargo ships getting to the planet before the colony fleet got there to offload the first colonits.
Possibly. Did you use the Add Colony button on the System View to create a colony or did you just try to unload on a normal planet?

Steve


I just unloaded to a normal planet.  Did the procedure for that change?

Totally off topic but my cat is trying to eat my ham and cheese sandwich out of my hand while I type this.  <sigh>
Title:
Post by: Steve Walmsley on October 17, 2007, 07:54:27 AM
Quote from: "ShadoCat"
I just unloaded to a normal planet.  Did the procedure for that change?

Yes, but I haven't publicized that very well. Because species have been added, its important to know the species of a new population. This is accomplished by using the species of the first colonists or by using the system view to add colony and using the currently selected species. If I allow dropping off mines to create a colony I have to take a guess at the species for a multi-species Empire (probably the most numerous), which may not be the same as the colonists en route and you end up with two populations instead of one.

Steve
Title:
Post by: Charlie Beeler on October 17, 2007, 12:31:00 PM
Quote from: "Steve Walmsley"
[quote="
Title:
Post by: Steve Walmsley on October 17, 2007, 12:49:11 PM
Quote from: "Charlie Beeler"
I'm having a similiar issue.  The ships in question, for me, are freighters.  All other ships are covered by the maintenance facility without issue.  

I've also had some problems getting the minor and major overhauls to work for freighters.  If I use the task group screen to request either overhaul the ships are tagged but nothing happens.  If I use the ship building tab in economics the overhaul is performed,  but the clock continues.  When the task is completed the yard is available again but the ship is still tagged in the task group screen.  My only recourse is the use of the 'abandon' order.  If the major overhaul is used the clock does reset and both replenish the spares.

It helps a lot.

Freighters don't use maintenance facilities and don't need overhauls. Just give the fleet containing the freighters a Freighter Maintenance Check order at a populaiton with a Commercial Freight Facility. This will replenish all spares and reset the clock instantly. This is to avoid a lot of micromanagement of freighters and colony ships so you concentrate your logistics effort on warships, survey ships etc.

Steve
Title:
Post by: Pete_Keller on October 17, 2007, 02:54:45 PM
Quote from: "Steve Walmsley"
Freighters don't use maintenance facilities and don't need overhauls. Just give the fleet containing the freighters a Freighter Maintenance Check order at a populaiton with a Commercial Freight Facility. This will replenish all spares and reset the clock instantly. This is to avoid a lot of micromanagement of freighters and colony ships so you concentrate your logistics effort on warships, survey ships etc.

Steve


My only gripe is if I leave my colony ships (both of them) orbiting the homeworld for a year, they accumulate 1 year of time since overhaul.  I would think that freighters also would not accumulate TSO time if orbiting a planet with the appropriate facilities.

Pete
Title:
Post by: Steve Walmsley on October 17, 2007, 04:46:28 PM
Quote from: "Pete_Keller"
My only gripe is if I leave my colony ships (both of them) orbiting the homeworld for a year, they accumulate 1 year of time since overhaul.  I would think that freighters also would not accumulate TSO time if orbiting a planet with the appropriate facilities.

I prevented MF working on freighters because I didn't want them to use minerals on ships that could be reset to max spares and zero clock for free. I could add a check for them to reset their clock/spares automatically during the 5-day segment if in orbit of a CFF.

Steve
Title:
Post by: Brian Neumann on October 17, 2007, 05:07:40 PM
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
My only gripe is if I leave my colony ships (both of them) orbiting the homeworld for a year, they accumulate 1 year of time since overhaul.  I would think that freighters also would not accumulate TSO time if orbiting a planet with the appropriate facilities.
I prevented MF working on freighters because I didn't want them to use minerals on ships that could be reset to max spares and zero clock for free. I could add a check for them to reset their clock/spares automatically during the 5-day segment if in orbit of a CFF.

Steve

That would be great

Brian
Title:
Post by: Pete_Keller on October 17, 2007, 11:05:51 PM
Quote from: "Brian"
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
My only gripe is if I leave my colony ships (both of them) orbiting the homeworld for a year, they accumulate 1 year of time since overhaul.  I would think that freighters also would not accumulate TSO time if orbiting a planet with the appropriate facilities.
I prevented MF working on freighters because I didn't want them to use minerals on ships that could be reset to max spares and zero clock for free. I could add a check for them to reset their clock/spares automatically during the 5-day segment if in orbit of a CFF.

Steve
That would be great

Brian


Ditto

Pete
Title:
Post by: Charlie Beeler on October 18, 2007, 06:15:24 AM
Quote from: "Steve Walmsley"
Freighters don't use maintenance facilities and don't need overhauls. Just give the fleet containing the freighters a Freighter Maintenance Check order at a populaiton with a Commercial Freight Facility. This will replenish all spares and reset the clock instantly. This is to avoid a lot of micromanagement of freighters and colony ships so you concentrate your logistics effort on warships, survey ships etc.

Steve


I feel like an idiot now.  I'd been wondering what the CFF was for and just hadn't gone searching yet.   :oops:   I'd only been loosely following the rules changes for the last year and not playing at all.  Finally got some time this week to really dive in.
Title:
Post by: Steve Walmsley on October 18, 2007, 08:39:26 AM
Quote from: "Charlie Beeler"
I feel like an idiot now.  I'd been wondering what the CFF was for and just hadn't gone searching yet.   :). Its such a complex game with no official rulebook, I am amazed people figure out as much as they do.

Steve
Title:
Post by: SteveAlt on October 20, 2007, 06:19:30 PM
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
My only gripe is if I leave my colony ships (both of them) orbiting the homeworld for a year, they accumulate 1 year of time since overhaul.  I would think that freighters also would not accumulate TSO time if orbiting a planet with the appropriate facilities.
I prevented MF working on freighters because I didn't want them to use minerals on ships that could be reset to max spares and zero clock for free. I could add a check for them to reset their clock/spares automatically during the 5-day segment if in orbit of a CFF.

I have added this for v2.4

Steve
Title:
Post by: Pete_Keller on October 22, 2007, 09:44:20 PM
two bugs and a minor suggestion.

Bug 1) Population problem

Population                                9.87m
  Agrculture and Environmental (15.0%)   1.48m
  Service Industries (31.5%)             3.11m
  Manufacturing (53.5%)                  5.28m


Manufacturing Sector Breakdown
  Shipyard Workers                       2.00m  = 1 SY
  Construction Workers                   0.25m  = 5 CF
  Fuel Refinery Workers                  0.05m  = 1 FR
  Worker shortage                       -1.02m

I also have Level 2 Deep Space Tracking Station, 1 commercial freight facility, 42 automated mines, and 5 mass drivers.

=====

Bug 2) I have 2 destroyers in major overhauls, and they both (within 5 days of each other) had system failures.

=====

Suggestion 1) "Sex" of ships should be selectable (Russian ships are male).


Pete
Title:
Post by: Þórgrímr on October 22, 2007, 10:19:32 PM
Quote from: "Pete_Keller"
Bug 2) I have 2 destroyers in major overhauls, and they both (within 5 days of each other) had system failures.
Pete


Thats the error I was getting. glad to see someone else besides me can now confirm that bug.



Cheers,
Title:
Post by: Randy on October 24, 2007, 12:17:54 AM
Theres also the problem that ships in refits will process default orders, and possibly any other queued orders - without ending the minor refit...

(I kept having survey ships that were going to explore a new WP after the refit was done transitign the warp point while still being refit...
Title:
Post by: SteveAlt on October 28, 2007, 01:11:00 PM
[quote="
Title:
Post by: SteveAlt on October 28, 2007, 01:12:21 PM
Quote from: "Randy"
Theres also the problem that ships in refits will process default orders, and possibly any other queued orders - without ending the minor refit...

(I kept having survey ships that were going to explore a new WP after the refit was done transitign the warp point while still being refit...

Queued orders will not be carried out but I hadn't covered default orders or conditional orders. In v2.4, no default or conditional orders will be checked for fleets that have at least one ship in an overhaul.

Steve
Title:
Post by: SteveAlt on October 28, 2007, 05:10:51 PM
Quote from: "Pete_Keller"
Bug 1) Population problem

Population                                9.87m
  Agrculture and Environmental (15.0%)   1.48m
  Service Industries (31.5%)             3.11m
  Manufacturing (53.5%)                  5.28m


Manufacturing Sector Breakdown
  Shipyard Workers                       2.00m  = 1 SY
  Construction Workers                   0.25m  = 5 CF
  Fuel Refinery Workers                  0.05m  = 1 FR
  Worker shortage                       -1.02m

I also have Level 2 Deep Space Tracking Station, 1 commercial freight facility, 42 automated mines, and 5 mass drivers.

2m pop is required for the commercial freight facility, which wasn't being shown on the summary (corrected for v2.4). This fixed an anomaly in my game but that still doesn't fix the above because even the extra 2m should result in available workers of +0.98, not -1.02, which means there is an extra 2m somewhere. Please could you check the SM mods window to see if you have two commercial freight facilities.

Steve
Title:
Post by: Pete_Keller on October 29, 2007, 08:31:00 PM
Quote from: "SteveAlt"
2m pop is required for the commercial freight facility, which wasn't being shown on the summary (corrected for v2.4). This fixed an anomaly in my game but that still doesn't fix the above because even the extra 2m should result in available workers of +0.98, not -1.02, which means there is an extra 2m somewhere. Please could you check the SM mods window to see if you have two commercial freight facilities.

Steve


Yes I had 2 commercial freight facilities (both were abandoned facilities)

Pete
Title:
Post by: Pete_Keller on October 29, 2007, 08:41:23 PM
Quote from: "SteveAlt"
[quote="
Title:
Post by: Pete_Keller on October 30, 2007, 08:38:34 AM
Error in PopulatePopGU - divide by zero error.

I get this error when I select a colony.

I did not receive this error before I sent an Engineer Division to the planet.

I have saved a copy of the database, and the error still occurs.  Let me know if you want the copy of the database.

Pete
Title:
Post by: Randy on October 30, 2007, 09:54:42 AM
Quote
Error in PopulatePopGU - divide by zero error.


I got this error too - but it goes away as soon as there is enough pop to have surplus workers.

  Do you have any facilities (eg mines) present?

  I had shipped a bunch of mines some engineers and population. But there was not enough population to run all the mines and I got this error everythime I looked at the planet in the F2 screen, or whenever the 5 day production was done...
Title:
Post by: Pete_Keller on October 30, 2007, 08:40:21 PM
Quote from: "Randy"
Quote
Error in PopulatePopGU - divide by zero error.

I got this error too - but it goes away as soon as there is enough pop to have surplus workers.

  Do you have any facilities (eg mines) present?

  I had shipped a bunch of mines some engineers and population. But there was not enough population to run all the mines and I got this error everythime I looked at the planet in the F2 screen, or whenever the 5 day production was done...


Nope, I have surplus workers.  I am not getting the error every 5 days, only when I want to look at the colony.

What is funny, I sent engineers to another colony and this did not happen.

Pete
Title:
Post by: Pete_Keller on October 30, 2007, 08:43:42 PM
1) "Thru training or experience 7th Commodore Lisa Simson has increased HIS sax playing to 50%"

Should be her.

2) Fuel report -> Maintenance clock shows units in overhaul.  it should have a check box like the "exclude ships in shipyard" check box that exists.  Or maybe use the same checkbox.

Pete
Title:
Post by: Erik L on October 31, 2007, 11:03:15 AM
Event locations seem to be off.

Only shipyards are in Sol. Fleet does a minor overhaul. Event notice for the Overhaul Complete messages lists a system the fleet has never been in. Only correlation I see, is the previous event was in that system also.
Title:
Post by: Steve Walmsley on November 03, 2007, 08:56:11 AM
Quote from: "Erik Luken"
Event locations seem to be off.

Only shipyards are in Sol. Fleet does a minor overhaul. Event notice for the Overhaul Complete messages lists a system the fleet has never been in. Only correlation I see, is the previous event was in that system also.

Just to check here, was the overhaul done by maintenance facilities, not a shipyard?

Steve
Title: Re: 2.3 bugs
Post by: Steve Walmsley on November 03, 2007, 09:02:11 AM
Quote from: "Pete_Keller"
1)  I swapped out a staff member in my task force, and received the following error:  Error in RemoveCommander  Error 3265 -- Item not found in this collection.

2)  System map -- Select max subpulse 6 Hrs, Select increment time 30 Days.  You get the "There will be 120 subpulses in this increment.  Are you sure you wish to proceed?" message box, and if you select YES, there is no effect, time does not advance.

Both fixed for v2.4

Steve
Title:
Post by: Steve Walmsley on November 03, 2007, 09:04:10 AM
[quote="
Title:
Post by: Steve Walmsley on November 03, 2007, 09:23:44 AM
Quote from: "Erik Luken"
No way to delete a ground unit creation task.

Added for v2.4

Steve
Title:
Post by: Steve Walmsley on November 03, 2007, 09:25:13 AM
Quote from: "Erik Luken"
Error in cboFleets.
Error 94
Invalid use of Null.

When selecting a PDC TF.

Was this just selecting a task group with just PDCs on the F12 window?

Steve
Title:
Post by: Steve Walmsley on November 03, 2007, 09:43:56 AM
Quote from: "Randy"
Kept getting an error 11 in (I think) CalcPopGU (the PopGU part is corret) on a new colony until the population was large enough to man all the mines I had transported there with it...

Did this error happen when you opened the pop window, as part of the normal increment process or just for the 5-day increment?

Steve
Title:
Post by: Steve Walmsley on November 03, 2007, 09:56:24 AM
Quote from: "Randy"
Quote
Error in PopulatePopGU - divide by zero error.

I got this error too - but it goes away as soon as there is enough pop to have surplus workers.

  Do you have any facilities (eg mines) present?

  I had shipped a bunch of mines some engineers and population. But there was not enough population to run all the mines and I got this error everythime I looked at the planet in the F2 screen, or whenever the 5 day production was done...

I have tried adding a lot of mines to a planet and also engineers but I can't reproduce this problem. Its possible I have already fixed it. I am going to release v2.4 later today so please let me know if you still get this problem.

Steve
Title:
Post by: Erik L on November 03, 2007, 11:07:35 AM
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
Event locations seem to be off.

Only shipyards are in Sol. Fleet does a minor overhaul. Event notice for the Overhaul Complete messages lists a system the fleet has never been in. Only correlation I see, is the previous event was in that system also.
Just to check here, was the overhaul done by maintenance facilities, not a shipyard?

Steve


I issued the "Minor overhaul" order, while in orbit around Earth which had both Maintenance Facility and shipyards. The other system has no presence at all.
Title:
Post by: Þórgrímr on November 03, 2007, 03:11:41 PM
Quote from: "Steve Walmsley"
[quote="
Title: help!
Post by: Haegan2005 on November 04, 2007, 02:53:57 PM
how do you assign a capital planet? I ended up having to delet the havertian capitla on eartha dn rebuild in SM mode. Now the pop increases correctly, but I need to reassign it as the capital. Ideas?
Title:
Post by: Erik L on November 04, 2007, 05:38:41 PM
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
Error in cboFleets.
Error 94
Invalid use of Null.

When selecting a PDC TF.
Was this just selecting a task group with just PDCs on the F12 window?

Steve


Yes
Title: Re: help!
Post by: SteveAlt on November 08, 2007, 09:36:56 AM
Quote from: "Haegan2005"
how do you assign a capital planet? I ended up having to delet the havertian capitla on eartha dn rebuild in SM mode. Now the pop increases correctly, but I need to reassign it as the capital. Ideas?

There is a Capital button in the lower left of the Population and Production window. Select the designed population and press Capital.

Steve
Title: Re: help!
Post by: Haegan2005 on November 08, 2007, 01:59:11 PM
Quote from: "SteveAlt"
Quote from: "Haegan2005"
how do you assign a capital planet? I ended up having to delet the havertian capitla on eartha dn rebuild in SM mode. Now the pop increases correctly, but I need to reassign it as the capital. Ideas?
There is a Capital button in the lower left of the Population and Production window. Select the designed population and press Capital.

Steve


thank you