Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on March 10, 2010, 12:58:17 PM

Title: Official v5.02 Bugs Thread
Post by: Steve Walmsley on March 10, 2010, 12:58:17 PM
Please post any v5.02 bugs in here rather than the v5.0 thread so I can keep them separate

Steve
Title: Re: Official v5.02 Patch Thread
Post by: Venec on March 10, 2010, 02:59:02 PM
http://img651.imageshack.us/img651/3176/beztytuuh.gif (http://img651.imageshack.us/img651/3176/beztytuuh.gif)

Two separate entries for morale increase?
Title: Re: Official v5.02 Patch Thread
Post by: Mimic on March 10, 2010, 07:06:45 PM
As soon as Fuel Available on a planet exceeds 2,147,483,647, any orders to refuel from that planet fail and result in Error 6 (Overflow). Not so much a bug as a result of it rolling over into the negatives or something (display still shows the 'correct' number, ie, 2,147,483,648 or higher).
Title: Re: Official v5.02 Patch Thread
Post by: AtomikKrab on March 10, 2010, 08:58:32 PM
Can't build ships

the add task button on the shipyard menus is grayed out
Title: Re: Official v5.02 Patch Thread
Post by: Venec on March 10, 2010, 09:15:17 PM
Quote from: "AtomikKrab"
Can't build ships

the add task button on the shipyard menus is grayed out

Same here, although somehow it managed to go away.
Title: Re: Official v5.02 Patch Thread
Post by: Texashawk on March 11, 2010, 12:27:09 AM
All my scientists disappeared once I moved to 5.02 - my active projects say Unknown - 100% for the scientist.
Title: Re: Official v5.02 Patch Thread
Post by: Texashawk on March 11, 2010, 12:44:47 AM
Also, while the task force screen still does not show the proper task groups once they have been changed in the task group window, dropdown box for task force, clicking on an individual ship DOES show the proper task force. So as an example, if I assign a missile base task group to a new task force 'Earth Ground Defense Net' from the task group window task force dropdown box, it still does not keep the dropdown name when you reopen the task group window, nor does it show the reassigned task group at the bottom of the task force window, but it will show properly on the individual missile base unit window. Odd.
Title: Re: Official v5.02 Patch Thread
Post by: Vanigo on March 11, 2010, 03:10:32 PM
Quote from: "Venec"
Quote from: "AtomikKrab"
Can't build ships

the add task button on the shipyard menus is grayed out

Same here, although somehow it managed to go away.
I've got the same problem. This is kind of a show-stopper. Right now I can't get the button to activate, except when I select the shipyard with no class assigned. Naturally, clicking it then causes an error.
Title: Re: Official v5.02 Patch Thread
Post by: Shinanygnz on March 11, 2010, 03:41:44 PM
No problems so far for me.  Shipyard tasks are fine.
You guys haven't been messing with the dB have you?  Especially you Mr Krab, being kind of notorious for it already with your uber-ships  :D

Stephen
Title: Re: Official v5.02 Patch Thread
Post by: Nabobalis on March 11, 2010, 03:48:52 PM
The game seems to be hanging on one day and hasn't seem to updated for at least a few hours. It is still greyed out, when windows assumes that the program is unresponsive.
Title: Re: Official v5.02 Patch Thread
Post by: MoonDragon on March 11, 2010, 04:13:15 PM
Quote from: "Nabobalis"
The game seems to be hanging on one day and hasn't seem to updated for at least a few hours. It is still greyed out, when windows assumes that the program is unresponsive.

This happened to me one time. If you leave it chugging along for a while it'll actually compute its stuff and recover just fine. Mine took a good solid 2-4 minutes to recover.
Title: Re: Official v5.02 Patch Thread
Post by: MoonDragon on March 11, 2010, 04:18:47 PM
v5.02

Error in RemoveCommander

Error 91 was generated...
Object variable or With block variable not set

I was trying to replace the sector administrator (currently assigned) with one of the planetary administrators (currently assigned, in the past reassigned from a different planet). The only additional thing I can think of that would potentially cause problems is the sector name. I have renamed the sector, while the current administrator was assigned.

--Edit--
Dismissing the problem unassigned and assigned commanders properly. The only odd thing I can see is that the unassigned commander does not have a log entry that he was unassigned.
Title: Re: Official v5.02 Patch Thread
Post by: Vanigo on March 11, 2010, 04:26:28 PM
Quote from: "Shinanygnz"
No problems so far for me.  Shipyard tasks are fine.
You guys haven't been messing with the dB have you?  Especially you Mr Krab, being kind of notorious for it already with your uber-ships  :D

Stephen
Nope. Haven't touched this database.
Title: Re: Official v5.02 Patch Thread
Post by: AtomikKrab on March 11, 2010, 05:59:44 PM
Quote from: "Shinanygnz"
No problems so far for me.  Shipyard tasks are fine.
You guys haven't been messing with the dB have you?  Especially you Mr Krab, being kind of notorious for it already with your uber-ships  :D

Stephen

what do you mean uber-ships? they are merely large ships, I think you mean rathos or whats his name with the 50 million ton jump ship,

I have never touched the database. I'll try retooling all my shipyards and see if that works maybe.
Title: Re: Official v5.02 Patch Thread
Post by: Vanigo on March 11, 2010, 08:18:18 PM
Wow, this is weird. I left the game running while we went out to dinner, and now the shipyards are working fine.
Title: Re: Official v5.02 Patch Thread
Post by: MoonDragon on March 11, 2010, 11:06:23 PM
Shipyards that are tooled for a class do not really like it when you delete the class. They end up showing that they are tooled for "Unknown Class" and every attempt to give orders causes an error message to pop up:

Error in CalculateRefitCost

Error 3021 was generated by DAO.Field
No current record.

I'm hoping that this will go away when I finally retool the shipyard to a new, existing class.
Title: Re: Official v5.02 Patch Thread
Post by: sloanjh on March 11, 2010, 11:13:07 PM
The new fleet organization tab totally rocks for creating Task Groups, except that it's not checking for TG name conflicts (or if it is, it's only checking co-located TG).  Several times now I've created a TG from the fleet tab, when there's already been a TG of that name in existence - end up getting the duplicate TG name error.  Once I see the error I delete the spurious TG (it's usually empty), but it's still a bit of a pain.  I would suggest a suffix (e.g. " A" or ".01" or ...) when the TG creation code sees the name is already taken....

John
Title: Re: Official v5.02 Patch Thread
Post by: Shadow on March 12, 2010, 07:51:56 AM
My game still doesn't recognize the Flags folder within Aurora's. So every time I try to view the Galactic Map screen, I get several errors even though the folder is right there and full of flags.

Error in LoadRaceData
Error 76 was generated by Aurora
Path not found: 'Flags\'

I know it's there, right beside folders like Medals, Planetjpeg, Races and Ships. The Flags folder itself contains 389 images, flag0000.jpg till flag flag0389.jpg. Perhaps it's related to a problem I had earlier, due to the fact I had forgotten to extract that particular compressed file after installing the game: that was mostly fixed when I did. The System View stopped giving any errors and began showing planet images correctly, and even the Galactic Map stopped whining about a lack of ship images. However, the Flags issue remained. And it's odd, since it's looking for the folder itself rather than individual flag images.

Perhaps the lack of these folders earlier somehow corrupted that part of my game, and the same errors might not crop up in a game generated after that.
Title: Re: Official v5.02 Patch Thread
Post by: sloanjh on March 12, 2010, 08:32:49 AM
Quote from: "Shadow"
My game still doesn't recognize the Flags folder within Aurora's. So every time I try to view the Galactic Map screen, I get several errors even though the folder is right there and full of flags.

Windows 7?

It's a good idea to mention your OS type when talking about file system problems, since Vista and now Windows 7 seem to be getting progressively balkier about these things (judging by the board traffic).

You might also check for whitespace in the file name.

John
Title: Re: Official v5.02 Patch Thread
Post by: Shadow on March 12, 2010, 10:24:35 AM
Yeah, Win7 Home Premium 64bit. I didn't mention that earlier since I haven't installed the game in Program Files nor any other 'protected' area. Besides, I have UAC turned off.

There are no white space either, and the error message says exactly the same thing I described on my last post.
Title: Re: Official v5.02 Patch Thread
Post by: Beersatron on March 12, 2010, 11:25:46 AM
Quote from: "Shadow"
My game still doesn't recognize the Flags folder within Aurora's. So every time I try to view the Galactic Map screen, I get several errors even though the folder is right there and full of flags.

Error in LoadRaceData
Error 76 was generated by Aurora
Path not found: 'Flags\'

I know it's there, right beside folders like Medals, Planetjpeg, Races and Ships. The Flags folder itself contains 389 images, flag0000.jpg till flag flag0389.jpg. Perhaps it's related to a problem I had earlier, due to the fact I had forgotten to extract that particular compressed file after installing the game: that was mostly fixed when I did. The System View stopped giving any errors and began showing planet images correctly, and even the Galactic Map stopped whining about a lack of ship images. However, the Flags issue remained. And it's odd, since it's looking for the folder itself rather than individual flag images.

Perhaps the lack of these folders earlier somehow corrupted that part of my game, and the same errors might not crop up in a game generated after that.

If you can open up the DB then go to the race table and check the entry for flag under all races. If there is a blank one then just fill in a random numbered image.
Title: Re: Official v5.02 Patch Thread
Post by: Shadow on March 12, 2010, 11:54:57 AM
The DB itself is password-protected. :?
Title: Re: Official v5.02 Patch Thread
Post by: Beersatron on March 12, 2010, 11:59:45 AM
Quote from: "Shadow"
The DB itself is password-protected. :?

Yeah, you could send the DB to Steve and ask him nicely to fix it up for you. But you would have to stop playing while he did it.
Title: Re: Official v5.02 Patch Thread
Post by: Shadow on March 12, 2010, 12:42:38 PM
I'll look into that.

Also, my salvagers have been recovering some blank items. For example, my salvage TG currently has things like:

x2
x3
x1
x2 Pressurised Water Reactor PB-1 AR-0
x1 Thermal Sensor TH2-10
Title: Shipyard "Add Task" Greyout
Post by: ndkid on March 12, 2010, 02:35:37 PM
When I converted my 5.01 games over to 5.02 game, I did not see the greyed-out "Add Task" bug. Then, for no reason I can discern, about 10 minutes ago, I did. This tickled my QA-Developer sensibilities, so I played with it. I found that if I went to the Complex Activity Task Type combo box and selected something (even if it was the same thing already selected), this would cause the "Add Task" button to come back to life. (Which surprised me, since I wouldn't've expected those two pieces of the interface to interact.) Then, if I go to the Create Task Task Type dropdown and select anything, the "Add Task" button greys out again.

Given the behavior I'm seeing, my first guess would be that the code is referencing the wrong take type dropdown in an event handler or two. If you other folks seeing the greyed out "Add Task" button could confirm that you can get it active again by fiddling with the Complex Activity Task Type Combo Box, I'd be happy to know I'm not seeing things.
Title: Re: Official v5.02 Patch Thread
Post by: Nabobalis on March 12, 2010, 04:06:47 PM
With 5.02 I get msstdfmt.dll is missing, I didn't with any other version but Im going to find the .dll and add it my self.

Edit: I have the .dll already. For some reason it still wont work. Running Windows 7 x64
Title: Re: Shipyard "Add Task" Greyout
Post by: Shinanygnz on March 12, 2010, 04:10:14 PM
Quote from: "ndkid"
When I converted my 5.01 games over to 5.02 game, I did not see the greyed-out "Add Task" bug. Then, for no reason I can discern, about 10 minutes ago, I did. This tickled my QA-Developer sensibilities, so I played with it. I found that if I went to the Complex Activity Task Type combo box and selected something (even if it was the same thing already selected), this would cause the "Add Task" button to come back to life. (Which surprised me, since I wouldn't've expected those two pieces of the interface to interact.) Then, if I go to the Create Task Task Type dropdown and select anything, the "Add Task" button greys out again.

Given the behavior I'm seeing, my first guess would be that the code is referencing the wrong take type dropdown in an event handler or two. If you other folks seeing the greyed out "Add Task" button could confirm that you can get it active again by fiddling with the Complex Activity Task Type Combo Box, I'd be happy to know I'm not seeing things.

I take back my earlier post, now getting exactly this behaviour too.  Everything was working fine, just completed a retool and went to build a couple of troop transport ships, and the Add Task button was greyed out.  Same on all the other yards that had classes assigned, many of which haven't changed for a while.  The button was available on two new yards with no class assigned.  As soon as I assigned one, it greyed out.  Went in to the dB and cleared all assignments, repeated the behaviour.
As ndkid says, select something in Complex Activity, the Add Task button is then available.  Clicked on it to add a Build ship order, which gets added, then the button greys out again.  Repeat to add another task.
Very strange.

Stephen
PS. Sorry I confused you with someone else Mr Krab.  My bad.
Title: Re: Official v5.02 Patch Thread
Post by: Shinanygnz on March 12, 2010, 04:24:02 PM
And now things ave returned to normal.  The first yard did just finish building three terraformers and I just added three more to build and everything is still OK.
On a couple of the yards, including the terraformer one, when I select it you can see it grey out then come back to normal.

Stephen
Title: Re: Official v5.02 Patch Thread
Post by: AtomikKrab on March 12, 2010, 04:30:40 PM
I can report moderate success with the add complex tab selection and then build a ship, it  grays out after every time, and does not come back everytime, but at least I can get back to building ships.

I am still getting the error in orbital movement division by 0 error 11 message every turn (well every turn now)
Title: Re: Official v5.02 Patch Thread
Post by: Shadow on March 12, 2010, 06:02:16 PM
Reposting from a thread in The Academy:

Quote from: "Shadow"
That's (the hour/day-skips) passed now. May or may not have been related to alien ships prowling my civilian shipping lines and having civvie ships appear and disappear from their sensor screens.

However, a few years later I encountered another problem (now on 5.02). I had defended the jump point the alien vessels were using to enter my system and raid my civilian ships for about 5 years. I managed to destroy a handful of enemy units as they jumped in. However, my frigates eventually had to return to resupply at Earth, and not a month later, another alien ship appeared in the system. Fortunately, a level 10 listening post on an asteroid picked them up about two billion kilometres away from the main trade route.

I immediately dispatched three missile frigates and a SWACS vessel to intercept the 19,200-ton target. However, shortly after it was detected by the LP, interrupts became stuck at 60 seconds. According to SM Only event messages, the reason is: "Increment length adjusted as a ship is within firing range". That has to be some freak coincidence with some other thing happening elsewhere in the galaxy, as none of my weapons have a range of 2 billion km. It's highly unlikely the enemy target has that kind of range, either, as their tech was considerably behind mine. I had seen that class before, and it has nuclear pulse engines, duranium armour, poor sensors, etc.

Any ideas? These 60-second skips have been going on for over 18 game hours.
I've a copy of the affected DB I can send to Steve, if it'd help.
Title: Re: Official v5.02 Patch Thread
Post by: Brian Neumann on March 12, 2010, 07:25:06 PM
Quote from: "AtomikKrab"
I can report moderate success with the add complex tab selection and then build a ship, it  grays out after every time, and does not come back everytime, but at least I can get back to building ships.

I am having the same problem building ships, with the same work around as well.  I also tried to click on several of the yards with the add complex selection first, and then go to each yard to build a ship and that wouldn't work.  All of them would have their add task button available, then I would add 1 ship from 1 yard (even if multiple slips were open for that yard) and all of the add task buttons would grey out.

Brian
Title: Re: Official v5.02 Patch Thread
Post by: sloanjh on March 12, 2010, 09:08:15 PM
More on the SY "Add Task" button:

I'm not having problems with it greying out.  I've got the opposite thing going on - it doesn't grey out even if I don't have any SW left.  I've had at least two cases where a batch of ships finished at the same time (3 in one case, 10 in another) and I launched another batch.  In both cases the button didn't grey out when I reached the number of SY.

So far I've been lucky and noticed when I was supposed to stop clicking.  Given the trouble others are having, I haven't felt brave enough to see what happens if I click the Add Task button when there are no SW left. :-)

One more observation that might be of use.  Most of the time when I click on a new SY in the "Manage SY" tab, the "Add Task" button (and most of the other fields too, I think) seem to flash 3-4 times.  I suspect that this means that there are several refresh events that are triggering, rather than just the one that I might expect.  

John
Title: Re: Official v5.02 Patch Thread
Post by: AtomikKrab on March 13, 2010, 01:21:01 AM
new game, no shipyard task bug occuring however


error 6 overflow in get population signature and
error 3421 data type conversion update wealth error are occuring everytime I advance time.
Title: Re: Official v5.02 Patch Thread
Post by: Venec on March 13, 2010, 02:44:38 AM
I'm having the overflow error (error in display system bodies) when I click on show passive sensor range on sensors page. If this is any help, I have 100 deep space tracking stations on my homeworld.
Title: Re: Official v5.02 Patch Thread
Post by: Brian Neumann on March 13, 2010, 05:31:52 AM
Not sure if this is a bug, or a change.  I can not find any of the Lagrange Points associated with Gas Giants.  I started out with a trinary system and two of the three stars have gas giants, one is a super jovian, but there were no lagrange points on the system map, or in the task group orders screen.

Brian
Title: Re: Official v5.02 Patch Thread
Post by: Hawkeye on March 13, 2010, 07:34:31 AM
Quote from: "Brian"
Not sure if this is a bug, or a change.  I can not find any of the Lagrange Points associated with Gas Giants.  I started out with a trinary system and two of the three stars have gas giants, one is a super jovian, but there were no lagrange points on the system map, or in the task group orders screen.

Brian

I was under the impression only super jovians would generate LPs. If there is only a single super jovian, there is no other LP to connect to, and therefore no LP will show up.

I might be off, though.
Title: Re: Official v5.02 Patch Thread
Post by: Shadow on March 13, 2010, 10:38:11 AM
Quote from: "Shadow"
Reposting from a thread in The Academy:

Quote from: "Shadow"
That's (the hour/day-skips) passed now. May or may not have been related to alien ships prowling my civilian shipping lines and having civvie ships appear and disappear from their sensor screens.

However, a few years later I encountered another problem (now on 5.02). I had defended the jump point the alien vessels were using to enter my system and raid my civilian ships for about 5 years. I managed to destroy a handful of enemy units as they jumped in. However, my frigates eventually had to return to resupply at Earth, and not a month later, another alien ship appeared in the system. Fortunately, a level 10 listening post on an asteroid picked them up about two billion kilometres away from the main trade route.

I immediately dispatched three missile frigates and a SWACS vessel to intercept the 19,200-ton target. However, shortly after it was detected by the LP, interrupts became stuck at 60 seconds. According to SM Only event messages, the reason is: "Increment length adjusted as a ship is within firing range". That has to be some freak coincidence with some other thing happening elsewhere in the galaxy, as none of my weapons have a range of 2 billion km. It's highly unlikely the enemy target has that kind of range, either, as their tech was considerably behind mine. I had seen that class before, and it has nuclear pulse engines, duranium armour, poor sensors, etc.

Any ideas? These 60-second skips have been going on for over 18 game hours.
I've a copy of the affected DB I can send to Steve, if it'd help.
Here's the DB, in case Steve or anyone can look for the culprit: http://www.multiupload.com/CR9FVX5703 (http://www.multiupload.com/CR9FVX5703)

The skips have been going on for about 40 game hours now. :|
Title: Re: Shipyard "Add Task" Greyout
Post by: Journier on March 13, 2010, 12:00:28 PM
Quote from: "ndkid"
When I converted my 5.01 games over to 5.02 game, I did not see the greyed-out "Add Task" bug. Then, for no reason I can discern, about 10 minutes ago, I did. This tickled my QA-Developer sensibilities, so I played with it. I found that if I went to the Complex Activity Task Type combo box and selected something (even if it was the same thing already selected), this would cause the "Add Task" button to come back to life. (Which surprised me, since I wouldn't've expected those two pieces of the interface to interact.) Then, if I go to the Create Task Task Type dropdown and select anything, the "Add Task" button greys out again.

Given the behavior I'm seeing, my first guess would be that the code is referencing the wrong take type dropdown in an event handler or two. If you other folks seeing the greyed out "Add Task" button could confirm that you can get it active again by fiddling with the Complex Activity Task Type Combo Box, I'd be happy to know I'm not seeing things.


Confirmed.

Is this only happening on converted games from 5.01??? or all 5.02 games?
Title: Re: Shipyard "Add Task" Greyout
Post by: Brian Neumann on March 13, 2010, 03:04:22 PM
Quote from: "Journier"
Quote from: "ndkid"
When I converted my 5.01 games over to 5.02 game, I did not see the greyed-out "Add Task" bug. Then, for no reason I can discern, about 10 minutes ago, I did. This tickled my QA-Developer sensibilities, so I played with it. I found that if I went to the Complex Activity Task Type combo box and selected something (even if it was the same thing already selected), this would cause the "Add Task" button to come back to life. (Which surprised me, since I wouldn't've expected those two pieces of the interface to interact.) Then, if I go to the Create Task Task Type dropdown and select anything, the "Add Task" button greys out again.

Given the behavior I'm seeing, my first guess would be that the code is referencing the wrong take type dropdown in an event handler or two. If you other folks seeing the greyed out "Add Task" button could confirm that you can get it active again by fiddling with the Complex Activity Task Type Combo Box, I'd be happy to know I'm not seeing things.


Confirmed.

Is this only happening on converted games from 5.01??? or all 5.02 games?
It is happening in both types of games.  I just started a fresh 5.02 game just to check this out.

Brian
Title: Re: Official v5.02 Patch Thread
Post by: Shinanygnz on March 13, 2010, 03:05:15 PM
Couple of bugs.  First up:
Error in GetOxyAtm
Error 94 was generated by Aurora
Invalid use of Null
Happens when I start adding a gas (oxygen in this gas, also had it with nitrogen) that didn't exist on the planet before.  Carries on after the error perfectly happily.

Second one is one that I think Kurt reported with an earlier version.
I found some Jump Gate Construction (90 day) modules in some ruins.  Sent some cargo ships to get them and they never went down at the source (always 4 there) and I had 0 of them at the destination.  The cargo ships showed they had loaded them, but it was odd amount loaded, a 0.837985183 sort of format number.  I could disassemble the 0 instance and then had -1 of it.  When I scrapped that, I got "-1x Jump Gate Construction Module - 90 scrapped. Salvage from scrap: Wealth: -480.  Duranium: -192.0 tons.  Boronide: -96.0 tons.  Sorium: -192.0 tons. "
I've found various other tech (e.g. some ECM-3 and Tokamak reactors) and those don't have a problem.

EDIT (in response to Atomikkrab & Shadow) - They were from ruins, not salvage.  There were 10 cargo ships with 5 holds each in the fleet, so enough to carry one.  Sometimes I had a few other things, so it reported a fraction of a JGCM.  When I tried with a completely empty fleet and got more than 1 (something like 1.000000065, you get the idea).  I tried the multiple runs and reported taking fractions of a module, but the 4 at source never went down and the 0 at destination (after first run) never went up.  I have been playing around with this game for quite some time  :wink: ).  Input is appreciated.  (edit again - Oops removed my double negative)

Stephen
Title: Re: Official v5.02 Patch Thread
Post by: Shadow on March 13, 2010, 03:15:26 PM
Maybe your salvagers' cargo holds weren't big enough to hold an entire jump construction module? Perhaps it's like research labs and terraforming installations: you need to make several trips to transport a single unit.
Title: Re: Official v5.02 Patch Thread
Post by: AtomikKrab on March 13, 2010, 03:59:14 PM
a full size jump gate construction module would need 10 cargo bays (it's 50000 tons)
Title: Re: Official v5.02 Patch Thread
Post by: Shadow on March 13, 2010, 04:03:26 PM
Quote from: "Shadow"
Quote from: "Shadow"
Reposting from a thread in The Academy:

Quote from: "Shadow"
That's (the hour/day-skips) passed now. May or may not have been related to alien ships prowling my civilian shipping lines and having civvie ships appear and disappear from their sensor screens.

However, a few years later I encountered another problem (now on 5.02). I had defended the jump point the alien vessels were using to enter my system and raid my civilian ships for about 5 years. I managed to destroy a handful of enemy units as they jumped in. However, my frigates eventually had to return to resupply at Earth, and not a month later, another alien ship appeared in the system. Fortunately, a level 10 listening post on an asteroid picked them up about two billion kilometres away from the main trade route.

I immediately dispatched three missile frigates and a SWACS vessel to intercept the 19,200-ton target. However, shortly after it was detected by the LP, interrupts became stuck at 60 seconds. According to SM Only event messages, the reason is: "Increment length adjusted as a ship is within firing range". That has to be some freak coincidence with some other thing happening elsewhere in the galaxy, as none of my weapons have a range of 2 billion km. It's highly unlikely the enemy target has that kind of range, either, as their tech was considerably behind mine. I had seen that class before, and it has nuclear pulse engines, duranium armour, poor sensors, etc.

Any ideas? These 60-second skips have been going on for over 18 game hours.
I've a copy of the affected DB I can send to Steve, if it'd help.
Here's the DB, in case Steve or anyone can look for the culprit: http://www.multiupload.com/CR9FVX5703 (http://www.multiupload.com/CR9FVX5703)

The skips have been going on for about 40 game hours now. :|
Update: The alien ship and its detection (or its own detection of my sensors) is what's causing the reversal to 60-second skips. I used SM mode to remove the tracking stations in the asteroid LP that initially picked it up and sent my missile frigates in while the aliens were off my screens. However, that squadron's SWACS has great sensors, and managed to passively detect it from 873 million km away.

Aaand that cut the interrupts back to 60 seconds, despite they had returned to normal while the aliens remained undetected.

So I've confirmed the source, and it's something that definitely shouldn't be working like this.
Title: Re: Official v5.02 Patch Thread
Post by: AtomikKrab on March 13, 2010, 04:10:30 PM
And I just discovered a world that exists inside the radius of it's star... well protostar, it's in the level 20 nebula I created to start my empire in, still weird, i'm colonizing it, it's within habitable gravity (barely) and has all the minerals, but well I dunno weird. I can provide a picture of it if needed.
Title: Re: Official v5.02 Patch Thread
Post by: Treebiter on March 14, 2010, 09:16:22 AM
Hi all

I keep getting the following error whenever I try and end my current turn:

Error 3021 was generated by DAO.Recordset
No current record
Please report....

Then after clicking ok a few tims:

Error 3021 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'techsystem'.
Please report...

My game's essentially stuck as this problem persists after reloading. :cry: Can anyone shed any light on this please?

- Edit I have a hunch, and being new to the game I may very well be wrong but I think it's research-related. A jhad a similar error come up recently when a research project went over the time of completion. This eventually resolved itself after a crash similar to this one. Now, after changing reducing the number of labs assigned to a particlar project

(Sorry for duplicate posting. I was unsure where to put this. Please feel free to delete one)

I have hunch this may be research-related. This crash happened once before when a project went over the compltion date. I fiddled with the lab allocation and it finally resolved itself and completed the project after a similar crash. I have just reduced the labs allocated to a project due to finish in 5 days and after thye end turn crash the time hasn't advanced but the project completed. Is this the cause, or just an effect of the crash not properly advancing game time?
Title: Re: Official v5.02 Patch Thread
Post by: Hawkeye on March 14, 2010, 09:52:07 AM
Quote from: "Shinanygnz"

EDIT (in response to Atomikkrab & Shadow) - They were from ruins, not salvage.  There were 10 cargo ships with 5 holds each in the fleet, so enough to carry one.  Sometimes I had a few other things, so it reported a fraction of a JGCM.  When I tried with a completely empty fleet and got more than 1 (something like 1.000000065, you get the idea).  I tried the multiple runs and reported taking fractions of a module, but the 4 at source never went down and the 0 at destination (after first run) never went up.  I have been playing around with this game for quite some time  :wink: ).  Input is appreciated

Stephen

Have you tried a freighter with 10 cargo holds, as I don´t belive you can load shipparts that are too big for a single freighter onto several ones.
This _is_ alien tech, so your engineers might be somewhat reluctant to take the thing apart for loading out of fear of not being able to put it back together.
Title: Re: Official v5.02 Patch Thread
Post by: sloanjh on March 14, 2010, 10:54:36 AM
Quote from: "Treebiter"
Error 3021 was generated by DAO.Recordset
No current record
Please report....

Then after clicking ok a few tims:

Error 3021 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'techsystem'.
Please report...


Raw error message like the first one don't do Steve a lot of good - all it means is that Aurora tried to look up something in the DB and it couldn't - this could have happened anywhere.  The second is somewhat better, since it tells him which DB table ("techsystem") it's in.  Somewhere on the error pop-up window (I think it's in the title bar) should be something like "Error in XXXX" or "Error in routine XXXX".  XXXX in this case is the name of the routine which failed.  Please include this information in your bug reports, as this gives Steve much more information as to where the bad things are happening.

Also, Steve has requested that people not use "Edit" on their bug reports - it makes it a lot harder for him to notice the changes.  In this case, it doesn't look like he's been logged on for a while, so it doesn't really matter, but for future reference....

Another thought:  Do you have a list of the research projects that you're working on?  The bug sounds like something is somehow referring to a technology entry that isn't there.  Which leads to....

Another question:  Have you either A) Been messing around in the DB (I assume the answer is "no" - just doing due dilligence) or B) used the "Delete" key on the research tab of the F2 screen?  A plausible scenario is that you're researching a turretted weapon, and that you've accidentally deleted the weapons system (e.g. a laser) that goes in the turret.  Note that you should remove research projects from the active list using the "Cancel" button, rather than the "Delete" button.  The "Delete" button is really easy to hit by mistake, though, and what it does is delete the tech associated with the project.  If it's a "game" tech (like 15cm focal length lasers) Aurora will pop an error message and not let you make the change.  If it's a "user" tech (something you created with the "Design" button, like a specific engine or laser system) then it will delete it.  This is what it smells like is going on.  The other possibility is that Steve left something out of the DB, but then you shouldn't have been able to research whatever it was in the first place, and one of the rest of us should have probably stumbled over it already.

A final thought:  You should probably save out a copy of your DB so you can send it to Steve if he requests it.  (Read the "Saving the game" FAQ if you haven't already to know how to do this).

John

PS - as for your question about advancing game time, the answer is almost certainly "effect".
Title: Re: Official v5.02 Patch Thread
Post by: Treebiter on March 14, 2010, 11:16:13 AM
Sorry. I seem to be making a lot of forum faux pas today.

Here's my revised error report:

Error in SetClassObsolete
Error 3021 was generated by DAO.Recordset
No current record
Please report....

Error in CreateDesign
Error 3021 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'techsystem'.
Please report...

I haven't touched the game DB's (I've only been playing for a few days!) and I'm pretty sure I haven't deleted any tech. I was researching magazine ejection and turret tracking, both are now complete leaving salvage module as the only current project. After what you said regarding the tech jump being an effect of the issue however, I no longer believe this to be a research problem (I'm no expert though).

Thanks John
Title: Re: Official v5.02 Patch Thread
Post by: sloanjh on March 14, 2010, 11:29:30 AM
Quote from: "Treebiter"
Sorry. I seem to be making a lot of forum faux pas today.
Don't worry about it - it's how we learn :-)
Quote
Here's my revised error report:

Error in SetClassObsolete
Error 3021 was generated by DAO.Recordset
No current record
Please report....

Error in CreateDesign
Error 3021 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'techsystem'.
Please report...

I haven't touched the game DB's (I've only been playing for a few days!) and I'm pretty sure I haven't deleted any tech. I was researching magazine ejection and turret tracking, both are now complete leaving salvage module as the only current project. After what you said regarding the tech jump being an effect of the issue however, I no longer believe this to be a research problem (I'm no expert though).

Ok, two more questions that Steve might want to know about:

1)  Have you deleted any classes (especially fighters) from the F5 screen?  (The reason I ask about fighters is that there's a "Preferred Strikegroup" entry for the classes that might conceivably confuse Aurora if it pointed to a non-existent fighter type.  I would ask the same question for missiles, but you said you haven't deleted any techs :-)

2)  When you started the game, how many NPR did you specify?  Was it more than 0?  If it was zero, have you encountered any NPR yet in your explorations?  It's possible that the problem isn't something you've done, but instead is a bug in the NPR code.  Although that puts us back to "why isn't anyone else seeing it".

Don't forget to save your DB into a separate file so you can send it to Steve if he asks for it....

John
Title: Re: Official v5.02 Patch Thread
Post by: Andrew on March 14, 2010, 11:57:41 AM
I have what is probably a bug related to NPR's populations. I created an NPR in Tau Ceti making it AI Controlled , then a while later I started getting the error message
Error in Getlargestfreindlypop

This puzzled me for a while until I sent a scout ship into the system and discovered that their homeworld was uninhabited....
The planetery environemnt was rigged by me to be earthlike by creating one of my own colonies on the planet and then deleting it , however I created the NPR after doing that, while creating the NPR I chose an existing Human Race so the world should have been perfect for them.
Their fleet still exists and is going baout survey, Jump gate building etc but so far as I can tell they have no populations. I intend to land ground troops on their planet and see what happens
Title: Re: Official v5.02 Patch Thread
Post by: AtomikKrab on March 14, 2010, 12:47:45 PM
I can report I am also getting the friendly popbug as well
Title: Re: Official v5.02 Patch Thread
Post by: Treebiter on March 14, 2010, 12:52:30 PM
I have deleted a few ship designs that I created when toying with new builds but none that ever ended up getting built. Also, I haven't yet played with fighters so I doubt it's that.

| specified 1 NPR at the start of the game but haven't encountered them yet despite exploring the three systems linked directly to Sol. The only new thing that happened prior to the crash was finding a ruin and a wreck.
Title: Re: Official v5.02 Patch Thread
Post by: Treebiter on March 14, 2010, 01:56:38 PM
Strangerer and strangerer.

I tried to brute-force past the crash by incremental time increases up to the exact point in time where the crash occurs. This has created another crash:

Error in GetOxyAtm
Error 94 was generated by Aurora
Invalid use of Null
Please report...

Then I get the aforementioned errors again. Then I get bored and spam 'ok' on the error report which last a while.... Then it ends and the next turn begins. For better or worse I can continue my game.
Title: Re: Official v5.02 Patch Thread
Post by: Andrew on March 14, 2010, 02:02:37 PM
Quote from: "Andrew"
I have what is probably a bug related to NPR's populations. I created an NPR in Tau Ceti making it AI Controlled , then a while later I started getting the error message
Error in Getlargestfreindlypop

This puzzled me for a while until I sent a scout ship into the system and discovered that their homeworld was uninhabited....
The planetery environemnt was rigged by me to be earthlike by creating one of my own colonies on the planet and then deleting it , however I created the NPR after doing that, while creating the NPR I chose an existing Human Race so the world should have been perfect for them.
Their fleet still exists and is going baout survey, Jump gate building etc but so far as I can tell they have no populations. I intend to land ground troops on their planet and see what happens
The Actual problem is that the NPR has a population of 619592495683 million, which breaks a lot of things
Title: Re: Official v5.02 Patch Thread
Post by: Nabobalis on March 14, 2010, 03:22:55 PM
On ship design, selecting commercial only hides the maintenance storage bay.
Title: Re: Official v5.02 Patch Thread
Post by: Shadow on March 14, 2010, 03:30:53 PM
Quote from: "Nabobalis"
On ship design, selecting commercial only hides the maintenance storage bay.
Can't confirm that on my end. Works fine here. :?
Title: Re: Official v5.02 Patch Thread
Post by: Shinanygnz on March 14, 2010, 05:40:13 PM
Quote from: "Hawkeye"
Quote from: "Shinanygnz"

EDIT (in response to Atomikkrab & Shadow) - They were from ruins, not salvage.  There were 10 cargo ships with 5 holds each in the fleet, so enough to carry one.  Sometimes I had a few other things, so it reported a fraction of a JGCM.  When I tried with a completely empty fleet and got more than 1 (something like 1.000000065, you get the idea).  I tried the multiple runs and reported taking fractions of a module, but the 4 at source never went down and the 0 at destination (after first run) never went up.  I have been playing around with this game for quite some time  :wink: ).  Input is appreciated

Stephen

Have you tried a freighter with 10 cargo holds, as I don´t belive you can load shipparts that are too big for a single freighter onto several ones.
This _is_ alien tech, so your engineers might be somewhat reluctant to take the thing apart for loading out of fear of not being able to put it back together.

A possibility that, so I have done some testing.  You are correct - and I even found out why.
I nipped in to the database and added three modules to Earth.  Then used a large fleet of freighters to load the modules.  Despite having enough holds to carry more than one, the number in Earth's stockpile never reduced.  Unloading at Mars resulted in zero modules in its stockpile.  You could send the fleets backward and forward and the numbers would never change.
Some numbers using freighters with 5 holds each (25000 cargo capacity)
10 ships = 0.833000019192696, 100/250000
17 ships = 1.41610003262758, 170/425000
12 ships = 0.999600023031235, 120/300000
13 ships = 1.0829000249505, 130/325000
I then created a monster freighter with 62 holds and SMed it into existence (a mere 400000+ tons with enough engines to make it move -Waresky would love it).  Ordered it to load...
1.0333000421524x Jump Gate Construction Module 90 loaded, available cargo space 10/310000, and Earth had only two modules in its stockpile.  Sent it off to Mars and it unloaded.  Bingo, Mars now has one module in its stockpile.  Loaded it and record of module disappears.

I then used 13 normal ships and unloaded at Mars (3 at Earth, 0 at Mars).  As an experiment, ordered those ships to pick back up what they just dropped off.  Warning message in event log that they can't load.  Quick look in the PopComponent table and there are 3 at Earth and 0 at Mars
Loaded one in to the monster freighter and took a look in ShipCargo table.  I can see it carrying 1.0333
Got the fleet of 13 ships to load again.  They appear in ShipCargo carrying 0.0833 of a module each

I then wondered if there was some variable type issue going on.  In ShipCargo, Amount field is a Number, Single type.  In PopComponent table, the Amount field is a Number, Long Integer type.
So I changed Amount in PopComponent to a Single and "hey presto", the multiple ships unload and I have a whole module at Mars.  In fact 1.0829 of them.  It would appear that the smaller ships are each loading/unloading a small part of the whole, but the Long Integer type has no decimal places, so it probably keeps rounding.

Steve, help us!

Stephen
Title: Re: Official v5.02 Patch Thread
Post by: Shadow on March 15, 2010, 12:07:48 AM
Found something else: can't rename some components using the Technology screen (I don't know how else, after they're designed). So far I can't give non-default names to magazines nor EM sensors in those circumstances. I wouldn't be surprised if other component types were affected as well.

EDIT: And by the way, I can also confirm the greyed-out Add Task button bug. Playing a game started in 5.01 and continued in 5.02.
Title: Re: Official v5.02 Patch Thread
Post by: Another on March 15, 2010, 05:22:10 AM
Quote from: "Shinanygnz"
.....

I then wondered if there was some variable type issue going on.  In ShipCargo, Amount field is a Number, Single type.  In PopComponent table, the Amount field is a Number, Long Integer type.
So I changed Amount in PopComponent to a Single and "hey presto", the multiple ships unload and I have a whole module at Mars.  In fact 1.0829 of them.  It would appear that the smaller ships are each loading/unloading a small part of the whole, but the Long Integer type has no decimal places, so it probably keeps rounding.

Steve, help us!

Stephen

"Single" is a floating point type. It is perfect for multiplying and division but can lead to somewhat weird things when 2 quantities with drastically different amounts are added together and subtracted. Like 17000000.0-1.0 would probably equal to 17000000.0 (seventeen millions) and there could be problems with adding or subtracting 0.001 from 17000. I heard that Steve uses "currency" type for some records and it would be really optimal to have both ShipCargo and PopComponent  Amount types be "currency". I've got an impression that colony Population and racial wealth could also roll out of range of Long Int  but will practically ever stay within range of "currency".
Title: Re: Official v5.02 Patch Thread
Post by: Sotak246 on March 15, 2010, 11:14:44 AM
I have both of the recently mentioned shipyard bugs in my current game.  My home system shipyards "add task" doesn't gray out when you fill up the slipways.  I recently captured the homeworld and accompanying shipyard of another race.  That shipyard the "add task" button stays grayed out att all times till I change the complex tasking, even if it is just to no change, and I have to do this for each slipway.
Title: Re: Official v5.02 Patch Thread
Post by: rubberduck on March 15, 2010, 05:04:59 PM
Under naval organization I stored a branch, and then tried to "Move Stored" to a sub-branch of the very same branch. That gave me an "Error 3014 was generated by DAO.DAtabase". Every time I press OK, it just pops up again, so it might also be stuck in a loop or something.
Title: Re: Official v5.02 Patch Thread
Post by: James Patten on March 16, 2010, 06:15:23 AM
In the F3 system map, I zoom in to a certain level then I get a DisplayStars error - however once I click through the error everything displays fine.  I unclicked "Show Hyper Limit" and the error went away.
Title: Re: Official v5.02 Patch Thread
Post by: mavikfelna on March 16, 2010, 12:32:07 PM
You can place 4 Engineering Brigades under a Brigade HQ. Not sure if this is intended or not, but Engineering Brigades already include an inherent HQ judging by the size of the unit.

--Mav
Title: Re: Official v5.02 Patch Thread
Post by: Commodore_Areyar on March 16, 2010, 02:28:52 PM
I saw various bugreports to do with abandoning colonies, I just abandoned a colony created by a surveyteam on one of my moons and get this error.

error 3420 in cmdDelete_Click :
generated by DAO.recordset
object in valid or no longer set

It won't be clicked away.
After a ctr-alt-del restart, the colony is abandoned as it should be, so probably not reproducable but it might hint at something.

Areyar

edit: confirming shipyard addtask button behaviour in 5.02, selecting (but not adding) a different shipyard task in the pulldown menu makes the button available again
add task: no job makes the button un-grey for a fraction of a second, but is not selectable.
AS far as I can tell, the button greyed out after adding a job (add slideway) to the SY when a ship was being built. The first retool job does not cause the greyout..
Title: Re: Official v5.02 Patch Thread
Post by: Shadow on March 16, 2010, 02:37:22 PM
Quote from: "Shadow"
Found something else: can't rename some components using the Technology screen (I don't know how else, after they're designed). So far I can't give non-default names to magazines nor EM sensors in those circumstances. I wouldn't be surprised if other component types were affected as well.

EDIT: And by the way, I can also confirm the greyed-out Add Task button bug. Playing a game started in 5.01 and continued in 5.02.
Gauss cannons can't be renamed after being researched, either. :|
Title: Re: Official v5.02 Patch Thread
Post by: Arwyn on March 16, 2010, 09:49:33 PM
Got this last night and tonight;

Error 35602 was generated by Nodes
Key is not unique in collection

I am getting this in the middle of a fight with two NPR AMM cruisers. Each is lobbing 33 Anti-Missiles each at my fleet and every volley is producing this error multiple times.

*Edit*
I just noticed that I am also seeing multiple new task groups for the same damaged ship being created when the AMMs impact. I have four different Task Group Albany for the same damaged BC.
Title: Re: Official v5.02 Patch Thread
Post by: Shadow on March 16, 2010, 10:33:25 PM
Contracts-related bug. I've been using civilian companies to transfer several terraforming installations between two of my colonies, and even though the transportation's successful, the contracts don't decrease in number of items supplied/demanded.

Infrastructure contracts weren't affected by this glitch, nor were automated mine ones, but I don't know about other buildings.
Title: Re: Official v5.02 Patch Thread
Post by: sloanjh on March 17, 2010, 12:04:22 AM
On the Parasites/Missiles tab of the Unit (F6) screen, clicking on "Population" (to replenish magazines from the population) when the ship is not in orbit of a population throws an error and empties the magazines - I suspect that the missiles are destroyed.

John
Title: Re: Official v5.02 Patch Thread
Post by: theonlystd on March 17, 2010, 11:44:12 AM
Getting the greyed out add task on the shipyards issue. Started a new game didnt help
Title: Re: Official v5.02 Patch Thread
Post by: Shadow on March 17, 2010, 10:23:56 PM
Quote from: "theonlystd"
Getting the greyed out add task on the shipyards issue. Started a new game didnt help
For the time being, that can be worked around by choosing some shipyard action (add slipway, capacity, or nothing at all) from the corresponding drop-down menu. That re-enables the other section's Add Task button, at least for one click. Repeat as necessary.
Title: Re: Official v5.02 Patch Thread
Post by: Commodore_Areyar on March 17, 2010, 11:16:22 PM
OWch!
Accidentally clicked the 'replace all' button in SM officerscreen...

The bug I want to report is that research projects are not cancelled, leaving them busy at 0RP under leadership of --- (100%)
It is a quiet bug and only an issue if messing things up in SM,  but I thought I'd mention it nevertheless.
Title: Re: Official v5.02 Patch Thread
Post by: sloanjh on March 18, 2010, 12:08:26 AM
I strongly suspect there's a bug in trade relations with NPR.

The Kruger Republic granted me Trade Access recently.  My civies loaded up with furs and headed for the Kruger homeworld.  They recently got within range of the Kruger homeworld, and started noticing Kruger ships with actives on.  Now I just got a message that the Krugers revoked my trade access - looking at the diplomacy screen they're now showing up as "hostile" towards me.  I assume that the active sensors were picking up my civies, and hadn't gotten the word that they'd filled out the paperwork properly, and so thought that it was an invasion fleet :-)  (i.e. I suspect that they're being hit by the "active contact in populated system" penalty).  Note that I've got a 230-point diplomatic team assigned to them, so relations shouldn't be going south on they're own....

This seems to be a biggy - it will prevent my civies from trading with the Krugers, while at the same time I know of no way to keep them from doing so.  Any chance of getting it fixed in 5.03?

John
Title: Re: Official v5.02 Patch Thread
Post by: Hawkeye on March 18, 2010, 12:29:05 AM
Quote from: "sloanjh"
I strongly suspect there's a bug in trade relations with NPR.

The Kruger Republic granted me Trade Access recently.  My civies loaded up with furs and headed for the Kruger homeworld.  They recently got within range of the Kruger homeworld, and started noticing Kruger ships with actives on.  Now I just got a message that the Krugers revoked my trade access - looking at the diplomacy screen they're now showing up as "hostile" towards me.  I assume that the active sensors were picking up my civies, and hadn't gotten the word that they'd filled out the paperwork properly, and so thought that it was an invasion fleet :-)  (i.e. I suspect that they're being hit by the "active contact in populated system" penalty).  Note that I've got a 230-point diplomatic team assigned to them, so relations shouldn't be going south on they're own....

This seems to be a biggy - it will prevent my civies from trading with the Krugers, while at the same time I know of no way to keep them from doing so.  Any chance of getting it fixed in 5.03?

John

Darn, I´d better stop that JG-builder from compleating the route to the Council of Uaxacan homeworld. (This would also explain why the Giausar Imperium blew up one of my freighters (Same as with your game: Granted trade access, frighters fly in, access canceled, frighter blown away and now being hostile))
Title: Re: Official v5.02 Patch Thread
Post by: Journier on March 18, 2010, 01:00:17 AM
changing your difficulty modifier once the game is made in the first menu before you begin the game doesnt work.

You can change it start game and when you next reload the game afterwards its back to the original amount.....

For example.

Started a game at 100% difficulty.

I wanted to change it to 200% and it changed and i started the game, but when I exited and restarted it was back to 100%.

Is it even changing when i change it to 200% and play the game?
Title: Re: Official v5.02 Patch Thread
Post by: Brian Neumann on March 18, 2010, 06:55:46 AM
Quote from: "Journier"
changing your difficulty modifier once the game is made in the first menu before you begin the game doesnt work.

You can change it start game and when you next reload the game afterwards its back to the original amount.....

For example.

Started a game at 100% difficulty.

I wanted to change it to 200% and it changed and i started the game, but when I exited and restarted it was back to 100%.

Is it even changing when i change it to 200% and play the game?
Are you saving the change.  There is a button at the bottom left of the screen that saves any changes made here.

Brian
Title: Re: Official v5.02 Patch Thread
Post by: Shadow on March 18, 2010, 06:58:43 AM
Quote from: "Journier"
changing your difficulty modifier once the game is made in the first menu before you begin the game doesnt work.

You can change it start game and when you next reload the game afterwards its back to the original amount.....

For example.

Started a game at 100% difficulty.

I wanted to change it to 200% and it changed and i started the game, but when I exited and restarted it was back to 100%.

Is it even changing when i change it to 200% and play the game?
I have the same issue with another game setting you can change after starting a game: Inexperienced Fleet Penalties. I began my current game with it on, but I can't turn it off without it reverting to on next time I open Aurora.
Title: Re: Official v5.02 Bugs Thread
Post by: James Patten on March 18, 2010, 01:27:51 PM
I went to build a new ship but my last shipyard action was a refit.  I clicked OK then realized I had done a refit, so I went to the shipyard tasks and deleted the refit (it had 0% on it and I had not advanced any time).  The ship I accidentally put into refit still is labeled as being under refit.  I cannot move the ship.
Title: Re: Official v5.02 Patch Thread
Post by: Steve Walmsley on March 18, 2010, 02:14:55 PM
Quote from: "Shadow"
Quote from: "Journier"
changing your difficulty modifier once the game is made in the first menu before you begin the game doesnt work.

You can change it start game and when you next reload the game afterwards its back to the original amount.....

For example.

Started a game at 100% difficulty.

I wanted to change it to 200% and it changed and i started the game, but when I exited and restarted it was back to 100%.

Is it even changing when i change it to 200% and play the game?
I have the same issue with another game setting you can change after starting a game: Inexperienced Fleet Penalties. I began my current game with it on, but I can't turn it off without it reverting to on next time I open Aurora.
In both the above cases, did you press the Save button after changing it?

Steve
Title: Re: Official v5.02 Patch Thread
Post by: Steve Walmsley on March 18, 2010, 02:16:01 PM
Quote from: "Venec"
http://img651.imageshack.us/img651/3176/beztytuuh.gif

Two separate entries for morale increase?
Yes, I have created the event twice at different times. It shouldn't have any game effect but I will try and consolidate the events into one.

Steve
Title: Re: Official v5.02 Patch Thread
Post by: Steve Walmsley on March 18, 2010, 02:17:39 PM
Quote from: "AtomikKrab"
Can't build ships

the add task button on the shipyard menus is grayed out
I think this is the result of me fixing a different bug. As a workaround, if you click on another shipyard with a slipway available or select a refit where a ship is available to be refitted, the button should be enabled again. I'll sort it out for v5.1

Steve
Title: Re: Official v5.02 Patch Thread
Post by: Steve Walmsley on March 18, 2010, 02:21:22 PM
Quote from: "MoonDragon"
Shipyards that are tooled for a class do not really like it when you delete the class. They end up showing that they are tooled for "Unknown Class" and every attempt to give orders causes an error message to pop up:

Error in CalculateRefitCost

Error 3021 was generated by DAO.Field
No current record.

I'm hoping that this will go away when I finally retool the shipyard to a new, existing class.
You shouldn't be able to delete a class that is currently set as the build class for a shipyard, as the game needs the class information to calculate retooling cost. The code exists to check this but wasn't being accessed. Fixed for v5.1.

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: IanD on March 18, 2010, 04:22:44 PM
First a little problem. A task group returned to Earth. On reaching it they had only 16% fuel left. The conditional orders were when maintenance supplies or fuel reached 20% the task group was to refuel or resupply at the nearest tanker/supply ship or colony within four jumps. However the conditional order shown in Events Update screen was resupply at Earth, the task group was already at Earth and had full maintenance supplies. This conditional order repeated until I changed the default order for fuel to refuel if less than 10%, at this point the repeat conditional orders ceased.


I then had the following error 91, when I was not exploring, assume it was an NPR.

[attachment=1:24qplrgs]error 91.jpg[/attachment:24qplrgs]

I then had an Error 3021, after which the game hung and had to be stopped with the task manager.

[attachment=0:24qplrgs]error 3021.jpg[/attachment:24qplrgs]

I am running Vista Ultimate and Aurora v5.02.

Regards
Title: Re: Official v5.02 Patch Thread
Post by: Steve Walmsley on March 18, 2010, 04:38:17 PM
Quote from: "sloanjh"
The new fleet organization tab totally rocks for creating Task Groups, except that it's not checking for TG name conflicts (or if it is, it's only checking co-located TG).  Several times now I've created a TG from the fleet tab, when there's already been a TG of that name in existence - end up getting the duplicate TG name error.  Once I see the error I delete the spurious TG (it's usually empty), but it's still a bit of a pain.  I would suggest a suffix (e.g. " A" or ".01" or ...) when the TG creation code sees the name is already taken....
Added for v5.1

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: The Shadow on March 18, 2010, 05:32:07 PM
I'm running into a situation where the game's been stuck on 5-second intervals for 24 hours or so of real time;  and when I came back to it just now it was throwing up an error message in addition.

In the text file of the log, it only says, over and over, "28th September 2025 16:23:51,SM Only,System 0,Increment length adjusted due to imminent action. This may involve two NPRs fighting each other."  No other details.  (And I'm only 9 months into the game.)

The error message is:  

"28th September 2025 16:24:06,SM Only,System 0,Error in ShowMinerals
Error 3633 was generated by DAO.DBEngine
Can't load DLL: MSJTER40.DLL
Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)"

I'll be sending it along to see what's up.
Title: Re: Official v5.02 Bugs Thread
Post by: Commodore_Areyar on March 18, 2010, 06:40:53 PM
A nitpick:

When the initial cloaking tech is researched and one tries to open the design a cloaking device, an error box pops up claiming no efficiency tech is researched. Going to the research tab for defense though, shows the cloaking efficiency 2 tech. This should either be level 1 or the primary tech should allow building of a cloak with efficiency 1.
Title: Re: Official v5.02 Bugs Thread
Post by: Journier on March 18, 2010, 08:38:50 PM
ok new bug....

I changed my difficulty to 600% suddenly i began getting these errors.

Error in UpdateAllSensors
Overflow

that was given out like 5x per 30 day increment... but then i turned on the time bubble and it went away making me figure it was due to NPR stuff or something.

when i turned time bubble back off i suddenly got an infinite amount of that UpdateAllSensors error.

I sat there for minutes pressing enter and flying through the screens and to no avail.

another error im getting now as well is...

Error in updatewealth
Error 3421 was generated by DAO.Field
Data type conversion error.

and now im getting another error....

Error in getpopulationsignature
Error 6 was generated by aurora
overflow

These same errors occurred in my last game in 5.01... and i think 4.91 when i upped the difficulty modifier.....
Title: Re: Official v5.02 Patch Thread
Post by: Commodore_Areyar on March 18, 2010, 08:41:25 PM
Quote from: "Commodore_Areyar"
OWch!
Accidentally clicked the 'replace all' button in SM officerscreen...

The bug I want to report is that research projects are not cancelled, leaving them busy at 0RP under leadership of --- (100%)
It is a quiet bug and only an issue if messing things up in SM,  but I thought I'd mention it nevertheless.

A more serious issue is that the planetary admin positions are not cleared either. In economy view they are empty, but in officers the colonies that lost their governors are not listed as vacancies.
Oddly, the sector command and capital governor positions are available.

ps
'nother  nitpick: both governor of capital and sector commander are called 'governor of planetname' in officer view vacancies, only one requires more admin rating.
Title: Clock frozen
Post by: Octavian30 on March 19, 2010, 02:02:59 AM
My game has frozen - time wise - when I press the Time Control buttons - the circular wait cursor comes up for varying periods of time - then nothing happens - the game clock stays at the same time. Occasionally the 5 second command will advance the clock by a minute (huh?) but that's it. In the last hour of trying things I advanced my game clock by 4 minutes....
Title: Re: Official v5.02 Bugs Thread
Post by: Vanigo on March 19, 2010, 07:57:28 AM
Quote from: "Commodore_Areyar"
A nitpick:

When the initial cloaking tech is researched and one tries to open the design a cloaking device, an error box pops up claiming no efficiency tech is researched. Going to the research tab for defense though, shows the cloaking efficiency 2 tech. This should either be level 1 or the primary tech should allow building of a cloak with efficiency 1.
Not a bug. Cloaking efficiency tech names work like jump drive tech names. With cloaking efficiency tech 2, you can build a cloaking device that will cloak a ship up to twice the size of the cloak - in other words, the cloaking device has to take up half the ship for it to work. Cloaking efficiency 1 would be pointless, since it would mean the cloaking device would have to take up the entire ship, leaving no room for anything else.
Title: Re: Official v5.02 Patch Thread
Post by: MoonDragon on March 19, 2010, 09:44:48 AM
Quote from: "Commodore_Areyar"
ps
'nother  nitpick: both governor of capital and sector commander are called 'governor of planetname' in officer view vacancies, only one requires more admin rating.

This isn't a bug. They are not both called 'governor of planetname', but rather one is 'governor of planetname' and the other is 'governor of sectorname'. It's just that your sector name is the same as your home planet name where you built sector command (e.g. Earth). If you rename your sector in the sector management window, the governor title will be appropriately changed and will no longer be confusing.
Title: Re: Official v5.02 Bugs Thread
Post by: Commodore_Areyar on March 19, 2010, 10:04:49 AM
Quote
Quote
   When the initial cloaking tech is researched and one tries to open the design a cloaking device, an error box pops up claiming no efficiency tech is researched. Going to the research tab for defense though, shows the cloaking efficiency 2 tech. This should either be level 1 or the primary tech should allow building of a cloak with efficiency 1.

Not a bug. Cloaking efficiency tech names work like jump drive tech names. With cloaking efficiency tech 2, you can build a cloaking device that will cloak a ship up to twice the size of the cloak - in other words, the cloaking device has to take up half the ship for it to work. Cloaking efficiency 1 would be pointless, since it would mean the cloaking device would have to take up the entire ship, leaving no room for anything else.

Quote
Quote
'nother nitpick: both governor of capital and sector commander are called 'governor of planetname' in officer view vacancies, only one requires more admin rating.
This isn't a bug. They are not both called 'governor of planetname', but rather one is 'governor of planetname' and the other is 'governor of sectorname'. It's just that your sector name is the same as your home planet name where you built sector command (e.g. Earth). If you rename your sector in the sector management window, the governor title will be appropriately changed and will no longer be confusing.

I should post my nitpicks in the Academy sector.  :oops:
Title: Error 94 - Error in LoadOrders
Post by: Octavian30 on March 19, 2010, 08:30:41 PM
I have gotten the Error 94 - Error in LoadOrders Invalidd use of Null message again - I had this in my Vs 2 game except in that game every time I advanced the clock advanced by a month the number of times that error came up increaded by 1 - after it reached 15 I gave up that game.
Game 3 I gave up because of the inability to advance the game clock error I reported earlier.
This time I have the Error 94 LoadORders Invalid use of Null error of the game 2 with the frozen clock of game 3 currently if I press on any of the advance time buttons the game moves forward by 1 minute.
I am now going to try removing all my TG orders and see if that makes a difference - took my combat TG off Training and game now advances by 10 minutes a time.. hmmm - my Colony TG - also gives me Error 381 - Error in Populate Moves - Invalid property array index - I removed the Colony TG orders and then tried advancing time - got Error 3021 - Error in CheckSpecialOrders - generated by DAO.Field - No current record - OK - get the 94 errror by clock has advanced by 8 hours (the button I pressed) - pressed OK = got the 381 Error again - then the 94 Error again - then the 3021 Error - then 94 - then 381 then 94 then 381 - Colony also had Secondary refuel order - which I have now removed. - Doing each fleet separately in hope of isolating problem
Moved on to 1st Survey group - removed all orders - pressed 8 hours again - 94 - 94 - only 2 94's - Survey TG 2 orders removed- - 8 hours again - 94 - 94 - Survey TG 3 - orders removed - 8 hours - 94 - 94 - Survey TG 4 - orders removed - 8 hours 94 - 94 - no other fleet orders - had auto assign Naval Officers on - trying that off - nope. - still get the 94 and 381 errors when I try and access the Colony Fleet - will try moving ships to new fleet and scrapping that fleet. Ok - that fixed that
I also have a problem with my Sol system map - when I try and open System Map I get Error 6 -  Error in  CentreOnLocation - Overflow - several times - than map opens with view off in one corner or something - If I try moving or zooming I get Runtime Error 6 and the program crashes
Title: Re: Official v5.02 Bugs Thread
Post by: The Shadow on March 19, 2010, 08:48:24 PM
Wow.  After several short "training" sessions, I settled down to my first real campaign.

My first jump point, there's an alien race on the other side.  My contact protocol works perfectly, and my survey ship withdraws so I can ponder.

One five-day interval later, the game crashes spectacularly.  Worse yet, when I  restart the game, it refuses to start.  I guess the database managed to corrupt itself?

Sorry I don't have more details, but the message it's giving me now when I try to restart the game is:

"Error 91 generated by Aurora
Object variable or With block variable not set"

That sounds very generic, so I suspect it isn't very helpful. :(  Does this kind of thing happen often?
Title: Re: Official v5.02 Bugs Thread
Post by: sloanjh on March 19, 2010, 09:00:21 PM
Quote from: "The Shadow"
Sorry I don't have more details, but the message it's giving me now when I try to restart the game is:

"Error 91 generated by Aurora
Object variable or With block variable not set"

That sounds very generic, so I suspect it isn't very helpful. :(  Does this kind of thing happen often?

There should be a name at the top of the error window that pops up that will tell Steve the function in which the crash is occurring.  Please include that in bug reports.

Another thing to include - did a 5-day increment happen while you were in the alien system?  The most likely thing that's gone wrong is that you generated an NPR when you entered the system and the NPR is somehow messed up.

And no, it doesn't.

John
Title: Re: Official v5.02 Bugs Thread
Post by: Sainthe on March 20, 2010, 01:10:14 AM
I'm currently having issue with a civilian freighter who constantly attempts to load Infrastructure and fails. I just learned about the whole trade system, so I won't be making any more silly Infrastructure contracts anytime soon. However, my attempts at correcting the situation have failed.

Here are the steps I have taken:

1. SM Mod and increase the available Infrastructure to 10000. Failure: freighter still will not load cargo.

2. Press the "Clear Orders" button. Failure: Every time I attempt to select the ship in question I get annoyingly bumped to System Map, where I reselect Shipping Lanes and press "Clear Orders." Lack of any confirmation.

The cargo holds are entirely empty, my planet has 10000 Infrastructure available and after "Clear Orders" it still refuses to correct. I've canceled all contracts, and repeated these steps again with no improvement.

EDIT: Possibly DISREGARD this. I did some frantic mashing on the "Clear Orders" button while incrementing the time forward in small amounts: this seems to have corrected the situation. I also removed all contracts from earth (again,) put a supply contract somewhere else and watched the freighter move off to accomplish its new task.
Title: Re: Official v5.02 Bugs Thread
Post by: The Shadow on March 20, 2010, 02:46:25 PM
OK, here's a new one.  Now when I click on the Ships button, I get this:

"Error in lstShip

Error 3197 was generated by DAO.Field
The Microsoft Jet database engine stopped the process because you and another user are attempting to change the same data at the same time."

When I clear the error, the ships screen does come up, but there is one specific ship (at the top of the list, a gate construction ship if it matters) that gives the same error message if I click on it.  The info does come up when the error is cleared, except that the Class Design display tab only shows "Text1".

I likewise get the error message if I do anything that causes me to jump to that ship.  (From the Task Groups window, for example.)
Title: Re: Official v5.02 Bugs Thread
Post by: Shadow on March 20, 2010, 09:51:58 PM
I have 50 automated mines and 50 normal mines on Mars. I've been wanting to transport the automated ones to Earth through civilian contracts for months, but even though the proper supply/demand arrangements have been made, the civvies keep consistently ignoring them. There are no other contracts in effect, so they're just hauling trade goods back and forth between the colonies.

This seems to be an issue with Mars in particular, given I've been able to successfully ship automated mines from Earth to a mining colony in Ross 128 recently. I also tried moving the Martian ones to the Ross 128 planet directly, but those orders were ignored as well.

Bonus minor bug: the tooltip of the Enhanced Radiation checkbox in the missile design screen is actually that of the Laser Warhead one.

EDIT: Sigh. Now they're ignoring contracts to transport 10 terraforming installations from Earth to a colony a jump away from Sol. :x

EDIT2: Well, they seem to be slowly realizing the terraforming installations' contracts exist, but they're being rather sluggish in their response. No updates on the Martian automated mines yet.
Title: Re: Official v5.02 Bugs Thread
Post by: Sainthe on March 22, 2010, 05:02:22 PM
I have placed 10 Engineer Brigades on a new planet along with 1000 of each type of mineral. After ordering the construction of one Infrastructure I found that instead of working they are just slacking off: The completion date keeps getting pushed back.

This is quite similar to a bug which Kurt described back in 2009. I read this at the top of the Industry tab: "Construction: 191.4 (0/10/0)"
Title: Re: Official v5.02 Bugs Thread
Post by: Shadow on March 22, 2010, 06:18:14 PM
I just conquered what I believe is an NPR homeworld, which had alien teams and scientists doing stuff. NPR research is specially bizarre, given they assign very few labs to each of many projects (some duplicated), all with estimated completion dates decades into the future. However, that's not particularly the bug I was going to report: the problem now is that those research facilities are stuck with a rate of 80 RP, even after the cancellation of all those projects, while I have the technology to produce 400 RP per lab.

Is that supposed to be that way, given the conquered alien population, or what?
Title: Re: Official v5.02 Bugs Thread
Post by: Venec on March 22, 2010, 06:42:18 PM
Quote from: "Shadow"
I just conquered what I believe is an NPR homeworld, which had alien teams and scientists doing stuff. NPR research is specially bizarre, given they assign very few labs to each of many projects (some duplicated), all with estimated completion dates decades into the future. However, that's not particularly the bug I was going to report: the problem now is that those research facilities are stuck with a rate of 80 RP, even after the cancellation of all those projects, while I have the technology to produce 400 RP per lab.

Is that supposed to be that way, given the conquered alien population, or what?

Yes, check conquered colony summary. If my memory is working as it should, beaten populations have 80% penalty to planetary production which will, in time, be reduced to zero.
Title: Re: Official v5.02 Bugs Thread
Post by: Shadow on March 22, 2010, 07:30:19 PM
Quote from: "Venec"
Quote from: "Shadow"
I just conquered what I believe is an NPR homeworld, which had alien teams and scientists doing stuff. NPR research is specially bizarre, given they assign very few labs to each of many projects (some duplicated), all with estimated completion dates decades into the future. However, that's not particularly the bug I was going to report: the problem now is that those research facilities are stuck with a rate of 80 RP, even after the cancellation of all those projects, while I have the technology to produce 400 RP per lab.

Is that supposed to be that way, given the conquered alien population, or what?

Yes, check conquered colony summary. If my memory is working as it should, beaten populations have 80% penalty to planetary production which will, in time, be reduced to zero.
Ah, that's correct. Sorry. I should've asked on the Academy first. :oops:

Now, a real bug I'm getting is occasional "Division by zero" (11) errors during 5-day skips. They started happening after the population of the aforementioned planet surrendered.

EDIT: It's happening pretty frequently, in about 2 out of 3 five-day skips. Details:

Error in UpdateWealth
Error 11 was generated by Aurora
Division by zero
Title: Re: Official v5.02 Bugs Thread
Post by: sloanjh on March 22, 2010, 09:23:14 PM
The wrecks of ships which were in orbit are not themselves in orbit.

My survey ship Beagle got blown away while surveying a planet.  The planet (and presumably whatever blew Beagle away) then moved out from under the wreck while I was sending another ship in to rescue the lifepods.

John
Title: Re: Official v5.02 Bugs Thread
Post by: Shadow on March 22, 2010, 10:24:07 PM
Another bug: I invaded an enemy listening post, but their colony didn't appear in the Economics window, so I can't abandon it. It's an easily terraformable planet, but I'm afraid to create a serious colony there given there could be troubles due to the ghostly duplicate.

Whenever I try to select the phantom colony through the System Map's right-click menu, I get a "Please select a population" prompt twice, and then I'm taken to a completely empty Economics window (save for the colony list on the left). The Abandon button does nothing in that case.

The ghost settlement exists according to the System View and Task Groups screens, but I don't have any control over it because of its absence from the Economics window.

EDIT: Same thing happened with another invaded colony, on the aforementioned planet's moon. :?
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on March 23, 2010, 12:17:26 AM
I still haven't reproduced the Add Task bug. However, I assume it was caused by me trying to fix a problem with the button not greying out when a refit wasn't possible. I have undone that fix for v5.1 as the lesser of two evils until I can find a better way to handle it.

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on March 23, 2010, 12:20:02 AM
Quote from: "sloanjh"
The wrecks of ships which were in orbit are not themselves in orbit.

My survey ship Beagle got blown away while surveying a planet.  The planet (and presumably whatever blew Beagle away) then moved out from under the wreck while I was sending another ship in to rescue the lifepods.

John
Fixed for v5.1

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: georgiaboy1966 on March 23, 2010, 07:42:16 AM
This is no giving an error message, but is a bug.

Recently did some assault boardings of ships left by a surrendered population. Now have the issue of many Marine companies and battalions loosing Morale as being stated of being held in combat-ready state on board a ship.

The event message does not state which ships being held on.
I have attempted to re-write their situation by loading them into drop modules from planet and drop onto planet. does not help.

Also, there is no order for boarders to be unloaded from captured ships when they return to port with their prize/captured ship. I have to use the pop/pdc transfer button to remove them from the ship and place them back on the planet.
Title: Re: Official v5.02 Bugs Thread
Post by: Shadow on March 23, 2010, 09:41:21 AM
Quote from: "georgiaboy1966"
This is no giving an error message, but is a bug.

Recently did some assault boardings of ships left by a surrendered population. Now have the issue of many Marine companies and battalions loosing Morale as being stated of being held in combat-ready state on board a ship.

The event message does not state which ships being held on.
I have attempted to re-write their situation by loading them into drop modules from planet and drop onto planet. does not help.

Also, there is no order for boarders to be unloaded from captured ships when they return to port with their prize/captured ship. I have to use the pop/pdc transfer button to remove them from the ship and place them back on the planet.
They're on the boarded ships. You should be able to take those ships to a planet and combat drop the marines there. Are you saying they keep losing morale even after being dropped on a planet?

EDIT:
Quote from: "Shadow"
Another bug: I invaded an enemy listening post, but their colony didn't appear in the Economics window, so I can't abandon it. It's an easily terraformable planet, but I'm afraid to create a serious colony there given there could be troubles due to the ghostly duplicate.

Whenever I try to select the phantom colony through the System Map's right-click menu, I get a "Please select a population" prompt twice, and then I'm taken to a completely empty Economics window (save for the colony list on the left). The Abandon button does nothing in that case.

The ghost settlement exists according to the System View and Task Groups screens, but I don't have any control over it because of its absence from the Economics window.

EDIT: Same thing happened with another invaded colony, on the aforementioned planet's moon. :?
Scratch this bug.

Months later I got an event that stated the civilian mining colony on that moon had expanded to 9 mines. So there you go, I indeed checked and both colonies are CMCs. I had those hidden, so that's obviously why they weren't showing up.
Title: Re: Official v5.02 Bugs Thread
Post by: georgiaboy1966 on March 23, 2010, 09:56:13 AM
Quote from: "Shadow"
Quote from: "georgiaboy1966"
This is no giving an error message, but is a bug.

Recently did some assault boardings of ships left by a surrendered population. Now have the issue of many Marine companies and battalions loosing Morale as being stated of being held in combat-ready state on board a ship.

The event message does not state which ships being held on.
I have attempted to re-write their situation by loading them into drop modules from planet and drop onto planet. does not help.

Also, there is no order for boarders to be unloaded from captured ships when they return to port with their prize/captured ship. I have to use the pop/pdc transfer button to remove them from the ship and place them back on the planet.
They're on the boarded ships. You should be able to take those ships to a planet and combat drop the marines there. Are you saying they keep losing morale even after being dropped on a planet?

That is what I am saying. the ships I boarded and took, do not list any troops on them now. I had to manually transfer them off the ships to the planet with the transfer button on the troop page.
The captured ships did not have any possible orders for dropping troops, or unloading troops.
I tried to use assault ships to take the troops from the captured ships and got an error of not enough space to transfer the troops, even when no troops were on those ships.
Title: Re: Official v5.02 Bugs Thread
Post by: IanD on March 23, 2010, 04:28:07 PM
Quote from: "Steve Walmsley"
I still haven't reproduced the Add Task bug. However, I assume it was caused by me trying to fix a problem with the button not greying out when a refit wasn't possible. I have undone that fix for v5.1 as the lesser of two evils until I can find a better way to handle it.

Steve

Just had the shipyard add task button grey out after 3 ships completed out of six on the slips. All yards seemed to be equally affected and as reported earlier if you select a modify shipyard task, but don't actually "set activity" you can ungrey the add task, but have to repeat this for each ship you wish to build. A few turns later the problem appears to have disappeared. The only action I took before the grey out was to update the ordnance loads while ships were under construction and wonder if that was the reason?

Regards
Title: Re: Official v5.02 Bugs Thread
Post by: Shadow on March 23, 2010, 05:48:29 PM
Two bugs:

- The "maximum amount to load" field in the Task Groups screen can't be modified for a single set of orders after it's altered the first time. Also, it displays certain information oddly. For instance, "Move to x10000 Earth" and "Refuel from colony x10000 Earth".

- Events that describe the closing of a civilian mining colony apparently don't store the name of the body they were on before deleting the settlement, which leads to entries like this: "The supplies of all minerals on  have been exhausted. The civilian mining operation is therefore shutting down and the civilian mining complexes will eventually be redployed elsewhere". Notice the blank where the body name should be (and the "redployed" typo :P). Also, clicking on these events generates a error (11, division by zero) and leads you to a random colony on the Economics window.
Title: Re: Official v5.02 Bugs Thread
Post by: Maltay on March 23, 2010, 09:45:56 PM
When I clicked to advance 30 days, my game froze for 5 min. and then crashed to desktop without errors.  After reloading, I receive this error every other time I advance 30 days.

It appears three of my civilian shipping line freighters are confused.  As they are civilian shipping line freighters, I cannot change their orders per the error message.  They were likely fulfilling a civilian contract to transport automated mines from Earth to one of my many mining colonies in the Sol solar system.  I tried deleting all of my civilian contracts, but it did not have any effect.

The error message appears twice.
Title: Re: Official v5.02 Bugs Thread
Post by: Beersatron on March 23, 2010, 11:44:04 PM
Quote from: "Maltay"
When I clicked to advance 30 days, my game froze for 5 min. and then crashed to desktop without errors.  After reloading, I receive this error every other time I advance 30 days.

It appears three of my civilian shipping line freighters are confused.  As they are civilian shipping line freighters, I cannot change their orders per the error message.  They were likely fulfilling a civilian contract to transport automated mines from Earth to one of my many mining colonies in the Sol solar system.  I tried deleting all of my civilian contracts, but it did not have any effect.

The error message appears twice.

Have you tried removing the supply and the demand from all locations and then (under SM mode I think) clearing the Shipping Line orders?

Maybe even just try removing all the Supply contracts on the civ tab first.

I think that orbital movement error could be a TG set to an erroneous location. i.e one TG following another that may have left the system is where I have seen it before.
Title: Re: Official v5.02 Bugs Thread
Post by: Hawkeye on March 23, 2010, 11:49:04 PM
Quote from: "Shadow"
Two bugs:

- The "maximum amount to load" field in the Task Groups screen can't be modified for a single set of orders after it's altered the first time. Also, it displays certain information oddly. For instance, "Move to x10000 Earth" and "Refuel from colony x10000 Earth".
 

The "maximum amount" order is only available for certain tasks and can only be changed with one of those tasks selected. Example: You set it to load 1.000t of Duranium. To change it back to 1, leave the "Load Duranium" selected, change the amount to 1 and only then select the order "unload all minerals"
Title: Re: Official v5.02 Bugs Thread
Post by: Maltay on March 24, 2010, 12:11:36 AM
Quote from: "Beersatron"
Have you tried removing the supply and the demand from all locations and then (under SM mode I think) clearing the Shipping Line orders?

Maybe even just try removing all the Supply contracts on the civ tab first.

I think that orbital movement error could be a TG set to an erroneous location. i.e one TG following another that may have left the system is where I have seen it before.

I removed the civilian contracts for supply and demand from every location in every solar system.  I was not aware there was a "clear shipping lane order" in SM mode.  I started a new game with a better military and research doctrine in the meantime, so I may not revisit this game.  However, can someone else comment as to the "clear shipping lane order" in SM mode?
Title: Re: Official v5.02 Bugs Thread
Post by: sloanjh on March 24, 2010, 01:00:50 AM
Quote from: "Maltay"
Quote from: "Beersatron"
Have you tried removing the supply and the demand from all locations and then (under SM mode I think) clearing the Shipping Line orders?

Maybe even just try removing all the Supply contracts on the civ tab first.

I think that orbital movement error could be a TG set to an erroneous location. i.e one TG following another that may have left the system is where I have seen it before.

I removed the civilian contracts for supply and demand from every location in every solar system.  I was not aware there was a "clear shipping lane order" in SM mode.  I started a new game with a better military and research doctrine in the meantime, so I may not revisit this game.  However, can someone else comment as to the "clear shipping lane order" in SM mode?

On the shipping line screen, in the upper right corner, there's a "Clear Orders" button.  It was put in in the early days of shipping lines, when cargo TG would regularly get "stuck".  Basically it resets the selected ship into a "empty with no orders" state.  It doesn't look like it requires SM mode.

John

PS - We're trying not to clutter the bugs thread with a lot of back-and-forth discussion of new user issues, since this is the thread that Steve uses as his "filing cabinet" for bugs and we want to keep the signal/noise high.  Please read the "Where should I post?" FAQ (if you haven't already done so), which encourages new users to post what they think are bugs in The Academy for confirmation from experienced users.  In this case, it sounds like there really is a bug there, but I've always found 30-day advances to be dangerous, given that the game is built around a 5-day update cycle.  My primary advice in this case would be "don't do that" (use 30-day updates).  If you want to continue this discussion, please take it to another thread, e.g. in The Academy.  You can transfer the concepts by quoting in this thread, copying the text into your paste buffer, and the hit the "back" button on your browser (so that you don't post into this thread).  You can then past the quoted text into your new thread.  Thanks!
Title: Re: Official v5.02 Bugs Thread
Post by: EarthquakeDamage on March 24, 2010, 12:18:59 PM
A couple 5.02 bugs for you:

1.  Apparently, you cannot convert a low tech ground unit to a cadre when it's the top unit in that population's list.  I run into this when I start a new game (haven't tried a TN start yet, so I don't know if it matters there) and immediately convert all units to cadres.  It claims the unit cannot be converted because it isn't low tech.  If I wait until I've trained, say, an HQ unit (those always sit above LT units in the list), then I can convert the LT unit.  But while it's the first in the list, my hands are tied.

2.  The list of active research projects (the one with estimated completion dates and so forth, not the "projects we could research" or "research queue" lists) doesn't like having exactly six projects.  When there are six active projects, the list has no scroll bar.  If you select the sixth project, the list scrolls down slightly.  Having only six entries, however, it still has no scroll bar.  So the first project in the list becomes inaccessible.  There are several ways to work around this, including Refresh All, but it's a bug nonetheless.

I hope that makes sense.
Title: Re: Official v5.02 Bugs Thread
Post by: Untelligent on March 24, 2010, 05:23:03 PM
Just found out about this game earlier today, playing through with the wiki tutorial.


When I open up the Colony Summary screen, I get this error message three times, then it continues to the colony summary screen:

Error in GetCommanderName
Error 94 was generated by Aurora
Invalid use of null
Please report to (forum address)


I'm running Windows Vista, if it means anything.
Title: Re: Official v5.02 Bugs Thread
Post by: Erik L on March 24, 2010, 06:50:33 PM
Not sure if this is a bug or just something odd.

Two survey fleets. Same ship class in both. One fleet in the F12 screen shows Maintenance supplies and Clock. The other one shows Fire Delay and Sensor Delay. Even the combat fleet shows the maintenance columns. Is there a way to toggle those that I'm not seeing?
Title: Re: Official v5.02 Bugs Thread
Post by: Shadow on March 24, 2010, 08:53:15 PM
Quote from: "Erik Luken"
Not sure if this is a bug or just something odd.

Two survey fleets. Same ship class in both. One fleet in the F12 screen shows Maintenance supplies and Clock. The other one shows Fire Delay and Sensor Delay. Even the combat fleet shows the maintenance columns. Is there a way to toggle those that I'm not seeing?
I think you get that if the TG in question recently made a jump, so to show whether their sensors and fire controls are operating normally or still blind from said jump.
Title: Re: Official v5.02 Bugs Thread
Post by: Erik L on March 24, 2010, 10:58:27 PM
Quote from: "Shadow"
Quote from: "Erik Luken"
Not sure if this is a bug or just something odd.

Two survey fleets. Same ship class in both. One fleet in the F12 screen shows Maintenance supplies and Clock. The other one shows Fire Delay and Sensor Delay. Even the combat fleet shows the maintenance columns. Is there a way to toggle those that I'm not seeing?
I think you get that if the TG in question recently made a jump, so to show whether their sensors and fire controls are operating normally or still blind from said jump.

They were in overhaul.
Title: Re: Official v5.02 Bugs Thread
Post by: IanD on March 25, 2010, 01:24:08 PM
I have seen the following sequential error set at least twice now in the same order.

The two error messages are I think from NPR(s), however I am adding O2 to two planets and removing it from another.

First there was an Error 94

[attachment=1:2wr3l4nx]error 94.jpg[/attachment:2wr3l4nx]

Followed by 12 x Error 3201

[attachment=0:2wr3l4nx]error 3201 B.jpg[/attachment:2wr3l4nx]

I assume this is an NPR attempting a design since I was not designing a new ship class. They have made no difference to my game play.

In addition the shipyard add task button has greyed out again for no apparent reason.
Steve do you want to see the database, I saved it so let me know if its any use to you.

Regards
Title: Re: Official v5.02 Bugs Thread
Post by: Untelligent on March 25, 2010, 05:14:31 PM
Quote from: "Untelligent"
Just found out about this game earlier today, playing through with the wiki tutorial.


When I open up the Colony Summary screen, I get this error message three times, then it continues to the colony summary screen:

Error in GetCommanderName
Error 94 was generated by Aurora
Invalid use of null
Please report to (forum address)


I'm running Windows Vista, if it means anything.


Update: this only happens on one of my computers. The computer the bug was encountered on was a laptop (which I ultimately decided to stop playing the game on as ResizeEnable was too much of a hassle), while the bug was not encountered on my desktop. If nobody else is finding this bug, it probably isn't worth worrying about, but I wouldn't know.
Title: Re: Official v5.02 Bugs Thread
Post by: Shadow on March 25, 2010, 06:07:44 PM
Quote from: "Untelligent"
Quote from: "Untelligent"
Just found out about this game earlier today, playing through with the wiki tutorial.


When I open up the Colony Summary screen, I get this error message three times, then it continues to the colony summary screen:

Error in GetCommanderName
Error 94 was generated by Aurora
Invalid use of null
Please report to (forum address)


I'm running Windows Vista, if it means anything.


Update: this only happens on one of my computers. The computer the bug was encountered on was a laptop (which I ultimately decided to stop playing the game on as ResizeEnable was too much of a hassle), while the bug was not encountered on my desktop. If nobody else is finding this bug, it probably isn't worth worrying about, but I wouldn't know.
Wildly guessing here, but maybe you have an officer(s) somewhere that doesn't have a name?

EDIT: Found a bug: ticking the Commercial Only box when designing a ship class hides the Maintenance Storage Bay, which is a non-military component.
Title: Re: Official v5.02 Bugs Thread
Post by: EarthquakeDamage on March 28, 2010, 09:26:18 PM
It's possible to design a FTL ship using max tech (photonic drive + collapsium armor + "-100% efficiency +50% power" + fighter and/or GB engine).  There should probably be an upper limit on ship speed since there already is one for missile speed.  Behold this useless but demonstrative example:
Code: [Select]
TEST SHIP class Fast Attack Craft    65 tons     7 Crew     80.5 BP      TCS 1.3  TH 450  EM 0
346153 km/s     Armour 1-1     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 13%    IFR: 0.2%    Maint Capacity 0 MSP    Max Repair 75 MSP    Est Time: 0 Years

TEST ENGINE 2 (1)    Power 450    Fuel Use 2000%    Signature 450    Armour 0    Exp 175%
Fuel Capacity 10,000 Litres    Range 13.8 billion km   (11 hours at full power)

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

Also, the ship design screen belches when you remove all components (excluding armor, of course).  The amount of armor on the ship doesn't matter.  The error:
Code: [Select]
Error in UpdateDesign
Error 6 was generated by Aurora
Overflow
Title: Re: Official v5.02 Bugs Thread
Post by: Sotak246 on March 29, 2010, 11:16:22 AM
This bug has been mentioned before, so this is just a friendly reminder/letting you know it has happened to others. :D   About 1/3 the time my salvagers pick up ship components from wrecks I get the:  
13x   salvaged from so and so.  No components are picked up and the cargo listing shows "13 (blank)", after which you have to delete them as you can't unload the nothing components.  Also the cargo capacity actually goes up 1 per item so the capacity would read 50000/50013.
Title: Re: Official v5.02 Bugs Thread
Post by: Hawkeye on March 29, 2010, 02:37:50 PM
Quote from: "Sotak246"
This bug has been mentioned before, so this is just a friendly reminder/letting you know it has happened to others. :D   About 1/3 the time my salvagers pick up ship components from wrecks I get the:  
13x   salvaged from so and so.  No components are picked up and the cargo listing shows "13 (blank)", after which you have to delete them as you can't unload the nothing components.  Also the cargo capacity actually goes up 1 per item so the capacity would read 50000/50013.

Actually, you can unload them. Use the "unload all installations" order. Once the freighter tries to uload it, you will get a message "loading problem, TG XXX unable to fullfill unload order...." but the holds will be empty afterwards.
Title: Re: Official v5.02 Bugs Thread
Post by: Hyfrydle on March 29, 2010, 04:04:00 PM
Hi

New here and working my way through the tutorials I reached tutorial 9 and when I tried to access the system view window F9 I got the following error:

Error 713 was generated by Aurora
Class not registered
You need the following file to be installed on your machine. MSSTDFMT.DLL.
Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)

I'm running Windows 7 32 Bit.

This was really annoying as I was starting to get the hang of some of the ideas this was my third attempt at the tutorial and the furthest I had ever got.

Hope someone can help.
Title: Re: Official v5.02 Bugs Thread
Post by: Shadow on March 29, 2010, 04:40:04 PM
Quote from: "Hyfrydle"
Hi

New here and working my way through the tutorials I reached tutorial 9 and when I tried to access the system view window F9 I got the following error:

Error 713 was generated by Aurora
Class not registered
You need the following file to be installed on your machine. MSSTDFMT.DLL.
Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)

I'm running Windows 7 32 Bit.

This was really annoying as I was starting to get the hang of some of the ideas this was my third attempt at the tutorial and the furthest I had ever got.

Hope someone can help.
The solution for that problem is part of this FAQ (http://aurora.pentarch.org/viewtopic.php?f=100&t=2031).

Quote from: "sloanjh"
"I just installed Aurora, and am getting the following error:

Code: [Select]
ErrorinLaunchSystemWindow
error 713 was generatedby Aurora
Class not registered
You need the following file installed on your machine. MSSTDFMT.DL

What do I do?":

You're missing a MicroSoft library that's needed by Aurora.  If you search the forums for MSSTDFMT.DLL you should see several posts on how to fix this (basically find it on the web from a trusted source and either register it on your machine or put it into the Aurora directory).  I'm linking in two of these threads here that should work for most people:

viewtopic.php?f=19&t=1812&p=17194&hilit=install+copy#p17194 (http://aurora.pentarch.org/viewtopic.php?f=19&t=1812&p=17194&hilit=install+copy#p17194)
viewtopic.php?f=19&t=1091&p=11693&hilit=msstdfmt+dll#p11693 (http://aurora.pentarch.org/viewtopic.php?f=19&t=1091&p=11693&hilit=msstdfmt+dll#p11693)
Title: Re: Official v5.02 Bugs Thread
Post by: Sotak246 on March 29, 2010, 10:59:33 PM
Quote
Actually, you can unload them. Use the "unload all installations" order. Once the freighter tries to uload it, you will get a message "loading problem, TG XXX unable to fullfill unload order...." but the holds will be empty afterwards.

Tried that, got the message, but the 0 items were still there.
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on March 30, 2010, 02:19:57 AM
Quote from: "EarthquakeDamage"
It's possible to design a FTL ship using max tech (photonic drive + collapsium armor + "-100% efficiency +50% power" + fighter and/or GB engine).  There should probably be an upper limit on ship speed since there already is one for missile speed.  
I've set 90% light speed as the maximum in v5.1

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on March 30, 2010, 02:24:24 AM
Quote from: "sloanjh"
Starting NPR have system ID numbers adjacent to player race.

I did a conventional start, and the moment I left my home system I started running into NPR jump gates from the initial NPR, plus his homeworld was only two jumps from mine.  This seemed a bit odd for a 1000 system start, but I chalked it up to the luck of the draw.  I finally peeked at the system numbers on the Galactic (F11) map, and discovered that mine was system 0 and his is system 1.  Now that I've looked, I think I remember the same thing happenning some time last year in another game.

I assume that this is because Aurora has a system ID counter when setting up races at game start; the player tets system 0, the first NPR gets system 1, the second NPR 2 etc.  Please change this so that both the NPR and the player are located randomly in the range of possible system IDs - besides landing me right next to the NPR, I also think it affected the "nearby systems" probability because I'm right at the edge of system-ID space.  (Hmmmm - I wonder if I jumped to a negative system ID if I'd go through a glowing band of energy and come out with weird eyes and godlike powers.)

Thanks,
John

PS - If this is intentional behavior, please turn this into a request :-)
I've changed the starting NPRs to a random system number. The player race may as well stay as 1 because with a random NPR number there is no difference probability-wise between 1 and any other random number in terms of being close to the NPR.

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on March 30, 2010, 02:30:58 AM
Quote from: "The Shadow"
Something seems off with the planet numbering... I just saw a system that had "Des Moines-A I" and "Des Moines-A IV" with nothing else.
This has been around a long time. When a system is generated, some of the planets are converted into asteroid belts and some are removed for other reasons, such as being too close to the orbit of a second star, being within the roche limit or having too high a temperature. The database retains the original orbital shell numbers and uses them to display the planetary number. I haven't tried to fix it because it is referenced in a few places and I was concerned about missing something and ending up with different planetary names in different places. I will fix it eventually :). In the meantime, you can rename the planets to the correct numbers where required.

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: The Shadow on March 30, 2010, 03:15:36 AM
I have to say that on the whole, your system modeling seems pretty good, given what we know at the moment.  (Extrasolar planets are a hobby of mine.  I've read a lot of the literature.)  I've yet to see any hot Jupiters, but we don't really know how common they are yet;  Kepler should tell us in a few years.

I have a few issues with the treatment of habitable (and inhabited!) planets, but this probably isn't the thread for it.
Title: Re: Official v5.02 Bugs Thread
Post by: sloanjh on March 30, 2010, 08:24:44 AM
Quote from: "Steve Walmsley"
I've changed the starting NPRs to a random system number. The player race may as well stay as 1 because with a random NPR number there is no difference probability-wise between 1 and any other random number in terms of being close to the NPR.

As long as you don't allow (at some time in the future) multiple player races to be generated at startup, or use the sequential numbering when generating player races in-game (which I don't think you do).  I suggested doing them all randomly so that this wouldn't pop up again at some time in the future.

Another way that putting the player race at 1 is a bit odd: galaxy growth.  If you start with 1000 systems, then you'll probably have a cluster near your home system that's sitting at 999.  If you later bump the galaxy size up to 10000 (due to things getting crowded), then you'll wind up with a big set of fresh territory that's right next to your core systems.  This will be a very subtle effect, though, since the new systems will probably only be able to come back to the old through undiscovered JP.

John
Title: Re: Official v5.02 Bugs Thread
Post by: UnLimiTeD on March 30, 2010, 11:49:41 AM
Code: [Select]
Damage Per Shot (4): 9     Rate of Fire: 5 seconds     Range Modifier: 7
Max Range 630,000 km     Railgun Size: 10 HS    Railgun HTK: 5
Power Requirement: 27    Power Recharge per 5 Secs: 25

Got a Railgun (max techlevel, still testing) that requires 27 energy, gets only 25, still fires every 5 seconds.

Comming from here:
http://aurora.pentarch.org/viewtopic.php?f=19&p=23714#p23714
Title: Re: Official v5.02 Bugs Thread
Post by: praguepride on March 30, 2010, 11:58:17 AM
Wow, got hit with a HUGE NPR error spam. Going on 10 minutes of holding down the enter key to bypass. Figured I'd just start listing the errors here in case it matters:

Error in UpdateAllSensors (91)
-Object variable or With block variable not set
-For loop not initialized

Error in UpdateAllSensors (92)
-For loop not initialized


Error in UpdateAllSensors (424)
-Object Required

Error in UpdateGameEvents (424)
-Object Required

This cycle repeats for things like:
SelectNPRTarget
NPRCombatSetup
NPRChanceToHit
MaxMissileRange


I'm guessing some kind of interrupt or break needs to be put into the code so that one tiny error doesn't cause everything afterwards to fail.
Title: Re: Official v5.02 Bugs Thread
Post by: The Shadow on March 30, 2010, 03:13:55 PM
Quote from: "Steve Walmsley"
I've changed the starting NPRs to a random system number.

Thanks!

Quote
Another way that putting the player race at 1 is a bit odd: galaxy growth.  If you start with 1000 systems, then you'll probably have a cluster near your home system that's sitting at 999.  If you later bump the galaxy size up to 10000 (due to things getting crowded), then you'll wind up with a big set of fresh territory that's right next to your core systems.  This will be a very subtle effect, though, since the new systems will probably only be able to come back to the old through undiscovered JP.

Huh, I didn't think of that.  Of course, I've been finding it a little odd that a fully-surveyed system can end up having new jump points later... but I don't really see any way around it.  (Is this what the game means by "dormant" jump points?)

Galaxy growth is a little "unrealistic" in any case, so I think we can live with a few oddities.
Title: Re: Official v5.02 Bugs Thread
Post by: Beersatron on March 30, 2010, 03:35:52 PM
Quote from: "The Shadow"
Quote from: "Steve Walmsley"
I've changed the starting NPRs to a random system number.

Thanks!

Quote
Another way that putting the player race at 1 is a bit odd: galaxy growth.  If you start with 1000 systems, then you'll probably have a cluster near your home system that's sitting at 999.  If you later bump the galaxy size up to 10000 (due to things getting crowded), then you'll wind up with a big set of fresh territory that's right next to your core systems.  This will be a very subtle effect, though, since the new systems will probably only be able to come back to the old through undiscovered JP.

Huh, I didn't think of that.  Of course, I've been finding it a little odd that a fully-surveyed system can end up having new jump points later... but I don't really see any way around it.  (Is this what the game means by "dormant" jump points?)

Galaxy growth is a little "unrealistic" in any case, so I think we can live with a few oddities.

Think of Closed Warp Points in Starfire, they can only be detected on the other side of them. Adds a bit of spice to things :)
Title: Re: Official v5.02 Bugs Thread
Post by: sandman662 on April 01, 2010, 08:08:13 AM
Sorry to post this here....

I tried to send Steve a PM, but the message is in my outbox and I can't figure out how to "send" it.  I have gotten stuck on a 60 second incremental time increase and in SM mode it says that the time was adjusted because a ship is in range to fire.  This has been going on for over a day now.  I know that it must be an NPR that is doing this, but for some reason, the "issue" is not being resolved.  I guess I need the developer's password so that I can see where the issue is and fix it.  I am having a fun game (23 years in) and REALLY want to continue it.

Thanks for any help!
Title: Re: Official v5.02 Bugs Thread
Post by: sloanjh on April 01, 2010, 08:50:25 AM
Quote from: "sandman662"
Sorry to post this here....

I tried to send Steve a PM, but the message is in my outbox and I can't figure out how to "send" it.  I have gotten stuck on a 60 second incremental time increase and in SM mode it says that the time was adjusted because a ship is in range to fire.  This has been going on for over a day now.  I know that it must be an NPR that is doing this, but for some reason, the "issue" is not being resolved.  I guess I need the developer's password so that I can see where the issue is and fix it.  I am having a fun game (23 years in) and REALLY want to continue it.

Thanks for any help!

If it's in your outbox, then that means that it's sent and he just hasn't read it yet (he's been mostly away for the last month or so).

You're probably not going to be able to fix the issue, no matter what passwords you have - it is almost certainly something in the NPR AI.  All you would be able to do is see what's going on and delete the fleets that are in action.  The procedure for getting it fixed is to save your DB (there's a FAQ thread on this) so you can send it to Steve when he asks for it.  (You can find his e-mail by searching on the boards for the way to generate it.  Please do NOT post his e-mail to the boards - he wants to avoid spambots.)  Note that this will only be for extreme cases where it's pretty obvious that the AI is somehow hung - I think this one qualifies.  If Aurora slows down, even to 5 second intervals, for a few hours of game time time then it's probably just working through a battle and not a bug.

On passwords - Steve has requested that noone give out passwords besides himself.  The reason for this is that the passwords give access to the ability to put the DB into a state that the executable won't understand, and which he'll have a horrible time figuring out if someone logs a resulting problem as a bug.

John
Title: Re: Official v5.02 Bugs Thread
Post by: sandman662 on April 01, 2010, 09:32:17 AM
Ok.  Thanks for your reply, John.  I'll do as you say.
Title: Re: Official v5.02 Bugs Thread
Post by: Andrew on April 01, 2010, 06:10:21 PM
Quote from: "sandman662"
Ok.  Thanks for your reply, John.  I'll do as you say.
this may be a bug so save a copy of your database.
I just 'fixed' the same problem in my game, I ended up Ctrl-alt-deleteing to exit the game when it was autorunning through 1 minute increments. When I restarted the game it started doing large increments again .
However I did not save the database
Title: Re: Official v5.02 Bugs Thread
Post by: UnLimiTeD on April 01, 2010, 07:46:32 PM
Had a long discussion in the academy around this;
You can pack a pretty much unlimited amount of ECM on a missile to make it unhitable and deny the enemy any kind of AM defense capability.
While at lower levels this isn't a problem, at ECM 5 you just need 3.5 MSP to make your missiles impervious to an equal tech level enemy.
Seeing how that still leaves you with enough space on a size 10 missile to pack a reasonable warhead and enough fuel to reach targets at high ranges, I think this is unintended.
At maximum tech level, a Size 10 missile with 2 sizes ECM (thats -200% range/accuracy) can pack a good 90 points WH and still rather reliably hit targets moving at 100k on a distance of 200m, as shown in this example:

Code: [Select]
Missile Size: 10 MSP  (0.5 HS)     Warhead: 90    Armour: 0     Manoeuvre Rating: 83
Speed: 103800 km/s    Endurance: 32 minutes   Range: 200.0m km
ECM Level: 20
Cost Per Missile: 51.625
Chance to Hit: 1k km/s 8615.4%   3k km/s 2822%   5k km/s 1723.1%   10k km/s 861.5%
Materials Required:    10x Corbomite   22.5x Tritanium   35.176x Gallicite   Fuel x2778.5

This could be fixed by multiplying ECM by 4 and divinding it through missile size, as I posted in the suggestions a while back, or by hardcapping it.
(or you could allow ECCM stacking, though I think that results in people getting several cheap instead of one good one...)

Regards
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 02, 2010, 12:11:19 AM
Quote from: "UnLimiTeD"
Had a long discussion in the academy around this;
You can pack a pretty much unlimited amount of ECM on a missile to make it unhitable and deny the enemy any kind of AM defense capability.
While at lower levels this isn't a problem, at ECM 5 you just need 3.5 MSP to make your missiles impervious to an equal tech level enemy.
Seeing how that still leaves you with enough space on a size 10 missile to pack a reasonable warhead and enough fuel to reach targets at high ranges, I think this is unintended.
At maximum tech level, a Size 10 missile with 2 sizes ECM (thats -200% range/accuracy) can pack a good 90 points WH and still rather reliably hit targets moving at 100k on a distance of 200m, as shown in this example:

Code: [Select]
Missile Size: 10 MSP  (0.5 HS)     Warhead: 90    Armour: 0     Manoeuvre Rating: 83
Speed: 103800 km/s    Endurance: 32 minutes   Range: 200.0m km
ECM Level: 20
Cost Per Missile: 51.625
Chance to Hit: 1k km/s 8615.4%   3k km/s 2822%   5k km/s 1723.1%   10k km/s 861.5%
Materials Required:    10x Corbomite   22.5x Tritanium   35.176x Gallicite   Fuel x2778.5

This could be fixed by multiplying ECM by 4 and divinding it through missile size, as I posted in the suggestions a while back, or by hardcapping it.
(or you could allow ECCM stacking, though I think that results in people getting several cheap instead of one good one...)

Regards
I have added a 1 MSP cap to Missile ECM, which I should have done in the first place. In v5.1 it works exactly as it does now except for the 1 MSP cap. This means that if you have the technology for Missile ECM Level 3, you missile is never going to have more than ECM 3 (and can therefore be countered by an equal tech opponent) but it can still have less if there is insufficient space for a whole MSP.

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 02, 2010, 12:12:19 AM
Quote from: "sandman662"
Sorry to post this here....

I tried to send Steve a PM, but the message is in my outbox and I can't figure out how to "send" it.  I have gotten stuck on a 60 second incremental time increase and in SM mode it says that the time was adjusted because a ship is in range to fire.  This has been going on for over a day now.  I know that it must be an NPR that is doing this, but for some reason, the "issue" is not being resolved.  I guess I need the developer's password so that I can see where the issue is and fix it.  I am having a fun game (23 years in) and REALLY want to continue it.

Thanks for any help!
I have the message now and you should see my reply in your Inbox :)

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 02, 2010, 12:23:06 AM
Quote from: "Sainthe"
Error in ApplyMaintenanceFailure
Error 91 was generated by Aurora
Object variable or With block not set

I made a ship with no engines and 15 hangers and allowed it to sit around for a year or so out of orbit. After awhile the error above was generated and my large immobile ship had a catastrophic maintenance failure: it exploded. I tried this again and put some sensors on it; 10 size .1 EM sensors to be exact. The same error and result occurred. This was a brand new testing ground game.
I've found the bug. It looks like there is a logic error in the code that executes when you get a maintenance failure and there are no spares available. If the code happens to pick a random system that doesn't suffer maintenance failures, such as cargo holds or hangars, it is supposed to pick a different system. What is actually happening, as far as I can tell, is that If the code happens to pick a system that doesn't suffer maintenance failures, the ship blows up! Oops! :)

There aren't many systems that don't suffer failures, which explains why this bug has been around for so long. There have been reports of ships blowing up due to a catastrophic maintenance failure in the past but I assumed they had just lost all their systems first. Thanks for the bug report and the extra detail that made me look more closely. It's fixed for v5.1.

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 02, 2010, 12:42:04 AM
Quote from: "UnLimiTeD"
Code: [Select]
Damage Per Shot (4): 9     Rate of Fire: 5 seconds     Range Modifier: 7
Max Range 630,000 km     Railgun Size: 10 HS    Railgun HTK: 5
Power Requirement: 27    Power Recharge per 5 Secs: 25

Got a Railgun (max techlevel, still testing) that requires 27 energy, gets only 25, still fires every 5 seconds.

Comming from here:
http://aurora.pentarch.org/viewtopic.php?f=19&p=23714#p23714
Fixed for v5.1. The code that rounds up to the next five seconds wasn't handling a base ROF greater than 5 seconds but less than 6 seconds. Also was affecting high tech level Mesons, Lasers, Carronades and Torpedoes.

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 02, 2010, 01:07:13 AM
Quote from: "Sotak246"
This bug has been mentioned before, so this is just a friendly reminder/letting you know it has happened to others. :)

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 02, 2010, 01:21:10 AM
Quote from: "praguepride"
Wow, got hit with a HUGE NPR error spam. Going on 10 minutes of holding down the enter key to bypass. Figured I'd just start listing the errors here in case it matters:

Error in UpdateAllSensors (91)
-Object variable or With block variable not set
-For loop not initialized

Error in UpdateAllSensors (92)
-For loop not initialized


Error in UpdateAllSensors (424)
-Object Required

Error in UpdateGameEvents (424)
-Object Required

This cycle repeats for things like:
SelectNPRTarget
NPRCombatSetup
NPRChanceToHit
MaxMissileRange


I'm guessing some kind of interrupt or break needs to be put into the code so that one tiny error doesn't cause everything afterwards to fail.
Most of the error handling in Aurora uses "On Error Resume Next" so that one minor error doesn't halt the program. The downside of that is the occasional error spam if things go seriously off the rails. I haven't see that sequence of errors before but something is obviously missing. If you have a saved DB could you send it to me so I can take a look? I have to ask the obvious question when something weird happens and the program can't find somethin, which is have you opened the database at all and modified it directly? I assume not but I like to check :)

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 02, 2010, 01:46:25 AM
Quote from: "Shadow"
Found a bug: ticking the Commercial Only box when designing a ship class hides the Maintenance Storage Bay, which is a non-military component.
The Maintenance Storage Bay IS a military component. Now you have got me paranoid :). Is there something somewhere else in the program that suggests it isn't a military component or were you just assuming it wasn't?

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 02, 2010, 01:57:10 AM
Quote from: "Erik Luken"
Civilian shipping lines do not upgrade their current ships. Unless this is by design.
That is working as intended. There are a lot of slow, outdated freighters travelling Earth oceans and the same will eventually be true for Aurora shipping lines.

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 02, 2010, 05:50:47 AM
Quote from: "georgiaboy1966"
This is no giving an error message, but is a bug.

Recently did some assault boardings of ships left by a surrendered population. Now have the issue of many Marine companies and battalions loosing Morale as being stated of being held in combat-ready state on board a ship.

The event message does not state which ships being held on.
That is odd. I have checked the code and the warning message includes the ship name. What is the exact text you are seeing?

Quote
I have attempted to re-write their situation by loading them into drop modules from planet and drop onto planet. does not help.

Also, there is no order for boarders to be unloaded from captured ships when they return to port with their prize/captured ship. I have to use the pop/pdc transfer button to remove them from the ship and place them back on the planet.
It's a bug. The order is not appearing because the ship they have captured is not a troop transport and the Fleet window is filtering out the order. For v5.1, I have added an extra check to the Fleet window so it treats any ship with ground units on board as a troop transport and makes the unload order available. I have also changed the same window so that ground units will show up in the ship list when you click Show Ground units, regardless of whether they are on a troop transport.

I have also unset the 'combat prepped' flag for capturing units so they don't suffer the morale penalty while waiting to be transferred off the ship.

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 02, 2010, 05:54:42 AM
Quote from: "Shadow"
- Events that describe the closing of a civilian mining colony apparently don't store the name of the body they were on before deleting the settlement, which leads to entries like this: "The supplies of all minerals on  have been exhausted. The civilian mining operation is therefore shutting down and the civilian mining complexes will eventually be redployed elsewhere". Notice the blank where the body name should be (and the "redployed" typo :P). Also, clicking on these events generates a error (11, division by zero) and leads you to a random colony on the Economics window.
Body name and spelling corrected for v5.1. The event should now jump you to the correct location on the system map and no longer open the Economics window.

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 02, 2010, 05:59:52 AM
Quote from: "EarthquakeDamage"
A couple 5.02 bugs for you:

1.  Apparently, you cannot convert a low tech ground unit to a cadre when it's the top unit in that population's list.  I run into this when I start a new game (haven't tried a TN start yet, so I don't know if it matters there) and immediately convert all units to cadres.  It claims the unit cannot be converted because it isn't low tech.  If I wait until I've trained, say, an HQ unit (those always sit above LT units in the list), then I can convert the LT unit.  But while it's the first in the list, my hands are tied.
This is similar to a rename bug that I have fixed for v5.1 where you couldn't select the top unit. The same fix should correct this problem.

Quote
2.  The list of active research projects (the one with estimated completion dates and so forth, not the "projects we could research" or "research queue" lists) doesn't like having exactly six projects.  When there are six active projects, the list has no scroll bar.  If you select the sixth project, the list scrolls down slightly.  Having only six entries, however, it still has no scroll bar.  So the first project in the list becomes inaccessible.  There are several ways to work around this, including Refresh All, but it's a bug nonetheless.

I hope that makes sense.
It does. I've made the grid slightly taller and it fixed the problem. It no longer jumps up when you select the sixth project.

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 02, 2010, 06:01:40 AM
Quote from: "Untelligent"
Just found out about this game earlier today, playing through with the wiki tutorial.


When I open up the Colony Summary screen, I get this error message three times, then it continues to the colony summary screen:

Error in GetCommanderName
Error 94 was generated by Aurora
Invalid use of null
Please report to (forum address)


I'm running Windows Vista, if it means anything.
Sounds like you may have a commander or a rank without a name. Open the F4 commanders window. Check each rank and see if you can spot a blank line on the list of commanders.

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 02, 2010, 06:02:46 AM
Quote from: "Erik Luken"
Not sure if this is a bug or just something odd.

Two survey fleets. Same ship class in both. One fleet in the F12 screen shows Maintenance supplies and Clock. The other one shows Fire Delay and Sensor Delay. Even the combat fleet shows the maintenance columns. Is there a way to toggle those that I'm not seeing?
Fire Delay and Sensor delay appear when one or more ships in the task group is affected by a delay. Otherwise you see the maintenance information.

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Andrew on April 02, 2010, 08:46:37 AM
While Dissembling a missile launcher from a wrecked ship I recovered 20cm Carronade technology. The race in question does use Plasma Carronades. I also recovered some unidentified ship components fromthe wrecks
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 02, 2010, 03:36:50 PM
Quote from: "Andrew"
While Dissembling a missile launcher from a wrecked ship I recovered 20cm Carronade technology. The race in question does use Plasma Carronades. I also recovered some unidentified ship components fromthe wrecks
I think the unidentified components issue might be a problem with the component ID being stored when the wreck was created but the associated component being deleted later for some reason. Still just a theory but I have added some extra checks so you can't recover components if their ID isn't in the database.

I have tracked down the carronade problem. When NPR tech is created, carronades are designed just before missile launchers. The missile launcher creation code doesn't store the ID of the first background tech (which is size) so the missile launcher design is storing the first background tech from the previously designed component, which is the carronade. I suspect this is happening in other places too so I will work my way through the code and check.

Steve
Title: Re: Official v5.02 Patch Thread
Post by: Steve Walmsley on April 02, 2010, 04:09:25 PM
Quote from: "MoonDragon"
Quote from: "Commodore_Areyar"
ps
'nother  nitpick: both governor of capital and sector commander are called 'governor of planetname' in officer view vacancies, only one requires more admin rating.

This isn't a bug. They are not both called 'governor of planetname', but rather one is 'governor of planetname' and the other is 'governor of sectorname'. It's just that your sector name is the same as your home planet name where you built sector command (e.g. Earth). If you rename your sector in the sector management window, the governor title will be appropriately changed and will no longer be confusing.
I've changed the sector creation code so it creates a sector name of <Pop Name> + "Sector", where pop name is the population at which the sector HQ is located.

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: waresky on April 03, 2010, 06:16:54 AM
Situation: 5 NPR pre-generated at START
TIMELINE: 2 years advance from Start: Program halted and not going on.

unknow situations of NPR.
But when am try to pre-generating more than 1 MPR this happens very boring times.

Amen.

am think better play alone:))))
Title: Re: Official v5.02 Bugs Thread
Post by: The Shadow on April 03, 2010, 08:53:41 PM
I keep getting this error twice every time I have a hostile contact (which is to say, every five seconds in combat):

Error in ShowFleetList
Error 35602 was generated by Nodes
Key is not unique in collection

It's getting quite annoying, as I'm in a high speed chase and can't advance time easily.

EDIT:  And I keep getting the error now that the enemy ship is dead.  Perhaps because the wreck is still there?
Title: Re: Official v5.02 Bugs Thread
Post by: sloanjh on April 03, 2010, 09:14:57 PM
Quote from: "The Shadow"
I keep getting this error twice every time I have a hostile contact (which is to say, every five seconds in combat):

Error in ShowFleetList
Error 35602 was generated by Nodes
Key is not unique in collection

It's getting quite annoying, as I'm in a high speed chase and can't advance time easily.

EDIT:  And I keep getting the error now that the enemy ship is dead.  Perhaps because the wreck is still there?

This is usually pilot (i.e. you :-) ) error - it means that someone (probably you) has got two fleets of the same name.  Open your F12 screen and see if you can find a doubled name.  There was a bug - I think it only is fixed for 5.1 - where this can happen by creating a fleet from the organization (4th) tab.

John
Title: Re: Official v5.02 Bugs Thread
Post by: Andrew on April 04, 2010, 04:19:11 AM
Another salvaging issue, I am salvaging an NPR's orbital bases they carry size 1 missile launchers so I presume they are antimissile bases. However I just salvaged from their wreckage Crogenic transport and Cargo handling systems which I do not think were part of its design
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 04, 2010, 06:34:55 AM
I think I have finally fixed a long standing problem with an overflow error in DisplayFleetContacts when you zoom in a long way and there are contacts in the outer system. The program was trying to display those contacts on the physical monitor screen and blowing up because the monitor would have needed a display resolution of about 2,000,000 x 2,000,000 :)

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 04, 2010, 06:46:51 AM
Quote from: "The Shadow"
I keep getting this error twice every time I have a hostile contact (which is to say, every five seconds in combat):

Error in ShowFleetList
Error 35602 was generated by Nodes
Key is not unique in collection

It's getting quite annoying, as I'm in a high speed chase and can't advance time easily.

EDIT:  And I keep getting the error now that the enemy ship is dead.  Perhaps because the wreck is still there?
This is a long standing problem caused by having two fleets with the same name in the same system. Check your own fleets to see if there are any duplicates and if so, rename one.

I have found a way to avoid this error appearing in v5.1

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Andrew on April 05, 2010, 08:02:10 AM
Ships undergoing refit to a new design are fully combat operational
Title: Re: Official v5.02 Bugs Thread
Post by: The Shadow on April 05, 2010, 12:08:39 PM
Quote from: "Steve Walmsley"
Quote from: "The Shadow"
I keep getting this error twice every time I have a hostile contact (which is to say, every five seconds in combat):

Error in ShowFleetList
Error 35602 was generated by Nodes
Key is not unique in collection

It's getting quite annoying, as I'm in a high speed chase and can't advance time easily.

EDIT:  And I keep getting the error now that the enemy ship is dead.  Perhaps because the wreck is still there?
This is a long standing problem caused by having two fleets with the same name in the same system. Check your own fleets to see if there are any duplicates and if so, rename one.

I finally figured it out.  The NPR whose system I had conquered had managed to make two ships (and TG's) with the same name;  when I won they got transferred to me.  They were in an out-of-the-way part of the system and I didn't notice.
Title: Re: Official v5.02 Bugs Thread
Post by: Elouda on April 05, 2010, 07:34:31 PM
Theres an issue with tractor beams, as I discovered when working on some modular ships using them (viewtopic.php?f=14&t=2459 (http://aurora.pentarch.org/viewtopic.php?f=14&t=2459)).

The issue arises from the fact that if a module with a tractor beam is used to connect to the 'tug' (ie the cargo, not the tug, has the tractor), then you can still attach more modules onto the tug (but not on the attached module). While the first module will drop the crafts speed correctly, the following ones wont, allowing one to attach 24,000tons of engineless modules onto a 6,000ton tug and still move at 5400km/s with Ion Engines. Fun, and avoidable, but just thought I'd mention it here.
Title: Re: Official v5.02 Bugs Thread
Post by: sloanjh on April 05, 2010, 10:18:23 PM
Quote from: "Elouda"
Theres an issue with tractor beams, as I discovered when working on some modular ships using them (viewtopic.php?f=14&t=2459 (http://aurora.pentarch.org/viewtopic.php?f=14&t=2459)).

The issue arises from the fact that if a module with a tractor beam is used to connect to the 'tug' (ie the cargo, not the tug, has the tractor), then you can still attach more modules onto the tug (but not on the attached module). While the first module will drop the crafts speed correctly, the following ones wont, allowing one to attach 24,000tons of engineless modules onto a 6,000ton tug and still move at 5400km/s with Ion Engines. Fun, and avoidable, but just thought I'd mention it here.

There's a bug in the max speed calculation.  You need to push the "max speed" button multiple times (twice) in order to get the right speed.  The way I usually see this is that I've got a tug and an engineless terraformer in a TG.  The speed is 1 since the terraformer has no engines.  After linking the two ships, both max speed and current speed read 1.  After pushing "max speed" once, the max speed goes to the correct value, but the current speed stays 1.  After pushing it the second time, the current speed goes to the correct value.  Is this what you're talking about?

In addition, you should only be able to link two ships together in a tractor cluster.  Are you saying you've linking more than two?  Be careful in your answer - what should happen is adding a new tractor link should drop other tractor links that take the cluster above two.

John
Title: Re: Official v5.02 Bugs Thread
Post by: Elouda on April 06, 2010, 02:30:02 AM
Yes, what I'm saying is I've got up to 7 ships in a single 'cluster', which explains why I get strange results if thats not meant to happen.

To replicate this, do the following;

Design and build a fast ships with lots of engines etc, but no tractor beam.

Design and build several engineless ships with tractors beams.

Use the tractor on one of the engineless ships to latch onto the fast one. So far everything works okay.

Now use a different engineless ship to latch onto the same fast ship. This is where things get strange, and I can only assume from what you've said the first engineless ship thats already attached is meant to detatch automatically. It doesnt, and the whole thing still moves at the speed it had when there was only two 'ships' in it.

Repeat as desired.

Sorry if I'm not being clear, I can post screenshots or whatever else if this isnt enough.
Title: Re: Official v5.02 Bugs Thread
Post by: sloanjh on April 06, 2010, 09:34:22 AM
Quote from: "Elouda"
Now use a different engineless ship to latch onto the same fast ship. This is where things get strange, and I can only assume from what you've said the first engineless ship thats already attached is meant to detatch automatically. It doesnt, and the whole thing still moves at the speed it had when there was only two 'ships' in it.
Yes, it's supposed to detach.
Quote
Sorry if I'm not being clear, I can post screenshots or whatever else if this isnt enough.
Seemed pretty clear to me.

John
Title: Re: Official v5.02 Bugs Thread
Post by: IanD on April 07, 2010, 03:29:46 PM
I have a naval shipyard set up to build the following class
Code: [Select]
Dog Mk II class Escort    8000 tons     766 Crew     1904.6 BP      TCS 160  TH 1000  EM 900
6250 km/s     Armour 5-35     Shields 30-300     Sensors 11/1/0/0     Damage Control Rating 7     PPV 22
Annual Failure Rate: 73%    IFR: 1%    Maint Capacity 1042 MSP    Max Repair 192 MSP    Est Time: 3.35 Years
Magazine 370    
Internal Confinement Fusion Drive E7 Mil (10)    Power 100    Fuel Use 70%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 190,000 Litres    Range 61.1 billion km   (113 days at full power)
Delta R300/17.5 Shields (12)   Total Fuel Cost  210 Litres per day
Triple 10cm C3 Soft X-ray Laser Turret (1x3)    Range 160,000km     TS: 26650 km/s     Power 9-9     RM 6    ROF 5        3 3 3 3 3 3 2 2 2 1
Fire Control S06 80-12000 (1)    Max Range: 160,000 km   TS: 12000 km/s     94 88 81 75 69 62 56 50 44 38
Tokamak Fusion Reactor Technology PB-1 AR-0 (6)     Total Power Output 9.6    Armour 0    Exp 5%
Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC4-R1 AF (2)     Range 4.0m km    Resolution 1
AS1-2 Cottonmouth (370)  Speed: 46,000 km/s   End: 1.8m    Range: 5m km   WH: 1    Size: 1    TH: 598 / 358 / 179
Active Search Sensor MR2-R1 (1)     GPS 192     Range 2.7m km    Resolution 1
Active Search Sensor MR80-R120 Nav (1)     GPS 5760     Range 80.6m km    Resolution 120
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
ECCM-2 (2)         ECM 10
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

I have slightly upgraded the design to the following

Code: [Select]
Dog Mk IIB class Escort    8000 tons     773 Crew     1970.5 BP      TCS 160  TH 1000  EM 1140
6250 km/s     Armour 5-35     Shields 38-300     Sensors 11/1/0/0     Damage Control Rating 7     PPV 22
Annual Failure Rate: 73%    IFR: 1%    Maint Capacity 1078 MSP    Max Repair 192 MSP    Est Time: 3.42 Years
Magazine 370    
Internal Confinement Fusion Drive E7 Mil (10)    Power 100    Fuel Use 70%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 64.3 billion km   (119 days at full power)
Delta R300/17.5 Shields (15)   Total Fuel Cost  263 Litres per day
Triple 10cm C3 Soft X-ray Laser Turret (1x3)    Range 160,000km     TS: 26650 km/s     Power 9-9     RM 6    ROF 5        3 3 3 3 3 3 2 2 2 1
Fire Control S06 80-12000 (1)    Max Range: 160,000 km   TS: 12000 km/s     94 88 81 75 69 62 56 50 44 38
Magnetic Confinement Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 1    Armour 0    Exp 5%
Magnetic Confinement Fusion Reactor Technology PB-1 AR-0 (4)     Total Power Output 8    Armour 0    Exp 5%
Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC4-R1 AF (2)     Range 4.0m km    Resolution 1
AS1-2 Cottonmouth (370)  Speed: 46,000 km/s   End: 1.8m    Range: 5m km   WH: 1    Size: 1    TH: 598 / 358 / 179
Active Search Sensor MR2-R1 (1)     GPS 192     Range 2.7m km    Resolution 1
Active Search Sensor MR80-R120 Nav (1)     GPS 5760     Range 80.6m km    Resolution 120
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
ECCM-3 (2)         ECM 30
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

There is little difference in cost, well below 20%, but I cannot build the latter design in the shipyard set up for the first design.

Regards
Title: Re: Official v5.02 Bugs Thread
Post by: AndonSage on April 07, 2010, 03:58:22 PM
The description for Cargo Handling System (all versions) research Technology Description needs to be fixed:
Quote
Used by cargo ships, colony ships and troop ships to enable faster cargo loading or unloading. Increase in load speed is calculated by dividing total load time by tractor strength. Each beam of this type adds 10 to tractor strength
Title: Re: Official v5.02 Bugs Thread
Post by: Maltay on April 07, 2010, 08:48:02 PM
I was on 3rd September 2042, clicked 30 Days Increment Time from the System Map screen, and the game froze and crashed to desktop.  When I restarted, I could not Increment Time.  No matter what amount I select for Increment Time, I receive an error dialogue stating "Error 3049 was generated by DAO.Recordset Cannot open database ". It may not be a database that your application recognizes, or the files may be corrupt. Please report to...".  After repeating 50+ times, the error dialogue changes to "Error 3014 was generated by DAO.Database Cannot open any more tables. Please report to...".  After repeating 25+ times, the error dialogue disappears and the game crashes to desktop again.

This is the second game in which this has happened.  The first time this occurred, last week, I was running on a Lenovo T60 ThinkPad running MS Windows XP Professional SP3.  This time it occurred on a custom built Intel-based desktop running MS Windows 7 Ultimate x64.

As a new player, I am 2 for 3 on this problem.  This is very discouraging.  Is there any possibility that the database could be recovered, or suggestions on how to avoid this and play a game to such a point that I successfully interact with and fight an NPR?  If so, please send me a PM so as not to clutter this forum.

P.S. To avoid confusion, I reported a crash to desktop with a different error dialogue two weeks ago.  That one broke two of my civilian freighters but otherwise did not interfere with my game.  This one prevents me from playing the game, forcing me to restart with a new game.
Title: Re: Official v5.02 Bugs Thread
Post by: Hawkeye on April 07, 2010, 11:23:21 PM
Quote from: "Maltay"

As a new player, I am 2 for 3 on this problem.  This is very discouraging.  Is there any possibility that the database could be recovered, or suggestions on how to avoid this and play a game to such a point that I successfully interact with and fight an NPR?  If so, please send me a PM so as not to clutter this forum.
 

You should realy make regular backups of the database (Stevefire.mdb). Personally, I make a backup about every month gametime (less often in the early game where not much happens) or after long fights, so if something bad happens, I can go back.
As for fixing the database, I can´t help you with that.
Title: Re: Official v5.02 Bugs Thread
Post by: UnLimiTeD on April 09, 2010, 05:30:49 AM
CIWS show up in the weapons list for Beam Fire controls and will be automatically assigned and used versus hostile ships in autofire mode.
Title: Re: Official v5.02 Bugs Thread
Post by: AndonSage on April 10, 2010, 03:49:37 AM
I've started working on a detailed information screen for the F3 System Map, and found the following problems:

1. System Bodies -> Planets tooltip says "Show planets, moons, asteroids, etc." If this is to be consistent with the other options in the box, it should say "Show Planets at all scales."
2. System Bodies -> Jump Pts tooltip says "Show Warp Points." While Warp Points and Jump Points are the same thing, this should probably be changed to "Show Jump Points" for consistency.
3. Names -> Stars: Primary star name continues to show whether this is checked or not. I'm not sure if this is working as intended.
4. Objects -> Fleets tooltip says "Show names of stars." Should be "Show names of fleets."
5. Objects -> Colonies toggle doesn't do anything. Tooltip says "Show names of stars." Is this option doing anything? Besides an invalid tooltip, I can't see any changes at any zoom level whether this box is checked or not.
6. Most of the Options box selections are missing tooltips.
7. Orbital paths continue to show even when the associated body type is unchecked in System Bodies. I would think the orbital paths should disappear if the system object is not being displayed.
8. Display 2 -> Show Salvo Target tooltip is same as Hide Escorts on Map tooltip.
Title: Re: Official v5.02 Bugs Thread
Post by: Elvin on April 11, 2010, 04:45:04 PM
I'm getting a bad "overflow" bug in my game. To be precise: I started a new game on my old database, which is about 140 mb after having a 90 year game on it that became too slow to play due to Star Swarm eating my 2 million tonne shipping lines and making a game-crashing number of ships ( the contacts listed over 1,400 seperate ships and a dozen motherships). In my new game, I played for about 6 years before experiencing a lot of "overflow" errors, all for various different reasons at first, but eventually settling on "UpdateAllSensors"- Error 6, Overflow. I have to click for a minute or so to get through it before it seems to try and generate a turn.

So I get a fresh copy of the game, thinking this would help. I start a new game, with two NPRs at the start, and after about 10 years I get this game error message popping up, that requires a few minutes to clear.
I start a new game again, with only one NPR in it, just like my first game. However this gave me this error chain even quicker than before, at about 1 year, and it's getting longer with each turn.

This is currently making the game unplayable. Is there anything I can do, seeing as starting a fresh version DOESN'T seem to solve it?

Thanks!

EDIT: The game is also running in very short increments (5-120 seconds). I'm fairly sure there won't be NPR's fighting after less than 2 years of game time...

EDIT2: After reading more threads on this issue, it appears to be related to the Difficulty Modifier box at the start. I had changed mine to 150%.
Title: Re: Official v5.02 Bugs Thread
Post by: Beersatron on April 13, 2010, 11:04:25 AM
Scenario:

I have a squadron of cruisers sitting on a JP trying to escape (they have been sitting there until the last possible moment, shooting at Star Swarm) and are currently Awaiting Acknowledgment on the jump orders.

One of the cruisers gets damaged, losses engines and automatically gets split from the TG, it then has the same orders for jumping but no longer has the Awaiting Acknowledgment part. This means that it can escape on the next 5-sec increment.

This repeats until there is only one ship left, if it gets engine damage then it still waits since it is in the original TG.

I think the Awaiting Acknowledgment should be carried over to the newly created TG containing the damaged ship.
Title: Re: Official v5.02 Bugs Thread
Post by: Maximillian on April 14, 2010, 01:01:06 AM
It looks as if an NPR system name is causing an error:

Error in GetSystemThemeName
Error 3075 was generated by DAO.Database
Syntax error (missing operator) in query expression 'Name = 'Vladvasil'e' and RaceID = 1018'.
Please report...


Strangely, I clicked past it and can keep going.  But in a perfect world, that extra apostrophe in the system name wouldn't be there.  :)

Somewun fix or do somefink!

Max
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 14, 2010, 09:11:27 AM
Quote from: "Beersatron"
Scenario:

I have a squadron of cruisers sitting on a JP trying to escape (they have been sitting there until the last possible moment, shooting at Star Swarm) and are currently Awaiting Acknowledgment on the jump orders.

One of the cruisers gets damaged, losses engines and automatically gets split from the TG, it then has the same orders for jumping but no longer has the Awaiting Acknowledgment part. This means that it can escape on the next 5-sec increment.

This repeats until there is only one ship left, if it gets engine damage then it still waits since it is in the original TG.

I think the Awaiting Acknowledgment should be carried over to the newly created TG containing the damaged ship.
Fixed for v5.1

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Steve Walmsley on April 14, 2010, 09:12:31 AM
Quote from: "Maximillian"
It looks as if an NPR system name is causing an error:

Error in GetSystemThemeName
Error 3075 was generated by DAO.Database
Syntax error (missing operator) in query expression 'Name = 'Vladvasil'e' and RaceID = 1018'.
Please report...


Strangely, I clicked past it and can keep going.  But in a perfect world, that extra apostrophe in the system name wouldn't be there.  :)

Somewun fix or do somefink!

Max
I can't find this system name in the database. Just to check, have you added any themes to this game?

Steve
Title: Re: Official v5.02 Bugs Thread
Post by: Maximillian on April 14, 2010, 10:09:45 AM
Quote from: "Steve Walmsley"
Quote from: "Maximillian"
It looks as if an NPR system name is causing an error:

Syntax error (missing operator) in query expression 'Name = 'Vladvasil'e' and RaceID = 1018'.

I can't find this system name in the database. Just to check, have you added any themes to this game?

Steve

No, haven't added any themes.  Might have typed the name in incorrectly, not sure.
Title: Re: Official v5.02 Bugs Thread
Post by: UnLimiTeD on April 18, 2010, 09:11:30 AM
So, I still haven't updated, and as such aren't sure if this is already fixed in the next version.

I just now tried to get a fleet to move to a jump point, divide, and come to that point after working through their conditional orders.
I ended up giving a conditional order to join with itself, even though that should not have been executed before reaching the jump point, I'm not quite sure.
Still got me a funny message.
I had the fleet set as it's own parent.
So, now I changed it to incorporate sub fleets instead, see if that works, click ahead, it flawlessly advanced 5 days, and the fleet is gone.
It obviously incorporated itself and completely vanished.
The ships are just as gone as the task group, theres nothing on the system map.
This is quite a blow to my expansion...
Title: Re: Official v5.02 Bugs Thread
Post by: Beersatron on April 20, 2010, 11:47:06 PM
The NPR in my 5.02 game is building FACs, assigning them to a new TG (i.e. FAC #12313 618) but then the TG will magically disappear and so will the ship. So it is wasting resources while it tries to build more FACs while it should be working on survey ships or the like.
Title: Problem during combat
Post by: ZimRathbone on April 23, 2010, 07:08:15 AM
Hi all,

I was having a nice little combat with some precursors - three destroyers (1 scout, 1 Jump destroyer and 1 Escort destroyer) frantically running away from a small squadron who were unloading 3 Anti ship missiles every 5 or 10 secs - the actual combat was quite fun as the DJ had 3xASM launchers, but the precursor missiles were abouy 20% faster than my ASMs so every once in a while the ASMs would miss the incoming vampires, and turn around and chase them back towards the DE, which since the close Defence of the DE was a pair of quad lasers (at 25% hit chance) occasionally resulted in one or two hits.

The problem lies with what happened after one of those two hit strikes actually caused engine damage (from seperate missiles in the same salvo).  The first hit reduced the speed of the Aegis, and so the program moved it out of the 2nd Scout Squadron into its own Task Group (DE Aegis) which had a max speed of something like 6100km/s. The second missile ALSO damaged the engine which resulted in the program again moving the Aegis out of its current TG (DE Aegis) and moving it into a new TG also called DE Aegis( now moving at 5700 km/s).

I didn't want the Aegis left behind so I moved it back into 2nd Scout Squadron (which of course slowed down as a result - no complaint there).  The program then started throwing errors at every interval, which I eventually worked out was because it had two fleets with the same name , both of which were empty. The problem went away when I deleted one of the fleets

If a ship suffers engine damage, and it is the only ship in the Task Group, it should not generate a new Task Group. I'd also like to reiterate a request made some time ago that there be a way to set a squadron not to abandon damaged units for battles like this one where I figured the defence of the whole squadron was better served by keeping them all together.  

BTW the 2nd Scout Squdron eventually escaped when the precursors ran out of missiles  and went home to re-arm, although Custodes (the JD) was down to 20% capacity, and the armour on Aegis resembled Swiss cheese, and Hawkeye was not much better (although unbreached)

Have included the designs below


Code: [Select]
Aegis class Destroyer Escort    6750 tons     681 Crew     1425.6 BP      TCS 135  TH 900  EM 180
6666 km/s     Armour 5-31     Shields 6-300     Sensors 6/6/0/0     Damage Control Rating 4     PPV 34
Annual Failure Rate: 91%    IFR: 1.3%    Maint Capacity 528 MSP    Max Repair 216 MSP    Est Time: 1.84 Years

Internal Confinement Fusion Drive E6 (9)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 450,000 Litres    Range 200.0 billion km   (347 days at full power)
Gamma R300/12 Shields (3)   Total Fuel Cost  36 Litres per day

Quad 100mm NUV PD Lightspear Turret (2x4)    Range 48,000km     TS: 12000 km/s     Power 12-12     RM 3    ROF 5        3 3 3 2 0 0 0 0 0 0
Fire Control S04 24-12000 (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Magnetic Confinement Fusion Reactor Technology PB-1 AR-0 (3)     Total Power Output 30    Armour 0    Exp 5%

Active Search Sensor MR18-R85 (1)     GPS 3060     Range 18.4m km    Resolution 85
Active Search Sensor MR1-R1 (1)     GPS 216     Range 1.3m km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

ECCM-2 (1)         ECM 20

This design is classed as a military vessel for maintenance purposes

Code: [Select]
Mohecian class Scout    6750 tons     614 Crew     1394.6 BP      TCS 135  TH 1200  EM 300
8888 km/s    JR 3-50     Armour 5-31     Shields 10-300     Sensors 36/36/0/0     Damage Control Rating 3     PPV 0
Annual Failure Rate: 121%    IFR: 1.7%    Maint Capacity 387 MSP    Max Repair 216 MSP    Est Time: 1.24 Years

J6750(3-50) Military Jump Drive     Max Ship Size 6750 tons    Distance 50k km     Squadron Size 3
Internal Confinement Fusion Drive E6 (12)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 44.4 billion km   (57 days at full power)
Gamma R300/12 Shields (5)   Total Fuel Cost  60 Litres per day

Active Search Sensor MR110-R85 (1)     GPS 18360     Range 110.2m km    Resolution 85
Thermal Sensor TH6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

ECM 20

This design is classed as a military vessel for maintenance purposes

Code: [Select]
Guardian class Jump Destroyer Escort    6750 tons     587 Crew     1409 BP      TCS 135  TH 900  EM 60
6666 km/s    JR 3-50     Armour 5-31     Shields 2-300     Sensors 6/6/0/0     Damage Control Rating 4     PPV 3
Annual Failure Rate: 91%    IFR: 1.3%    Maint Capacity 522 MSP    Max Repair 216 MSP    Est Time: 1.83 Years
Magazine 216    

J6750(3-50) Military Jump Drive     Max Ship Size 6750 tons    Distance 50k km     Squadron Size 3
Internal Confinement Fusion Drive E6 (9)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 177.8 billion km   (308 days at full power)
Gamma R300/12 Shields (1)   Total Fuel Cost  12 Litres per day

Size 1 Missile Launcher (3)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC1-R1 (1)     Range 1.3m km    Resolution 1
Needle Mk1 AMM (216)  Speed: 38,300 km/s   End: 0.6m    Range: 1.4m km   WH: 1    Size: 1    TH: 485 / 291 / 145

Active Search Sensor MR1-R1 (1)     GPS 216     Range 1.3m km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m 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