Author Topic: Official v5.20 Bugs Thread  (Read 28881 times)

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Offline Steve Walmsley (OP)

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Official v5.20 Bugs Thread
« on: August 17, 2010, 06:30:19 AM »
Please post confirmed bugs for v5.10 in this thread. However, please read the guidelines below on reporting bugs before posting.

viewtopic.php?f=11&t=1930

Steve
« Last Edit: January 21, 2011, 09:17:25 AM by Steve Walmsley »
 

Offline ndkid

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Re: Official v5.20 Bugs Thread
« Reply #1 on: August 17, 2010, 09:16:40 AM »
First Pedantic Bug:

Error in CreateGameLog

Error 76 was generated by Aurora
Path not found


I get this every few 30-day turns in my newest conventional start game... The only interesting thing that occurred before was my attempt to delete my previous game has been met with separate errors.

Same as I got in 5.10 (did a clean install this time). I am running under Windows 7; could the default of Program Files (x86) confuse something? Any hard-coded paths stuck in there somewhere?
 

Offline Brian Neumann

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Re: Official v5.20 Bugs Thread
« Reply #2 on: August 17, 2010, 10:53:19 AM »
In 5.2 the specify minerals button (F9 screen) is not working properly.  When I click on it the display is empty even if there are minerals on the planet.  I verified this a couple of times.  If you make any manual changes using this it does work, but it totaly ignores whatever is there to start with.

Brian
 

Offline tamariel22

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Re: Official v5.20 Bugs Thread
« Reply #3 on: August 17, 2010, 09:03:07 PM »
started a new 5.20 game as soon as Steve posted the patch  :idea:  what are these and how can I build one?
 

Offline martinuzz

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Re: Official v5.20 Bugs Thread
« Reply #4 on: August 18, 2010, 10:50:38 AM »
In the leaders screen, when promoting a colonel to a brigadier (Groundforce commanders, British, no realistic promotions), an error message pops up:

"Error in cmdPromote_Click

Error 3265 was generated by DAO.Fields
Cannot find the element in this collection. (Translated from Dutch)
Please report to viewforum.php?f=11"

This is reproducable (it happens all the time)

However, it seems to have no other effect, as the officer in question does get promoted to the brigadier position
 

Offline laz

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Re: Official v5.20 Bugs Thread
« Reply #5 on: August 18, 2010, 01:38:31 PM »
Minor bug in the ship design when adding components to fighters

The required crew numbers is not showing the correct number when you add components to a fighter design that increase the number of crew. It sticks on the original number from when you added your first component.

Doesn't have any other impact just annoying when designing
 

Offline Erik L

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Re: Official v5.20 Bugs Thread
« Reply #6 on: August 18, 2010, 04:32:04 PM »
Per thread viewtopic.php?f=19&t=2832&p=27872

Pickup automated mines/Drop off result in the continuous order of "Load mines at <colony>". TG does not execute the drop off mines conditional.
 

wilddog5

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Re: Official v5.20 Bugs Thread
« Reply #7 on: August 19, 2010, 02:42:48 AM »
Automated colonisation (civilan ships tested only) does not take into acount the population capacity of orbital habitats

I OBed 10 orbital habitats and sent them to mars there is sufficent infrastructure for  0.23M pop with the habitats giving an extra 0.50M, after the pop of mars hit 0.24 the civilan ships stopped delivering colonists. I assume that the code only looks at the max pop of infrastructure in order to stop them sending colonists to filled up planets rather than the total suported population.
 

Offline laz

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Re: Official v5.20 Bugs Thread
« Reply #8 on: August 19, 2010, 06:32:07 AM »
Not sure whats going on with my carrier and fighters.

For some reason the fighters attached to my carrier are in a permanent state of overhaul which I can't seem to get them out of. It's left 4 of my CVL's stuck at Earth i'm tempted  to disconnect their fighters and scrap them all n start again but your talking 100 fighters i'd have to replace  :?

Oh whoops figured it out (had to launch them out of carrier first) nevermind ignore
 

Offline martinuzz

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Re: Official v5.20 Bugs Thread
« Reply #9 on: August 19, 2010, 09:55:23 AM »
I clicked the 'calculate loadout' button under the calculations dropdown menu, to try out what that did.

It spams me now with the following error:

error 3201 was generated by DAO.Field
no present record (translated from Dutch)
please report to.....

I'll try clicking the message away a few more times, to see if it stops spammingme eventually. If not, I guess I need to use my taskmanager to shut down Aurora
 

Offline martinuzz

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Re: Official v5.20 Bugs Thread
« Reply #10 on: August 19, 2010, 09:56:14 AM »
forgot the error name:

"Error in TransferShip"
 

Offline martinuzz

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Re: Official v5.20 Bugs Thread
« Reply #11 on: August 19, 2010, 09:57:46 AM »
It spams another error now:

Error in TransferShip
Error 3265 was generated by DAO.Fields
cannot find the element in this collection
Pls report..
 

Offline martinuzz

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Re: Official v5.20 Bugs Thread
« Reply #12 on: August 19, 2010, 10:00:03 AM »
Oh, another one:

Error in TransferShip:
error 3201 was generated by DAO.Recordset
can't add or change record, because a related record is needed in the table Race (translated)
Pls rprt
 

Offline martinuzz

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Re: Official v5.20 Bugs Thread
« Reply #13 on: August 19, 2010, 10:04:11 AM »
this one was followed up by the similar error, but instead, the related record was needed for table Fleet

after this error, I get the same error as in my first report, next, I get:

error 3020 was generated by DAO.Fields
Update or CancelUpdate without AddNew or Edit
pls rprt

this error continued 8 times

Now I get no more error messages. Good. No taskmanager process-kill needed at least.

Hope those error reports help
 

Offline darkevilme

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Re: Official v5.20 Bugs Thread
« Reply #14 on: August 20, 2010, 06:26:54 AM »
Game has been moving in one minute increments for days and days(BOTH in game and out of game days) due to ships being in firing range and not firing.

I consider this a bug as anyone with more sense than processing power would of abandoned the game by now.