Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on December 27, 2015, 05:04:03 PM

Title: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on December 27, 2015, 05:04:03 PM
Please post confirmed bugs for v7.10 in this thread. However, please read the guidelines below on reporting bugs before posting. If you had a bug in an earlier version and it still isn't fixed, please report it again in this thread.

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

Steve
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Zincat on December 27, 2015, 05:33:21 PM
Sorry to post one so soon :)

In the game details screen, no matter what I chose in the race generation window, the "NPR activate non-NPRs" option is off.

If I activate it, save the settings, exit Aurora and restart it I will get a :

Error 380 was generated by Aurora
followed by endless
Error 3201 was generated by DAO.Recordset
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on December 27, 2015, 06:45:33 PM
Sorry to post one so soon :)

In the game details screen, no matter what I chose in the race generation window, the "NPR activate non-NPRs" option is off.

If I activate it, save the settings, exit Aurora and restart it I will get a :

Error 380 was generated by Aurora
followed by endless
Error 3201 was generated by DAO.Recordset

Found it - unfortunately it is a DB change so the fix will be in v7.2.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: mtm84 on December 27, 2015, 07:37:51 PM
Not really sure how I got this, but at some point I noticed a whole bunch of auto generated racial tech in my research tab, and all of my ship designs disappeared, even though the ships were still there.  A restart of the game cleared it up, so probably just a display bug.  Wish I knew what had caused it, can't seem to replicate it now.  I think it happened on a turn when a research program finished, but not 100% sure.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Ixeziel on December 28, 2015, 08:58:43 AM
Minor bug,the use Max labs option will always select max labs for each scientist regardless if it's toggled or not.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Mastik on December 28, 2015, 07:14:37 PM
Error in UpdateGameLog

Error 3035 generated by DAO.Database
System resources exceeded


Wasnt doing anything but a 3hr time increment.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on December 28, 2015, 07:51:09 PM
Error in UpdateGameLog

Error 3035 generated by DAO.Database
System resources exceeded


Wasnt doing anything but a 3hr time increment.

If you have Access, you could check the GameLog table to see how many records it contains. I've had six hundred thousand records in that table though without any similar errors (the game was running pretty slow by that point which is why I checked :) ). Deleting those records will speed up the game. In fact, I should probably add a 'Clear Events' options for that purpose.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on December 28, 2015, 09:10:34 PM
Quickly dropping in as I have finally some time, and just about as 7.1 is here( :) ) :
- The ground officer's two lower ranks in the indian theme are both called "brigadier general".
- Deleting the example game, and then closing Aurora, generates an infinite error chain, forcing to close with task manager.(not that it matters much here, but still some confusion for new players probably)
- The game got even more addicting. (thanks for the "specify planet resources" button by the way - maybe I overlooked it in the changes, or it was added silently. That will help greatly for scenario setups)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Mastik on December 28, 2015, 09:59:11 PM
If you have Access, you could check the GameLog table to see how many records it contains. I've had six hundred thousand records in that table though without any similar errors (the game was running pretty slow by that point which is why I checked :) ). Deleting those records will speed up the game. In fact, I should probably add a 'Clear Events' options for that purpose.

Unfortunately no Access.  It was early game around year 15, so wasnt running slow.  Running fine after a restart.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Maltay on December 29, 2015, 07:20:56 AM
Error in cmdDelete_Click
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.

Consistently triggered when trying to abandon colony.  Highly repeatable.  Create new game, create colony, abandon colony.  On tests, I get ~20% of all abandon colony actions to trigger.  Error window loops continually until Aurora.exe is killed in Process Manager.  Need to restart Aurora.exe.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on December 29, 2015, 07:39:54 AM
On tests, I get ~20% of all abandon colony actions to trigger.
Is it when you delete the last colony of a race, or every time?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Maltay on December 29, 2015, 09:24:07 AM
Is it when you delete the last colony of a race, or every time?

It is not related to the last colony of race.  Whether last colony or 20th colony does not seem to matter.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Deedasmi on December 29, 2015, 12:14:39 PM
7. 1 fixed a bug with deleting a colony that had an active team on it.  Maybe this is related to that fix?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: arctic_lights on December 29, 2015, 01:54:16 PM
OS X + Wineskin (last), native ole32.

Conventional Start (without missile base).

Error in AutomatedDesign - Error 3201 was generated by DAO. Recordset.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ZekeNY on December 29, 2015, 03:53:08 PM
After playing through about 12. 5 years with no issues, I'm now getting an "Error in OrbitalMovement / Error 11 / Division by zero" every five days or so.   I can't think of anything I did that might have caused it, I didn't even use SM mode.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: plasticpanzers on December 29, 2015, 10:23:08 PM
Appears in this 7.0 patched I am running the game does not see the difference between regular and underground
infrastructure.   I built up a number of underground to ship off and accidentally made 40 more regular and now
neither my nor civilan cargo ships can load them.   Picked up and delivered about 400 beforehand.    Difference does
not show up on planet screen no ship orders screen.  Just as 'infrastructure'.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on December 29, 2015, 11:17:27 PM
Underground infrastructure isn't supposed to be movable, if it was that was a bug.
Underground infrastructure is literally dug right into the ground of the asteroid, it's meant to initially be made by construction brigades,  then as the population rises it will support factories to produce more.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on December 29, 2015, 11:59:05 PM
Underground infrastructure isn't supposed to be movable, if it was that was a bug.
Underground infrastructure is literally dug right into the ground of the asteroid, it's meant to initially be made by construction brigades,  then as the population rises it will support factories to produce more.
I am confused currently about underground infrastructure. In my 7.1 test game I had a nice relatively large moon (1400m) on my home world, but with only 0.05g still, so my 0.9g race needed -45% adjustment to make that inhabitable. (lower limit became 0.0495)
My understanding so far was that the adjusted race should be able to live there with conventional infrastructure (or nothing after terraform), if just the gravity range matches. Well, but the new species still needed underground infrastructure after arriving there, making the whole adjustment thing a wasted investment...

On the other hand I can colonize an asteroid in the same system that is only 800m large, but dense enough to have 0.09g, meaning I can colonize it even with the standard race 0.09g lower limit. I am able to use standard infrastructure on this one.o_O

So what really determines which bodies need underground, and which don't? I thought it was gravity, so is this just a bug/feature dysfunction?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: mtm84 on December 30, 2015, 12:58:12 AM
I am confused currently about underground infrastructure. In my 7.1 test game I had a nice relatively large moon (1400m) on my home world, but with only 0.05g still, so my 0.9g race needed -45% adjustment to make that inhabitable. (lower limit became 0.0495)
My understanding so far was that the adjusted race should be able to live there with conventional infrastructure (or nothing after terraform), if just the gravity range matches. Well, but the new species still needed underground infrastructure after arriving there, making the whole adjustment thing a wasted investment...

On the other hand I can colonize an asteroid in the same system that is only 800m large, but dense enough to have 0.09g, meaning I can colonize it even with the standard race 0.09g lower limit. I am able to use standard infrastructure on this one.o_O

So what really determines which bodies need underground, and which don't? I thought it was gravity, so is this just a bug/feature dysfunction?

Dumb question, but when you made that colony was the population the standard race or the new race?  I know I've made that mistake before.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on December 30, 2015, 02:07:51 AM
You must misremember having made the mistake before, because whenever you land a new population, it creates a new colony just for that alternative species, so the mistake can not happen.
However, I tried again, just in case that previous colonies did somehow carry over the stats to the secondary. Nope, the criminal filth still 'rocks' the underground.

Documentary proof screen:
Off-Topic: show
(http://abload.de/img/unbenanntacj9e.jpg)


Maybe it is just a bad rounding problem? Gravity range is pretty close, however the F9 window clearly shows Tau'Kor here as starting with 0.05 indeed, yet the moon does not show colony costs. The asteroid of 0.09 is exactly on the lower limit of normal Tau, and they get the display just fine, despite being even sharper on the edge of the possible range.

///Edit:
After Haji reported being able to colonize moons down to even 0.01g, I looked again closer. Well, nothing changed for me not being able to colonize the moon, but I noticed that a couple other moons around gas giants, who would normally have been outside of my range there, do in fact work. 0.09 would have been my normal limit, but with the new race I see colony costs for 0.08, 0.07, and then... even a 0.05!
...So there is a 0.05g moon that is colonizable for the new race, but the one right around my home planet -same conditions- is not?
How can that be? What is the deciding factor if not just gravity?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: mtm84 on December 30, 2015, 02:35:39 AM
Oh, I'm not remembering wrong.  I mostly make colonies either by right clicking on a body on the system map, dropping off infrastructure on a body first, or from the F9 screen.  Very easy to mess up the colony population for engineered species that way.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: plasticpanzers on December 30, 2015, 05:18:43 AM
I am trying to figure out the chicken or the egg first here on infrastructure.  When you build either one they show up as the same. 
I could transport either but if i built both then suddenly neither is transportable.   How can you build underground infrastructure on
an asteoid without a colony on it to build it?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Black on December 30, 2015, 05:31:37 AM
You need Construction Brigades to build Undergroun Infarstructure. Transport them to the asteroid and they will work as construction factories.

After you build some infrastructure, you can transport colonists and normal factories to build more.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: plasticpanzers on December 30, 2015, 07:26:53 PM
The bug would be then that your industry can build it and you can build underground by accident on an industrial world
and it will shut down any further builds of any infrastructore there at all as your ships cannot tell the difference and will
not load any at all.   You cannot seem to scrap them either so they stay 'on the books' unused.   
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: db48x on December 31, 2015, 02:26:42 AM
I'm a few years in:

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

in an apparently-infinite loop. If I kill it and reload, I see an "Increment Placeholder" in the event log, and advancing time again causes the same problem. If instead I look through my task groups, I see that viewing my cargo task group takes much longer than the others, and its orders are a bit screwy. I had put them in a cycle moving some installations, then broke the cycle leaving them with just orders to return to Earth to refuel and resupply. Now their orders list is dozens of lines long, with many orders to refuel and resupply at Earth. Even after clearing all of these orders it still takes much longer to display for this TG than for the others. Advancing time works again, however. I kept a copy of the database if you want to look at it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Mor on January 01, 2016, 02:18:22 AM
Some minor bugs before I forget;

* Commanders window, Officer history doesn't update.
* Available colonies screen, in the window title the part about double clicking a row doesn't work.

In the "population and production" window:
* using Reduced height window, the "Teams / academy tab" is missing the stationed officers listbox that is normally seen.
* Industry allocation. Unused construction doesn't always update when playing with the project list\priorities. Also I encounter an overflow error here, but was unable to reproduce. (still lost all my progress into becoming into the TN age, lesson learned)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Laiders on January 01, 2016, 01:55:25 PM
Consistently getting two somewhat minor but annoying errors.  They occur at the end of every year so, when running on 30 day ticks, they occur when processing the 1st December - 1st January tick. 

The first error is an Error 76 - Path not found.  One or two of these occur.

The second more annoying error is an Error 424 - Object required error.  A whole string of these occur but they can, eventually, all be dismissed and play resumed. 

I had to use the unofficial 7. 10 complete installer in order to install the game at all as using the official installer and patching up created an unresolvable error with registering comctl32. ocx and . dll if that is relevant. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AL on January 01, 2016, 03:23:52 PM
@Laiders: That problem can be resolved by navigating to your Aurora directory and creating a new folder named "Logs".
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Cheet4h on January 02, 2016, 12:09:51 AM
If "Reduced Height Windows" is turned on, the "Independence" button is not shown.

Just noticed this one while doing some troubleshooting on some other problem over on reddit.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: arctic_lights on January 02, 2016, 07:59:53 AM
After I accidentally changed the type «Ship» to «PDC» in the Class design window, all built vessels of this type lost their engines and Engeneering Space.  As a result they stuck on the orbites of far away planets and failures maintence grows.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: GreatTuna on January 02, 2016, 08:38:07 AM
Isn't this is how the design window supposed to work?
You shouldn't just change designs with existing ships on fly. If you can do this, you're already in SM mode and can just change class back and add engines back.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on January 02, 2016, 10:58:53 AM
If "Reduced Height Windows" is turned on, the "Independence" button is not shown.

Just noticed this one while doing some troubleshooting on some other problem over on reddit.

Yes, reduced height is an issue. Mainly because I usually forget about it when adding new features.  At some point I need to review all the windows and fix the problems.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: linkxsc on January 02, 2016, 05:10:50 PM
So I've been working over the reddit thread today a bit. and I came across 2 people reporting bugs that I honestly have no clue about.

https://www.reddit.com/r/aurora/comments/3z6fkf/a_couple_of_questions_from_a_newbie/ (https://www.reddit.com/r/aurora/comments/3z6fkf/a_couple_of_questions_from_a_newbie/)

This guy, had his own civilian shipping lines (and 2 of his own freighters) surrender to him... lord only knows why. I tried some things and I can't reproduce it.


On the other hand, these guys.

https://www.reddit.com/r/aurora/comments/3z6shv/weird_bug_with_text_boxes/ (https://www.reddit.com/r/aurora/comments/3z6shv/weird_bug_with_text_boxes/)

Are having issues with the
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: frite on January 02, 2016, 07:03:12 PM
Quote from: AL link=topic=8144. msg84229#msg84229 date=1451683432
@Laiders: That problem can be resolved by navigating to your Aurora directory and creating a new folder named "Logs".
I'm having the same problem as Laiders.  I created the "Logs" folder as you said but the problem didn't go away :(.  maybe you could describe how to fix it in a little bit more detail?
here is some expansion on what is happening (just in case): starting on the second year and reoccurring every year i receive those two errors.  this happens regardless of starting year and automated assignments.  I also went through the time increments at automated and non-automated turns at all possible increments.  Thank you
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Ves on January 02, 2016, 07:23:47 PM
I'm also getting Error 76/CreateGameLog, but when I went to create a new Logs folder, I discovered the game is already creating log files in C:\Logs, but they're all named things like "Y28,txt", when I assume it should be "Y28. txt"
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on January 02, 2016, 07:40:26 PM
I'm also getting Error 76/CreateGameLog, but when I went to create a new Logs folder, I discovered the game is already creating log files in C:\Logs, but they're all named things like "Y28,txt", when I assume it should be "Y28. txt"

Do you have your decimal separator set to period? Not sure if that makes a difference in this case but worth checking.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on January 02, 2016, 09:00:06 PM
Yes, reduced height is an issue. Mainly because I usually forget about it when adding new features.  At some point I need to review all the windows and fix the problems.
Would it help if someone summarized all the missing features? I can get an external monitor hooked up and file a proper 'bug report' also additionally there are a few windows that don't quite manage to squeeze into a vertical resolution of 768 which unfortunately seems to be what every cheaper laptop comes with these days.
90% of windows do fit that resolution however.
Of note is the system map which is cut off just below the highlight own colonies button. You loose the hyper limit button, the dropdown for the display distance circle on map, minimum display size, and the sensor disable button.
Class design is missing load time but fits the window.
Fighter squadrons cuts off just below the tops of the bottom buttons.
Battle control window cuts off just under "assign contacts as target" as well as other windows that go that low.
System information cuts off the bottom buttons.
Task groups cuts off the bottom buttons.
Intelligence cuts off whatever is below maximum deviation.
Create research project cuts off the show size in tons (cool new feature!) as well as the turret and missile button.
Event updates cuts off the bottom buttons.
Every other window fits this resolution fine. Theres a few other options that are missing when you use reduced height but I can't look for them at the moment.
I should point out that all those windows are usable using "resize enable" to squeeze the windows up slightly, often it takes a few attempts to get it as the window often gets scrambled. This is how I and many others have been playing for years.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: davidr on January 03, 2016, 02:08:46 AM
Very minor bugs :-

In the Naval Officer and Ground Officer Histories , at the start of the game every officer is shown as being promoted to the lowest rank , even though their actual rank at the start could be much higher.

As an aside I started a new game in 7.1 , went to system view and was immediately hit with an error re missing msstdfmt.dll. Why this occurred I have no idea as previously I have accessed the system view with no errors. Could not resolve the problem at all until I re-installed Aurora using AcidWeb's 7.1 All in One launcher - Many thanks AcidWeb.

DavidR
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: linkxsc on January 03, 2016, 09:32:10 PM
Minor text bug that I just noticed.


(http://imgur.com/BnNppBY)

Sterngth instead of strength.

Kept scrolling though like.... something looks funny here.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: idefelipe on January 04, 2016, 06:50:35 AM
Hi there,

Maybe it is not a bug, but I see the Sector Map as follow:

(http://hxxp: )
(http://hxxp: i. imgur. com/3X2aY8h. png)

Is there any problem with my configuration?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: arctic_lights on January 04, 2016, 06:57:03 AM
Quote from: GreatTuna link=topic=8144. msg84269#msg84269 date=1451745487
. . . If you can do this, you're already in SM mode and can just change class back and add engines back.

No, SM mode was off.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: arctic_lights on January 04, 2016, 07:13:45 AM
Error 30010 in System Map (Error 9 in GetSysIDF.  .  .   -> No system found)

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: CharonJr on January 04, 2016, 01:24:51 PM
Not even sure if it is a bug, but it is annoying for sure.

8 enemy ships are sitting at a jumpgate and as soon as I get in sensor range 6-7 of them keep jumping back and forth every 15sec which makes getting close to them very time consuming at least.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: roy7 on January 04, 2016, 05:41:02 PM
Whoops I posted to wrong thread, sorry.  Some minor things I noticed from Quill's video series so far or my own learning experience yesterday evening.   Version 7. 10.   

On the Game Details screen when making a game, the tooltip for Detection says "rake" instead of "take". 

The tooltip for Mass Driver Destination says "mind" instead of "mined". 

Under Task Groups, when showing Moons, Luna appears under Venus instead of Earth. 

Under Available Colony Analysis, Double clicking a row changes the sort, same as double clicking a header.   Top of screen says it will launch system view.   Perhaps it does both, currently I only have one system. 

Under Ship Design, the tooltip for Conscript says "consript" instead of "conscript".   

Under Ship Design, if you click Size In Tons without a ship class chosen, you get "Error 381, invalid property array index" and then "Error 3078" from the database once you click Okay.   The error popups continue with a few different errors.   Had to kill game from task manager. 

Under Ship Design, if you click Keep Excess Q without a ship class chosen, it shows you the message from the Obsolete checkbox instead ("Please create a class before trying to make it obsolete"). 

Under Ship Design, if you click Type and choose Ship without a ship class chosen, it lets you know to click New first in a popup.   After closing the popup, an Error 91 "Object variable or With block variable not set" appears. 

Under Ship Design, the tooltip for Show Obsolete Tech has the same message as the Own Tech Only popup. 

Under Population and Production, the tooltips for Design / Turrets / Missiles are all the same.   That might be intentional. 

Under Research, should Energy Weapons -> Spinal Mount be available with no prerequisite?

Under Research -> Energy Weapons, the descriptions for Particle Beam Range 60km and Particle Beam Strength 2 describe torpedo weapons.   I realize this might mean some sort of energy/plasma torpedo, it's just odd that the technology itself says "Beam". 

Under Research -> Energy Weapons (Completed), the description for Standard Laser Size and Recharge Rate discusses missile launchers instead.   This is the same description provided under Missiles -> Standard Size and Reload Rate. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: idefelipe on January 04, 2016, 06:21:52 PM
Hi again,

I need help with a bug.  When I go to Galactic Map, all the systems are joined in just one or two points.  I mean, there are not lines and the system map doesnt exist because all discovered systems are together.

I am using a 1920 x 1080 screen and W7.  I have tried to use the Reduced heigh windows but it doesn't fix the problem.  Here you can see the image:

(http://hxxp: i. imgur. com/3X2aY8h. png)


Link: i. imgur. com/3X2aY8h. png


How can I solve this?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Zincat on January 04, 2016, 06:33:47 PM
Hi again,

I need help with a bug.  When I go to Galactic Map, all the systems are joined in just one or two points.  I mean, there are not lines and the system map doesnt exist because all discovered systems are together.

I am using a 1920 x 1080 screen and W7.  I have tried to use the Reduced heigh windows but it doesn't fix the problem.  Here you can see the image:

(http://hxxp: i. imgur. com/3X2aY8h. png)


Link: i. imgur. com/3X2aY8h. png


How can I solve this?


Holding Shift, click and then drag and drop the systems around until you find a layout you like. The in the menu click Sys pos, and on the left "save position"

This is not a bug anyway, so this thread is not the right place to ask :P
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Zincat on January 04, 2016, 06:38:08 PM
I am not entirely sure this is a bug, but I don't remember this ever happening before so I'm going to post.

Playing from a conventional start. I have recently researched Ion Drive. My shipping lines are starting to launch ion drive powered ship with one exception.

The huge colony and freighters being launched by my shipping lines are still nuclear pulse engine ships. Other smaller ships are correctly using Ion Drives.

This seems a bug to me, unless they do it on purpose for some reasons Steve coded?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Ostia on January 04, 2016, 06:39:07 PM
Hi again,

I need help with a bug.  When I go to Galactic Map, all the systems are joined in just one or two points.  I mean, there are not lines and the system map doesnt exist because all discovered systems are together.

I am using a 1920 x 1080 screen and W7.  I have tried to use the Reduced heigh windows but it doesn't fix the problem.  Here you can see the image:

(http://hxxp: i. imgur. com/3X2aY8h. png)


Link: i. imgur. com/3X2aY8h. png


How can I solve this?

No bug. Behavior as intended. You have to rearrange the galactic map by hand. Hold SHIFT and drag&drop the systems around. Once you are done, right clock on a system and click "Save System Position", otherwise the systems revert to the clutter again once you close the galactic map.

I am not entirely sure this is a bug, but I don't remember this ever happening before so I'm going to post.

Playing from a conventional start. I have recently researched Ion Drive. My shipping lines are starting to launch ion drive powered ship with one exception.

The huge colony and freighters being launched by my shipping lines are still nuclear pulse engine ships. Other smaller ships are correctly using Ion Drives.

This seems a bug to me, unless they do it on purpose for some reasons Steve coded?

This is a Bug Steve fixed for 7.20
Title: Error 3075 was generated by DAO.Database
Post by: Juujika on January 04, 2016, 06:41:43 PM
I cant play this game because that error.   Everytime when i build Survey ship and send it to mission, i start to get that error message.   I have created 5 new games already and same happend everytime. 
And after that if i click 'Ships' or 'Fleet Orders' i get Error 91 and i need to kill the game. 

My game version is 7.  1.  0
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: idefelipe on January 04, 2016, 06:45:40 PM
Quote from: Ostia link=topic=8144. msg84450#msg84450 date=1451954347
No bug.  Behavior as intended.  You have to rearrange the galactic map by hand.  Hold SHIFT and drag&drop the systems around.  Once you are done, right clock on a system and click "Save System Position", otherwise the systems revert to the clutter again once you close the galactic map.

This is a Bug Steve fixed for 7. 20

Thank you very much!!! :D
Title: Re: Error 3075 was generated by DAO.Database
Post by: Erik L on January 04, 2016, 08:41:54 PM
I cant play this game because that error.   Everytime when i build Survey ship and send it to mission, i start to get that error message.   I have created 5 new games already and same happend everytime. 
And after that if i click 'Ships' or 'Fleet Orders' i get Error 91 and i need to kill the game. 

My game version is 7.  1.  0

Make sure you are not using the comma as your decimal separator. You need to use the period for that.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Juujika on January 04, 2016, 11:00:12 PM
Quote from: Erik Luken link=topic=8144. msg84457#msg84457 date=1451961714
Make sure you are not using the comma as your decimal separator.  You need to use the period for that.
Where i can change that? Im sorry, but im kind of new with this game.
My game setting should be default, i havent changed anything.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Zincat on January 05, 2016, 08:33:30 AM
Problem while trying to load PDC components:

A PDC component uses 5000 units of cargo space.

However the order to load will not appear in the list of available orders if your ships have less than 25000 units of cargo each.

This is per ship. If you have a task force with 3 x10000 cargo, the order to load pdc components will not show up. If you have one ship with 25000 cargo, it will appear.

Once you Do load the components, they use their appropriate 5000 units of cargo. But they cannot be loaded unless the ship can hold 25000.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on January 05, 2016, 08:46:33 AM
Where i can change that? Im sorry, but im kind of new with this game.
My game setting should be default, i havent changed anything.
It's a windows setting, Visual Basic is a finicky language sometimes.
Look in the control panel, regional and language settings, " customise this format", then ensure "decimal separator" is full stop "." and also digit grouping should be set to comma ",".
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: arctic_lights on January 05, 2016, 11:29:53 AM
I created PDC design. 

Krivak class Planetary Defence Centre    66500 tons     1467 Crew     6295. 25 BP      TCS 1330  TH 0  EM 0
Armour 16-146     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 404
Annual Failure Rate: 112999%    IFR: 1569. 4%    Maintenance Capacity 0 MSP
Troop Capacity: 5 Battalions    Magazine 3231   Spare Berths 17   

Fuel Capacity 50 000 Litres    Range 0. 0 billion km   (0 days at full power)
Gavrilov-Belov Heavy Industries PDC Size 24 Missile Launcher (16)    Missile Size 24    Rate of Fire 180
Gavrilov-Belov Heavy Industries PDC Size 2 Missile Launcher (10)    Missile Size 2    Rate of Fire 15
Ignatov-Orlov Foundation Missile Fire Control FC21-R1 (2)     Range 21. 6m km    Resolution 1
Ignatov-Orlov Foundation Missile Fire Control FC216-R100 (4)     Range 216. 0m km    Resolution 100

This ship is classed as a Planetary Defence Centre


AFR & IFR - 112999% & 1569. 4%! (after ~10-20 years)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: HighMountains on January 05, 2016, 02:19:45 PM
Hey, I am quite new to the game, but I managed to find already some bugs in the game.

First and the second one are of the same nature. 

1.  The filter boxes in the "Fleet Orders" -> "Task Group Orders" -> "System Location Display Options" never save it's settings.  If I close the window, it will come all back to the default settings, so I have to set them everysingle time I enter this window "Fleet Orders".  Same goes to "Order Modifications" on the right to the "System Location Display Option".

2.  Second thing is the option "Disable Jump to Event" in the "Events" menu.  Because it also doesn't save at all after I close the window, my map jump to the place of the event all the time, which is quite annoying for me.

Overall this game is a great for me and is something I was looking for a long time.

Also, this forum is absolutely god-awful.  I get "Internal Server Error" 95% of the time I try to do anything, so it took my three minutes to just log in, 1 minute to finally manage to click the "reply" button and will probably take me few minutes to finally send this post.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Juujika on January 05, 2016, 05:35:41 PM
Quote from: MarcAFK link=topic=8144. msg84510#msg84510 date=1452005193
It's a windows setting, Visual Basic is a finicky language sometimes.
Look in the control panel, regional and language settings, " customise this format", then ensure "decimal separator" is full stop ". " and also digit grouping should be set to comma ",".
Ok, thank you.
I need to wait for the fixed version then because in EU our Decimal symbol is comma instead of period.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on January 05, 2016, 06:13:30 PM
I created PDC design. 

Krivak class Planetary Defence Centre    66500 tons     1467 Crew     6295. 25 BP      TCS 1330  TH 0  EM 0
Armour 16-146     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 404
Annual Failure Rate: 112999%    IFR: 1569. 4%    Maintenance Capacity 0 MSP
Troop Capacity: 5 Battalions    Magazine 3231   Spare Berths 17   

Fuel Capacity 50 000 Litres    Range 0. 0 billion km   (0 days at full power)
Gavrilov-Belov Heavy Industries PDC Size 24 Missile Launcher (16)    Missile Size 24    Rate of Fire 180
Gavrilov-Belov Heavy Industries PDC Size 2 Missile Launcher (10)    Missile Size 2    Rate of Fire 15
Ignatov-Orlov Foundation Missile Fire Control FC21-R1 (2)     Range 21. 6m km    Resolution 1
Ignatov-Orlov Foundation Missile Fire Control FC216-R100 (4)     Range 216. 0m km    Resolution 100

This ship is classed as a Planetary Defence Centre


AFR & IFR - 112999% & 1569. 4%! (after ~10-20 years)

There is no maintenance supplies or engineering spaces. Not a bug. WAI. :)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Prince of Space on January 05, 2016, 09:01:09 PM
1. Due to worsening diplomatic relations, my intelligence services have reclassified the military cooperation level with the Neutral population of illiterate barbarians scraping out a living in Earth's irradiated hinterlands as hostile.

Doesn't seem all that neutral, when you put it that way.

2. Additionally, the cannibalistic tribesmen have a scientist among their ranks. A specialist in Biology/Genetics, which is oddly fitting. And they have a civilian administrator. I assume his Factory Production Bonus indicates his skill with flint knapping. Hopefully he won't attempt to utilize the racial knowledge of ICBM Launch Controls, ICBM Silos, and Conventional ICBMs that the flea-bitten wretches have passed down through their campfire tales.

3. The inbred savages have zero racial wealth, but they do have entries income and expenses listed. It appears that the income and expenditure tables are not cleared when I switch away from my civilized spacefaring empire.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: arctic_lights on January 06, 2016, 12:51:07 AM
Quote from: Erik Luken link=topic=8144. msg84568#msg84568 date=1452039210
There is no maintenance supplies or engineering spaces.  Not a bug.  WAI.  :)

I know, but this planet have 1635 maintenance supplies available.

Engineering space - not available for PDC!
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: gmelancon on January 06, 2016, 10:19:58 AM
So, I'm not sure if it is related, but I added a colony to Mars using the right-click menu.   Without looking at the planet summary I started shipping in infrastructure.   A couple turns in I checked the planet summary to see what the population cap was and it was 0.   For some reason the summary only listed underground infrastructure in the list, 300 per million.   I haven't even researched underground excavation yet, so I didn't understand that.   So I told my freighters to start shipping the 60 or so infrastructure I had brought so far back to Earth.   A few turns later I got this:

Error 3021 was generated by DAO.  Field
No current record. 
Please report to.  .  .  .  .  .  .   etc. 

I think it might have something to do with the freighters not having any more infrastructure to pick up, cause it happened the same turn.   I don't know what else it could have been. 
I did another turn hoping it was just a one time thing after I told my freighters to stop trying to ship stuff that wasn't there anymore.   I got the same error again, plus another:

Error 94 was generated by Aurora
Invalid use of Null
Please report to.  .  .  .  .  .   etc. 

Then I tried closing the game completely and starting it again.   I got the same errors again, except I got error 94 twice in a row.   I did another test turn and got one 3021, and three 94.   So each new turn the error 94 occurs once per turn since the original 3021. 

This was my first go at the game, and I was enjoying it, but I spent quite a few hours in this go, so I sure hope this is recoverable somehow.   I would hate to start over.   Thanks in advance for any help. 

Edit:
Went ahead and started over anyway.  I figured out that the problem with Mars was that I had made gravity restrictions more 'realistic', and Mars no longer fell inside the habitable range.
Title: Helpless noob needs help. xD
Post by: Tiranis on January 06, 2016, 11:58:10 AM
 Hi,
I'm completely new, only just installed the game and am having a weird issue where the GUI completely disappears if I tab out or have the game put in the background for any other reason (which is unavoidable) .
Not sure if I'm doing something wrong or the game is doing something wrong and cant find any posts about it on the site. 

 I'm running Windows 7 and did note people were having issues with it on this particular OS, I used the all-in-one full installer: hxxp: aurora2. pentarch. org/index. php?topic=5663. 0
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: arctic_lights on January 06, 2016, 01:44:52 PM
Window "Task Groups", Name Fleet - "PDC Fleet: Earth", click on "Equalise Maint" - Error 6 was generated by Aurora Overflow.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: El Pip on January 06, 2016, 05:05:46 PM
The Class Priority box (Next to where you set the minimum rank for a design under the DAC / Rank / Info tab) has an incorrect tool tip.  It says higher is better, but actually lower is better.  The class design with the lowest number in the box gets assigned officers first. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on January 06, 2016, 06:51:33 PM
Hi,
I'm completely new, only just installed the game and am having a weird issue where the GUI completely disappears if I tab out or have the game put in the background for any other reason (which is unavoidable) .
Not sure if I'm doing something wrong or the game is doing something wrong and cant find any posts about it on the site. 

 I'm running Windows 7 and did note people were having issues with it on this particular OS, I used the all-in-one full installer: hxxp: aurora2. pentarch. org/index. php?topic=5663. 0
Does it always do this or just during turn processing? I find the window always freezes up during a turn and after a while Windows just decides the window isn't accessible anymore. Untill the turn finishes.
Window "Task Groups", Name Fleet - "PDC Fleet: Earth", click on "Equalise Maint" - Error 6 was generated by Aurora Overflow.
I'm pretty sure PDCs aren't even supposed to use maintenance.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: dalekix on January 06, 2016, 08:49:46 PM
After a few attempts at playing using Infinite Screen, I suddenly got the following:

Quote
Error in cboGame

Error 380 generated by Aurora.
Invalid property value.

If I click "OK", that window closes. . .  and I get another.

Quote
Error in UpdateGameLog

Error 3201 was generated by DAO. Recordset.
You cannot add or change a record because a related record is required in tabe 'Game'.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: kingbeast662 on January 07, 2016, 12:52:43 AM
So I had uninstalled and reinstalled the game after auto turn stopped working after around 50 years of game time.  Now every time I try to open up the system map and galaxy map I'm getting error codes.  The system map error code is 713 Class not registered it claims I'm missing msstdfmt. dll.  The galactic maps is error 76 path not found 'ships/enterpriseA. gif' and error 53 file note found: flags
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on January 07, 2016, 04:59:18 AM
Well that's definitely an installation error, I don't know how you didn't have those errors before.
The bottom 2 errors are for lacking the contents of the ships and flags folders in the Aurora install folder. The first one is for lacking a correctly installed and registered MSSTDFMT.dll , what I don't get is how you didn't get that error before on the last install.
I would suggest installing the "portable" version as that seems to handle installing the frequently missing dll's.
Title: Not breaking bug, breaking my mind
Post by: Bit_01 on January 07, 2016, 03:58:37 PM
So uhh, i have been tinkering with this for 4 days now and i can't figure it out.

Error in CreateGameLog
Error 429 activex component can't create object
Followed by and incredible amount of "press enter for 2 min to skip" errors 424 object required

This happens yearly from what i can tell and i can spam enter and keep playing.
Before you say it, i have 2 partitions, C and E.  Game is installed in "E:\Games\Aurora 4x" and i have created the "Logs" file in "C:\" , "E:\" , "E:\Games" and "E:\Games\Aurora 4x".  Files named Logs everywhere, all empty.
I also manually validated all . DLL required by this game.
This is driving me crazy.  Please do tell if you need more information.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: saladenicoise on January 07, 2016, 04:23:17 PM
Hi all,
I have been getting Error:
713
Class not registered
You need the following file installed on your machine MSSTDFMT. DLL
I have googled it and tried many things, where can i find it and how can i fix it?
Thanks
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Bit_01 on January 07, 2016, 04:49:42 PM
saladenicoise,
I may be wrong about this but i do believe that if you install a program called "simple_shutdown_timer" it should install that .    DLL .   
You can then delete it or just keep it like i did, it only takes like 300kb so, more junk for my drive to feed on.   

For some stupid reason, this post hate my link. . .  let me try like this. . .
Link: www .  pcwintech .  com/files/setups/simple_shutdown_timer_setup_v1 .  1 .  2 .  exe
Delete the spaces, sorry about that

Have fun playing
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: swarm_sadist on January 07, 2016, 09:10:35 PM
Minor bug:
The estimation of tonnage in the intelligence screen no longer works. Observed speed and thermal signature have non-zero values but estimate tonnage is still 'unknown'.

Also, after a certain amount of entries it appears that Weapon/Sensor data does not update. I am playing with automated sensors w/o players.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on January 07, 2016, 11:36:11 PM
Intelligence isn't immediate, it always takes time before you get accurate details, often I have observed info like speed or tonnage which isn't immediately updated on that screen. Possibly should be logged as a bug.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: McArren on January 08, 2016, 08:30:39 AM
So.       It seems that i will be first to post this one.     
After setting up and industrial order on Earth, to produce 50000 infrastructure.     

I get this whenever i try to advance time by 5 days or more;

Quote
Error in IndustrialProjects

Error11 was generated by Aurora
division by zero

And now, doesn't matter what i do with industrial projects - the problem persists.     

EDIT: I was able to reproduce this one at test savefile.     

Turns out i accidentally typed into construction options drop\combobox
And as a result all projects were still there, but construction cost when you click one was 0;
It still lets you create a project, but it will never be finished.     

Edit2:
Image and hyperlink insertion on this forum is disgusting.
Here they are as plain text.
hxxp: i. imgur. com/miVGeRR. png - industry tab with problems highlighted
hxxp: i. imgur. com/gd2QMhG. png - production overview screen
But edit by forum itself for some reason. 

So, here is the question.      Is there any way i can get rid of this troublesome projects? Maybe edit some file or something.     
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Bit_01 on January 08, 2016, 09:13:15 AM
McArren,
Well, i'm not sure about accessing files since it's all in the database and that's locked.  Try using SM to delete or insta complete those projects.  Or , you know, just start over again and consider it a genetic failure in the brain of you people, Exterminate, repopulate anew :)
Still, try to fix it like that and report back, i will try to reproduce it on my end.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: McArren on January 08, 2016, 10:08:14 AM
Quote from: Bit_01 link=topic=8144. msg84777#msg84777 date=1452265995
McArren,
Well, i'm not sure about accessing files since it's all in the database and that's locked.   Try using SM to delete or insta complete those projects.   Or , you know, just start over again and consider it a genetic failure in the brain of you people, Exterminate, repopulate anew :)
Still, try to fix it like that and report back, i will try to reproduce it on my end.

I ended up restarting.  Even when i cancelled those projects in industry window, they were still showing in production overview tab. 
And didn't find a way to delete 'em using SM.

And decided to not to try and mess with DBs, since i don't know what kind of databases are used in Aurora.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on January 08, 2016, 10:17:18 AM
I ended up restarting.  Even when i cancelled those projects in industry window, they were still showing in production overview tab. 
And didn't find a way to delete 'em using SM.

And decided to not to try and mess with DBs, since i don't know what kind of databases are used in Aurora.

Aurora uses Access. However, it is password protected as directly modifying the database can lead to issues.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 0111narwhalz on January 08, 2016, 02:03:10 PM
           BUG:
Throwing continual 94s.
Quote
Error 94 was generated by Aurora
Invalid use of Null
Please report to. . .

Occurs as soon as I click the progress time, any increment, from any screen.  Appears to be linked to one of my GEV ship's orders, as the game throws a 94 followed by a 381 upon selection in the Task Groups window.
Quote
Error 381 was generated by aurora
Invalid Property Array Index
Please report. . .

The issue appears to have occurred when my geo survey ship ran out of objects to survey. 

      WORKAROUND:
It can be resolved by detaching the offending ship from the taskgroup.  As the taskgroup in question was a single ship anyhow, it was a trivial matter.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: siath on January 08, 2016, 02:39:49 PM
I looked and could find no report for this issue. 
I started a new game set the game to conventional start, set 'number of starting shipyards' to 4. 

When I got in game I had 1 shipyard and instead had 4 Ground Force Training Facilities.

Also getting the Error 6 report was generated by Aurora Overflow, got this after I spread my sensors out to max.  It happens only when I start the game now, I haven't seen it come up once the game is running after the first time. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Norseman4 on January 08, 2016, 07:11:35 PM
Error in Display Systems

Error 91 was generated by Aurora
Object variable or With block variable not set
Please report (blah, blah, blah)

Just created a new game, my first, entered the system map and got this message ever time I tried to zoom in or out.  The zoom would work when I closed the error message.

Exited the game and re-entered it and the zoom is working correctly.  (AFAIK)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 0111narwhalz on January 08, 2016, 09:01:14 PM
            BUG:
No idea what I did to aggravate this, but the right ~1/3 of my System Map is failing to render.  Repeated attempts to refresh the map, ranging from clicking the "refresh" button, to incrementing, to closing and reopening the map.

      WORKAROUND
Restarting game fixed it.
Title: Re: Not breaking bug, breaking my mind
Post by: Bit_01 on January 09, 2016, 09:00:08 AM
Quote from: Bit_01 link=topic=8144. msg84728#msg84728 date=1452203917
So uhh, i have been tinkering with this for 4 days now and i can't figure it out. 

Error in CreateGameLog
Error 429 activex component can't create object
Followed by and incredible amount of "press enter for 2 min to skip" errors 424 object required

This happens yearly from what i can tell and i can spam enter and keep playing. 
Before you say it, i have 2 partitions, C and E.   Game is installed in "E:\Games\Aurora 4x" and i have created the "Logs" file in "C:\" , "E:\" , "E:\Games" and "E:\Games\Aurora 4x".   Files named Logs everywhere, all empty. 
I also manually validated all .  DLL required by this game. 
This is driving me crazy.   Please do tell if you need more information.

So, i'm still working on this, game was uninstalled and reinstalled in "C:\aurora" , same problem.
I have read a number of places ranging from microsoft official to forums, crazy amounts of solution and contradictory information, nothing useful.
I'm honestly running out of will. . .  any luck with any of you guys?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Ostia on January 09, 2016, 10:33:47 AM
Bug with Task Groups:

Under Special Order/ Organization, If I copy Orders to Subordinate Formations, the Condition for Conditional Order B is not passed along, the Order however is.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: swarm_sadist on January 09, 2016, 01:50:59 PM
When you accidentally press the 5 days instead of the 5 second botton, it will ignore all missiles inbound and simply calculate all of the missile salvos engaging and hitting without any chance of launching AMM.

When your shipyard TG is attacked and destroyed (all units currently in TG are destroyed) the entire TG disappears. Any ships that are being constructed will,

1. Issue an error
2. Create it's own task group based on it's name
3. Log as '[ship name] assigned to Unknown Fleet'
4. Disappear, from both the TG and the ship list
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Zerkuron on January 09, 2016, 02:49:59 PM
I got an issue setting up a new game. I checked the box "system body survey completed". After starting the game the only planet that got a complete geological survey was earth. Also on system view all bodies (except earth) show "no planetary survey for this planet".

No error messages showed up at all.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AL on January 09, 2016, 05:12:38 PM
When firing HPM's at a ship, I get
Error in ApplyInternalDamage: Error 3021 was generated by DAO.Recordset
No current record.

I'm guessing the ship doesn't have any electronics onboard so the HPM's don't really have anything to damage.
Title: Re: Not breaking bug, breaking my mind
Post by: db48x on January 09, 2016, 10:35:51 PM
So, i'm still working on this, game was uninstalled and reinstalled in "C:\aurora" , same problem.
I have read a number of places ranging from microsoft official to forums, crazy amounts of solution and contradictory information, nothing useful.
I'm honestly running out of will. . .  any luck with any of you guys?

Did you create a C:\Logs directory?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MinimumSky5 on January 10, 2016, 09:20:13 AM
Every time I start a new game, i get an error message after the first time i discover minerals on a body:

Error in ShowMinerals
Error 13 was generated by Aurora
Type Mismatch

The error repeats after every turn, and will also repeat depending on how many minerals were discovered (so if the first mineable body had 3 minerals, the message would repeat 3 times on every turn. )
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: loquid on January 10, 2016, 06:54:47 PM
hi all.  I am new to Aurora 4x, and im loving it so far.  and i have finally started to colonize other systems.  I have a colony with ~20M colonists that i have dropped off some Construction facilities to jumpstart the production, as well as some terraformers.  it was all working fine and dandy for a while, then the production dropped to 0, even though everything is still there.  so i stopped the order for mines and restarted it, i then got the Error 6 Overflow dialogue box. . .  I offloaded all of the construction facilities then reloaded them onto the planet because restarting the production order would not even give a TTC.  after reloading all the construction facilities the production order now starts back up, BUT the Error 6 Overflow still pops up.  However, upon cycling a turn the dialoge pops up again two times in a row and no production is actually progressed. . .  If the colony dialogue is closed and i process a turn the error still pops up, but if there is no production order on this planet then there is no error 6 pop-up. . .  Also, the terraforming rate has dropped to 0 as well and will not restart. 

Is the cause of this something that is an actual Bug? or did i bungle something up without realizing it?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: swarm_sadist on January 10, 2016, 08:51:45 PM
Error in Show Minerals
Error 35602 was generated by Nodes
Key is not unique in collection

This was after a civilian mining complex formed on Comet Reinmuth. Brand new install, brand new game. Error shows up every time I advance time and stays even when I delete every civilian mining colony.

EDIT: Fixed it. First tried deleting just the colonies. Then deleted the example game. Then deleted all my population. Finally went into SM, reset all of the minerals in Sol, selected mark all SB as unsurveyed and that fixed it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 22367rh on January 11, 2016, 02:22:14 PM
From the Industry/Population/Research screen if I accidentally click on the solar system name it locks up & crashes my entire game.

Would you be able to chuck in some specific error handling to cover such events?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on January 12, 2016, 02:16:02 PM
Some civil ships still sometimes get morale problems, when they obviously shouldn't care.

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

The design has 3 months deployment time etcetc., nothing I can see that causes this. I also had this problem 6.4 with fuel harvester bases randomly having these morale issues, when however absolutely identical designs in the same task group even did not complain about falling to 25%. Weird stuff.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Ostia on January 12, 2016, 02:39:58 PM
Commercial ships ignore maintenance, not morale.

Morale on commercial ships mostly affects survey ships. Everyone else can life on over filtered air and water.  :)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on January 12, 2016, 04:39:16 PM
I must admit, I have never seen the effect of morale on surveys myself (since I only use small military ones), so I did not know they could be affected.(does this also influence the cargo loading?)
But one thing is clear: the nervy log spam about their morale is something that should not be there, especially considering that only some ships do it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Mor on January 12, 2016, 08:47:50 PM
I need help with a bug.  When I go to Galactic Map, all the systems are joined in just one or two points.  I mean, there are not lines and the system map doesnt exist because all discovered systems are together.
The jumbled Galactic map after new system discovery isn't a bug. See http://aurorawiki.pentarch.org/index.php?title=Galactic_Map#Organizing or use the ingame help button on top.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Threndor on January 12, 2016, 09:02:50 PM
I have an issue with Cargo ships not being able to load cargo. 

In my first game, I had done a LOT of cargo movement (terraformed Luna, had colony on Mars and lots of mines everywhere).    Issue was I was moving infrastructure and Terraforming machines from Luna to Mars and part way through one cargo task group hit my conditional order to refuel at 30%.    After refuel, and I let them sit to reset morale, they will not load anything any more. 

I started a second game from conventional start and -just- got my cargo ships built.    Loaded about 800 Infrastructure to the moon and wanted to load up an incoming comet.  .  .   and it won't let me load the mass driver (I have 10 built and ready to move). 

Looking for suggestions, all cargo ships prove they work (built to same design, so I know the second game's should be able to load Mass Driver).    Secondarily, it would be nice if they game said WHY it didn't want to load the ship. 

Edit: Thanks MarkAFK, that was it (I figured it out and was coming to delete. . .  but not fast enough).
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on January 12, 2016, 09:31:07 PM
Commonly people have this problem if the ship isn't actually empty, try unloading all installations first.
You should be able to see the cargo holds contents on the ship window.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Tssha on January 12, 2016, 10:52:29 PM
From the Industry/Population/Research screen if I accidentally click on the solar system name it locks up & crashes my entire game.

Would you be able to chuck in some specific error handling to cover such events?
When I click it, it brings up the System Generation and Display window (a.k.a. System View) for that system.

Are you sure you're not having a problem with that window? Try clicking it on the F3 System Map window. It's the sun icon on the toolbar.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Mor on January 14, 2016, 01:45:44 AM
Can anyone check the SM option 'All research' from the economics window. On my end it either hangs or takes way to long to finish. I run it 3 times with 5000001, didn't finish once, although I was running other things in the background and watching a movie.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on January 14, 2016, 01:54:55 AM
Can anyone check the SM option 'All research' from the economics window. On my end it either hangs or takes way to long to finish. I run it 3 times with 5000001, didn't finish once, although I was running other things in the background and watching a movie.
Works ok for me, takes about a minute to get everything. And I have a very slow PC.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: IsHamTasty on January 14, 2016, 12:46:32 PM
Ok, I am very new to the game (like 1 hour in at most) but i have been watching a youtube playthrough so I know a little.  Anyways, when I am in the game and I open up the commanders Screen I cant see the very bottom of it.  So i cant a point a commander of earth lets say.  I am on a laptop so i dont know if thats just what happens on laptops.  All the other screens are fine, just the commanders one is cut off on the bottom.  If someone knows how to fix that it would help.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Mor on January 14, 2016, 01:15:17 PM
when I am in the game and I open up the commanders Screen I cant see the very bottom of it.
Not a bug. See system requirement, or try to use reduced height windows.

Works ok for me, takes about a minute to get everything. And I have a very slow PC.
It said that patience is a virtue, apparently I need to exercise it more...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on January 14, 2016, 04:24:27 PM
Not sure if this is a bug, but you can have half a missile engine.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TREpicgaming on January 15, 2016, 09:26:28 AM
I dont know if its just me but when i click on my colonies in the summary screen it does nothing and blanks out.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: davidr on January 15, 2016, 09:42:47 AM
In my latest 7.1 game I decided to rename each system found with my own one word names instead of the sometimes 3 word names given automatically .

However every time I rename a system found by my Grav Survey vessels I get the following pop-up error message :-
Error in update system name
Error 5 was generated by Aurora
Invalid procedure call or argument

I can cancel this message , continue and the system will be renamed but why should the error message occur and can it be corrected ?

DavidR
 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Littlemankitten on January 15, 2016, 04:05:15 PM
Ok, so im having a issue with text disappearing in multiple places
One is the planet viewing screen, once i try to expand a planet it disappears and every time i try to expand another nothing happens. . .
While in the Colony summery screen, if i try and click on my colony both it and the populated systems tabs both disappear (note, as i was writing this i checked it again and it suddenly worked, but when i closed the screen and tried again it broke again, so it works sometimes apparently)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on January 15, 2016, 04:37:51 PM
Got a touchscreen? Disable it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: n01487477 on January 16, 2016, 06:30:35 AM
Error 94 Invalid use of null

Made a fleet, divided them . . .   after the survey was complete tried to combine them again using the Copy Orders to subordinate formations.  Throws a load of errors and then the sub-tf's are rendered null and unusable. 

Dropbox save if you want to look
https://dl. dropboxusercontent. com/u/17642556/Stevefire. mdb
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: jem on January 24, 2016, 11:42:56 AM
I am getting a lot of wreck not found errors in CompleteWreckSalvage.   

Also had something about not being possible to disassemble in the middle of above that is probably connected.   
Edit: Had this one again: "No new tech was discovered during the disassembly of this component".  Happen during salvage (I assume, sure as hell did not manually disassemble anything). 

Along with "Error in Wreck ID"
"Error 3061 was generated by DAO.    Database.     Too few parameters.     Expected 1.    "

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

Edit: While we are at it, why is there no way to unload all ship components at once? And no warning that the salvager is full?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drejr on January 24, 2016, 03:22:20 PM
I noticed the EM signature of a randomly-spawned NPR dropping rapidly after discovery. It turns out their homeworld's atmosphere was 32.9 percent oxygen, while the poor species had a maximum oxygen tolerance of 32.3 percent.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ceselb on January 24, 2016, 07:29:38 PM
Accidentally clicked "hide escorts on map" in display 2 tab on systems map.
Getting an endless loop of "error 3420 was generated by DAO.recordset. Object invalid or no longer set"

EDIT: Lost my entire game when I had to kill the process. Why is that? Save please.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on January 24, 2016, 07:36:34 PM
Accidentally clicked "hide escorts on map" in display 2 tab on systems map.
Getting an endless loop of "error 3420 was generated by DAO.recordset. Object invalid or no longer set"

EDIT: Lost my entire game when I had to kill the process. Why is that? Save please.
It saves to the database. Your errors prevented the save, hence the lost data.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: JesDer on January 25, 2016, 02:00:02 PM
I didn't see this posted yet but is looks like a simple one.

on Team creation -

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

Error has to do with the "Formed"  field in the Teams table being set to Long Integer (4bit) instead of Double (8bit).
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on January 25, 2016, 06:25:51 PM
Sorry if this post is a bit of a bother, but does anyone have any information on the buggy behavior described here?
http://aurora2.pentarch.org/index.php?topic=3808.msg82784#msg82784
I know it's an old-ish post, but it does seem rather important, and wasn't posted to a bug reporting thread, so I was just curious.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: firefly2442 on January 25, 2016, 07:38:19 PM
I believe I found a few bugs:

1) If you have fighters in a task group and you give them an order to overhaul.    They start the process but then can't seem to finish.    There's an option as an action to abandon overhaul, but that doesn't seem to work.    They're just stuck in this limbo state where they can't finish the overhaul (because fighters can only be maintained in hangers) and they can't move or do any other actions. 

2) Ships that have missiles in their internal stock don't get put in the colony stockpile when the ship is scrapped.

3) Salvage ships that are given the order to automatically salvage encounter an error when checking across multiple systems.   If they need to move outside the system, it seems to bring up an error message.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on January 25, 2016, 07:55:42 PM
2) Ships that have missiles in their internal stock don't get put in the colony stockpile when the ship is scrapped.
The missiles are also scrapped.
3) Salvage ships that are given the order to automatically salvage encounter an error when checking across multiple systems.   If they need to move outside the system, it seems to bring up an error message.
Its not an error message, its just an interrupt (a deliberate feature) to let you know when an automated order will take a ship out of the system that its in.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: weregoingocean on January 25, 2016, 10:24:11 PM
Windows 10.  Getting this error every few ticks. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on January 26, 2016, 08:16:08 AM
Windows 10.  Getting this error every few ticks.

Create C:\Logs. where C = the drive you installed to.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on January 26, 2016, 04:44:24 PM
Also had something about not being possible to disassemble in the middle of above that is probably connected.   
Edit: Had this one again: "No new tech was discovered during the disassembly of this component".  Happen during salvage (I assume, sure as hell did not manually disassemble anything). 

This is not an error. You just didn't find any tech in the wreckage.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on January 26, 2016, 04:45:23 PM
I am getting a lot of wreck not found errors in CompleteWreckSalvage.   

Along with "Error in Wreck ID"
"Error 3061 was generated by DAO.    Database.     Too few parameters.     Expected 1.    "

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

Edit: While we are at it, why is there no way to unload all ship components at once? And no warning that the salvager is full?

Are you salvaging wrecks and getting errors, or are the errors appearing without you salvaging?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: jem on January 26, 2016, 05:24:51 PM
Quote from: Steve Walmsley link=topic=8144.  msg85344#msg85344 date=1453848323
Are you salvaging wrecks and getting errors, or are the errors appearing without you salvaging?

Salvaging. 

Quote from: Steve Walmsley link=topic=8144.  msg85343#msg85343 date=1453848264
This is not an error.   You just didn't find any tech in the wreckage. 

I have salvaged several wrecks, many that did not have any new tech whatsoever and yet this thing has only come up three times.  .  .  .  .  .  .  .  .  .   If this was not a bug it would be up constantly. 

Edit: Also, it has come up around the other errors.  Then and only then.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on January 26, 2016, 11:19:45 PM
Salvaging. 

I have salvaged several wrecks, many that did not have any new tech whatsoever and yet this thing has only come up three times.  .  .  .  .  .  .  .  .  .   If this was not a bug it would be up constantly. 

Edit: Also, it has come up around the other errors.  Then and only then.
It could very well be possible that you're either unlucky or that the wrecks you're salvaging have all the new tech destroyed, or that it's simply not that much ahead of your civilization in tech, if at all.
Also, for clarity, an Error is when the game outright pops a little pop up window saying something went wrong, or otherwise logs such. A bug is when something doesn't behave properly or otherwise as intended. Two different things, even if they can overlap quite a bit at times.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: firefly2442 on January 27, 2016, 12:00:51 AM
One other small bug I noticed is that it doesn't seem to be possible to create an empty task group in a system that doesn't have any ships.   For example, I explore outside Sol and colonize a system but there are no ships in it.   If I go and create a task group, it uses Sol as the location.   This then becomes an issue when you have a shipyard but you can't assign any empty task group for it to go in.   Maybe there could be a button or option when creating ships at the shipyard to create a generic empty task group that the ships will go (similar to how Shipyard TG is setup at the beginning?).
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on January 27, 2016, 12:15:39 AM
In spacemaster mode you can set the position of a task group.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: jem on January 27, 2016, 06:01:40 AM
Quote from: iceball3 link=topic=8144. msg85363#msg85363 date=1453871985
It could very well be possible that you're either unlucky or that the wrecks you're salvaging have all the new tech destroyed, or that it's simply not that much ahead of your civilization in tech, if at all.
Also, for clarity, an Error is when the game outright pops a little pop up window saying something went wrong, or otherwise logs such.  A bug is when something doesn't behave properly or otherwise as intended.  Two different things, even if they can overlap quite a bit at times.

After I took two or three launcher miniaturisation and reload techs, I am ages in front of them in tech.  Thing is, I have 400+ wrecks from theses guys sitting in my system.  And while it is annoying as hell when the game stops with "new" intelligence this is not what is happening here.  That is intended behaviour.  But this window about disassembly does not pop for each and every one.  What is happening is that on some of those wrecks, while at the same time as all the other error messages (but not always) , this message pops as well.  No it is not an error message as such, but I still maintain that its appearance is a bug or somehow connected to a bug. 

And really, if that message was supposed to pop for every wreck where I know everything about the ship, why does it not pop for my own ships?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on January 27, 2016, 07:04:57 AM
Hint; Its not you. There is a spoiler that eats ships without gaining tech in order to spawn more ships.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: jem on January 27, 2016, 09:00:34 AM
Quote from: 83athom link=topic=8144.   msg85375#msg85375 date=1453899897
Hint; Its not you.    There is a spoiler that eats ships without gaining tech in order to spawn more ships.   

I am assuming you mean swarm, yes?

This is the debree field after the three big waves that came through the gate in the middle.    On the left is one of my salvager fleets working and in the middle is a warfleet with quite good sensor capability.    I am quite convinced that I would notice some haphazard alien in the middle of it.   .   .   .   .   .   .   

Now it is possible that some other wreck somewhere else is being eaten at exactly (+- 2 days) the same time, but that really should not give me popups about it (be they disassembly or wreck errors).   


Edit: Does this forum not like url tags? Anyway here is the link: hxxp: imgur.com/CotR2hn

Edit by sloanjh:  Added more spoiler tagging and fixed the url.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on January 27, 2016, 11:36:43 AM
Yes it is the Swarm, and yes they do show you popups from them even in distant systems.
There are nothing wrong with the forums, you don't have enough posts to post a link, anti-spam measure. imgur.com/CotR2hn (http://imgur.com/CotR2hn)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: jayrat on January 27, 2016, 12:42:30 PM
Not sure if this a bug or just something I did wrong when setting up.

Any time in any game that I try to get to the system information screen I get a message: error 7 Out of Memory.  I have tired reinstalling both the manual way and with the portable version and both times to the root of my hard drive (c:\aurora) and still get the same error message.  I am running Windows 10 64 version.  The Aurora process is never taking up more than 60 megs of memory according the system task manager.

My system is never more than at 62% memory usage (Aurora is around 56 megs used) with more than a gig left.   I've already tried shutting down as much as I can before starting the game, but this error happens if I just load the example game and instantly hit F9 for the System Information Screen.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AcidWeb on January 28, 2016, 02:02:22 PM
Could you please make sure that during shutdown proper color schemes are restored? Some code that trigger after opening the system map mess colors system-wide in all modern Windows releases.

Can't fix it with wrapper.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on January 28, 2016, 02:15:27 PM
Could you please make sure that during shutdown proper color schemes are restored? Some code that trigger after opening the system map mess colors system-wide in all modern Windows releases.

Can't fix it with wrapper.

If you close from the main menu, colour schemes will be restored. If there is some sort of bug that results in a crash or the game is terminated from task manager, that code won't execute. In that case, start and close Aurora to restore settings.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AcidWeb on January 28, 2016, 02:20:16 PM
Well that don't work on any OS on which I tested it.

To be specific - not all color changes are reverted. For example system popup windows are still discolored. Colors is some context menus too.
Newer systems are affected even worse.

(https://i.iosphe.re/i/AcidWeb/axj953r0ft72)

(http://i.imgur.com/kXLWiiJ.png)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on January 28, 2016, 03:02:26 PM
Well that don't work on any OS on which I tested it.

I'm using a function call to a 20 year old MS DLL to reset the system colours. It works fine on my Windows 7 and earlier operating systems. Perhaps the limitations of VB6 are causing problems for newer systems, although I haven't seen any other bug reports to this effect (colour problems despite normal shut down) and I know a lot of players are using newer systems. Unfortunately, if I can't reproduce the problem, it is difficult to know how to resolve it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kajin on January 28, 2016, 03:06:25 PM
Error in UpdateAllSensors

Error 6 was generated by Aurora
Overflow
Please report

I'm getting this error message every time I pass a day's worth of turns.  Passing thirty days generates upwards of thirty to sixty of these error messages in a row, forcing me to have to click my way through all of them to get the game to work again.  Other than that the game seems to work just fine.  Is there any sort of work around that I can employ until this gets sorted out so the game doesn't become quite so unplayable? It's getting to be quite bothersome.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: boggo2300 on January 28, 2016, 03:29:09 PM
I've not had issues with the colours reverting on 8, 8.1 or 10
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on January 28, 2016, 03:39:46 PM
Not sure if a bug or just a feature.

I had a ground unit of the Replacement Battalion type. I renamed the TYPE to Recruit Battalion with a short type of REC. It did not update the existing units.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on January 28, 2016, 05:04:50 PM
Close the game down completely and reopen.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on January 28, 2016, 05:38:13 PM
Close the game down completely and reopen.

If that was for me, it's already been done. I renamed them a couple of days ago and noticed the discrepancy today.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on January 28, 2016, 06:17:35 PM
Not sure if a bug or just a feature.

I had a ground unit of the Replacement Battalion type. I renamed the TYPE to Recruit Battalion with a short type of REC. It did not update the existing units.

Renaming types doesn't update existing names (mainly because they could have been individually renamed by the player and this would wipe that out)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on January 28, 2016, 10:56:07 PM
Renaming types doesn't update existing names (mainly because they could have been individually renamed by the player and this would wipe that out)

Not the names, but the type. REP, INF, CB, etc.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: jem on January 29, 2016, 11:26:54 AM
I was playing around with fighters and carriers and organization, and clicking around wo really knowing what I am doing I tell a large group of fighters (containing both assigned and unassigned ships) to land on there assigned carrier via the task force interface (so select the fighter task group, show task forces, select land on assigned mothership).  Now the assigned ships landed wo any problem.  The unassigned ships are gone.  As in completely gone. 

Also,  while creating squadrons and playing around with launching them I managed to get error 3075 and 91 as well as hanging the game as shown here: hxxp: imgur. com/a/yodBk

Since this only happens for the outlaw's and it does not happen if I remove that ' I assume that that ' is not sanitized properly in the DB.  Game named the squadrons btw.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMarkos on January 29, 2016, 07:26:29 PM
Terraformer ships don't seem to properly update their orbital module count on the Population & Production > Environment / GMC screen when you direct them to planetary orbit by directing them to join a preexisting task group already in orbit around that planet.   Both the displayed count and observed effect are low until the task group leaves and reenters orbit. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on January 29, 2016, 07:29:18 PM
I was playing around with fighters and carriers and organization, and clicking around wo really knowing what I am doing I tell a large group of fighters (containing both assigned and unassigned ships) to land on there assigned carrier via the task force interface (so select the fighter task group, show task forces, select land on assigned mothership).  Now the assigned ships landed wo any problem.  The unassigned ships are gone.  As in completely gone. 

Also,  while creating squadrons and playing around with launching them I managed to get error 3075 and 91 as well as hanging the game as shown here: hxxp: imgur. com/a/yodBk

Since this only happens for the outlaw's and it does not happen if I remove that ' I assume that that ' is not sanitized properly in the DB.  Game named the squadrons btw.
The apostrophes are a menace to Access. You can either strip it out or replace it with the reverse one.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Mor on January 29, 2016, 08:45:57 PM
Jump Drive efficiency tech:
Quote
Jump engines with higher levels of jump drive efficiency will permit larger ships to jump than lower efficiency engines of the same size. Ships with military engines are unable to traverse a wormhole created by a commercial jump engine and vice versa

Edit:
Also jump drive research project lack default values. Hence you can only use default provided designs, and can't create your own (commercial or military) unless you improved ALL the engine default characteristics  i.e. Efficiency, Squadron size and Radius.

Edit2:
Jump point theory description:
Quote
Precursor technology for the various jump drive technologies

Precursor? I am playing convention start, its the default tech for those reaching to the stars. I think its a leftover from when there were multiple FTL methods.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Gabethebaldandbold on January 29, 2016, 09:00:40 PM
I have been having some display(I hope) problems on showing minerals on earth.  it says I have only 290 duranium,51 neutronium and equaly miserable amounts for all resources.  It has also been showing miserable stockpiles and prodiction, and I think it has been dividing everything by 1000, but I dont know why or how to solve this
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on January 29, 2016, 11:29:30 PM
What is your decimal separator?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: DIT_grue on January 29, 2016, 11:43:13 PM
Edit:
Also jump drive research project lack default values. Hence you can only use default provided designs, and can't create your own (commercial or military) unless you improved ALL the engine default characteristics  i.e. Efficiency, Squadron size and Radius.
Why do you think this isn't Working As Intended? It's certainly consistent with design for all other component types, where you have to have completed the foundational research in all tech lines that affect the component to design one. (If the pre-generated ship designs include jump engines even though the randomly assigned technologies don't include all the prerequisites, I'd say that is a bug.)

Quote
Edit2:
Jump point theory description:
Precursor? I am playing convention start, its the default tech for those reaching to the stars. I think its a leftover from when there were multiple FTL methods.
Perfectly clear English: in this case, precursor = prerequisite. You have to discover JPT before you can research any of the technology that makes up a jump engine.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: jem on January 30, 2016, 04:59:28 AM
Quote from: Erik Luken link=topic=8144. msg85532#msg85532 date=1454117358
The apostrophes are a menace to Access.  You can either strip it out or replace it with the reverse one.

Most, if not all, databases are going to complain loudly if you send it something that can be considered an incomplete command (or worse, not complain at all. . . . . . . ) in an input field.  However in this particular case the game is completely fine with naming a squadron to something with an ' but not in naming a taskforce.  This means that it is sanitized in some places but not in others.  Add to that the game named that squad, not me. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Gabethebaldandbold on January 30, 2016, 07:57:42 AM
I have set is as a .  but my country's is a comma
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Ferret on January 30, 2016, 09:15:11 AM
First post here, hopefully not breaking any rules!

I have some fighters not using fuel.   I'm using Vandermeer's method of managing parasites from The Academy sticky (guess I can't hyperlink as a new poster?), specifically the surveying part. 

The geosurvey fighters are pretty simple:

Code: [Select]
Minimi class Geological Survey Vessel 495 tons     16 Crew     138.5 BP      TCS 9.9  TH 4  EM 0
404 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/1     Damage Control 1     PPV 0
Annual Failure Rate: 1%    IFR: 0%    Maintenance Capacity 175 MSP
Spare Berths 0   

Massé Research Inc 4.2 EP Ion Drive FTR (1)    Power 4.2    Fuel Use 5.02%    Armour 0    Exp 3%
Fuel Capacity 50 000 Litres    Range 362.2 billion km   (10375 days at full power)

Geological Survey Sensors (1)   1 Survey Points
This design is classed as a military vessel for maintenance purposes

They've been toodling around geosurveying a system independently for a few months now while the carriers do grav surveying and haven't used a drop of fuel.   Doesn't really matter for these guys because low speed plus crew fatigue are the limiting factors, not their way-too-big gas tanks, but they definitely should have burned a few dozen liters of fuel by now!
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: vartain on January 31, 2016, 02:37:15 PM
Don't know if this is a bug proper or some sort of database corruption.    Since the last few game years every ten days or so a new earth colony will appear in my home system, exactly where earth is, without any infrastructure or installations but with slowly growing population, they can be abandoned without affecting the main colony but there seems to be no way of stopping them from appearing.   

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: jem on January 31, 2016, 02:44:24 PM
I have a tendency to give long order chains to things like freighters and would occasionally get an error message that a fleet could not complete orders. Orders that made no sense whatsoever. Now I thought that it was just me messing up royally until I saw this: http://imgur.com/a/qyeLL

That is a ship given a lot of orders to pick up life pods suddenly speeding off to jump to another system because the jump order has suddenly jumped to the top of the order queue
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Havan_IronOak on January 31, 2016, 11:31:22 PM
Forgive a newbie if I shouldn't be reporting this type of bug here but...

Downloaded the base game and installed it.
Added the 7.1 patch


I've played the game for a couple hours and I just clicked on the "sun" icon (system view)
I was given a pop-up window saying that there had been a 713 error and that msstdfmt.dll is needed on my machine.

Tried rebooting my windows 8.1 system and checked again. Same error.

I'm pretty sure that this was working earlier.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Lordbane on February 01, 2016, 03:10:40 AM
I have a saved game that on the Game Details screen, if I select that game I get the error:

Error 6 was generated by Aurora
Overflow

It doesn't do this with other saved games, and the game does still load fine.  Not sure what caused it to start happening.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on February 01, 2016, 09:21:49 AM
Forgive a newbie if I shouldn't be reporting this type of bug here but...

Downloaded the base game and installed it.
Added the 7.1 patch


I've played the game for a couple hours and I just clicked on the "sun" icon (system view)
I was given a pop-up window saying that there had been a 713 error and that msstdfmt.dll is needed on my machine.

Tried rebooting my windows 8.1 system and checked again. Same error. .
..
I'm pretty sure that this was working earlier..
It's uh, a missing DLL error. There's been talk around the forum about it before, try searching for "msstdfmt.dll" and there might be some info.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Syntax Error on February 01, 2016, 09:49:24 PM
Not sure if this has been reported yet but. . .

I made a new task group of military ships but accidentally left them in my Shipyard TG.   I then promptly started then on task force training and they started flying all over the system and gaining skill.   After a few weeks, I noticed they were still in the shipyard TG and moved them to their own TG.   The problem was that every new ship I made was then being spat out at the last point that TG was at before I split them into their own TG, my shipyards was out in the middle of nowhere somehow accessing the minerals from Earth.

I'm still a very young Aurora 4x n00b and am now realising that I probably could have just made a tug and towed the shipyards back to Earth but instead I just canned the game and started over.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on February 02, 2016, 06:22:39 AM
That is a feature, you shouldn't really take the Shipyard TG anywhere but it really isn't as big of a deal as you think. You could have just set another TG as the place for new ships to spawn in.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Euphienator on February 02, 2016, 09:37:16 AM
New player here (only two months or so), didn't see any mention of these specific bugs, so here they go:

1.   Selecting my game pops a Error in cboGame - Overflow.   Still able to select, start and play the game normally. 

2.   Attempting to duplicate a 1mt station class caused an error and the station didn't duplicate, didn't think much about it at the time so didn't record it.  Tried to duplicate it now - attempting to copy design of a 1mt station causes an Error in cmdCopy_Click - Error 3163 in DAO.  Field field is to small to accept the amount of data.   

After that, opening the class design window started causing 2 errors that repeat several times, after which the class design screen works without any (noticeable) bugs. 

The errors are: Error in PopulateClassList - Invalid use of Null and  Invalid property array index. 


3.   When tried to tug my first terraforming station into place, detaching the station over Venus made the station TG glitch out into the warp: the station appears in the ship list without a task group (blank field), the TG itself does not appear in the TG drop down, ticking  tasks groups in destination options displays all the normal TGs plus a blank field at the top. 

Any action that displays TGs causes various errors:

a.   Switching to Sol system pops a Error in DisplayFleets - Invalid use of Null, Error in ShowFleetList - Type mismatch (generated by TreeCtrl)
b.   TG windows pops PopulateFleetList invalid array index, invalid use of null, cboFleets invalid null
c.   In general, anything to do with TG pops some combination of the above errors. 


The station does terraform Venus, though. 


The third bug is the game breaking one, as the other errors don't really happen all that much.   The terraform station TG causes these error popup in Task Group screen whenever the target destination list includes TG's in sol, so almost all the time, and in any screen refresh in Sol (zooming or panning or anything else), together making the game unplayable. 

Deleting the Terraforming Station from the ship list fixed this (guess that also deleted the ghost task group), but I dont know yet if this will keep happening to all my stations/ships when they detach from their tug, and I was kinda hoping to build lots of them so thats a real shame  :-\   

EDIT: Build a second terraformer station, when detached from a tug threw the Error in DetachShipType - Error 3163 in DAO.  Field field is to small to accept the amount of data".  Will try with a smaller station next time.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on February 02, 2016, 02:20:29 PM
For some reason, my racial flag is not appearing on the galactic map.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on February 02, 2016, 02:52:00 PM
There are some inconsistencies in the Wealth tab. Specifically the racial annual wealth and per capita incomes. Or in my brain. One of the two.

Example. Annual Racial Wealth is 40761. Racial Per Capita income is 24. Population Per Capita income is 35.28. This is Earth
Mars has population per capita of 25.2
Nova Terra has a per capita of 25.2
New Andes is 28.98.

So it is my thinking that the racial per capita should not be lower than any of the constituent population per capitas.

Now the looking at the wealth, the monthly income is 3756.7. Best not to speak of the current expenditures. Multiplying that out gives me a annual income of 45080.4.

Now when I show the "Last Year" option, wealth jumps to 46203.2 Still not right according to the main display.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Cornuthaum on February 02, 2016, 04:18:07 PM
After I got stupendously lucky with ruins (Deserted Intact Cities!) and even luckier when some other ruins coughed up Advanced Lasers, I was hugely sad to learn that low-calibre Advanced Lasers are broken - it looks like the calculations reference the wrong fields because instead of a 10cm advanced laser that does 4 damage I get a 4cm advanced laser that does 0 damage :(

A cursory search of the forum reveals this problem has been encountered by other people.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: nafaho7 on February 02, 2016, 05:38:25 PM
When using Reduced Height Windows, there is a missing piece to the Event Updates Window.  Specifically, when viewing the Event Updates -> Filter Events screen, the lowest part of the window is rendered outside of the visible window.  Not that the window spawns to low on the monitor, but the bottom of the scroll bar is not actually visible inside the window.  Neither are the last several filter options.  This is consistent across games, and even versions.  The length of the game has no apparent impact on this error.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on February 02, 2016, 06:06:08 PM
When using Reduced Height Windows, there is a missing piece to the Event Updates Window.  Specifically, when viewing the Event Updates -> Filter Events screen, the lowest part of the window is rendered outside of the visible window.  Not that the window spawns to low on the monitor, but the bottom of the scroll bar is not actually visible inside the window.  Neither are the last several filter options.  This is consistent across games, and even versions.  The length of the game has no apparent impact on this error.

Did you try to reset window positions?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on February 02, 2016, 07:58:48 PM
Did you try to reset window positions?
On reduced height for laptops, the screen still isn't big enough for the some of the windows so they will have things cut off on the bottom of many windows(using myself as an example). And trying to move them up is not possible as it doesn't like having the windows bar above the screen (it resets it to previous position when you try). So when accessing the options, you have to randomly click to get what you need a lot of times.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: jem on February 04, 2016, 11:42:39 AM
The latest in the series of "Please fix the autofire code".

So autofire will not assign fire orders to an fc that is in the first position (here assuming that the game orders them from top to bottom) meaning that I right now have a bb filled with guns that will only fire the pd weapons upon enemy ships while on autofire. Even better is that autofire correctly identifies those guns as pd weapons and puts them into pd mode but then gives them targets and fire orders while the other weapons just sit there prettily....

The order of fc seems to be reverse order of when you put them in (coming to think of it, this might mean that the game orders them from bottom to top and only assigns to the first one) and there is no way to change this after the bloody ship is built...

Yet again, please make autofire and option for individual fc instead of the ship as a whole.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Andrew on February 04, 2016, 12:02:35 PM
I have set is as a .  but my country's is a comma
Which is nice for your country but unfortunately your Database uses . as it's decimal separator and does not care what your nation uses.
I think you can change that in the database settings but doing so will probably break a lot of other things, so to run Aurora change the decimal separator setting for your computer
Title: Re: Official v7.10 Bugs Reporting Thread - Trivial message error
Post by: Havan_IronOak on February 04, 2016, 01:43:27 PM
Trivial error but the base message for skill improvement is a bit sexist eg. "Through Training or Experience Civil Administrator Brittany Glasco has increased his administrative Rating to 4"

Perhaps a better wording would be "Through Training or Experience Civil Administrator Brittany Glasco has an improved Administrative Rating of 4"

Title: Re: Official v7.10 Bugs Reporting Thread - Trivial message error
Post by: Erik L on February 04, 2016, 02:04:33 PM
Trivial error but the base message for skill improvement is a bit sexist eg. "Through Training or Experience Civil Administrator Brittany Glasco has increased his administrative Rating to 4"

Perhaps a better wording would be "Through Training or Experience Civil Administrator Brittany Glasco has an improved Administrative Rating of 4"
While there is a gender column in the names table, there is no code to support it. All 3rd person references are masculine.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Havan_IronOak on February 05, 2016, 02:26:45 AM
Version 7.1

I'm using the Personnel Window to scroll through my naval staff with survey abilities in order to get an idea how many are involved in my many many ground based Geo-Survey teams.
(They're NOT listed in the potential assignments window) Kinda wish they were, but I can see the reasoning behind why they're not.

In the rightmost box I list guys with survey skill (I have the box for showing available only unchecked)
I left click on the top guy and then use the down arrow key on my keyboard counting as I go in order to see just how many 5 man teams I have active.

When I try to arrow down through the list I get as far as 34 and then...

Error 30009 was generated by MSFlexGrid
Invalid Row value

btw... I have 40 guys in 8 teams making the universe unsafe for minerals everywhere.


Title: Re: Official v7.10 Bugs Reporting Thread
Post by: nafaho7 on February 05, 2016, 02:38:16 PM
Did you try to reset window positions?

I have tried resetting the window positions, and it does not appear to correct the issue.  It is not so much a question of the position of the Frame as much as it is an issue with how large the Panel is that the Frame is supposed to encompass.  The Frame has been modified to handle Reduced Height Windows mode, but the Panel of information has not.  This is specifically the menu for Events Filtering, not the Events Log itself.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: GDS on February 05, 2016, 04:28:40 PM
Hi im getting a error 94 on my carrier.
i get 2 of them on any turn progression and if i go to the fleet they are in i get another set of them.  i got it as soon as it was built. . .  i had tried to hunt the issue down in the Db but screwed my game up totally so had to recreate it in a new game with a little cheating just to see if it was related to that ship or any ship i built as a carrier

this is the rebuild
Code: [Select]
Tiamatt class Carrier 199950 tons     2984 Crew     66272.5 BP      TCS 3999  TH 20000  EM 4500
5001 km/s    JR 3-250     Armour 10-304     Shields 150-300     Sensors 550/1/0/0     Damage Control 50     PPV 84.92
Annual Failure Rate: 2629%    IFR: 36.5%    Maintenance Capacity 5143 MSP
Flag Bridge    Parasite Capacity 50000 tons     Flight Crew Berths 247   
Fuel Harvester: 10 modules producing 480000 litres per annum
Maintenance Modules: 4 module(s) capable of supporting ships of 800 tons

200t) Military Jump Drive     Max Ship Size 200000 tons    Distance 250k km     Squadron Size 3
Drack Research Inc 2500 EP Commercial Photonic Drive (8)    Power 2500    Fuel Use 0.88%    Armour 0    Exp 5%
Fuel Capacity 25 000 000 Litres    Range 2557.3 billion km   (5918 days at full power)
Burtt Syndicate Omega R300/360 Shields (10)   Total Fuel Cost  3 600 Litres per day

Burtt Syndicate 50cm Railgun V9/C25 (2x4)    Range 1 400 000km     TS: 25000 km/s     Power 60-25     RM 9    ROF 15        20 20 20 20 20 20 20 20 20 18
Drack Research Inc CIWS-1000 (6x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Quad Drack Research Inc Gauss Cannon R6-100 Turret (2x32)    Range 60 000km     TS: 20000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Drack Research Inc Fire Control S08 700-100000 H50 (1)    Max Range: 1 400 000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Burtt Syndicate Vacuum Energy Power Plant Technology PB-1.5 (1)     Total Power Output 60     Armour 0    Exp 35%

Burtt Syndicate Thermal Sensor TH50-550 (50%) (1)     Sensitivity 550     Detect Signature 1000: 550m km
Drak Megacorp Active Search Sensor MR339-R2 (50%) Planet (1)     GPS 6000     Range 339.4m km     Resolution 2
Drak Megacorp Active Search Sensor MR6-R2 (50%) FTR (1)     GPS 120     Range 6.8m km     Resolution 2

ECCM-2 (1)         This design is classed as a military vessel for maintenance purposes

Its meant to be a FAC 1000t carrier self contained for solo exploration of systems any rate i notice that as soon as it built it freaks out and tosses the error 94 on any time progression also the problem seems to multiply if you add any ship to its TG the error was directly related to the TG it was in and not the ship its self as i was able to view the ship with the ship icon the warbird.  but if you go to TG it tosses the error again.

I some how just managed to fix the error by moving the carrier and one of its loaded fac back to a default tg look at it and move it back to its old tg confused look here lol

 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Binnister on February 06, 2016, 01:10:06 AM
I'm having a Error 94 Invalid use of Null (in a popup box labelled 'Error in LoadOrders'. 

I believe this happened right after there was a failed pickup by the civilian fleet (which.  .  .  isn't unusual.    It's happened before in my game, and it's gone on with no problem). 

However, now, each time I progress the game, I gives the error.    Additionally, the number of popups increases (it started out at 1-2 popups.  .  .  now it's up to 15 popups that I need to click through). 

At the end of all the popups, there is one final popup:  Error 3201 was generated by DAO.  field.    No current record  Once I click 'OK' on that, the turn progress as normal. 

However, with the number of popups increasing, it's almost becoming unplayable.    Any suggestions on how to fix this?

***Unusual Solution:  The problem was actually with on of my Taskforce being 'stuck'. . . . and was unable to finish the last step in its instructions.   I ended up clearing the list, send it to a nearby planet, and then gave it the final instruction on it's previous list (i. e 'Refuel at Colony' .   Once that happened, there were no more errors of any kind

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: jem on February 06, 2016, 12:14:59 PM
Here is a relatively minor one. If I shoot a missile at something and it damages magazines/power cores/engines ins such a way so that they blow up, I get a report in the log about it. If I shoot it with a laser I don't get said report. And yes I know that they happen since the event shows up in the contact list.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on February 06, 2016, 07:08:42 PM
I accidently build underground structures on Earth to ship them to another body - only to find out that it does not work that way.  So I decided to SM them away to the destination planet but changing the value (and saving them) does not affect anything.  The values return to their former state.  Somehow SM Mode does not allow to change the numbers of underground infrastructure.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Thineboot on February 06, 2016, 07:56:49 PM
After over 4 years Error 713 is still not solved.
At least for Windows 7 Pro x64 "MSSTDFMT.DLL" is missing after fresh AuroraInstall554 + Aurora710.

Simple solution:x86 (32 bit OS)
Code: [Select]
@1.: https://www.microsoft.com/en-us/download/confirmation.aspx?id=12972
@2.: copy msstdfmt.dll to c:\windows\system32
@3.: regsvr32 c:\windows\system32\msstdfmt.dll
x64 (64 bit OS)
Code: [Select]
@1.: https://www.microsoft.com/en-us/download/confirmation.aspx?id=12972
@2.: copy msstdfmt.dll to c:\windows\syswow64
@3.: regsvr32 c:\windows\syswow64\msstdfmt.dll

Or just include MSSTDFMT.DLL in next AuroraInstall___

btw: tested without leaving Aurora, worked as intended.

p. s. : for some reason bbc "url" isn't working as expected.  maybe because it's my first post? Or it's the preview? Anyway, had to get rid of the link to the original post.  And there's an additional space after each ". ". . .
Edit: after tenth post I it seems to work as expected ...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Thineboot on February 06, 2016, 10:39:11 PM
Version 7. 1

I'm using the Personnel Window [. . . ] survey skill [. . . ]
(http://hxxp: http:s11. postimg. org/8gxsy6dwz/error30009. jpg)

I've added the jpg hoping it will not also be scrambled. . .
I'm really curious what's happening with various bbc-tags and dots and. . .

EDIT: I forgot to mention that Ellis is the one in charge.

(I've seen links thus it must have something to do with the default setting.  After dot/colon a space is appended and the internet protocol seems to be a "frakking" word. . .  yeah, it's not pumping fluids into the earth but into someone you hopefully love ;) Please let me know what I have to change in the default setting. )
Edit: 10th posting update
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Havan_IronOak on February 06, 2016, 11:54:52 PM
That seems like a variant of 1 I reported too.  #168  Yesterday at 02:26:45 AM »
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Sematary on February 07, 2016, 01:04:28 AM
I accidently build underground structures on Earth to ship them to another body - only to find out that it does not work that way.  So I decided to SM them away to the destination planet but changing the value (and saving them) does not affect anything.  The values return to their former state.  Somehow SM Mode does not allow to change the numbers of underground infrastructure.
Did you remember to hit save before closing the window? That's a common oversight that I find myself doing more than I care to admit.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: davidr on February 07, 2016, 10:15:15 AM
Don't know if this is bug but it bugged me and caused me to have to return to a previous save :-

I found a planet with a ruined city on it which I put a ban on before sending Xenologists and Construction Battalion to find artifacts. All was Ok whilst Construction Factories and Mines etc were found - my own civilian freighters removed the items to my Home world. However the problem arose when 315 Infrastructure was found. Before I knew it and could remove all the infrastructure , civilian ships had dumped colonists on the planet even though there was a ban in place - a planet which I never wished to colonize.

Is this a bug - should civilian ships have adhered to the ban. Steve - can you modify the rules so that even if Infrastructure is available on a Planet , civilian ships do not colonize at will.

DavidR
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Gabethebaldandbold on February 07, 2016, 11:12:48 AM
Quote from: Andrew link=topic=8144. msg85859#msg85859 date=1454608955
Which is nice for your country but unfortunately your Database uses .  as it's decimal separator and does not care what your nation uses.
I think you can change that in the database settings but doing so will probably break a lot of other things, so to run Aurora change the decimal separator setting for your computer
the problem not that the game wont run, it does run, but the display of minerals is bugged and only shows the first numbers until the decimal separator, and i cannot play if i don't know how many minerals I have
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on February 07, 2016, 11:38:34 AM
Don't know if this is bug but it bugged me and caused me to have to return to a previous save :-

I found a planet with a ruined city on it which I put a ban on before sending Xenologists and Construction Battalion to find artifacts. All was Ok whilst Construction Factories and Mines etc were found - my own civilian freighters removed the items to my Home world. However the problem arose when 315 Infrastructure was found. Before I knew it and could remove all the infrastructure , civilian ships had dumped colonists on the planet even though there was a ban in place - a planet which I never wished to colonize.

Is this a bug - should civilian ships have adhered to the ban. Steve - can you modify the rules so that even if Infrastructure is available on a Planet , civilian ships do not colonize at will.

DavidR

The bans are guidance to civilians. Some civilian captains may decide to ignore them. It is possible that happened in this case, or there may be a bug regarding colonists. I'll take a look.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Gabethebaldandbold on February 07, 2016, 02:56:16 PM
Quote from: Andrew link=topic=8144.  msg85859#msg85859 date=1454608955
Which is nice for your country but unfortunately your Database uses .   as it's decimal separator and does not care what your nation uses. 
I think you can change that in the database settings but doing so will probably break a lot of other things, so to run Aurora change the decimal separator setting for your computer
I FOUND OUT THE PROBLEM!!!!!!!!!!!! ;D ;D ;D ;D ;D My language was still set as Portuguese, so I changed it to UK English, restarted and reinstalled, and now its working perfectly

*edit* I spoke too soon, the game just wont open the sistem thingy that has the sun picture (sistem map? sistem info? I cant remenber) despite I having installed the MSSTDFMT. DLL file
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Havan_IronOak on February 07, 2016, 08:01:33 PM
Don't know if this is a bug or not (but it seems like one to me)

I bring up the Commanders window.
Go to the right-most column and click the unassigned only box (Search by ability and location)
Go to the ranks and seniority section and change to civilian administrators
I see one (unassigned) Administrator on the list - I like to keep my staff busy.
I click on him
The additional details section in the center shows me that he's a member of a diplomatic team I've established.

Granted, they're not doing anything at the moment but shouldn't he be considered assigned? If not then this is working differently than the teams tab of the Colony Summary window.
Consistency may be the hobgoblin of little minds but it's also much easier on us newbies.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drejr on February 07, 2016, 08:04:26 PM
The bans are guidance to civilians. Some civilian captains may decide to ignore them. It is possible that happened in this case, or there may be a bug regarding colonists. I'll take a look.

I like that civilians have a degree of independence, actually, as it makes the game more interesting. The only time it strains credulity for me is when civilians start shipping out by the hundreds of thousands for a colony founded by an espionage team.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Havan_IronOak on February 07, 2016, 09:18:33 PM
There is a field in the Events Log Window that allows the player to determine the number of event messages that will be displayed in the log.

Setting that to 50000 causes a kind of cascade of error messages that one must close the game to end. Also entering 5000 seems to show as far back as is possible but it's unclear just how many messages are retained.

I'm guessing the number is 1000? If you could advise, I'll update the wiki accordingly.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on February 07, 2016, 10:59:30 PM
I like that civilians have a degree of independence, actually, as it makes the game more interesting. The only time it strains credulity for me is when civilians start shipping out by the hundreds of thousands for a colony founded by an espionage team.
I figure that to actually make sense about that independence is when you can act on the civilian's defiance via diplomatic meaning, or lasers if they're super extra defiant. Otherwise it's something you literally can't do anything about in some cases, which makes no sense as you are big space empire and whatnot.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on February 08, 2016, 11:49:38 AM
I'm playing a rather unusual game which involved letting others build their ships, then sending me the database for play.  One of the player's ships appear to be incorrectly classified as military when they should be civilian.  They're reporting overcrowding for no reason, and then suffering maintenance failures.  The ships show as civilian in the F5 window, and editing doesn't seem to fix it.  The problem appears to be limited to ship classes that he designed, even if I've SM edited them some.  I've had to refit a few (the players are all novices, and we're seeing how they square off), and the modified classes/ships don't seem to have the problem.  The problem did occur in ships built to his class designs after play started.
The other players haven't had this problem.  The only cause I can think of is that he said he was using the portable version.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: jem on February 08, 2016, 01:31:24 PM
If you try to retool a shipyard to something that is almost identical (such that redesign cost and retooling cost is 0) you get some fun error messages while retooling and refitting. You get one for each time you add something to that list, so for the first ship you get one and for the second one you get two and so on. Then five days later it is all done and ready to go.



Also, it is possible to add "No ships of this kind in orbit" to the queue to be refit.......
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drejr on February 08, 2016, 01:56:35 PM
I figure that to actually make sense about that independence is when you can act on the civilian's defiance via diplomatic meaning, or lasers if they're super extra defiant. Otherwise it's something you literally can't do anything about in some cases, which makes no sense as you are big space empire and whatnot.

Perhaps Steve should implement an interstellar insurance model to prevent situations like this?  :)

(http://i.imgur.com/d5GDMUY.png)

There's defiance then there's lunacy!
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: illrede on February 08, 2016, 05:17:08 PM
Using the All-in-One, installing to the C: drive, still getting this for point defense fire.

Quote
Error in PointBlankPDFire

Error 3021 was generated by DAO.Field
No current record.
Please report to http://aurora2.pentarch.org/index.php/board,11.0.html

(noticed particulars: When all weapons are recharging, when a Salvo is eliminated and there are more Salvos to shoot at, when overwhelmed... it hasn't happened one time- two size 2 salvos that were fired on by two CIWS and one final defense fire). Otherwise the error is universal)

EDIT: From reports it's happening to some of the Reddit-wave as well.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Thineboot on February 08, 2016, 11:01:32 PM
Seen in Re: v5.56/v5.60 Official Bugs Thread (23 August 2012, 02:46:03)
Loaded my save game today and am prevented from advancing more than 30 days by a cascade of errors:

Error in GetClassSize
Error 3159 was generated by DAO.Field
Not a valid bookmark

Error in CheckSurveyShipAssignments
Error 3159 was generated by DAO.Database
Not a valid bookmark

Error in CheckSurveyShipAssignments
Error 91 was generated by Aurora
Object variable or With block variable not set

Error in CheckSurveyShipAssignments
Error 3138 was generated by DAO.Databsse
Syntax error in ORDER BY clause

Error in CheckSurveyShipAssignments
Error 3159 was generated by DAO.Database
Not a valid bookmark

This is v.5.60, and I'm using Win 7. The previous save (from ~3 IG years prior) runs without issue.
Edit: 10th posting update

Not even close (see image) but the error is still not vanished:
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Thineboot on February 08, 2016, 11:07:23 PM
. . .  followed by a cascading
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Thineboot on February 09, 2016, 02:30:09 AM
Found exactly the same error 91 in Re: Official v5.02 Patch Thread  11 March 2010, 23:18:47
I've tried exactly the same and got the same result.
Just to say, I've searched for the error afterwards ;)

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.
Edit: 10th posting update
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Havan_IronOak on February 10, 2016, 07:13:57 PM
This one requires you close aurora to fix

Main System Map
Sidebar
Open up the list of asteroids by clicking on the + sign
Now click on the word asteroids

"Error 13 was generated by Aurora'
"Type Mismatch"
"Please report to..."


Done
Couldn't just close Aurora from the windows task bar either
Actually required me to reboot windows! 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Spaceman Spiff on February 11, 2016, 01:25:57 AM
I just started getting "Error in OrbitalMovement, Error 11 was generated by Aurora, Division by Zero" following five day increments, after exploring a couple new systems.   Using the System View tab and looking at "Orbital Distance" for all my systems (I'm just in a handful of them), I don't see any bodies that have a distance of "0".   Turning off asteroid movement does stop the error, though.   Is there any way that I can manually fix this error?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on February 11, 2016, 07:30:13 AM
Did you have enough workers to man those shipyards?
That sounds like an extremely plausible explanation. Though I had 500 million population on earth and no excessive other industry, I'll check what was going on.
Edit: a quick check of the wiki shows you're almost certainly correct. I'll just quietly delete both these posts.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: davidr on February 11, 2016, 10:17:14 AM
Steve,

Re your reply no 180 of 07.02.2016 , I hope you can stop civilian colony ships from shipping colonists to a BANNED planet. A Construction Battalion at an Alien Ruined City has located 700 units of Infrastructure and  I am now spending every turn deleting orders from a dozen colony ships of different shipping lines who are trying to colonize the planet that I do not want colonizing. Another bug with this is that every time I delete an order for a ship with say 100,000 colonists aboard , I presume I have lost that amount from my home population and the colonists then  just disappear into the ether.

The only solution at present as far as I can discern would be to withdraw my Ground units from the planet and then abandon it. However I would then lose any further potential finds and as there are still 40 odd installations to find , I am loathe to do this at present.

DavidR

PS. I tried tempting the Civilian shipping lines with contract offers to collect Mines and Factories but because of the ban nothing happened. It was only after Infrastructure was found that the Civilian Fleet Colony ships decided to try and overwhelm the Planet with colonists. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Rich.h on February 11, 2016, 10:51:23 AM
Steve,

Re your reply no 180 of 07.02.2016 , I hope you can stop civilian colony ships from shipping colonists to a BANNED planet. A Construction Battalion at an Alien Ruined City has located 700 units of Infrastructure and  I am now spending every turn deleting orders from a dozen colony ships of different shipping lines who are trying to colonize the planet that I do not want colonizing. Another bug with this is that every time I delete an order for a ship with say 100,000 colonists aboard , I presume I have lost that amount from my home population and the colonists then  just disappear into the ether.

The only solution at present as far as I can discern would be to withdraw my Ground units from the planet and then abandon it. However I would then lose any further potential finds and as there are still 40 odd installations to find , I am loath to do this at present.

DavidR

You can just use the "ban body" button on the F9 screen, though this would only work if you have already set down the amount of construction brigades etc you want first.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: davidr on February 11, 2016, 11:20:10 AM
Rich.h,

Yes , I know.

The planet was banned before any teams were dispatched to the planet . The civilian traffic adhered to the ban until the Construction Battalion found Infrastructure and now they won't stop trying to send colonists.

DavidR
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Rich.h on February 11, 2016, 04:20:31 PM
Rich.h,

Yes , I know.

The planet was banned before any teams were dispatched to the planet . The civilian traffic adhered to the ban until the Construction Battalion found Infrastructure and now they won't stop trying to send colonists.

DavidR

Since it is only 700 units of infrastructure you could always just destroy it so there will be no way for colonists to live there. Then ship some in when you are ready for the planet to be opened up to colonisation. Not ideal but I would imagine a lot easier than your current workaround.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ardem on February 11, 2016, 07:31:03 PM
Not sure if anyone mentioned this bug. I went through first 3 pages not 14. <smile>

This is for multistart, once you research Ultra Fuel tanks the other factions end up with compressed fuel instead of standard Large.
Title: Planetary body gets stuck Terraforming.
Post by: Catman115 on February 12, 2016, 12:56:28 AM
Ok so trying to learn how this game works, still.    While trying to terraform Titan (shown in the picture below) I cannot get the temperature to go above -43.   2C.    So tried of failing i go to SM mode to try and do it.    Whilst fiddling around with the composition of the atmosphere i notice something odd.    The surface temperature will not change anymore even when i remove all of the gases in the atmosphere.    I believe this is a bug because isnt SM basically the debug mode/Cheatmode or whatever?

EDIT: Ok so i read the bug posting Guidelines and i missed a few steps, sorry.   :-[
One im playing a long game and trying to figure stuff out about tech, research and other thing so im basically playing in peaceful mode (IE all spoilers turned off as well as Starting NPRs, and not exploring anything) And im about 106 years into the game.   I am not getting any error report on my screen about this, i just happened to notice that the temp was not changing at all when i went to look through why the place was not getting any colonists after i SM modded the atmosphere to be habitable.   

EDIT2: Ok so after starting a new game and attempting to redo to the atmosphere of Titan yet again I cannot get it below 43. 2C no matter what, however as of yet i havent gotten the temperature to freeze either so IDK what is going on.
Title: Re: Planetary body gets stuck Terraforming.
Post by: Rich.h on February 12, 2016, 05:23:30 AM
Ok so trying to learn how this game works, still.    While trying to terraform Titan (shown in the picture below) I cannot get the temperature to go above -43.   2C.    So tried of failing i go to SM mode to try and do it.    Whilst fiddling around with the composition of the atmosphere i notice something odd.    The surface temperature will not change anymore even when i remove all of the gases in the atmosphere.    I believe this is a bug because isnt SM basically the debug mode/Cheatmode or whatever?

EDIT: Ok so i read the bug posting Guidelines and i missed a few steps, sorry.   :-[
One im playing a long game and trying to figure stuff out about tech, research and other thing so im basically playing in peaceful mode (IE all spoilers turned off as well as Starting NPRs, and not exploring anything) And im about 106 years into the game.   I am not getting any error report on my screen about this, i just happened to notice that the temp was not changing at all when i went to look through why the place was not getting any colonists after i SM modded the atmosphere to be habitable.   

EDIT2: Ok so after starting a new game and attempting to redo to the atmosphere of Titan yet again I cannot get it below 43. 2C no matter what, however as of yet i havent gotten the temperature to freeze either so IDK what is going on.

You are forgetting the limit on greenhouse factor, once your greenhouse factor hits 3 then you can no longer use the greenhouse effect to warm up a planet. Thus there is a very fine limit on just how warm you can make a cold planet. The formula for a planets surface temp is:

Surface Temperature in Kelvin = Base Temperature in Kelvin x Greenhouse Factor x Albedo Greenhouse Factor = 1 + (Atmospheric Pressure /10) + Greenhouse Pressure (Maximum = 3.0)

I am guessing this was done originally to give a reason to use things like the genetics labs as otherwise you could technically warm up any body in the universe to be a colony cost zero world. There are two other options though you can take in this situation, the first is simply increasing your colonisation tech level as this will reduce the colony cost across the board so that -42c planet becomes a little more easily lived in. The second option is to play around with the base gases to start with, reduce the amount of nitrogen and oxygen to the lowest possible limit for human survival. This will let you add in a little more greenhouse gases, but it will only make a tiny difference as the greenhouse factor is always a limit on this.
Title: Re: Planetary body gets stuck Terraforming.
Post by: Catman115 on February 12, 2016, 06:11:30 AM
Quote from: Rich. h link=topic=8144. msg86373#msg86373 date=1455276210
You are forgetting the limit on greenhouse factor, once your greenhouse factor hits 3 then you can no longer use the greenhouse effect to warm up a planet.  Thus there is a very fine limit on just how warm you can make a cold planet.  The formula for a planets surface temp is:

Surface Temperature in Kelvin = Base Temperature in Kelvin x Greenhouse Factor x Albedo Greenhouse Factor = 1 + (Atmospheric Pressure /10) + Greenhouse Pressure (Maximum = 3. 0)

I am guessing this was done originally to give a reason to use things like the genetics labs as otherwise you could technically warm up any body in the universe to be a colony cost zero world.  There are two other options though you can take in this situation, the first is simply increasing your colonisation tech level as this will reduce the colony cost across the board so that -42c planet becomes a little more easily lived in.  The second option is to play around with the base gases to start with, reduce the amount of nitrogen and oxygen to the lowest possible limit for human survival.  This will let you add in a little more greenhouse gases, but it will only make a tiny difference as the greenhouse factor is always a limit on this.

Oh, ummm well i learned something then.   :-[ Sorry for bothering you.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: jem on February 12, 2016, 02:11:46 PM
This one is an interesting one. You cant copy assignment if the assignment is to not shoot missiles in pd mode. You can switch to other modes (like 2/missile -> 2/missile) but not turn it of.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Mor on February 12, 2016, 02:27:54 PM
I have been using my sorium harvesting fleet as test fodder, for the damage allocation system. After a few explosions I start receiving:

Error in CheckFleetSpeed
Error 91 Object variable or with Block not set.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: JesDer on February 13, 2016, 02:15:29 PM
 "No new technology was discovered during the disassembly of this component" message windows being displayed to the player when an NPR disassembles a component. 

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ArchRylen on February 13, 2016, 07:06:27 PM
I just fought an NPR, picked up prisoners, learned about a new system, and when I open the Galactic Map I now get the message "ERROR: WP Link not found in GetWarpPointData". If I click OK, I get a box titled "Error in DisplayWP" with the text "Error 5 was generated by Aurora" (and a bit more.) I push OK twice and get to see the map. However, when I move the focus or close and re-open, it does the same glitch.

The new system supposedly has a link to an existing one. However, that link is from the new and does not backtrack. I've tried adding another with SM but have not gotten that to work yet.

This problem has cropped up before -- here (http://aurora2.pentarch.org/index.php?topic=7012.msg76666#msg76666) and here (http://aurora2.pentarch.org/index.php?topic=3348.msg35422#msg35422) (where Steve tried to fix it.)

Any chance of either a solution or a work-around? Thanks.
(Save available.) I'm playing version 7.1.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Rich.h on February 14, 2016, 05:24:33 AM
"No new technology was discovered during the disassembly of this component" message windows being displayed to the player when an NPR disassembles a component.

Just an idea but do you have a research type treaty with them or at least a DR high enough to have one? Perhaps they have offered to share research data with you but when they gained some tech from that salvage you were beyond that tech level already.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Thineboot on February 14, 2016, 08:29:11 AM

Technology "Thermal Reduction: Signature 25% Normal" should read "Thermal Reduction: Signature 24% Normal" unless all calculations within Create Research Project are wrong.
I assume there were less steps in the past and it was simply an oversight to correct the text.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Sematary on February 14, 2016, 10:05:09 AM
This has been in for a few versions but the Indian names are all set to male, even though at least some of the names are female names.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Thineboot on February 14, 2016, 12:41:21 PM

Corrected TechDescriptions


Table: TechSystem


ID   Name
TechDescription (actual)
TechDescription (corrected)


1222   Max Squadron Jump Radius - 3000k (Size x 1.6)   see 1223 Max Squadron Jump Radius - 4000k (Size x 1.
v
The maximum distance in thousands of kilometres at which a ship equipped with a jump engine with this technology will emerge from a jump point


3463   Gas-Cooled Fast Reactor Technology
Base technology used for creation of power plants. Pre-requisite tech for ion engines
Base technology used for creation of power plants. Pre-requisite tech for ion drive


3465   Tokamak Fusion Reactor Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for internal fusion drive


3466   Magnetic Confinement Fusion Reactor Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for magnetic fusion drive


3467   Inertial Confinement Fusion Reactor Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for inertial fusion drive


3468   Solid-core Anti-matter Power Plant Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for solid core am drive


3469   Gas-core Anti-matter Power Plant Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for gas core am drive


3470   Plasma-core Anti-matter Power Plant Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for plasma core am drive


3471   Beam Core Anti-matter Power Plant Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for beam core am drive


3472   Vacuum Energy Power Plant Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for photonic drive


24891   Fuel Production 168,000 Litres
The annual fuel production for each Fuel Refinery to168,000 litres
The annual fuel production for each Fuel Refinery to 168,000 litres


25934   PDC Barracks
Provides enough capacity to house one five battalions
Provides enough capacity to house five battalions


26526   80cm Microwave Focal Size
Allows the creation of high power microwavesn with a 80cm Focal Size (or calibre).
Allows the creation of high power microwaves with a 80cm Focal Size (or calibre).


26596   Standard Laser Size and Recharge Rate (While it's no reduction at all it's still the wrong weapon system)
A modification to missile launchers that reduces their size by removing part of the reloading mechanism, dramatically reducing the reload time
A modification to lasers that reduces their size by removing part of the recharging mechanism, dramatically increasing the recharge time


26645   Gauss Cannon Size vs Accuracy 6HS and 100%
Allows 500 rounds to be stored within in a Gauss Cannon. Gauss Cannon can be reloaded in a hangar deck
Allows 600 rounds to be stored within in a Gauss Cannon. Gauss Cannon can be reloaded in a hangar deck


26646   Gauss Cannon Size vs Accuracy 0.6HS and 10%
Allows 50 rounds to be stored within in a Gauss Cannon. Gauss Cannon can be reloaded in a hangar deck
Allows 60 rounds to be stored within in a Gauss Cannon. Gauss Cannon can be reloaded in a hangar deck


33302   Military Jump Drive
Standard jump Drive
Standard Jump Drive


38336   Conventional Engine Technology
Base engine technology for engine component designs. Provides 5 power per HS of engine
Base engine technology for engine component designs. Provides 0.2 power per HS of engine


62453   Crew Quarters - Fighter
Provides accomodation for up to 5 crew
Provides accomodation for up to 2 crew


64797   Compressed Fuel Storage System - Very Large
Fuel storage for ships. Each Very Large Compressed Fuel Storage System can hold 1.5m0 litres of fuel.
Fuel storage for ships. Each Very Large Compressed Fuel Storage System can hold 1,500,000 litres of fuel.


65062   Compressed Fuel Storage System - Tiny
Fuel storage for ships. Each Tiny Compressed Fuel Storage System can hold 7500 litres of fuel.
Fuel storage for ships. Each Tiny Compressed Fuel Storage System can hold 7,500 litres of fuel.




TechSystem
ID
Name


26095
Thermal Reduction: Signature 25% Normal
Thermal Reduction: Signature 24% Normal


65061
Compressed Fuel Storage System -Small
Compressed Fuel Storage System - Small




Some may seem only marginal but follow your rule of similar descriptions.


Edit: added Reactor Technologies
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TT on February 14, 2016, 02:19:29 PM
Please forgive me if this has already been reported.  I have the jump tender below:

Quote
Cherub class Jump Tender    11,650 tons     198 Crew     722.6 BP      TCS 233  TH 720  EM 0
3090 km/s    JR 3-50     Armour 1-45     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
MSP 194    Max Repair 328 MSP
Intended Deployment Time: 24 months    Spare Berths 1   

J16200(3-50) Military Jump Drive     Max Ship Size 16200 tons    Distance 50k km     Squadron Size 3
240 EP Commercial Ion Drive (3)    Power 240    Fuel Use 3.54%    Signature 240    Exp 4%
Fuel Capacity 250,000 Litres    Range 109.1 billion km   (408 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

You can see that it has a jump drive rated for 16200 tons but is only 11650 tons itself.  It will not allow military ships larger than itself to jump.  It reports the error that their isn't a properly sized jump ship available to facilitate the jump. It does allow ships smaller than itself to jump.  If I understand the mechanics correctly, it seems that the jump tender should allow ships up to its jump drive rating to jump.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Pixel1191 on February 14, 2016, 02:47:24 PM
The size of the tender also factors in.

Match the tonnage of your jump tender to the rating of the jump engine and it will work.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TT on February 14, 2016, 04:27:35 PM
Oh, it is a wad. Thank you Pixel
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: DattMuffinMan on February 15, 2016, 12:44:25 AM
Using version 7. 10

My game only advances in 1-15 second time increments now.      I have no idea why, no event messages are being shown.      No matter if I advance time in system map, economics, its still only done in seconds.      It is driving me MAD Q_Q.      Searched up to see if anyone else had the same problem, seems to not be the case.     

Using system Windows 7 64bit, on an 2500 system max game.   

PS: I have no Sorium stockpiled, I thought this was at first causing the seconds only turns.   SO I turned off my refinery industry, nothing changed. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: db48x on February 15, 2016, 01:34:18 AM
Using version 7. 10

My game only advances in 1-15 second time increments now.      I have no idea why, no event messages are being shown.      No matter if I advance time in system map, economics, its still only done in seconds.      It is driving me MAD Q_Q.      Searched up to see if anyone else had the same problem, seems to not be the case.

You're not the only one, but it probably is fairly hard to search for. This is almost certainly the result of combat between two NPRs. Go exploring and look for the wrecks, or join in the fun :)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: DattMuffinMan on February 15, 2016, 01:38:02 AM
Wow this is going to take awhile then isn't it? I've only gone through 6 years of game time, and my survey ship is almost done.  Is there no way to make the combat well go more expediently?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on February 15, 2016, 06:33:27 AM
Wow this is going to take awhile then isn't it?
Welcome to Aurora, where many of the more experienced players lose their games to months long increment slowdown (that take days irl to go through). Its just the name of the beast. Leave the auto-increments running and read a book.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TheDeadlyShoe on February 15, 2016, 08:26:17 AM
If it bothers you, start a new game without any pregenerated NPR empires.  The game will run as smooth as possible that way, without interruptions. You can still encounter newly generated NPRs upon entering a new system, after which time you might eventually start suffering interrupt spam.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on February 15, 2016, 11:33:19 AM
The size of the tender also factors in.

Match the tonnage of your jump tender to the rating of the jump engine and it will work.
Is there a specific logic behind this "own-ship-size-limitation"? Why having to create a jump drive for 16000t and only be able to jump 11000t because you yourself are only 11000t in size? Why even have to bother to create a size specific jump drive?!? It would make sense if there is no link to the own-ship-size... .
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Mor on February 15, 2016, 01:17:38 PM
Minor text issue: In the Leaders screen, when trying to assign a leader to already occupied position, there is an extra "commander" in the confirmation for example:
.. is currently the commander of commander of fleet headquarter.
.. is currently the commander of governor of Earth.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Sematary on February 15, 2016, 01:21:49 PM
Is there a specific logic behind this "own-ship-size-limitation"? Why having to create a jump drive for 16000t and only be able to jump 11000t because you yourself are only 11000t in size? Why even have to bother to create a size specific jump drive?!? It would make sense if there is no link to the own-ship-size... .
The link is in the techno-babble about jump gates. Also the requirement to build a jump drive of a specific size is due to your ship being completely different in size to my ship. In my current game the various nations have jump ships that are 8,600 tons, 3,200 tons, 12,000 tons, 10,000 tons due to their various capabilities and fleet doctrines. As you can see none of those are either 11,000 tons or 16,000 tons so we are talking about (including the 11 and 16 kton designs) 6 different sized jump engines.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on February 15, 2016, 03:02:17 PM
I suppose it's to force people to actually invest more into their jumpships than the jump-engine itself, so that it isn't easy to make extremely minimized jump tenders for the sake of saving money.
Shouldn't be a huge problem though, as military drives can be mounted by civilian ships, so you can make your tender more of a space station if you wish, by giving it bundles of fuel tanks and maintenance spaces.

This will get even better with v7.2 as there will be new deep-space maintenance capabilities implemented on various components.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ArchRylen on February 15, 2016, 04:17:08 PM
"ERROR: WP Link not found in GetWarpPointData"
A bit more data. I mucked around in SM mode and got the problem to go away. It seems that the espionage detected generates a link to known system. When that system has un-traversed, unexplored jump points, one gets assigned as the link and things work fine. Otherwise, the link goes one way only and the error message appears.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Bobondacob on February 15, 2016, 08:07:59 PM

I noticed some really weird warping of the f3 map screen when you change the taskbar location.   A restart clears it up, but a large white space appears over the top of the window, obscuring quite a few buttons.  Might be client side, but I'm curious to see if anyone else has the issue.

Thanks,
Bobondacob
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: davidr on February 16, 2016, 02:17:31 AM
Was about to test some AMM Frigates against Hostile forces. On the Display 2 drop-down menu I clicked on some boxes including  "Hide Escorts on Map". I immediately received the following error :-

Error in DisplayFleets
Error 91 was generated by Aurora
Object variable or with Block Variable not set

This caused a complete lock up of the game and only CTL + ALT +DEL to enter Task Manager to close down Aurora could retrieve the situation.

My fault probably for trying to hide a Fleet composed entirely of Escorts.

DavidR
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on February 16, 2016, 03:05:19 AM
Was about to test some AMM Frigates against Hostile forces. On the Display 2 drop-down menu I clicked on some boxes including  "Hide Escorts on Map". I immediately received the following error :-

Error in DisplayFleets
Error 91 was generated by Aurora
Object variable or with Block Variable not set

This caused a complete lock up of the game and only CTL + ALT +DEL to enter Task Manager to close down Aurora could retrieve the situation.

My fault probably for trying to hide a Fleet composed entirely of Escorts.

DavidR
Actually, this seems to happen under any conditions. The setting is probably bugged.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on February 16, 2016, 06:19:44 AM
My fault probably for trying to hide a Fleet composed entirely of Escorts.
That's not what that means at all. "Hide escorts" hides the ships that are currently escorting another task group via orders.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: vartain on February 16, 2016, 11:35:52 AM
Quote from: vartain link=topic=8144. msg85589#msg85589 date=1454272635
Don't know if this is a bug proper or some sort of database corruption.     Since the last few game years every ten days or so a new earth colony will appear in my home system, exactly where earth is, without any infrastructure or installations but with slowly growing population, they can be abandoned without affecting the main colony but there seems to be no way of stopping them from appearing. 

I actually found out what was happening, apparently the civilians for some reason decided to ship colonists to earth and started a new colony each time they did so.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Pixel1191 on February 16, 2016, 12:58:47 PM
So I've received intel from POWs about a system which I haven't yet discovered.

Now whenever I open the Galaxy Map, I get "ERROR: WP Link not found in GetWarpPointData"

I tried setting up a jump point to the system from known space.  Sent a ship through, it came out somewhere completely different. 

I then went and just deleted the buggy system (I saw it with no connections in the Galaxy map, when I slogged through the errors on every click I made) but I'm still getting the error.

Is there a way to fix this?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on February 16, 2016, 03:13:22 PM
So I've received intel from POWs about a system which I haven't yet discovered.

Now whenever I open the Galaxy Map, I get "ERROR: WP Link not found in GetWarpPointData"

I tried setting up a jump point to the system from known space.  Sent a ship through, it came out somewhere completely different. 

I then went and just deleted the buggy system (I saw it with no connections in the Galaxy map, when I slogged through the errors on every click I made) but I'm still getting the error.

Is there a way to fix this?
It's the jump point you made. Delete the jump point.
If that's not it, then I'm not quite sure how else to fix it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TheDeadlyShoe on February 16, 2016, 03:58:32 PM
That is also what works for me. Look for bogus WP links and kill them.

I usually get that from espionage events giving me sight of a system.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Pixel1191 on February 17, 2016, 12:50:23 AM
Yeah the JP I made is already gone. 

So I guess all it can be now, is a "dead" JP link from a System I don't know yet. . . . finding it is gonna be a drag tho.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TheDeadlyShoe on February 17, 2016, 04:18:39 AM
Oh, it's definitely in a system on your map, otherwise you wouldn't get the error. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Pixel1191 on February 17, 2016, 05:21:33 AM
Are dead JPs marked as such? As in. . . can I recognize a dead JP just by looking at the list?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TheDeadlyShoe on February 17, 2016, 05:33:16 AM
It's been a while since I've had to deal with the error, so my memories are fuzzy.  I believe the warning signs are a link that should exist but the JP is listing as Unex (plored). Using the enter/explore function on a suspect JP *should* make it clear...  You shouldnt need to worry about systems that you have long since explored, it'll be relatively new or an espionage-data system.  Presuming this is the same kind of error I've dealt with.

To be clear, the F9 screen Jump Points tab while in SM mode is where you can find and correct this.  I suggest backing up your database before hand so that you can muck around destroying everything without fear. Also, you can SM-explore things without screwing up the RP of your game as it were.  Then once you identify the problem you can correct it surgically.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Pixel1191 on February 18, 2016, 02:40:31 AM
Problem solved.

One of my survey ships entered a new system, by chance, and the exploration of that system got rid of the error. Beats me as to why.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: viperfan7 on February 19, 2016, 04:06:30 AM
The condition for the second conditional command isn't copied over when copying commands to sub fleets, also, can we please have a seperate button to copy conditionals + defaults and to copy normal commands to sub fleets?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: DattMuffinMan on February 19, 2016, 12:00:05 PM
After exploring an nebula system, my Scout ship is permanently hampered to 312km/s whilst it should be going 3158km/s.  Very strange, not to mention annoying.  I did an overhaul on it to check if it was simply damage to the ship, but it did nothing.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on February 19, 2016, 12:03:45 PM
After exploring an nebula system, my Scout ship is permanently hampered to 312km/s whilst it should be going 3158km/s.  Very strange, not to mention annoying.  I did an overhaul on it to check if it was simply damage to the ship, but it did nothing.

On the Task Force window, click the Set Max button.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: db48x on February 19, 2016, 01:09:01 PM
Error in UpdateRaceClassDesigns
Error 3265 was generated by DAO.Fields
Item not found in this collection

Was just advancing time until one of my ships was finished. Probably the civilians, or an NPR, are up to something.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Havan_IronOak on February 20, 2016, 03:28:16 AM
Just got an Error 381 Invalid Property Array Index

I am trying to use a freighter with a 25,000 ton capacity to move pre-fab PDC Components.

I get the error when trying to add the load order at Earth and again when trying to add the unload at Mars order

Though the Error appears, the command does seem to have been added to the orders queue.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Havan_IronOak on February 20, 2016, 04:01:23 AM
Just got an Error 381 Invalid Property Array Index

I am trying to use a freighter with a 25,000 ton capacity to move pre-fab PDC Components.

I get the error when trying to add the load order at Earth and again when trying to add the unload at Mars order

Though the Error appears, the command does seem to have been added to the orders queue.

While this is still a VB error, I've resolved the issue. It was a newbie mistake and I'm guessing a result of trying to add an incomplete order.
I built a pre-fab missile complex and was trying to move a PDC that I thought I'd built.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: InfinitySquared on February 20, 2016, 05:07:40 PM
Hi, I'm getting an Overflow Error 6 in DisplayFleets whenever I try to activate weapon range display on the system map. 
Attached is an image of the system map screen zoomed in on the ship causing it, and the ship design itself.
hxxp: puu. sh/nflNE/a15fc7de30. png
Code: [Select]
Tadugane Ni - Copy class Cruiser    91 200 tons     1853 Crew     48773.88 BP      TCS 1824  TH 2100  EM 0
4797 km/s     Armour 6-180     Shields 0-0     Sensors 55/55/0/0     Damage Control Rating 175     PPV 446.24
Maint Life 1.81 Years     MSP 33356    AFR 2661%    IFR 37%    1YR 12721    5YR 190815    Max Repair 18375 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 140   
Hangar Deck Capacity 12000 tons     Magazine 169   
Maintenance Modules: 3 module(s) capable of supporting ships of 600 tons

Anzai Heavy Industries 1750 EP Gas Core AM Drive (5)    Power 1750    Fuel Use 6.5%    Signature 420    Exp 10%
Fuel Capacity 10 000 000 Litres    Range 303.6 billion km   (732 days at full power)

Single Toha Heavy Industries Higgs Particle Cannon 25/5 Turret Mk. 2 (2x1)    Range 1 120 000km     TS: 30000 km/s     Power 16-5     RM 7    ROF 20        16 16 16 16 16 16 16 13 12 11
Toha Heavy Industries High-Output Higgs Particle Cannon 500/9 (2)    Range 1 200 000km     TS: 25000 km/s     Power 125-5    ROF 125        50 50 50 50 50 50 50 50 50 50
Quad Toha Heavy Industries Gauss Cannon R6-17 Turret (16x32)    Range 60 000km     TS: 45000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Twin Toha Heavy Industries Gauss Cannon R6-100 Turret (4x16)    Range 60 000km     TS: 45000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Toha Heavy Industries 50cm Railgun V9/C5 (4x4)    Range 1 400 000km     TS: 25000 km/s     Power 60-5     RM 9    ROF 60        20 20 20 20 20 20 20 20 20 18
Toha Heavy Industries 25cm Railgun V9/C5 (16x4)    Range 450 000km     TS: 25000 km/s     Power 15-5     RM 9    ROF 15        5 5 5 5 5 5 5 5 5 4
Kunato Development Beam Fire Control S08 700-100k H40 (1)    Max Range: 1 400 000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Omori Weapon Systems Higgs Particle Reactor 50/200 (1)     Total Power Output 200    Armour 0    Exp 5%

Kanagaki-Endo Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 10
Genda Sensor Systems Interceptor Fire Control FC330-R1 (40%) (1)     Range 330.0m km    Resolution 1
M-I 1 (169)  Speed: 20 000 km/s   End: 18.6d    Range: 32068.4m km   WH: 2    Size: 1    TH: 66/40/20

GSS Ship Active Search Sensor MR1100-R100 (40%) (1)     GPS 100000     Range 1 100.0m km    Resolution 100
GSS Missile Active Search Sensor MR110-R1 (40%) (1)     GPS 1000     Range 110.0m km    MCR 12.0m km    Resolution 1
GSS Light Ship Active Search Sensor MR491-R20 (40%) (1)     GPS 20000     Range 491.9m km    Resolution 20
Kunato Development Thermal Sensor TH5-55 (40%) (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
Kunato Development EM Detection Sensor EM5-55 (40%) (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

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

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bsh on February 21, 2016, 07:09:03 AM
Hello,
I'm getting an "Error 9 - Subscription out of Range" "MoveToClosestItem" error in a (probably) infinite cycle, so I can't continue the game.   
Campaig is at ~121 years.   
What I did before: Started building another two ships at the same shipyard, and assigned their intended TaskGroup for them.    (But this was quite a while back, ships are taking long to build.    they are less than 50% complete.   ) Sent that TG to TF training.    They started to develop maintenance failures as usual.    So i stopped the TF training and ordered them back.    But they weren't moving, despite having max speed apparently, their order showed move to earth as it should and max speed, but they just didn't move at all.    No movement trail either.    I guessed this may be because the ships being built are set to this TG maybe? So I sent another ship to this stuck TG, absorbed the TG, moved back to earth, then split the TG again and the ships new TG was renamed to the old name.    The two ships under construction now showed "No taskgroup associated" or something like that.    The error 9 came roughly after this.   
I tried removing all orders on all taskgroups, which didn't help.   
Tried assigning ShipyardTG to the ships under construction, but I didn't find a way to do it.   
Then I cancelled the two ship build tasks.    Didn't help.   
Transferred the ships (that got stuck earlier) to ShipyardTG, and deleted their (now empty) Taskgroup.    Didn't help.   

Now I can't do anything in the game, because the next time increment generates these errors forever.    Please help!

Edit: ok so it's not in an infinite loop. . .  i've put a cup on ESC, so that it keeps closing the error window, and after like 5 minutes and a million error messages, the game works again.  but only until the next time increment, when the error comes back again.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on February 21, 2016, 11:23:09 AM
It's apparently possible to build illegal ships.  Having an unlockable design doesn't stop one from retooling a shipyard for it, and then the primary unit in the yard is automatically eligible to be built, even if it's a freighter with no engineering space.  The same can be done with PDCs.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TheDeadlyShoe on February 21, 2016, 05:15:31 PM
@bsh i think you are boned  :(

no backup?

you could try posting the db, maybe someone with the db password could take a poke at it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ab9rf on February 21, 2016, 09:47:23 PM
Five years into a conventional start, two NPC races, I get an error 3141 "The SELECT statement includes a reserved word. . . . " message in DetachShipType, after a series of short time steps, which suggests that it's due to NPC fleet activity.  Snap of error dialog attached, I hope.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bsh on February 22, 2016, 12:40:11 AM
Quote from: TheDeadlyShoe link=topic=8144. msg86998#msg86998 date=1456096531
you could try posting the db, maybe someone with the db password could take a poke at it.

that would be awesome.  here's a link, i hope it works, never used google drive. . .
https://drive. google. com/file/d/0B3IznApFSqSlSHN1Y0ZxT1lHNUU/view?usp=sharing

meanwhile i've progressed a few time increments wia the coffeecup-on-esc method, and time increments seem to be around 5-10-20 seconds.  my guess is the error is triggered by another npr maybe fighting or something? dunno.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Tyrope on February 22, 2016, 01:51:44 AM
In the attached 'Vanu Sovereignty' savegame I have a tugging task group (TG Trafalgar 001) pulling an engine-less base (JPDB Vanguard 001).  Due to a maintenance problem the tractor beam disengaged, this caused an error in UseFuel (I forgot the exact error due to forum registration delay) that would repeat until the process is killed.

Fix for this is to detach the link from both sides in the ship window, clear orders on both sides, pass 5s, then re-attach and resume as normal.

This makes me believe it's an error where the tractoring vessel moved ahead of the immobile one, but somehow kept the beam active, making the second ship (the Vanguard in my case) move without being able to.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Havan_IronOak on February 22, 2016, 02:20:59 AM
Error in ReturnTime Currency
Error 6 was generated by Aurora

I got this when I first opened the game today and went to the fleet screen and selected my first freighter. The error shows up after filling the orders panel but before filling the leftmost system locations available panel


Not a big problem but the error box did say Please....
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Pixel1191 on February 22, 2016, 03:10:33 AM
So, that whole WPLink Error after receiving intel from enemy prisoners, happened once more. I fixed it the first time because I got lucky, this time I can't fix it.

Maybe that whole feature should be considered. Unless you get stupendously lucky, star system data you receive in interogations will always put a disconnected system smack in the middle of your galaxy map, leading to the errors regarding invalid jump points. It either takes a lot of luck to get a survey ship through the right JP or a lot of fudging about with the Spacemaster.

maybe make it so interogations give you system data including a valid path to known space, or remove it entirely.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: SerBeardian on February 22, 2016, 07:58:36 AM
Quote from: bsh link=topic=8144. msg86972#msg86972 date=1456060143
Hello,
I'm getting an "Error 9 - Subscription out of Range" "MoveToClosestItem" error in a (probably) infinite cycle, so I can't continue the game.   
Campaig is at ~121 years.   
What I did before: Started building another two ships at the same shipyard, and assigned their intended TaskGroup for them.     (But this was quite a while back, ships are taking long to build.     they are less than 50% complete.    ) Sent that TG to TF training.     They started to develop maintenance failures as usual.     So i stopped the TF training and ordered them back.     But they weren't moving, despite having max speed apparently, their order showed move to earth as it should and max speed, but they just didn't move at all.     No movement trail either.     I guessed this may be because the ships being built are set to this TG maybe? So I sent another ship to this stuck TG, absorbed the TG, moved back to earth, then split the TG again and the ships new TG was renamed to the old name.     The two ships under construction now showed "No taskgroup associated" or something like that.     The error 9 came roughly after this.   
I tried removing all orders on all taskgroups, which didn't help.   
Tried assigning ShipyardTG to the ships under construction, but I didn't find a way to do it.   
Then I cancelled the two ship build tasks.     Didn't help.   
Transferred the ships (that got stuck earlier) to ShipyardTG, and deleted their (now empty) Taskgroup.     Didn't help.   

Now I can't do anything in the game, because the next time increment generates these errors forever.     Please help!

Edit: ok so it's not in an infinite loop.  .  .   i've put a cup on ESC, so that it keeps closing the error window, and after like 5 minutes and a million error messages, the game works again.   but only until the next time increment, when the error comes back again.

Found the problem.

Bunch of NPR ships somehow had an order to transit a JP that didn't exist.  Each one was throwing mass errors.
Designer and deleted the TGs and now it works.

Added SMEventLog dumped after the fix for anyone to review if they want.  DB is available from original link.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bsh on February 22, 2016, 08:33:07 AM
Thanks a lot, SerBeardian.  Will report back.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: db48x on February 22, 2016, 11:17:22 AM
Looks like cancelling a construction or shipyard task doesn't return any unused materials, even if no time has elapsed. For example, cancelling an 'Assemble PDC' job doesn't return the PDC components, and cancelling a refit of the wrong ship doesn't return the engines you had stockpiled.

Also, when starting refit jobs, it's possible to queue tasks even when there are no ships of the selected type in orbit. In my case the were in the system, and the class showed up in the refit ui, but they weren't actually in orbit of the same body as the shipyards. That was a lot of engines too.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on February 22, 2016, 12:34:09 PM
I think that's one of the things which is just too hard to keep track of.  My solution would be to SM the engines back, and move on.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on February 22, 2016, 12:42:28 PM
With the weird refitting of vehicles elsewhere issue, maybe there could be an added feature which basically creates and enforces an unmovable shipyard TG (rather than the current one which can be flown around at own pleasure), such that fighters, ships, and ships in refit are guaranteed to have a place that won't wander away from the shipyard during operations.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TheDeadlyShoe on February 22, 2016, 12:46:59 PM
I believe that change has already been added for 7.2.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on February 22, 2016, 01:00:05 PM
Not a bug directly but some off production numbers (I guess):
The different sizes of salvage modules do cost as following
(Corbomite / Boronide)
Size 500 - 55 / 50
Size 750 - 62,5 / 62,5
Size 1000 - 75 / 75
Size 1350 - 100 / 100
Size 1800 - 125 / 125
Size 2500 - 50 / 50

Why at Size 500 only 50 and not 55 Boronide?
Why at Size 2500 only 50 and not 190 (or something similar)?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bsh on February 22, 2016, 01:37:47 PM
Quote from: SerBeardian link=topic=8144. msg87043#msg87043 date=1456149516
Found the problem. 

Bunch of NPR ships somehow had an order to transit a JP that didn't exist.   Each one was throwing mass errors. 
Designer and deleted the TGs and now it works. 

Working again, thanks a bunch! Hopefully not gonna encounter this again.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: chokuto on February 24, 2016, 02:36:38 AM
I have a problem with viewing a system.   I think it may have something to do with the size of the system.   The furthest object from the star is a planet 180t out. 


When I enter the system I get an error.   window header: "Error in CentreOnLocation", contents: "Error 6 was generated by Aurora.   Overflow.   Please report to .  .  .  ".   I got that twice and then another error.   window header: "Error in DisplaySystems", contents: "Error 6 was generated by Aurora.   Overflow.   Please report to .  .  .  "

On trying to zoom in I get an error.   The window header is Aurora and contents are "Run-time error '6': Overflow" when I click ok it crashes to desktop. 

On trying to zoom out I get an error.   window header: "Error in SaveLocation", contents: "Error 6 was generated by Aurora.   Overflow.   Please report to .  .  .  " three times and then the above DisplaySystems error. 

It didn't stop the game from progressing and I didn't notice the problem straight away I think

Here is a screenshot of the system and the planet really far out. 

hxxp: imgur.  com/WEfFAbr

I have taken a backup and deleted the system and will carry on

I'm using the portable Aurora. 


EDIT:

Well that was odd.   I delete the above system on a test game copy that had progressed about a month and it worked fine.   I then deleted it on the game I was going to continue and I seemingly instantly had a second Sol system.   Loaded up the backup and deleted the system again and it seems to not have done anything unexpected. 

In the game that spawned a second Sol system I had used SM to move the only task group in the above system to Earth before creating the backup.   I had turned on SM before deleting the Sol system.   In the game from the backup I didn't enter SM mode before deleting the system and it then popup a window to enter my SM password and it didn't stay in SM mode.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on February 24, 2016, 01:10:31 PM
The text in the Commander tab of the F5 window is wrong.  It states that higher numbers correspond to higher priority, while in fact, lower numbers appear to correspond to higher priority.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MasterInventor on February 24, 2016, 03:04:54 PM
(http://hxxp: i. imgur. com/WWqT23u. png)

I get this error spammed every increment now (holding down Escape seems to get rid of the messages (eventually), if that helps anyone).  I think it may have something to do with all of the civilian ships (KHAAAAAAN!) and their orders bugging out.  There are somewhere in the neighborhood of FAR TOO MANY (at least 20-30) doing runs from Earth to Luna (colonists, infrastructure, and misc trade goods, if it matters, which I highly doubt), on 30 day increments (I only find out after that I should really be doing 5 day increments for them). 

If the image breaks, here is a transcript of the error message:

Error in ExecuteOrders

Error 5 was generated by Aurora
Invalid procedure call or argument
Please report to (link)

And here is a spaced out direct link to the image on Imgur:

http : / / imgur .  com / WWqT23u

I have yet to run into this problem in my newer game, but I have yet to invest so heavily into civilian shipping, either.

Unrelated note: I just joined to post this error report.  Is the verification always "What is the fourth planet?" and what will happen if I put in "(politician name removed)'s ego"?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on February 24, 2016, 03:18:21 PM
Unrelated note: I just joined to post this error report.  Is the verification always "What is the fourth planet?" and what will happen if I put in "(politician name removed)'s ego"?
Yes, and it will fail.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: jiduthie on February 24, 2016, 06:39:16 PM
The text in the Commander tab of the F5 window is wrong.  It states that higher numbers correspond to higher priority, while in fact, lower numbers appear to correspond to higher priority.

Wait really? I had always just assumed that the priority code was wonky. Just saw the other thread, disregard me.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MasterInventor on February 24, 2016, 08:21:34 PM
http : / / imgur .  com / IbKWNIf

Here's another error regarding civilian ships.  I get this a couple times whenever they design a new ship. 

Error in AutomatedDesign

Error 3201 was generated by DAO. Recordset
You cannot add or change a record because a related record is required in table 'TechSystem'.
Please report to (link).
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Rich.h on February 26, 2016, 09:48:58 AM
Just had this game killing bug for what seems like no reason. I last played my current game and everything was fine and so on with no errors. Now a couple of weeks later when I try to start Aurora I get the following.

"Error in cboGame
Error 380 invalid property value"

This is followed by a constant

"Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in the table 'Game'"

For some reason all my backup saves from that day are also suffering this error and the only one working is from two days previous.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: db48x on February 27, 2016, 04:49:04 PM
Can civilian ships get decommissioned while they're transporting goods for a contract? I seem to be missing a few automines...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Thineboot on February 28, 2016, 04:20:26 PM
Crew Quarters and Crew Quarters are the same and are not the same: while life support rating 1 has a cost of 0.2, size of 1, and uses 0.15 Mercassium (fighter x2, tiny x5, small x10, standard x50) two identical ships, one with mixed crew quarters, one with fighter quarters only end up with significantly different maintenance stats:
Code: [Select]
Stargate 3x Standard 3x Small 1x Fighter class Gravitational Survey Vessel    5 850 tons     55 Crew     258.4 BP      TCS 117  TH 400  EM 0
3418 km/s     Armour 1-28     Shields 0-0     Sensors 1/1/1/0     Damage Control Rating 4     PPV 0
Maint Life 3.4 Years     MSP 110    AFR 68%    IFR 1%    1YR 15    5YR 218    Max Repair 100 MSP
Intended Deployment Time: 36 months    Spare Berths 0   


Wilkins Drive Systems 200 EP 3.6 Commercial Internal Fusion Drive (2)    Power 200    Fuel Use 0.36%    Signature 200    Exp 2%
Fuel Capacity 10 000 Litres    Range 85.5 billion km   (289 days at full power)


Gravitational Survey Sensors (1)   1 Survey Points Per Hour


This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Stargate 91x Fighter class Gravitational Survey Vessel    5 850 tons     55 Crew     258.4 BP      TCS 117  TH 400  EM 0
3418 km/s     Armour 1-28     Shields 0-0     Sensors 1/1/1/0     Damage Control Rating 4     PPV 0
Maint Life 4.6 Years     MSP 110    AFR 68%    IFR 1%    1YR 8    5YR 127    Max Repair 100 MSP
Intended Deployment Time: 36 months    Spare Berths 0   


Wilkins Drive Systems 200 EP 3.6 Commercial Internal Fusion Drive (2)    Power 200    Fuel Use 0.36%    Signature 200    Exp 2%
Fuel Capacity 10 000 Litres    Range 85.5 billion km   (289 days at full power)


Gravitational Survey Sensors (1)   1 Survey Points Per Hour


This design is classed as a Military Vessel for maintenance purposes
It's not about the design, just stopped when I saw the difference in 3rd line (Maintenance).
Note that Figther quarters are not used without keep excess quarters enabled. The mixed design ended up with a tiny instead of a figther. Removing the figther adds a tiny and an additional spare berth plus 0.6 BP plus 0.01 years of maintenance life.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TheDeadlyShoe on February 28, 2016, 06:38:18 PM
I don't think that's a bug per se, just kind of a sploitability in how maintenance rolls work.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on February 29, 2016, 09:37:01 AM
I don't think that's a bug per se, just kind of a sploitability in how maintenance rolls work.
The bigger advantage of replacing all of your crew quarters with smaller ones is that it raises your internal HTK a lot.  That's what I use it for.  The maintenance benefits are relatively minor in comparison. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AL on February 29, 2016, 03:15:24 PM
I remember doing the same kind of thing with small/tiny fuel storage until they got changed to 0 HTK recently. For consistency's sake at least, changing the smaller crew quarters to have 0 HTK too sounds like a good idea.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: baconholic on March 01, 2016, 01:14:46 AM
Just encountered a DB corruption that changed the specialization of a scientist from one field to another. 

It's 8 years into the game and Lewis Bailey was my top CP scientist at 35%.   I level him up from 10% from the start. 

(http://hxxp: hxxp: i.  imgur.  com/elmWzgL.  png)

When the latest research finished, he went "missing" from my CP scientist list until I found him listed under LG.   Naturally, I thought it was just a display error so I turn on SM mode and go to the Teams page to do a reset. 

The reset brought up many error messages:

(http://hxxp: hxxp: i.  imgur.  com/SmbP1Yc.  png)

I was forced to kill the aurora.  exe process.   Upon restarting the game, Lewis Bailey is still listed as LG and reset button does not throw errors anymore, but did nothing. 

**Edit: I can't seem to post images, can mods fix the links for me?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on March 01, 2016, 01:21:18 AM
Not directly a bug but the diplomatic screen is prefilled by the main selected Race and if you want to change the diplomatic relations of a different race you have to close the dialog select a different main race and reopen it. In other dialogs you can change the active race inside the screen which makes this a lot easier to SM multiple fractions.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Havan_IronOak on March 01, 2016, 10:06:30 AM
In EnterElysium's You-tube Let's play there's a an error that occurs when launching fighters.
3075 Missing operator

It's a hard error loop meaning that only a CTRL ALT DEL (End Task) seems to end the error messages.

Here's the video in question
index=35&list=PLR5ZBfGW6e1lqlihsRNeIPTcWLXJD0aaV
The error occurs at 6:03 in the stream.

Since it's been documented and can be reviewed (and has been seen by over 3500 viewers) it should probably be fixed if possible.

There was some speculation in the thread that the problem was an apostrophe in the unit's name. IS that the problem?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on March 01, 2016, 10:47:24 AM
In EnterElysium's You-tube Let's play there's a an error that occurs when launching fighters.
3075 Missing operator

It's a hard error loop meaning that only a CTRL ALT DEL (End Task) seems to end the error messages.

Here's the video in question
index=35&list=PLR5ZBfGW6e1lqlihsRNeIPTcWLXJD0aaV
The error occurs at 6:03 in the stream.

Since it's been documented and can be reviewed (and has been seen by over 3500 viewers) it should probably be fixed if possible.

There was some speculation in the thread that the problem was an apostrophe in the unit's name. IS that the problem?
Apostrophes in names cause issues.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Pixel1191 on March 01, 2016, 01:36:25 PM
So, I'm now getting errors in my latest game..

As soon as I advance in any increment, I'm getting "Error in MoveToClosestItem", error 9 was generated, blabla...."subscript out of range".

When I spam enter, it'll eventually stop..but it will automatically advance time again (despite autoturns being OFF) and spam the error again. Can only quit Aurora via Task Manager.

Any ideas? I can't think of anything specific I did to cause it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: formicae on March 01, 2016, 07:41:00 PM
I started a new game, telling it to automatically research tech and design ships and ship systems.  One of the ships it generated has a jump drive which is too small:

Code: [Select]
Furious class Jump Escort Cruiser    16 900 tons     354 Crew     1941 BP      TCS 338  TH 640  EM 0
1893 km/s    JR 3-50     Armour 2-58     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 6     PPV 25
Maint Life 2.05 Years     MSP 431    AFR 380%    IFR 5.3%    1YR 137    5YR 2048    Max Repair 107 MSP
Intended Deployment Time: 6 months    Spare Berths 3   
Magazine 1835   

J8700(3-50) Military Jump Drive     Max Ship Size 8700 tons    Distance 50k km     Squadron Size 3
64 EP Nuclear Pulse Engine (10)    Power 64    Fuel Use 82.8%    Signature 64    Exp 10%
Fuel Capacity 800 000 Litres    Range 10.3 billion km   (62 days at full power)

Size 1 Missile Launcher (25)    Missile Size 1    Rate of Fire 15
Missile Fire Control FC5-R1 (5)     Range 5.8m km    Resolution 1
Fingerhammer Anti-missile Missile (1835)  Speed: 8 600 km/s   End: 13.4m    Range: 6.9m km   WH: 1    Size: 1    TH: 57/34/17

Active Search Sensor MR5-R1 (1)     GPS 96     Range 5.8m km    MCR 627k 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

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

It did create a suitable jump drive and a properly-designed jump-capable ship of the same size:

Code: [Select]
Iron Duke class Jump Cruiser    16 900 tons     424 Crew     2050.96 BP      TCS 338  TH 640  EM 0
1893 km/s    JR 3-50     Armour 4-58     Shields 0-0     Sensors 18/6/0/0     Damage Control Rating 6     PPV 40
Maint Life 1 Years     MSP 455    AFR 380%    IFR 5.3%    1YR 456    5YR 6839    Max Repair 362 MSP
Intended Deployment Time: 6 months    Spare Berths 2   
Magazine 764   

J17100(3-50) Military Jump Drive     Max Ship Size 17100 tons    Distance 50k km     Squadron Size 3
64 EP Nuclear Pulse Engine (10)    Power 64    Fuel Use 82.8%    Signature 64    Exp 10%
Fuel Capacity 950 000 Litres    Range 12.2 billion km   (74 days at full power)

CIWS-120 (1x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Size 4 Missile Launcher (10)    Missile Size 4    Rate of Fire 60
Missile Fire Control FC47-R67 (2)     Range 47.1m km    Resolution 67
Adelaide Anti-ship Missile (191)  Speed: 8 200 km/s   End: 115m    Range: 56.6m km   WH: 8    Size: 4    TH: 32/19/9

Active Search Sensor MR86-R67 (1)     GPS 11792     Range 86.4m km    Resolution 67
Thermal Sensor TH3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

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 could redesign the ship just fine, but if NPRs use the same code, this may be more of a problem unless it's intended for them to create ships with design errors.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: db48x on March 02, 2016, 05:15:19 PM
Code: [Select]
4th October 2089 13:12:31,Federation,Unknown,Nicholson Shipping Services has scrapped Nicholson Small F5 041 (Nicholson Small F5 class) due to its replacement by a newer vessel
4th October 2089 13:12:31,Federation,Sol,Nicholson Shipping Services has launched a new Nicholson Huge F4 class Freighter
4th October 2089 13:12:31,Federation,Unknown,Nicholson Shipping Services has scrapped Nicholson Small F5 042 (Nicholson Small F5 class) due to its replacement by a newer vessel
4th October 2089 13:12:31,Federation,Sol,Nicholson Shipping Services has launched a new Nicholson Large F7 class Freighter

Looks like they failed to update their freighter design; whenever they build a huge one it comes out as an F4 instead of an F7. Taking a look at the civilian designs in the class design window I see some C3s and F3s, some C4s and F4s, and some C5s and F5s. All of them huge, and all of the other designs are using engine 7.

See also http://aurora2.pentarch.org/index.php?topic=8144.msg86867#msg86867

PS: "ssmegped"?? Bowdlerization is dumb.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Shiwanabe on March 02, 2016, 07:00:10 PM
Came across a bug with Intelligence that's apparently still around. 
Quote from: Bgreman link=topic=4487. msg59576#msg59576 date=1358273227

Basically, as Bgreman says, refitting ships really screws around with the Intelligence window.

The attached image is basically only what exposed this to me, but I've found that it doesn't update which class each contact is.  (Although, getting a different type of contact for the same ship does seem to sort some of it out) The lack of updating means that while it doesn't attribute the wrong data to the wrong class, it doesn't attribute it to the correct class either.  Any information you gain about the new class just seems to disappear into the aether.

Can't really offer any ideas on what exactly's wrong, but it just seems that each contact is a bit too enthusiastic to remain the same class as what it was when originally found.

Apologies for rambly, but it's easily replicable so if you get around to this it shouldn't be difficult to get more info than I can provide.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: IanD on March 04, 2016, 06:40:26 AM
Aurora 7.1 Conventional start.
Don't think this is working as intended  :D

If you research mobile infantry on its completion you get garrison battalion and replacement battalion as a bonus.

UK and USA are TN and tech sharing, PRC has started TN tech research while Russia is still conventional and not researching TN tech. The UK was researching garrison battalion but had not quite finished it.

Extract from SM log

7th May 2044 22:42:31,USA, Sol, A team on Earth led by Nicholas Mclean has completed research into Mobile Infantry Battalion
7th May 2044 22:42:31, UK, Information on Mobile Infantry Battalion has been provided to us by United  States of America
7th May 2044 22:42:31, USA, Information on Garrison Battalion has been provided to us by United Kingdom
7th May 2044 22:42:31, UK, Information on Garrison Battalion has been provided to us by United  States of America
7th May 2044 22:42:31, USA, Information on Replacement Battalion has been provided to us by United Kingdom
7th May 2044 22:42:31, UK, Information on Replacement Battalion has been provided to us by United  States of America
7th May 2044 22:42:31, Russia, Information on Replacement Battalion has been provided to us by United Kingdom
7th May 2044 22:42:31, PRC, Information on Replacement Battalion has been provided to us by United Kingdom

Ian
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on March 04, 2016, 09:43:27 AM
Aurora 7.1 Conventional start.
Don't think this is working as intended  :D

If you research mobile infantry on its completion you get garrison battalion and replacement battalion as a bonus.

UK and USA are TN and tech sharing, PRC has started TN tech research while Russia is still conventional and not researching TN tech. The UK was researching garrison battalion but had not quite finished it.

Extract from SM log

7th May 2044 22:42:31,USA, Sol, A team on Earth led by Nicholas Mclean has completed research into Mobile Infantry Battalion
7th May 2044 22:42:31, UK, Information on Mobile Infantry Battalion has been provided to us by United  States of America
7th May 2044 22:42:31, USA, Information on Garrison Battalion has been provided to us by United Kingdom
7th May 2044 22:42:31, UK, Information on Garrison Battalion has been provided to us by United  States of America
7th May 2044 22:42:31, USA, Information on Replacement Battalion has been provided to us by United Kingdom
7th May 2044 22:42:31, UK, Information on Replacement Battalion has been provided to us by United  States of America
7th May 2044 22:42:31, Russia, Information on Replacement Battalion has been provided to us by United Kingdom
7th May 2044 22:42:31, PRC, Information on Replacement Battalion has been provided to us by United Kingdom

Ian
Isn't that an example of the tech osmosis?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on March 04, 2016, 09:48:19 AM
Isn't that an example of the tech osmosis?
Not really.  Nobody started with Garrison and Replacement battalions.  When the US got Mobile Infantry, it gave it to the UK directly, and they both got Garrison and Replacement battalions from the other by osmosis from Mobile Infantry.  I think I've seen this before, too.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: CowboyRonin on March 04, 2016, 03:24:45 PM
I actually found a bug that I haven't seen reported in this thread, so here goes.   Unfortunately, I did not grab any screen shots at the time.

I was researching Stellerator Fusion Reactor tech with my top Power & Propulsion expert.   During an exploration of a ruin, I found a set of Stellerator Fusion Reactors.   So, I load them up, haul them to Earth, and begin disassembly.   I get that done, go look at my research, and the project is gone.   I see Magneto-Fusion Drives in the available projects for Power and Propulsion, so the disassembly was enough to complete the project.   However, my researcher was not in the available list.   I tried several mechanisms, but I could not find her anywhere in the research tab.   I could see her in the Officers window, and she showed to be assigned (white background).   I ran a few turns, and she did not reappear.

WORKAROUND:  I assigned the researcher to a Geology team that was available in the Officers window and disbanded the team.   She then reappeared and functions normally.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drejr on March 04, 2016, 10:47:49 PM
Another effect of the bug above is that if a researcher is working on a propulsion technology at the same time it's discovered through disassembly civilians won't use it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: sloanjh on March 05, 2016, 08:13:53 AM
I actually found a bug that I haven't seen reported in this thread, so here goes.   Unfortunately, I did not grab any screen shots at the time.

I was researching Stellerator Fusion Reactor tech with my top Power & Propulsion expert.   During an exploration of a ruin, I found a set of Stellerator Fusion Reactors.   So, I load them up, haul them to Earth, and begin disassembly.   I get that done, go look at my research, and the project is gone.   I see Magneto-Fusion Drives in the available projects for Power and Propulsion, so the disassembly was enough to complete the project.   However, my researcher was not in the available list.   I tried several mechanisms, but I could not find her anywhere in the research tab.   I could see her in the Officers window, and she showed to be assigned (white background).   I ran a few turns, and she did not reappear.

WORKAROUND:  I assigned the researcher to a Geology team that was available in the Officers window and disbanded the team.   She then reappeared and functions normally.

At least this is an improvement over the old behavior.  IIRC,a few years back if you dumped enough RP into a tech that was already being researched, the planet would disappear!  Lot's of fun RP-ing that one....  :)

John
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on March 07, 2016, 03:31:27 PM
Can get negative amounts of component on planet stockpile; Can then generate unlimited research from one unknown component;

Repro:
Get part of a ship component to a planet (i. e.  Transport a part that does not entirely fit in a cargo bay)
On Planet->Industry->Stockpile disassemble the component
You now have -0. x of that component.
In addition can now continue disassembling components for more research (e. g.  -0. 5 -> -1. 5 components in stockpile)
--------------

Transporting ship components intermittently fails.

Repro:
On a cargo ship set order: pickup ship component, travel, drop-off ship component, travel
Set to cycle or repeat.
First cycle works, but will usually fail on the second or third cycle.

Query: Is transports partial ship parts (e. g.  0. 1 of a jump gate builder) intended of should it only be integer quantities?

-------------
Deleting a task force (can/always?) deletes all the ships within it.  Is this intended? is so should probably be noted at least in the 'Delete TF' button tooltip (Personally i would expect them to get moved to a 'Reserve' or 'Reserve <systemname>' TF that is created if necessary. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: steili on March 09, 2016, 09:35:24 AM
Not sure if this is a bug er feature:

I found 2 neighboring planets with ruins on them and sent in Xeno teams to both.  When the first team finished their examinations, I checked in on the other planet as well, and to my surprise it seems to have triggered the other Xeno team to finish as well.  There was no news entry of the other Xeno team finishing up though.  My first thought was that I might have missed the first news entry, but after carefully going through the logs, I'm certain that I didn't miss any news entry concerning this.

Both planets belonged to the same ancient race though, I'm not sure if that is important or not. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Thineboot on March 09, 2016, 09:55:32 AM
Don't know if it's really intended but you can use 0.2 Mass Drivers as well.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on March 09, 2016, 08:29:39 PM
When recovering items from alien ruin (Abandoned Colony, TL4) got the following message

14th September 2031 18:00:11,Sol,38th Construction Brigade has recovered 40x  on Mars

Can confirm i don't have 40x anything (buildings, ship components, minerals) so it look like a bug in the item recovery code not the logging.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on March 10, 2016, 09:02:32 AM
When recovering items from alien ruin (Abandoned Colony, TL4) got the following message

14th September 2031 18:00:11,Sol,38th Construction Brigade has recovered 40x  on Mars

Can confirm i don't have 40x anything (buildings, ship components, minerals) so it look like a bug in the item recovery code not the logging.
I can confirm as this happened to me too a couple of times with varying amounts of "nothing". Maybe the game tries to give some components that have been barred currently. (plasma torpedoes, absorption shields, some higher tech version of casual weapons or something?)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: steili on March 10, 2016, 11:15:32 AM
I've just encountered a somewhat similar bug: My construction brigade dug up 23x Compressed Fuel Systems, but I can't locate them in the planet's stockpile.  (I haven't found the tech for compressed fuel yet either, perhaps that's why). 

The user DeusVorpal told me at IRC that he has experienced the exact same bug. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Zook on March 10, 2016, 12:24:38 PM
A friendly NPR gave me Compressed Fuel Storage and it showed up as researched tech, but not in the design window components list. Not as Own, not as anything else. I could research and build the large version, though.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on March 11, 2016, 09:18:04 AM
Missiles which are slower than the ship that they target show erratic fly paths. Even when their objective is standing perfectly still, they just fly back and forth instead of simply intercepting:
(http://abload.de/img/back-and-forth-on-res3hj6m.gif)


I've long since noticed some quirks with the predictive interception, sometimes giving ships weirdly curved clock-wise fly paths, instead of a more direct one. Here is a new salvo flying in on that stationary target:
(http://abload.de/img/bug-anothersalvocomesu8k3t.jpg)


The missiles in suspension can sometimes still hit when I just advance by a larger intervall than 5 seconds. In close quarters that might however not always be the option, just as here where I laid in ambush to shoot exactly when that ship should try to come just a bit closer.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on March 11, 2016, 01:47:34 PM
This dialog appear: www.  brightsoft.  net/aurora-error.  png
If you close it it just appears again preventing game continuation (other than hard closing game and restarting it)
I think it is todo with the orders of the half-dozen ships in Ross 128

Save link: www.  brightsoft.  net/aurora-mdb.  7z
Game Version: 7.   1 Portable Pack
Repo: Hit advance 5 days

-- Update --
Confirmation that it is the 'Move to Thermo' order on the 'Grav xxx' taskforces in Ross 128 that causes the issue.  Thermo has orders to move to and dock with its mothership, when it docks with the mothership and its taskforce disappears seems to break the orders on the TF's heading towards it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: chokuto on March 11, 2016, 11:22:34 PM
I'm playing a game with 3 player races.   After one of my races researched 'Fuel Storage - Ultra Large' I noticed in the logs that the other two races had information on 'Compressed Fuel Storage System' provided by the race that researched 'Fuel Storage - Ultra Large'. 
Neither of the other two races had 'Fuel Storage - Ultra Large', and one of them was in the process of researching 'Fuel Storage - Very Large'. 

Edit: I guess I should have mentioned that non of the races had any compressed fuel storage systems research before this
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Iranon on March 12, 2016, 03:05:18 AM
More weirdness in non-standard tech.

I got some 0cm lasers that sometimes refused to be loaded in freighters and looked like regular 20cm lasers and provided nothing new when disassembled. Maybe another puzzle piece of advanced lasers acting strangely, but I'm at a loss how it fits in.

References to compressed fuel storage, but I never saw any.

Sometimes, I can disassemble more components than I have, reaching negative stockpiles. This includes standard components, but as far as I recall this only when stockpiles included nonstandard tech. EDIT: Probably related to this, I sometimes had freighters carrying more than their maximum capacity.
Unless I missed the messages, all of these were silent.

Advanced particle beam tech seems to work as advertised, naming may not be as intended though: it's "particle beam strength x" but "advanced particle beam warhead x".
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on March 13, 2016, 11:10:30 AM
Missile designer does not have a max resolution for sensor size (ship sensor design mas a max of ?500?), presume it should be capped at the same maximum resolution as ship sensors.

a) Lets you create size 1 decoy missile visible from other side of the system (or indeed theoretically a nearby star system!)
b) Entering very large value cause a overflow error dialog to pop up.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on March 14, 2016, 07:23:31 PM
If you move a shipyard (via tractor) to a new planet, any ship in construction carry on being constructed on the original planet (or at least continue to show on the original planets shipyard tasks tab)

If you move a shipyard (via tractor) to a new planet, any retooling that is in progress is automatically and silently canceled (e. g.  add new slips or expand capacity).  As you can lose years of progress on modifying a large yard would ideally expect to keep the progress, but at least receive a warning that canceled.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on March 14, 2016, 07:41:00 PM
If you right click on a taskforce in the system map->military tab it opens the taskforce window for that taskforce.  If you right click a different taskforce it brings the taskforce window to the front but does not change the taskforce to the the one you have just right clicked.

Leads to a lot of click taskforce, close taskforce window, click taskforce again.

Using 7. 1 Portable install if that makes a difference.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Pixel1191 on March 16, 2016, 06:04:37 AM
So first off, I used Designer Mode to find this bug (if it is one), however, I haven't made any changes while in DM, just used it to find what the hell is going on.

As for the rest of this, I'll spoiler it, since it involves some of them.

After my latest game had slowed down to 6 hour turns, I decided to use DM to find out why, exactly, that is, because the turns were too long to be combat-related. It turns out it was the Invaders. They were the only ones having any interupt events in those timeframes. It was hostile transit detections by their gate constructors spread all over the galaxy. Quite large numbers, too (some in the 100s). Every 6 hours the game stopped to announce the hostile transit of various amounts of ships, but no contacts were to be seen anywhere. None of the other empires or races, Star Swarm included, were even active in those systems, in fact the Invaders were the only ones who had actual knowledge of those systems at all, none of the others had been there yet. So either I massively overlooked something, or the Invaders have detected "phantom transits". Removing the gate construction fleets from the systems in question got rid of the interupts, tho they did reappear shortly thereafter with new transits in different systems, same problems applied here, nothing to be actually seen.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Zook on March 17, 2016, 01:56:02 AM
With "Max Weapon Range" on in the Display 2 tab, my shiny new 4-billion-km-range drone leads to an Overflow in Display Fleet.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on March 17, 2016, 02:29:16 PM
Commanders Tab: When you click on "Replace All" but cancel that action, the Commanders are still completly exchanged.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on March 18, 2016, 06:21:07 PM
Boarding action with a unit with 0 attack strength causes a divide by zero error during each combat round (and as it prevent unit from fighting does not end until ship captured by other unit or destroyed).

Possibly associated, reinforcement units don't seem to reinforce other units during boarding actions.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on March 19, 2016, 04:03:19 PM
I am currently stuck with one interval where a 5-day advance causes this window to appear:
(http://abload.de/img/unbenannt77sku.jpg)

I assume that it has to do with automated survey craft somewhere, but since I only own one(coincidentally just finishing a survey objective), but turning it off didn't resolve the issue, it must be one of some other faction.
So I went into designer and figured that there are only 3 other factions in the galaxy currently owning any ships.(..and all owning something with survey) 2 are friendly NPR, and looking at the in total 6 ships they had didn't give of something suspicious. ->They were all surveys with default orders and their next objective scheduled or still on one.
The third faction is spoiler invaders. They currently operate 3 survey ships, and despite having default survey orders like everybody, they all sit around without schedule like this:
(spoiler image in OT-tab)
Off-Topic: show
(http://abload.de/img/unbenann2t9ksnj.jpg)


...So I tried deleting those for their ill signs, but it was a fruitless endeavor. I rolled back a save to some increments earlier, but fear it might happen again in a couple days. Considering the universe only knows 8 other ships outside the spoiler faction, only these spoilers can be the cause in some way at least.
If this is a known problem, I would like to learn its origin before spoilering myself too much by going through all their ships and inevitably seeing their position and numbers.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Pixel1191 on March 19, 2016, 06:14:25 PM
That killed my last game, too. Would be interested in that, as well.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 20, 2016, 07:58:56 AM
Quote from: Pixel1191 link=topic=8144. msg88169#msg88169 date=1458429265
That killed my last game, too.  Would be interested in that, as well.

Got that error in my game too, what i did was moved the ships to an other Task Force, and deleted the old task force that gave the error.
In a other instance, i was not able to move them to a other Task Force, got errors there to, so i went to the Ship details, and Destroyed the onces with errors. 
Made then a Salveger ship to pickup the wracks. 
This way i could continue my game, i am still in my first campain.   44Years of playing now.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on March 20, 2016, 08:28:01 AM
Got that error in my game too, what i did was moved the ships to an other Task Force, and deleted the old task force that gave the error.
In a other instance, i was not able to move them to a other Task Force, got errors there to, so i went to the Ship details, and Destroyed the onces with errors. 
Made then a Salveger ship to pickup the wracks. 
This way i could continue my game, i am still in my first campain.   44Years of playing now.
Interesting.(and welcome to the Forum ;) ) You did something that worked, but I don't quite understand how you figured out which ships caused the problem. How did you learn which ships would produce that error on next increment?

I myself have no suspicious objects left anymore from my point of view, since the these 3 that did behave strange were proven not to be the issue.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 20, 2016, 10:07:59 AM
Quote from: Vandermeer link=topic=8144.  msg88175#msg88175 date=1458480481
Interesting.  (and welcome to the Forum ;) ) You did something that worked, but I don't quite understand how you figured out which ships caused the problem.   How did you learn which ships would produce that error on next increment?

I myself have no suspicious objects left anymore from my point of view, since the these 3 that did behave strange were proven not to be the issue. 

Tnx for the warm welcome.   Found that out, while looking at my task groups, and tried to change there order, and got the error there without the time increment running.

Go to Task Groups, view them all, and remove one by one all orders at the task groups.   (if you get the error there without the time increment, you found the messed up one) If possible reset task, if not move to a other TG. 
Don't forget the Special Orders Tab, while there is maybe A default order condition that could not be met anymore. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on March 20, 2016, 11:45:32 AM
Thank you for that information. I delved into the older save, and it indeed happened at the same time again a couple 5-day blocks later. However, I could not find such an orders induced error even after going through all races' task groups in the universe and deleting all automation and tasks I could find. (there haven't been too much though)
There was one more other strange thing however that I noticed later with SM event window:
(spoiler image warning)
Off-Topic: show
(http://abload.de/img/unbenanntzasc6.jpg)


This spoiler ship should not use fuel, and while ploughing through their ship list, I could not find a single other example that had used any fuel at all. After restoring the tank everything worked fine again.
..What caused the fuel to fall low just now, I can guess might be tank destruction from battle, as their fleet was just eliminating something apparently:
(spoiler image warning)
Off-Topic: show
(http://abload.de/img/unbenan3ntmks45.jpg)


..However, there was no battle damage on the actual ship, but it would be highly unlikely if the planet approach and the fuel loss did coincide just randomly.
Maybe Steve will be able to see through what really happened here when the ships met the planet and wrecks.

-----
Another unrelated minor issue I had to notice: The AI ship naming seems to break in consistency whenever multiple ships get spawned at once. Instead of giving unique numbers one after another, they all get the current lowest one. Looks like this:
(spoiler image warning)
Off-Topic: show
(http://abload.de/img/unbenan2nt9vszw.jpg)


..Not that the player would usually come to notice.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: baconholic on March 21, 2016, 01:54:59 AM
Error in PointBlankPDFire
Error 3201 was generated by DAO. Recordset

A few hundred of these errors pop up every single time my fleet intercepts a salvo of enemy missiles.  It doesn't matter if the salvo amount is 6 or 104, several hundred errors pop up.

I decided to delete my PD fighters until the problem was solved.  I found 2 different designs to be causing the error:

SFR-MFD
Code: [Select]
SFR-MFD class Fighter    332 tons     3 Crew     137.2 BP      TCS 6.64  TH 150  EM 0
22590 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 66%    IFR 0.9%    1YR 9    5YR 136    Max Repair 38 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   

MFD ME-0075EP T300x60 (2)    Power 75    Fuel Use 925.96%    Signature 75    Exp 30%
Fuel Capacity 15,000 Litres    Range 0.9 billion km   (10 hours at full power)

10cm Railgun V1/C3 (1x4)    Range 10,000km     TS: 22590 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
FTR-BFC T40x5 M80x25 (1)    Max Range: 80,000 km   TS: 25000 km/s     88 75 62 50 38 25 12 0 0 0
MCF-3 (1)     Total Power Output 3    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes

SFR-8
Code: [Select]
SFR-8 class Fighter    307 tons     3 Crew     145.9 BP      TCS 6.14  TH 192  EM 0
31270 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 61%    IFR 0.9%    1YR 10    5YR 151    Max Repair 48 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   

INFD ME-0096EP T300x40 (2)    Power 96    Fuel Use 617.3%    Signature 96    Exp 30%
Fuel Capacity 10,000 Litres    Range 0.9 billion km   (8 hours at full power)

10cm Railgun V1/C3 (1x4)    Range 10,000km     TS: 31270 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
FTR-BFC T48x6.25 M48x31.25 (1)    Max Range: 48,000 km   TS: 31250 km/s     79 58 38 17 0 0 0 0 0 0
MCF-3 (1)     Total Power Output 3    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes

This 3rd design is minor upgrade of the first 2, but did not cause error:
Code: [Select]
SFR-8.2 class Fighter    307 tons     3 Crew     190 BP      TCS 6.14  TH 192  EM 0
31270 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 61%    IFR 0.9%    1YR 13    5YR 197    Max Repair 72 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   

INFD ME-0096EP T300x30 (2)    Power 96    Fuel Use 462.98%    Signature 96    Exp 30%
Fuel Capacity 10,000 Litres    Range 1.3 billion km   (11 hours at full power)

10cm Railgun V1/C3 (1x4)    Range 10,000km     TS: 31270 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
FTR-BFC T60-8 M120x32 (1)    Max Range: 120,000 km   TS: 32000 km/s     92 83 75 67 58 50 42 33 25 17
SCAM-3.2 (1)     Total Power Output 3.2    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes

I can upload the saved database before and after I deleted the fighters if needed.

*Edit: It seems like my SFR-8.2 did not fight any battles and thus have not setup the FC, so they might cause error too. However, my PD-FACs using the same railgun does not cause any PointBlankPDFire error.

*Edit 2: Fight broke out in another system. I figured out exactly what caused the error. Having another fleet that's not fighting assigned to PointBlankPDFire will cause 1 error to get generated per 10cm Railgun V1/C3. 1 FC + 3 railgun = 3 errors, 2 FC + 6 railgun = 6 errors. PointBlankPDFire range does not matter. Switching PD fire to AreaPD/PointBlankPDFire (SO) will not cause any error.

I tried assigning PointBlankPDFire to new crafts using 10cm Railgun V6/C3, they did not throw any errors. I am not sure if that's because they haven't been fired yet or that the V6/C3 doesn't throw any error.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: WHCnelson on March 21, 2016, 02:58:00 AM
 :o I am now getting an Error 380 an Invalid Property Value was Generated.    :-\ >:(   This is now occurring again when I reach YEAR 17 in game time.  I have explored 44 systems of the 2000 in the game and have 3 generated races from the beginning.   I have colonized 6 systems with one having a sector capital.   The error occurred after I activated the generate new races as NPC and NPC can activate other NPC races.

   Now when I deactivate Generate new races as NPC the error disappears....  What the !@!@#$$$ ??? ??? ??? ::) :P :-[
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 21, 2016, 04:47:44 AM
After creating a new Missle, i named the missle with a too long name.  That gave me an error.
But it was added at the missle research, so i researched it.  (bad thing)
Now when i go to my Industries, select Missles.  It gives the following error:

Error in PopulateConstructionGrid
Error 94 was generated by Aurora
Invalid use of Null
Please report to aurora url 11. 0. html

After i click ok, i have my missle list, with 1 missle without a name. 

When i go back to missle design, it popup up a bounche of error's, but can't delete the missle.

How can i delete that design from my game?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Pixel1191 on March 21, 2016, 05:43:53 AM
Just rename the missile? Maybe that'll help. Can do that in tech screen.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 21, 2016, 08:20:10 AM
Quote from: Pixel1191 link=topic=8144. msg88205#msg88205 date=1458557033
Just rename the missile? Maybe that'll help.  Can do that in tech screen.
In the tech screen i got errors too, and after that it was not listed.

Solved it by going to Research, then show completed Research, and deleted it there.  (There it was still with the name)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on March 21, 2016, 06:47:47 PM
On the planet->Mining tab

Double click the Total row of the Reserve mineral column and enter a value. Get an some errors. (not sure what is meant to happen but i assumed it would set the reserve for all mineral types)

Total row for the Access column show the average of the mineral access which is pretty useless, would expect it to show the sum of the column (as quick guide to how effective mining will be there)

--

Log output bug, 'Jump Point' shown twice in the log output when building a jump gate.

28th January 2046 15:50:31,WD 1142-645 [BAA],Jump Gate Construction underway at Proxima Centauri [BA] Jump Point Jump Point
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: baconholic on March 21, 2016, 08:43:53 PM
Error in PointBlankPDFire
Error 3201 was generated by DAO. Recordset

Update to previous reply:
Fight broke out in another system. I figured out exactly what caused the error. Having another fleet that's not fighting assigned to PointBlankPDFire will cause 1 error to get generated per 10cm Railgun V1/C3. 1 FC + 3 railgun = 3 errors, 2 FC + 6 railgun = 6 errors. PointBlankPDFire range does not matter. Switching PD fire to AreaPD/PointBlankPDFire (SO) will not cause any error.

I tried assigning PointBlankPDFire to new crafts using 10cm Railgun V6/C3, they did not throw any errors. I am not sure if that's because they haven't been fired yet or that the V6/C3 doesn't throw any error.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on March 22, 2016, 09:56:09 AM
I've run into an issue in my multiplayer game.  I have four factions running, three of which have produced civilian ships.  Two of them have produced a lot of freighters and very few colony ships.  This is, I understand, a known bug in the current version.  The third, though, has only built colony ships.  This is annoying, particularly as it's the one I'm running for myself.  The first line built 1 large and 3 small colony ships, and then I added a second line.  Its first ship was a large colony ship.  I currently have to build my own infrastructure and then ship it, which is hard because I'm doing a conventional start and am short on industry and ships.  Meanwhile, a big planet's worth of civilian infrastructure goes unused because there are no cargo ships.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on March 22, 2016, 10:19:03 AM
I am currently stuck with one interval where a 5-day advance causes this window to appear:
(http://abload.de/img/unbenannt77sku.jpg)

I had the same error again 20 years later. Maybe there are multiple causes for it, since I didn't have any AI ship devoid of fuel this time. I simply deleted all the orders and default orders from all NPR+Spoiler task groups in the universe again, and it was solved.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MasterInventor on March 22, 2016, 12:24:41 PM
I noticed some incorrect text in the Event Updates screen.

http : / / imgur .  com / 3jDXxTE

I got "Probe out of fuel" as the Event Description when a TG cancelled a single looping order (have they always done that? Weird. . . )
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 22, 2016, 12:45:03 PM
Don't know it this is a bug, but it ain't a good message to to start troubleshooting.

I created a new ship, constructed it.  Tought i builded it with supplies compartments on it, but forgot that.  =(
So i set up the TG.  Gave it Special orders to refuel and resupply at 20%.

Every turn i get the message.
. . .  has completed orders.  (Auto turns stops)

While supplies where at 0/0 
But says it compled there order, but nothing had to be resupplies.

20% of 0 should still be 0 and no resupply should be needed.  While the ship tought it needed resupplies

Removed the special order, and the game continues as normal.

Should actually be a other message, that Ship X could not resupply.  Instead that i completed there order, and next turn do the same again.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on March 22, 2016, 01:23:18 PM
Officers get mistakenly retired due to "time in tour" counter not reseting

I've already suspected this for a while, but now I've been hit heavily by this phenomenon, so I documented a case. My current leading Admiral in my game is already 90 and has been sick for decades. Though Admirals are often miraculously hardy and can survive into 110+, you've of course to plan for the worst, so I had long since a protegee officer spied out, who made it be called "his excellency" at the age of 30. He had a job for most of the time, but in favor for some youngster training, I pulled him out just a couple months before the next reassignment circle.

...He got fired for being unassigned for too long...:
Off-Topic: show
(http://abload.de/img/unbenanntq2si4.jpg)
-----


Luckily I could roll back a save and confirm all this. I've before noticed that for example officers who just got out of a disbanded geology team would arrive in "unassigned" state with 3+ years in tour for example. It seemed like the assignment timer does not reset upon relief anymore.(cannot say I know the phenomenon from older versions..)
So to prove that, here is that same fresh Admiral a couple months earlier:
Off-Topic: show
(http://abload.de/img/unbenan2ntojs9s.jpg)
-----


...And after taking him out and advancing 5 days:
Off-Topic: show
(http://abload.de/img/unbenann3tgqsyw.jpg)
-----


...He would get fired again, despite being constantly assigned since age 22.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Beaker on March 24, 2016, 11:41:07 AM
It seems that designs using the reduced laser size tech will sometimes have a recharge rate less than 1 per 5 seconds, which the game seems to round down to zero.  Those lasers never recharge regardless of the power systems.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 25, 2016, 04:26:43 AM
Got this error when i go to Combat Assignments Overview (and not all Task groups where showing)
Attachment:bug1_error.    png


The error came from a dubble name in task groups:
Attachment:  bug1_error_from.  PNG

renamed it and the task groups are showing again.           
Attachment: bug1_error_solved_and_all_pdc_are_showing.   PNG


---- Edit

I was also unable to upgrade the PDC(was not showing in PDC refit screen) in the task group (renamed to old)
Deleted the PDC.

Also the PDC Refit windows wont update it self, if you switch from colony to colony, and the PDC of the other planet are still visable.  You need to redrop the menu, to refresh.
 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: baconholic on March 26, 2016, 01:05:04 AM
Research anything bug/exploit:

Steps to reproduce:
1. Open research tab, select All Projects tab
2. Make sure all labs are assigned
3. Select the project you want to research
4. Remove a lab with the Remove RL button
5. Now you can create the previously non-researchable tech.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Noble713 on March 26, 2016, 01:59:56 AM
I'm getting a page fault error that forces Aurora to close. This only occurs when trying to bring up the System Map for a particular system (WISE 0146+4234). I think it's connected to the huge number of wrecks/life pods/ships (friendly and enemy) present in this heavily-contested system.

I haven't found any work-around to get me to the WISE System Map without a crash (other systems come up just fine), so I'm now fighting a huge system invasion solely through the Combat Overview and Events windows.  :'(

Note: I'm running Aurora under Wine in Linux but I don't think that's the source of the error...

Here is one of my recent error reports:
Code: [Select]
Unhandled exception: page fault on write access to 0x6e91e000 in 32-bit code (0x7ea231dd).
Register dump:
 CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
 EIP:7ea231dd ESP:0033ce88 EBP:0033ced8 EFLAGS:00210202(  R- --  I   - - - )
 EAX:0b63cd10 EBX:002b10bd ECX:6e91e000 EDX:803dc08d
 ESI:79c3c390 EDI:001589db
Stack dump:
0x0033ce88:  80000000 692fc020 07626820 000039f5
0x0033ce98:  07626820 000039f5 002b10be 0015885f
0x0033cea8:  00ac43fd 001589db 0b63cd10 803dc08d
0x0033ceb8:  79c3c390 005624b1 fb9df850 20070e02
0x0033cec8:  7ea0e74d 7eaae000 002b10bf 002b10bf
0x0033ced8:  0033cf58 7ea26b6e 0033cf00 7bc36796
000c: sel=0067 base=00000000 limit=00000000 16-bit r-x
Backtrace:
=>0 0x7ea231dd in gdi32 (+0x231dd) (0x0033ced8)
  1 0x7ea26b6e in gdi32 (+0x26b6d) (0x0033cf58)
  2 0x7ea26eaa in gdi32 (+0x26ea9) (0x0033cf88)
  3 0x7ea77f2a Ellipse+0x69() in gdi32 (0x0033cfd8)
  4 0x66057bdd in msvbvm60 (+0x57bdc) (0x0033d058)
  5 0x66082c6e in msvbvm60 (+0x82c6d) (0x0033d1e8)
  6 0x66061ddc in msvbvm60 (+0x61ddb) (0x0033d30c)
  7 0x66035afb in msvbvm60 (+0x35afa) (0x0033e7b4)
  8 0x00ba948f in aurora (+0x7a948e) (0x0033e9e4)
  9 0x00ba222c in aurora (+0x7a222b) (0x0033ebac)
  10 0x00ba6650 in aurora (+0x7a664f) (0x0033eda4)
  11 0x00b394e9 in aurora (+0x7394e8) (0x0033f020)
  12 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033f02c)
  13 0x004de9f7 in aurora (+0xde9f6) (0x0033f03c)
  14 0x660522b4 in msvbvm60 (+0x522b3) (0x0033f088)
  15 0x6605271b in msvbvm60 (+0x5271a) (0x0033f15c)
  16 0x660528e7 in msvbvm60 (+0x528e6) (0x0033f180)
  17 0x660a6fff in msvbvm60 (+0xa6ffe) (0x0033f1d4)
  18 0x6606cd20 in msvbvm60 (+0x6cd1f) (0x0033f210)
  19 0x6606d011 in msvbvm60 (+0x6d010) (0x0033f244)
  20 0x6603aa42 in msvbvm60 (+0x3aa41) (0x0033f40c)
  21 0x00b4c693 in aurora (+0x74c692) (0x0033f75c)
  22 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033f768)
  23 0x004dee14 in aurora (+0xdee13) (0x0033f778)
  24 0x660522b4 in msvbvm60 (+0x522b3) (0x0033f7c4)
  25 0x6605271b in msvbvm60 (+0x5271a) (0x0033f898)
  26 0x660528e7 in msvbvm60 (+0x528e6) (0x0033f8bc)
  27 0x66032477 in msvbvm60 (+0x32476) (0x0033f918)
  28 0x6603216d in msvbvm60 (+0x3216c) (0x0033f938)
  29 0x660647e1 in msvbvm60 (+0x647e0) (0x0033f98c)
  30 0x66067124 in msvbvm60 (+0x67123) (0x0033fa8c)
  31 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033fa98)
  32 0x004b7f12 in aurora (+0xb7f11) (0x0033faa8)
  33 0x660522b4 in msvbvm60 (+0x522b3) (0x0033faf4)
  34 0x6605271b in msvbvm60 (+0x5271a) (0x0033fbc8)
  35 0x660528e7 in msvbvm60 (+0x528e6) (0x0033fbec)
  36 0x6607fe21 in msvbvm60 (+0x7fe20) (0x0033fc24)
  37 0x6607ff1d in msvbvm60 (+0x7ff1c) (0x0033fc5c)
  38 0x66083c76 in msvbvm60 (+0x83c75) (0x0033fc98)
  39 0x6601c9d1 in msvbvm60 (+0x1c9d0) (0x0033fcc8)
  40 0x6600a55d in msvbvm60 (+0xa55c) (0x0033fcf4)
  41 0x6600a48b in msvbvm60 (+0xa48a) (0x0033fd38)
  42 0x6600a41a in msvbvm60 (+0xa419) (0x0033fd7c)
  43 0x6600a2f8 in msvbvm60 (+0xa2f7) (0x6601a098)
  44 0x66006ba7 in msvbvm60 (+0x6ba6) (0x660c7f80)
  45 0x0c2474ff (0x0424448b)
0x7ea231dd: movl %ebx,0x0(%ecx)
Modules:
Module Address Debug info Name (109 modules)
PE   400000- 19c0000 Export          aurora
PE f9a0000- f9ab000 Deferred        vbajet32
PE f9c0000- fa22000 Deferred        expsrv
PE 1b000000-1b170000 Deferred        msjet40
PE 1b5d0000-1b665000 Deferred        mswstr10
PE 1b740000-1b7c8000 Deferred        dao360
PE 1b810000-1b84a000 Deferred        msjtes40
PE 202b0000-20345000 Deferred        comctl32
PE 20da0000-20ddd000 Deferred        msflxgrd
PE 21060000-21072000 Deferred        sysinfo
PE 212f0000-21323000 Deferred        tabctl32
PE 653c0000-653e6000 Deferred        asycfilt
PE 66000000-66152000 Export          msvbvm60
PE 77120000-771ac000 Deferred        oleaut32
ELF 7b800000-7ba54000 Deferred        kernel32<elf>
  \-PE 7b810000-7ba54000 \               kernel32
ELF 7bc00000-7bcda000 Deferred        ntdll<elf>
  \-PE 7bc10000-7bcda000 \               ntdll
ELF 7bf00000-7bf04000 Deferred        <wine-loader>
ELF 7d447000-7d45d000 Deferred        libgpg-error.so.0
ELF 7d45d000-7d4d2000 Deferred        libpcre.so.3
ELF 7d4d2000-7d581000 Deferred        libgcrypt.so.20
ELF 7d581000-7d5a7000 Deferred        liblzma.so.5
ELF 7d5a7000-7d635000 Deferred        libsystemd.so.0
ELF 7d6b6000-7d6d3000 Deferred        libgcc_s.so.1
ELF 7d6d3000-7d6dc000 Deferred        librt.so.1
ELF 7d6dc000-7d702000 Deferred        libselinux.so.1
ELF 7d702000-7d70b000 Deferred        libffi.so.6
ELF 7d70b000-7d724000 Deferred        libresolv.so.2
ELF 7d724000-7d729000 Deferred        libkeyutils.so.1
ELF 7d729000-7d783000 Deferred        libdbus-1.so.3
ELF 7d783000-7d80f000 Deferred        libgmp.so.10
ELF 7d80f000-7d844000 Deferred        libhogweed.so.4
ELF 7d844000-7d880000 Deferred        libnettle.so.6
ELF 7d880000-7d895000 Deferred        libtasn1.so.6
ELF 7d895000-7d8c9000 Deferred        libidn.so.11
ELF 7d8c9000-7d92b000 Deferred        libp11-kit.so.0
ELF 7d92b000-7d938000 Deferred        libkrb5support.so.0
ELF 7d938000-7d93d000 Deferred        libcom_err.so.2
ELF 7d93d000-7d96e000 Deferred        libk5crypto.so.3
ELF 7d96e000-7da45000 Deferred        libkrb5.so.3
ELF 7da45000-7da59000 Deferred        libavahi-client.so.3
ELF 7da59000-7da67000 Deferred        libavahi-common.so.3
ELF 7da67000-7dbbf000 Deferred        libgnutls.so.30
ELF 7dbbf000-7dc11000 Deferred        libgssapi_krb5.so.2
ELF 7dc11000-7dc98000 Deferred        libcups.so.2
ELF 7dcc0000-7dcf5000 Deferred        uxtheme<elf>
  \-PE 7dcd0000-7dcf5000 \               uxtheme
ELF 7dcf5000-7dd31000 Deferred        winspool<elf>
  \-PE 7dd00000-7dd31000 \               winspool
ELF 7dd31000-7dda7000 Deferred        shlwapi<elf>
  \-PE 7dd40000-7dda7000 \               shlwapi
ELF 7dda7000-7dfd0000 Deferred        shell32<elf>
  \-PE 7ddb0000-7dfd0000 \               shell32
ELF 7dfd0000-7e0b5000 Deferred        comdlg32<elf>
  \-PE 7dfe0000-7e0b5000 \               comdlg32
ELF 7e0b5000-7e1aa000 Deferred        comctl32<elf>
  \-PE 7e0c0000-7e1aa000 \               comctl32
ELF 7e1f4000-7e235000 Deferred        usp10<elf>
  \-PE 7e200000-7e235000 \               usp10
ELF 7e23a000-7e254000 Deferred        sxs<elf>
  \-PE 7e240000-7e254000 \               sxs
ELF 7e254000-7e278000 Deferred        imm32<elf>
  \-PE 7e260000-7e278000 \               imm32
ELF 7e29a000-7e2a1000 Deferred        libxfixes.so.3
ELF 7e2a1000-7e2ac000 Deferred        libxcursor.so.1
ELF 7e2ac000-7e2bf000 Deferred        libxi.so.6
ELF 7e2bf000-7e2c3000 Deferred        libxcomposite.so.1
ELF 7e2c3000-7e2d0000 Deferred        libxrandr.so.2
ELF 7e2d0000-7e2dc000 Deferred        libxrender.so.1
ELF 7e2dc000-7e2e3000 Deferred        libxxf86vm.so.1
ELF 7e2e3000-7e2e7000 Deferred        libxinerama.so.1
ELF 7e2e7000-7e2ee000 Deferred        libxdmcp.so.6
ELF 7e2ee000-7e2f2000 Deferred        libxau.so.6
ELF 7e2f2000-7e318000 Deferred        libxcb.so.1
ELF 7e318000-7e463000 Deferred        libx11.so.6
ELF 7e463000-7e478000 Deferred        libxext.so.6
ELF 7e4a0000-7e52d000 Deferred        winex11<elf>
  \-PE 7e4b0000-7e52d000 \               winex11
ELF 7e5a1000-7e5ca000 Deferred        libexpat.so.1
ELF 7e5ca000-7e60e000 Deferred        libfontconfig.so.1
ELF 7e60e000-7e639000 Deferred        libpng12.so.0
ELF 7e639000-7e654000 Deferred        libz.so.1
ELF 7e654000-7e704000 Deferred        libfreetype.so.6
ELF 7e72c000-7e7db000 Deferred        msvcrt<elf>
  \-PE 7e740000-7e7db000 \               msvcrt
ELF 7e7db000-7e857000 Deferred        rpcrt4<elf>
  \-PE 7e7f0000-7e857000 \               rpcrt4
ELF 7e857000-7e986000 Deferred        ole32<elf>
  \-PE 7e870000-7e986000 \               ole32
ELF 7e986000-7e9f2000 Deferred        advapi32<elf>
  \-PE 7e990000-7e9f2000 \               advapi32
ELF 7e9f2000-7eb09000 Dwarf           gdi32<elf>
  \-PE 7ea00000-7eb09000 \               gdi32
ELF 7eb09000-7ec57000 Deferred        user32<elf>
  \-PE 7eb20000-7ec57000 \               user32
ELF 7ec57000-7ec6a000 Deferred        libnss_files.so.2
ELF 7ec6a000-7ec85000 Deferred        libnsl.so.1
ELF 7ef83000-7efd8000 Deferred        libm.so.6
ELF 7efe7000-7f000000 Deferred        version<elf>
  \-PE 7eff0000-7f000000 \               version
ELF f7342000-f734f000 Deferred        libnss_nis.so.2
ELF f7350000-f7355000 Deferred        libdl.so.2
ELF f7355000-f7509000 Deferred        libc.so.6
ELF f750a000-f7527000 Deferred        libpthread.so.0
ELF f7544000-f754e000 Deferred        libnss_compat.so.2
ELF f754f000-f7704000 Dwarf           libwine.so.1
ELF f7706000-f772b000 Deferred        ld-linux.so.2
ELF f772d000-f772e000 Deferred        [vdso].so
Threads:
process  tid      prio (all id:s are in hex)
0000000e services.exe
0000001d    0
0000001c    0
00000018    0
00000016    0
00000014    0
00000010    0
0000000f    0
00000012 winedevice.exe
00000020    0
00000019    0
00000017    0
00000013    0
0000001a plugplay.exe
0000001f    0
0000001e    0
0000001b    0
00000021 explorer.exe
00000025    0
00000022    0
00000023 (D) C:\Games\Aurora\Aurora.exe
00000033    0
00000032    1
00000031    1
00000030    1
00000024    0 <==
00000026 rpcss.exe
0000002f    0
0000002e    0
0000002d    0
0000002c    0
0000002b    0
0000002a    0
00000028    0
00000027    0
System information:
    Wine build: wine-1.6.2
    Platform: i386
    Host system: Linux
    Host version: 4.4.0-15-generic
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 26, 2016, 06:59:46 AM
Quote from: Noble713 link=topic=8144. msg88398#msg88398 date=1458975596
I'm getting a page fault error that forces Aurora to close.  This only occurs when trying to bring up the System Map for a particular system (WISE 0146+4234).  I think it's connected to the huge number of wrecks/life pods/ships (friendly and enemy) present in this heavily-contested system.

I haven't found any work-around to get me to the WISE System Map without a crash (other systems come up just fine), so I'm now fighting a huge system invasion solely through the Combat Overview and Events windows.   :'(

Note: I'm running Aurora under Wine in Linux but I don't think that's the source of the error. . .

Here is one of my recent error reports:
Code: [Select]
Unhandled exception: page fault on write access to 0x6e91e000 in 32-bit code (0x7ea231dd).
Register dump:
 CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
 EIP:7ea231dd ESP:0033ce88 EBP:0033ced8 EFLAGS:00210202(  R- --  I   - - - )
 EAX:0b63cd10 EBX:002b10bd ECX:6e91e000 EDX:803dc08d
 ESI:79c3c390 EDI:001589db
Stack dump:
0x0033ce88:  80000000 692fc020 07626820 000039f5
0x0033ce98:  07626820 000039f5 002b10be 0015885f
0x0033cea8:  00ac43fd 001589db 0b63cd10 803dc08d
0x0033ceb8:  79c3c390 005624b1 fb9df850 20070e02
0x0033cec8:  7ea0e74d 7eaae000 002b10bf 002b10bf
0x0033ced8:  0033cf58 7ea26b6e 0033cf00 7bc36796
000c: sel=0067 base=00000000 limit=00000000 16-bit r-x
Backtrace:
=>0 0x7ea231dd in gdi32 (+0x231dd) (0x0033ced8)
  1 0x7ea26b6e in gdi32 (+0x26b6d) (0x0033cf58)
  2 0x7ea26eaa in gdi32 (+0x26ea9) (0x0033cf88)
  3 0x7ea77f2a Ellipse+0x69() in gdi32 (0x0033cfd8)
  4 0x66057bdd in msvbvm60 (+0x57bdc) (0x0033d058)
  5 0x66082c6e in msvbvm60 (+0x82c6d) (0x0033d1e8)
  6 0x66061ddc in msvbvm60 (+0x61ddb) (0x0033d30c)
  7 0x66035afb in msvbvm60 (+0x35afa) (0x0033e7b4)
  8 0x00ba948f in aurora (+0x7a948e) (0x0033e9e4)
  9 0x00ba222c in aurora (+0x7a222b) (0x0033ebac)
  10 0x00ba6650 in aurora (+0x7a664f) (0x0033eda4)
  11 0x00b394e9 in aurora (+0x7394e8) (0x0033f020)
  12 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033f02c)
  13 0x004de9f7 in aurora (+0xde9f6) (0x0033f03c)
  14 0x660522b4 in msvbvm60 (+0x522b3) (0x0033f088)
  15 0x6605271b in msvbvm60 (+0x5271a) (0x0033f15c)
  16 0x660528e7 in msvbvm60 (+0x528e6) (0x0033f180)
  17 0x660a6fff in msvbvm60 (+0xa6ffe) (0x0033f1d4)
  18 0x6606cd20 in msvbvm60 (+0x6cd1f) (0x0033f210)
  19 0x6606d011 in msvbvm60 (+0x6d010) (0x0033f244)
  20 0x6603aa42 in msvbvm60 (+0x3aa41) (0x0033f40c)
  21 0x00b4c693 in aurora (+0x74c692) (0x0033f75c)
  22 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033f768)
  23 0x004dee14 in aurora (+0xdee13) (0x0033f778)
  24 0x660522b4 in msvbvm60 (+0x522b3) (0x0033f7c4)
  25 0x6605271b in msvbvm60 (+0x5271a) (0x0033f898)
  26 0x660528e7 in msvbvm60 (+0x528e6) (0x0033f8bc)
  27 0x66032477 in msvbvm60 (+0x32476) (0x0033f918)
  28 0x6603216d in msvbvm60 (+0x3216c) (0x0033f938)
  29 0x660647e1 in msvbvm60 (+0x647e0) (0x0033f98c)
  30 0x66067124 in msvbvm60 (+0x67123) (0x0033fa8c)
  31 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033fa98)
  32 0x004b7f12 in aurora (+0xb7f11) (0x0033faa8)
  33 0x660522b4 in msvbvm60 (+0x522b3) (0x0033faf4)
  34 0x6605271b in msvbvm60 (+0x5271a) (0x0033fbc8)
  35 0x660528e7 in msvbvm60 (+0x528e6) (0x0033fbec)
  36 0x6607fe21 in msvbvm60 (+0x7fe20) (0x0033fc24)
  37 0x6607ff1d in msvbvm60 (+0x7ff1c) (0x0033fc5c)
  38 0x66083c76 in msvbvm60 (+0x83c75) (0x0033fc98)
  39 0x6601c9d1 in msvbvm60 (+0x1c9d0) (0x0033fcc8)
  40 0x6600a55d in msvbvm60 (+0xa55c) (0x0033fcf4)
  41 0x6600a48b in msvbvm60 (+0xa48a) (0x0033fd38)
  42 0x6600a41a in msvbvm60 (+0xa419) (0x0033fd7c)
  43 0x6600a2f8 in msvbvm60 (+0xa2f7) (0x6601a098)
  44 0x66006ba7 in msvbvm60 (+0x6ba6) (0x660c7f80)
  45 0x0c2474ff (0x0424448b)
0x7ea231dd: movl %ebx,0x0(%ecx)
Modules:
Module Address Debug info Name (109 modules)
PE   400000- 19c0000 Export          aurora
PE f9a0000- f9ab000 Deferred        vbajet32
PE f9c0000- fa22000 Deferred        expsrv
PE 1b000000-1b170000 Deferred        msjet40
PE 1b5d0000-1b665000 Deferred        mswstr10
PE 1b740000-1b7c8000 Deferred        dao360
PE 1b810000-1b84a000 Deferred        msjtes40
PE 202b0000-20345000 Deferred        comctl32
PE 20da0000-20ddd000 Deferred        msflxgrd
PE 21060000-21072000 Deferred        sysinfo
PE 212f0000-21323000 Deferred        tabctl32
PE 653c0000-653e6000 Deferred        asycfilt
PE 66000000-66152000 Export          msvbvm60
PE 77120000-771ac000 Deferred        oleaut32
ELF 7b800000-7ba54000 Deferred        kernel32<elf>
  \-PE 7b810000-7ba54000 \               kernel32
ELF 7bc00000-7bcda000 Deferred        ntdll<elf>
  \-PE 7bc10000-7bcda000 \               ntdll
ELF 7bf00000-7bf04000 Deferred        <wine-loader>
ELF 7d447000-7d45d000 Deferred        libgpg-error.so.0
ELF 7d45d000-7d4d2000 Deferred        libpcre.so.3
ELF 7d4d2000-7d581000 Deferred        libgcrypt.so.20
ELF 7d581000-7d5a7000 Deferred        liblzma.so.5
ELF 7d5a7000-7d635000 Deferred        libsystemd.so.0
ELF 7d6b6000-7d6d3000 Deferred        libgcc_s.so.1
ELF 7d6d3000-7d6dc000 Deferred        librt.so.1
ELF 7d6dc000-7d702000 Deferred        libselinux.so.1
ELF 7d702000-7d70b000 Deferred        libffi.so.6
ELF 7d70b000-7d724000 Deferred        libresolv.so.2
ELF 7d724000-7d729000 Deferred        libkeyutils.so.1
ELF 7d729000-7d783000 Deferred        libdbus-1.so.3
ELF 7d783000-7d80f000 Deferred        libgmp.so.10
ELF 7d80f000-7d844000 Deferred        libhogweed.so.4
ELF 7d844000-7d880000 Deferred        libnettle.so.6
ELF 7d880000-7d895000 Deferred        libtasn1.so.6
ELF 7d895000-7d8c9000 Deferred        libidn.so.11
ELF 7d8c9000-7d92b000 Deferred        libp11-kit.so.0
ELF 7d92b000-7d938000 Deferred        libkrb5support.so.0
ELF 7d938000-7d93d000 Deferred        libcom_err.so.2
ELF 7d93d000-7d96e000 Deferred        libk5crypto.so.3
ELF 7d96e000-7da45000 Deferred        libkrb5.so.3
ELF 7da45000-7da59000 Deferred        libavahi-client.so.3
ELF 7da59000-7da67000 Deferred        libavahi-common.so.3
ELF 7da67000-7dbbf000 Deferred        libgnutls.so.30
ELF 7dbbf000-7dc11000 Deferred        libgssapi_krb5.so.2
ELF 7dc11000-7dc98000 Deferred        libcups.so.2
ELF 7dcc0000-7dcf5000 Deferred        uxtheme<elf>
  \-PE 7dcd0000-7dcf5000 \               uxtheme
ELF 7dcf5000-7dd31000 Deferred        winspool<elf>
  \-PE 7dd00000-7dd31000 \               winspool
ELF 7dd31000-7dda7000 Deferred        shlwapi<elf>
  \-PE 7dd40000-7dda7000 \               shlwapi
ELF 7dda7000-7dfd0000 Deferred        shell32<elf>
  \-PE 7ddb0000-7dfd0000 \               shell32
ELF 7dfd0000-7e0b5000 Deferred        comdlg32<elf>
  \-PE 7dfe0000-7e0b5000 \               comdlg32
ELF 7e0b5000-7e1aa000 Deferred        comctl32<elf>
  \-PE 7e0c0000-7e1aa000 \               comctl32
ELF 7e1f4000-7e235000 Deferred        usp10<elf>
  \-PE 7e200000-7e235000 \               usp10
ELF 7e23a000-7e254000 Deferred        sxs<elf>
  \-PE 7e240000-7e254000 \               sxs
ELF 7e254000-7e278000 Deferred        imm32<elf>
  \-PE 7e260000-7e278000 \               imm32
ELF 7e29a000-7e2a1000 Deferred        libxfixes.so.3
ELF 7e2a1000-7e2ac000 Deferred        libxcursor.so.1
ELF 7e2ac000-7e2bf000 Deferred        libxi.so.6
ELF 7e2bf000-7e2c3000 Deferred        libxcomposite.so.1
ELF 7e2c3000-7e2d0000 Deferred        libxrandr.so.2
ELF 7e2d0000-7e2dc000 Deferred        libxrender.so.1
ELF 7e2dc000-7e2e3000 Deferred        libxxf86vm.so.1
ELF 7e2e3000-7e2e7000 Deferred        libxinerama.so.1
ELF 7e2e7000-7e2ee000 Deferred        libxdmcp.so.6
ELF 7e2ee000-7e2f2000 Deferred        libxau.so.6
ELF 7e2f2000-7e318000 Deferred        libxcb.so.1
ELF 7e318000-7e463000 Deferred        libx11.so.6
ELF 7e463000-7e478000 Deferred        libxext.so.6
ELF 7e4a0000-7e52d000 Deferred        winex11<elf>
  \-PE 7e4b0000-7e52d000 \               winex11
ELF 7e5a1000-7e5ca000 Deferred        libexpat.so.1
ELF 7e5ca000-7e60e000 Deferred        libfontconfig.so.1
ELF 7e60e000-7e639000 Deferred        libpng12.so.0
ELF 7e639000-7e654000 Deferred        libz.so.1
ELF 7e654000-7e704000 Deferred        libfreetype.so.6
ELF 7e72c000-7e7db000 Deferred        msvcrt<elf>
  \-PE 7e740000-7e7db000 \               msvcrt
ELF 7e7db000-7e857000 Deferred        rpcrt4<elf>
  \-PE 7e7f0000-7e857000 \               rpcrt4
ELF 7e857000-7e986000 Deferred        ole32<elf>
  \-PE 7e870000-7e986000 \               ole32
ELF 7e986000-7e9f2000 Deferred        advapi32<elf>
  \-PE 7e990000-7e9f2000 \               advapi32
ELF 7e9f2000-7eb09000 Dwarf           gdi32<elf>
  \-PE 7ea00000-7eb09000 \               gdi32
ELF 7eb09000-7ec57000 Deferred        user32<elf>
  \-PE 7eb20000-7ec57000 \               user32
ELF 7ec57000-7ec6a000 Deferred        libnss_files.so.2
ELF 7ec6a000-7ec85000 Deferred        libnsl.so.1
ELF 7ef83000-7efd8000 Deferred        libm.so.6
ELF 7efe7000-7f000000 Deferred        version<elf>
  \-PE 7eff0000-7f000000 \               version
ELF f7342000-f734f000 Deferred        libnss_nis.so.2
ELF f7350000-f7355000 Deferred        libdl.so.2
ELF f7355000-f7509000 Deferred        libc.so.6
ELF f750a000-f7527000 Deferred        libpthread.so.0
ELF f7544000-f754e000 Deferred        libnss_compat.so.2
ELF f754f000-f7704000 Dwarf           libwine.so.1
ELF f7706000-f772b000 Deferred        ld-linux.so.2
ELF f772d000-f772e000 Deferred        [vdso].so
Threads:
process  tid      prio (all id:s are in hex)
0000000e services.exe
0000001d    0
0000001c    0
00000018    0
00000016    0
00000014    0
00000010    0
0000000f    0
00000012 winedevice.exe
00000020    0
00000019    0
00000017    0
00000013    0
0000001a plugplay.exe
0000001f    0
0000001e    0
0000001b    0
00000021 explorer.exe
00000025    0
00000022    0
00000023 (D) C:\Games\Aurora\Aurora.exe
00000033    0
00000032    1
00000031    1
00000030    1
00000024    0 <==
00000026 rpcss.exe
0000002f    0
0000002e    0
0000002d    0
0000002c    0
0000002b    0
0000002a    0
00000028    0
00000027    0
System information:
    Wine build: wine-1.6.2
    Platform: i386
    Host system: Linux
    Host version: 4.4.0-15-generic


Do you have a salvenger with orders to salvage the nearest wrack?
When i set that up under windows, and i detect a wrack, i get a bouche of errors and popups. 
Maybe linux crashes on that.  So turn that off in the TG, and try to enter WISE again.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 26, 2016, 08:06:54 AM
BUG in Labels in Galactic Map.      Just trying to make a beter overview of my systems

Steps to reproduce:
1.  ) Open Galactic Map. 
2.  ) Klik on Labels
3.  ) Press on "Add New Label"
4.  ) Press on "Change Font"
5.  ) Don't change anything, but press Cancel
6.  ) See attachment  "Aurora runtime error"    Game crashes fully, and quited to desktop, when pressing OK. 

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on March 26, 2016, 09:19:39 AM
The Secondary Commander Name Themes percentages seem to change at random during the game. They sometimes even have negative numbers.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: db48x on March 26, 2016, 01:09:12 PM
The Secondary Commander Name Themes percentages seem to change at random during the game. They sometimes even have negative numbers.

Ah, so that's how that happens. Could it be reusing those values to keep track of state information about which themes should be used next? That would seem like a lot of extra work for no benefit though.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Noble713 on March 27, 2016, 04:05:17 AM

Do you have a salvenger with orders to salvage the nearest wrack?

Interesting scenario, but sadly, my salvagers have no orders for now, just sitting at home. Here's another bug that just popped up. In the same game (still fighting the same combat in the WISE system) I just gave my Task Group of 6 laser-armed cruisers orders to fire at some ships at point blank range. Ran a 5-second interval and.....Overflow.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on March 27, 2016, 10:45:29 AM
Research Tab: It is possible over the button "Compare" to transfer technologies from one empire to the other. Once you have selected empire A and B you can do the exchange via the "Give Tech" buttons. But they seem to be wrongly linked. The one which says: Give Tech to Race A gives the Tech to Race B and vice versa.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Zook on March 27, 2016, 03:10:08 PM
Can't verify it at the moment, but it seems that building a secondary ship class at a shipyard (one that the yard isn't tooled for but that is similar enough to be build-able) does not lock the class in the design window.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 28, 2016, 07:48:36 AM
Renaming the shipyard, gives a popup with an empty field to enter a new name.

It won't show you the old name, so you can't adjust it.
Renaming a TaskGroup, allows you to edit the name (the popup gives you the old name )
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on March 28, 2016, 07:52:28 AM
Can't verify it at the moment, but it seems that building a secondary ship class at a shipyard (one that the yard isn't tooled for but that is similar enough to be build-able) does not lock the class in the design window.
Correct, and this is how it is supposed to be.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on March 28, 2016, 09:39:07 AM
Correct, and this is how it is supposed to be.
No, it isn't.  That opens up the mother of all exploits.  Tool a shipyard for a very cheap FAC.  Copy that design.  Build a bunch of the copies.  Because the design isn't locked, you can then turn it into the superdreadnought of doom. 
I'm well aware that this can easily be duplicated using SM mode anyway, but I really can't see how you can claim that it's intentional that you can build an unlocked design.  In fact, I'm in favor of disallowing any unlocked design from being built anywhere, to cut down on other exploits/bugs.  Such as being able to build a large PDC with no bridge and no fire control.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on March 28, 2016, 09:47:29 AM
No, it isn't.  That opens up the mother of all exploits.  Tool a shipyard for a very cheap FAC.  Copy that design.  Build a bunch of the copies.  Because the design isn't locked, you can then turn it into the superdreadnought of doom. 
I'm well aware that this can easily be duplicated using SM mode anyway, but I really can't see how you can claim that it's intentional that you can build an unlocked design.  In fact, I'm in favor of disallowing any unlocked design from being built anywhere, to cut down on other exploits/bugs.  Such as being able to build a large PDC with no bridge and no fire control.
It builds the design as it exists when you click "Build" so if you change it during the building, it still produces the design when you click "Build".
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on March 28, 2016, 10:03:49 AM
It builds the design as it exists when you click "Build" so if you change it during the building, it still produces the design when you click "Build".
No.  No it does not.  The characteristics of a ship are defined exclusively by the record you see in the F5 window.  If you go in and change what's in that window, it will change ships already built to that design.  If the ship is under construction, it will build as if it was the original design, but what comes out of the yard will be the new design.  Go and try it yourself. 
Actually, there's another reason to at least make the change Zook suggested.  I'm sure he stumbled into this because he laid down (or built) ships to a linked design, then edited the class because it wasn't locked and he forgot he'd already built some.  There are lots of good 'player protection' reasons to require designs to be locked before they can be added to the game in any fashion, be it Fast OOB, ship construction, or construction as fighter/PDC/orbital habitat.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 28, 2016, 11:15:27 AM
Byron i think your right.

Its the same with a refit PDC btw.

Steps to reproduce:
- build a "pdc v1"
- make a copy 'pdc v2"
- refit "pdc v1" to "pdc v2"  (1.) design "pdc v2" is not locked 2.) you can't see where your refiting to at construction site)
- wait till refit is completed
- Alter the design "pdc v2" to lets say 20layers of armor.
- look at the already builde pdc;s, there armor did also increase (no cost at all)
- easy way of cheap upgrading your pdc's :X

So what Byron means, is that you can make cheap crafts first, produce them al, then upgrade them in the design with all the expencive stuff. And you can upgrade that instance for free..
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: SenniTreborius on March 28, 2016, 12:41:06 PM
Don't know if this is a bug in 7. 1! Is it possibly related to the conventional start?

Can't load prefab PDC onto cargo ship with standard hold.     Can load and move mass drivers automated mines ok.   
This is the PDC (for use of its PPV only):

Atlas class Planetary Defence Centre    1,400 tons     25 Crew     53.    2 BP      TCS 28  TH 0  EM 0
Armour 5-11     Sensors 1/0     Damage Control Rating 0     PPV 24
Intended Deployment Time: 3 months    Spare Berths 2   
Magazine 24   
ICBM Silo (1)    Missile Size 24    Rate of Fire 43200
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections

I get stuck on the task groups menu, when on loading the PDC I seem to be unable to select the PDC component type.   
The PDC Atlas components are displayed, but nothing happens when I click on them.   

Addendum: clicking on the Add Move button enters the command in the list, but I get a failed to load message.
Additional Addendum: Although I was able to build this PreFab PDC it does not appear in "Stockpiles"
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on March 29, 2016, 07:11:48 AM
Transfering a Civilian Administrator one one Pop to another lets him disappear in the first but not wholly appear in the last. You can see his name in the search tab, but he is not displayed in the Officers list. Also the game throws some error messages out when you open it. Other than that the game still works fine but the Administrator cannot be selected to any jobs.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 30, 2016, 12:42:06 PM
Something about displaying the crew moral. (or i look at it wrong)

The haversters where made as conscript.
The two screens gives diffrent moral %
--
An other example is a Tanker in Task Groups give moral 30%, when looking at the Individual Unit Details it shows 0% Crew Morale.
On other Unit's in most occations it shows in both screens the right %
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 30, 2016, 01:26:18 PM
Crew amount per engine count error or display bug or ...?

I made a test plane of 8 engines.
At the Technology Report screen, the engine needs 3 Crew to operate.
The same engine in the "Class Design, tab -> Component Summary". Gives an ammount of 24 crew for the 8 engines (24/8=3)
All still looks fine.
When i look at the Design View of the fighter, it needs 4crew in total (3 for the engine, 1 default for the craft)
But not the 24(+default=25) Crew it would need in the component summary

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on March 30, 2016, 01:28:40 PM
Crew amount per engine count error or display bug or ...?

I made a test plane of 8 engines.
At the Technology Report screen, the engine needs 3 Crew to operate.
The same engine in the "Class Design, tab -> Component Summary". Gives an ammount of 24 crew for the 8 engines (24/8=3)
All still looks fine.
When i look at the Design View of the fighter, it needs 4crew in total (3 for the engine, 1 default for the craft)
But not the 24(+default=25) Crew it would need in the component summary

Fighter crews are heavily reduced.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 30, 2016, 01:39:17 PM
Fighter crews are heavily reduced.

Have read that too, but i do still not get the logics behind it.

Made a fast test unit of 28.250tons unit.


See printscreen, and crew ammount, it ain't a fighter anymore?

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on March 30, 2016, 02:01:46 PM
I think it's not just fighters.  Anything with a short deployment time gets reduced crew.  That's one of the reasons that commercial ships have to have at least 3 month deployment clocks.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 30, 2016, 02:14:17 PM
I think it's not just fighters.  Anything with a short deployment time gets reduced crew.  That's one of the reasons that commercial ships have to have at least 3 month deployment clocks.
I missed the deployment time varriable versus the crew amount drop.

Tought first time it  had something to do with "Crew Quarters - Fighter" item.


When i dropped down the size of 500ton, it sayed:
"This design is classed as a Fighter for production, combat and maintenance purposes"

When i add a Very Large Fuel tank, it says:
This design is classed as a Military Vessel for maintenance purposes

I think in the calculation should be; IF deployment time is Lower then X, AND Unit is less then 500ton, then drop Crew amount, based on the current calculations.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Hydrofoil on March 30, 2016, 02:19:28 PM
Not sure if im just doing something wrong, but i cannot seem to SM Add buildings and PDCs but can SM add ship components is this a bug or just me being an idiot and not realising a game mechanic?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on March 30, 2016, 02:53:06 PM
Not sure if im just doing something wrong, but i cannot seem to SM Add buildings and PDCs but can SM add ship components is this a bug or just me being an idiot and not realising a game mechanic?
PDCs are added via Fast OOB.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on March 30, 2016, 02:59:27 PM
I think in the calculation should be; IF deployment time is Lower then X, AND Unit is less then 500ton, then drop Crew amount, based on the current calculations.
Why would we limit it to vessels less than 500 tons?  What's the real difference between your 15-day fighter and my 15-day FAC?  Why should they use different rules?  For that matter, why can't I use the same level of automation on my 15-day planetary defense ship, even if it's 30,000 tons?
(I headcanon the reduction in crew as being due to elimination of lots of redundancy in crewing, and due to use of automation in place of crews.  They get cranky after 15 days because they're having to do work that would normally be done by their ground crews.)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on March 30, 2016, 03:30:04 PM
Why would we limit it to vessels less than 500 tons?  What's the real difference between your 15-day fighter and my 15-day FAC?  Why should they use different rules?  For that matter, why can't I use the same level of automation on my 15-day planetary defense ship, even if it's 30,000 tons?
(I headcanon the reduction in crew as being due to elimination of lots of redundancy in crewing, and due to use of automation in place of crews.  They get cranky after 15 days because they're having to do work that would normally be done by their ground crews.)

Well i can say at least the game gives me a headcanon, and i like it lol :D

Never tought of it to reduce deployment time of PDC's btw. That would reduce 5000-10000 crew for al the pdc's deployed on diffrent planets.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on March 30, 2016, 03:49:57 PM
Well i can say at least the game gives me a headcanon, and i like it lol :D

Never tought of it to reduce deployment time of PDC's btw. That would reduce 5000-10000 crew for al the pdc's deployed on diffrent planets.
That wasn't a PDC reference, actually.  I was alluding to the coastal defense battleships that were built, most prominently by Sweden, IIRC.  The point was that there's no logical reason why fighters should work differently from battleships, and Steve, to his credit, has gone a long way towards making that the case.  A lot of games use different mechanics for fighters and bigger ships if you look closely, which leads to odd questions like 'why don't they just mount fighter weapons on their frigates'.  I understand that when first introduced, fighters worked very differently from other ships, although that was before I started.
(As an aside to the original point, I'd be opposed to letting PDCs have very short deployment times, because most are deployed on planets which have populations.)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on April 02, 2016, 05:08:03 AM
Option "Hide Escorts on Map" gives an error, and starts looping.
Only way to kill Aurora is with the taskmanger.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on April 02, 2016, 07:33:41 AM
How can i use my fighter bombers again, while there in overhaul in mid air without carrier, and not within range of a planet?
I have no option to abbanon, and can't give them orders, and don't know how this happend.
Overhauls are ON in this game.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on April 02, 2016, 12:36:38 PM
Option "Hide Escorts on Map" gives an error, and starts looping.
Only way to kill Aurora is with the taskmanger.
That only happens when there are no escorts in your empire.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on April 02, 2016, 01:23:35 PM
I'm getting a page fault error that forces Aurora to close. This only occurs when trying to bring up the System Map for a particular system (WISE 0146+4234). I think it's connected to the huge number of wrecks/life pods/ships (friendly and enemy) present in this heavily-contested system.

I haven't found any work-around to get me to the WISE System Map without a crash (other systems come up just fine), so I'm now fighting a huge system invasion solely through the Combat Overview and Events windows.  :'(

Note: I'm running Aurora under Wine in Linux but I don't think that's the source of the error...

Here is one of my recent error reports:
Code: [Select]
Unhandled exception: page fault on write access to 0x6e91e000 in 32-bit code (0x7ea231dd).
Register dump:
 CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
 EIP:7ea231dd ESP:0033ce88 EBP:0033ced8 EFLAGS:00210202(  R- --  I   - - - )
 EAX:0b63cd10 EBX:002b10bd ECX:6e91e000 EDX:803dc08d
 ESI:79c3c390 EDI:001589db
Stack dump:
0x0033ce88:  80000000 692fc020 07626820 000039f5
0x0033ce98:  07626820 000039f5 002b10be 0015885f
0x0033cea8:  00ac43fd 001589db 0b63cd10 803dc08d
0x0033ceb8:  79c3c390 005624b1 fb9df850 20070e02
0x0033cec8:  7ea0e74d 7eaae000 002b10bf 002b10bf
0x0033ced8:  0033cf58 7ea26b6e 0033cf00 7bc36796
000c: sel=0067 base=00000000 limit=00000000 16-bit r-x
Backtrace:
=>0 0x7ea231dd in gdi32 (+0x231dd) (0x0033ced8)
  1 0x7ea26b6e in gdi32 (+0x26b6d) (0x0033cf58)
  2 0x7ea26eaa in gdi32 (+0x26ea9) (0x0033cf88)
  3 0x7ea77f2a Ellipse+0x69() in gdi32 (0x0033cfd8)
  4 0x66057bdd in msvbvm60 (+0x57bdc) (0x0033d058)
  5 0x66082c6e in msvbvm60 (+0x82c6d) (0x0033d1e8)
  6 0x66061ddc in msvbvm60 (+0x61ddb) (0x0033d30c)
  7 0x66035afb in msvbvm60 (+0x35afa) (0x0033e7b4)
  8 0x00ba948f in aurora (+0x7a948e) (0x0033e9e4)
  9 0x00ba222c in aurora (+0x7a222b) (0x0033ebac)
  10 0x00ba6650 in aurora (+0x7a664f) (0x0033eda4)
  11 0x00b394e9 in aurora (+0x7394e8) (0x0033f020)
  12 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033f02c)
  13 0x004de9f7 in aurora (+0xde9f6) (0x0033f03c)
  14 0x660522b4 in msvbvm60 (+0x522b3) (0x0033f088)
  15 0x6605271b in msvbvm60 (+0x5271a) (0x0033f15c)
  16 0x660528e7 in msvbvm60 (+0x528e6) (0x0033f180)
  17 0x660a6fff in msvbvm60 (+0xa6ffe) (0x0033f1d4)
  18 0x6606cd20 in msvbvm60 (+0x6cd1f) (0x0033f210)
  19 0x6606d011 in msvbvm60 (+0x6d010) (0x0033f244)
  20 0x6603aa42 in msvbvm60 (+0x3aa41) (0x0033f40c)
  21 0x00b4c693 in aurora (+0x74c692) (0x0033f75c)
  22 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033f768)
  23 0x004dee14 in aurora (+0xdee13) (0x0033f778)
  24 0x660522b4 in msvbvm60 (+0x522b3) (0x0033f7c4)
  25 0x6605271b in msvbvm60 (+0x5271a) (0x0033f898)
  26 0x660528e7 in msvbvm60 (+0x528e6) (0x0033f8bc)
  27 0x66032477 in msvbvm60 (+0x32476) (0x0033f918)
  28 0x6603216d in msvbvm60 (+0x3216c) (0x0033f938)
  29 0x660647e1 in msvbvm60 (+0x647e0) (0x0033f98c)
  30 0x66067124 in msvbvm60 (+0x67123) (0x0033fa8c)
  31 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033fa98)
  32 0x004b7f12 in aurora (+0xb7f11) (0x0033faa8)
  33 0x660522b4 in msvbvm60 (+0x522b3) (0x0033faf4)
  34 0x6605271b in msvbvm60 (+0x5271a) (0x0033fbc8)
  35 0x660528e7 in msvbvm60 (+0x528e6) (0x0033fbec)
  36 0x6607fe21 in msvbvm60 (+0x7fe20) (0x0033fc24)
  37 0x6607ff1d in msvbvm60 (+0x7ff1c) (0x0033fc5c)
  38 0x66083c76 in msvbvm60 (+0x83c75) (0x0033fc98)
  39 0x6601c9d1 in msvbvm60 (+0x1c9d0) (0x0033fcc8)
  40 0x6600a55d in msvbvm60 (+0xa55c) (0x0033fcf4)
  41 0x6600a48b in msvbvm60 (+0xa48a) (0x0033fd38)
  42 0x6600a41a in msvbvm60 (+0xa419) (0x0033fd7c)
  43 0x6600a2f8 in msvbvm60 (+0xa2f7) (0x6601a098)
  44 0x66006ba7 in msvbvm60 (+0x6ba6) (0x660c7f80)
  45 0x0c2474ff (0x0424448b)
0x7ea231dd: movl %ebx,0x0(%ecx)
Modules:
Module Address Debug info Name (109 modules)
PE   400000- 19c0000 Export          aurora
PE f9a0000- f9ab000 Deferred        vbajet32
PE f9c0000- fa22000 Deferred        expsrv
PE 1b000000-1b170000 Deferred        msjet40
PE 1b5d0000-1b665000 Deferred        mswstr10
PE 1b740000-1b7c8000 Deferred        dao360
PE 1b810000-1b84a000 Deferred        msjtes40
PE 202b0000-20345000 Deferred        comctl32
PE 20da0000-20ddd000 Deferred        msflxgrd
PE 21060000-21072000 Deferred        sysinfo
PE 212f0000-21323000 Deferred        tabctl32
PE 653c0000-653e6000 Deferred        asycfilt
PE 66000000-66152000 Export          msvbvm60
PE 77120000-771ac000 Deferred        oleaut32
ELF 7b800000-7ba54000 Deferred        kernel32<elf>
  \-PE 7b810000-7ba54000 \               kernel32
ELF 7bc00000-7bcda000 Deferred        ntdll<elf>
  \-PE 7bc10000-7bcda000 \               ntdll
ELF 7bf00000-7bf04000 Deferred        <wine-loader>
ELF 7d447000-7d45d000 Deferred        libgpg-error.so.0
ELF 7d45d000-7d4d2000 Deferred        libpcre.so.3
ELF 7d4d2000-7d581000 Deferred        libgcrypt.so.20
ELF 7d581000-7d5a7000 Deferred        liblzma.so.5
ELF 7d5a7000-7d635000 Deferred        libsystemd.so.0
ELF 7d6b6000-7d6d3000 Deferred        libgcc_s.so.1
ELF 7d6d3000-7d6dc000 Deferred        librt.so.1
ELF 7d6dc000-7d702000 Deferred        libselinux.so.1
ELF 7d702000-7d70b000 Deferred        libffi.so.6
ELF 7d70b000-7d724000 Deferred        libresolv.so.2
ELF 7d724000-7d729000 Deferred        libkeyutils.so.1
ELF 7d729000-7d783000 Deferred        libdbus-1.so.3
ELF 7d783000-7d80f000 Deferred        libgmp.so.10
ELF 7d80f000-7d844000 Deferred        libhogweed.so.4
ELF 7d844000-7d880000 Deferred        libnettle.so.6
ELF 7d880000-7d895000 Deferred        libtasn1.so.6
ELF 7d895000-7d8c9000 Deferred        libidn.so.11
ELF 7d8c9000-7d92b000 Deferred        libp11-kit.so.0
ELF 7d92b000-7d938000 Deferred        libkrb5support.so.0
ELF 7d938000-7d93d000 Deferred        libcom_err.so.2
ELF 7d93d000-7d96e000 Deferred        libk5crypto.so.3
ELF 7d96e000-7da45000 Deferred        libkrb5.so.3
ELF 7da45000-7da59000 Deferred        libavahi-client.so.3
ELF 7da59000-7da67000 Deferred        libavahi-common.so.3
ELF 7da67000-7dbbf000 Deferred        libgnutls.so.30
ELF 7dbbf000-7dc11000 Deferred        libgssapi_krb5.so.2
ELF 7dc11000-7dc98000 Deferred        libcups.so.2
ELF 7dcc0000-7dcf5000 Deferred        uxtheme<elf>
  \-PE 7dcd0000-7dcf5000 \               uxtheme
ELF 7dcf5000-7dd31000 Deferred        winspool<elf>
  \-PE 7dd00000-7dd31000 \               winspool
ELF 7dd31000-7dda7000 Deferred        shlwapi<elf>
  \-PE 7dd40000-7dda7000 \               shlwapi
ELF 7dda7000-7dfd0000 Deferred        shell32<elf>
  \-PE 7ddb0000-7dfd0000 \               shell32
ELF 7dfd0000-7e0b5000 Deferred        comdlg32<elf>
  \-PE 7dfe0000-7e0b5000 \               comdlg32
ELF 7e0b5000-7e1aa000 Deferred        comctl32<elf>
  \-PE 7e0c0000-7e1aa000 \               comctl32
ELF 7e1f4000-7e235000 Deferred        usp10<elf>
  \-PE 7e200000-7e235000 \               usp10
ELF 7e23a000-7e254000 Deferred        sxs<elf>
  \-PE 7e240000-7e254000 \               sxs
ELF 7e254000-7e278000 Deferred        imm32<elf>
  \-PE 7e260000-7e278000 \               imm32
ELF 7e29a000-7e2a1000 Deferred        libxfixes.so.3
ELF 7e2a1000-7e2ac000 Deferred        libxcursor.so.1
ELF 7e2ac000-7e2bf000 Deferred        libxi.so.6
ELF 7e2bf000-7e2c3000 Deferred        libxcomposite.so.1
ELF 7e2c3000-7e2d0000 Deferred        libxrandr.so.2
ELF 7e2d0000-7e2dc000 Deferred        libxrender.so.1
ELF 7e2dc000-7e2e3000 Deferred        libxxf86vm.so.1
ELF 7e2e3000-7e2e7000 Deferred        libxinerama.so.1
ELF 7e2e7000-7e2ee000 Deferred        libxdmcp.so.6
ELF 7e2ee000-7e2f2000 Deferred        libxau.so.6
ELF 7e2f2000-7e318000 Deferred        libxcb.so.1
ELF 7e318000-7e463000 Deferred        libx11.so.6
ELF 7e463000-7e478000 Deferred        libxext.so.6
ELF 7e4a0000-7e52d000 Deferred        winex11<elf>
  \-PE 7e4b0000-7e52d000 \               winex11
ELF 7e5a1000-7e5ca000 Deferred        libexpat.so.1
ELF 7e5ca000-7e60e000 Deferred        libfontconfig.so.1
ELF 7e60e000-7e639000 Deferred        libpng12.so.0
ELF 7e639000-7e654000 Deferred        libz.so.1
ELF 7e654000-7e704000 Deferred        libfreetype.so.6
ELF 7e72c000-7e7db000 Deferred        msvcrt<elf>
  \-PE 7e740000-7e7db000 \               msvcrt
ELF 7e7db000-7e857000 Deferred        rpcrt4<elf>
  \-PE 7e7f0000-7e857000 \               rpcrt4
ELF 7e857000-7e986000 Deferred        ole32<elf>
  \-PE 7e870000-7e986000 \               ole32
ELF 7e986000-7e9f2000 Deferred        advapi32<elf>
  \-PE 7e990000-7e9f2000 \               advapi32
ELF 7e9f2000-7eb09000 Dwarf           gdi32<elf>
  \-PE 7ea00000-7eb09000 \               gdi32
ELF 7eb09000-7ec57000 Deferred        user32<elf>
  \-PE 7eb20000-7ec57000 \               user32
ELF 7ec57000-7ec6a000 Deferred        libnss_files.so.2
ELF 7ec6a000-7ec85000 Deferred        libnsl.so.1
ELF 7ef83000-7efd8000 Deferred        libm.so.6
ELF 7efe7000-7f000000 Deferred        version<elf>
  \-PE 7eff0000-7f000000 \               version
ELF f7342000-f734f000 Deferred        libnss_nis.so.2
ELF f7350000-f7355000 Deferred        libdl.so.2
ELF f7355000-f7509000 Deferred        libc.so.6
ELF f750a000-f7527000 Deferred        libpthread.so.0
ELF f7544000-f754e000 Deferred        libnss_compat.so.2
ELF f754f000-f7704000 Dwarf           libwine.so.1
ELF f7706000-f772b000 Deferred        ld-linux.so.2
ELF f772d000-f772e000 Deferred        [vdso].so
Threads:
process  tid      prio (all id:s are in hex)
0000000e services.exe
0000001d    0
0000001c    0
00000018    0
00000016    0
00000014    0
00000010    0
0000000f    0
00000012 winedevice.exe
00000020    0
00000019    0
00000017    0
00000013    0
0000001a plugplay.exe
0000001f    0
0000001e    0
0000001b    0
00000021 explorer.exe
00000025    0
00000022    0
00000023 (D) C:\Games\Aurora\Aurora.exe
00000033    0
00000032    1
00000031    1
00000030    1
00000024    0 <==
00000026 rpcss.exe
0000002f    0
0000002e    0
0000002d    0
0000002c    0
0000002b    0
0000002a    0
00000028    0
00000027    0
System information:
    Wine build: wine-1.6.2
    Platform: i386
    Host system: Linux
    Host version: 4.4.0-15-generic

I had one system today that gave an error and crashed the game like 100times.
Go to the system with errors (and press on "Min Zoom" button next to the zoom in / out buttons"
then my system was OK again.

What happend to me was, My gatebuilder was finshed. I pressed on the event to go to the gatebuilder. Then the errors game up.
The event id, did not link up to the right spot of the gatebuilder and was out of reach.
Hope this works also for your WISE system.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on April 02, 2016, 09:00:36 PM
Percursur scout ships have ECCM despite not having any weaponry or fire control, which i believe makes them pointless.

Quote
Custer class Scout    9 100 tons     214 Crew     2060 BP      TCS 182  TH 2040  EM 0
11208 km/s    JR 3-50     Armour 2-38     Shields 0-0     Sensors 84/84/0/0     Damage Control Rating 1     PPV 0
Maint Life 0.3 Years     MSP 141    AFR 662%    IFR 9.2%    1YR 462    5YR 6935    Max Repair 336 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

J9500(3-50) Military Jump Drive     Max Ship Size 9500 tons    Distance 50k km     Squadron Size 3
120 EP Internal Fusion Drive (17)    Power 120    Fuel Use 56.4%    Signature 120    Exp 10%
Fuel Capacity 800 000 Litres    Range 28.1 billion km   (28 days at full power)

Active Search Sensor MR412-R77 (1)     GPS 25872     Range 412.8m km    Resolution 77
Thermal Sensor TH6-84 (1)     Sensitivity 84     Detect Sig Strength 1000:  84m km
EM Detection Sensor EM6-84 (1)     Sensitivity 84     Detect Sig Strength 1000:  84m km

ECCM-5 (1)         ECM 50
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on April 02, 2016, 09:03:41 PM
When building fighters they do no use part from the stockpile.

A) Scrapping fighters produces parts, if the above behavior is intended really fighters should scrap to minerals and wealth directly to match up
B) Causes an issue with fighters that use alien parts.
- Design a fighter using alien part (e.g. advanced grav scanner that you do not have the tech for)
- Design a ship using the part
- Infinite fighters can be built with that part even if you don't have any in stock
- For ships can only build ships if parts are in stock and they are removed from stock when ship starts to build.
# Additional exploit in that you can built fighters with alien parts, scrap fighters to recover the alien parts, then build ships using the alien parts from the scrapped fighters.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on April 03, 2016, 04:41:29 AM
When building fighters they do no use part from the stockpile.

A) Scrapping fighters produces parts, if the above behavior is intended really fighters should scrap to minerals and wealth directly to match up
B) Causes an issue with fighters that use alien parts.
- Design a fighter using alien part (e.g. advanced grav scanner that you do not have the tech for)
- Design a ship using the part
- Infinite fighters can be built with that part even if you don't have any in stock
- For ships can only build ships if parts are in stock and they are removed from stock when ship starts to build.
# Additional exploit in that you can built fighters with alien parts, scrap fighters to recover the alien parts, then build ships using the alien parts from the scrapped fighters.
You forget the cheese, that when you dissamble the fighter, you get the alien technologie back.
At that moment, you can Dissasemble those parts for Research points. So that will go straigt in to the research points. And you can keep doing this.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on April 03, 2016, 05:43:36 AM
In current 7.1 I was able to build two 500t survey-fighter designs that apparently have infinite range, as they never use fuel for some reason.

These two here have been on their way for years, yet never used a liter of fuel, but definitely consumed supplies and morale (maybe their desperation drives them onwards):
Off-Topic: show
(http://abload.de/img/unbenannt1zs1w.jpg)
-----



The designs are nearly identical save the exchanged geo and grav sensors, and look like this:
(http://abload.de/img/unben3anntl3syt.jpg)

More engine detail in case it is relevant:
(http://abload.de/img/unbenann4tmhs9x.jpg)


The only two other ships I owned in this game used fuel normally, so it is not a general race issue. Not sure if other fighters with higher grade engines would work the same, or if it is restricted to just these super efficient ones. ...There have been profound fighter changes in this version, but I guess if it was a general issue, then somebody would have noticed by now.(on the other hand - survey fighters are rare)
If I should test it nonetheless in this game to confirm, I will if asked.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on April 03, 2016, 03:20:51 PM
NPR civs ignore Precursor Sensor bases (and other NPR sensor bases?). If in the wrong location this can cause hourly interrupts at the precursors gain/loss sensor contact with NPR ships. Left for a ~2 years with 50 NPR ships at a time detected in system without them attack the sensor bases.

--

I ended up (db hack) removing the planetary sensors (1xlvl 3, 2xlvl 1) from the 3 precursor bases in the system and this stopped the interrupts and made the game playable again. I have a DB copy before i made the hack if you want a look.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on April 03, 2016, 05:11:59 PM
Industry View->Populated System List
Left click a colony entry and you can edit its name.
As soon as you close/refresh the window all edited names are lost.

Expect either
A) Editing renames the colony (or body)
B) Items in list are not editable
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Shiwanabe on April 04, 2016, 12:33:15 AM
NPR Beams ignore atmosphere, either always, or just in random cases.

I just had 3 meson PDCs cleaned out by a couple of Plasma Carronade ships that parked in orbit.

I did a bit of testing to see if I could replicate this myself, and the three tests I preformed showed that I was still unable to shoot through a 1. 0 atmosphere.  (shooting back, doing the same to their Home World and bombarding something on my own world from orbit)

Sadly I do not have applicable screen shots, although I could provide the db if needed.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on April 04, 2016, 08:30:18 AM
10cm Advanced laser seems to be broken (tech found in alien base research centre)

------------------------
4cm C4 Infrared Laser  (10cm advanced)
Damage Output 0     Rate of Fire: 0 seconds     Range Modifier: 1
Max Range 0 km     Laser Size: 2 HS    Laser HTK: 0
Power Requirement: 0    Power Recharge per 5 Secs: 4
Cost: 1    Crew: 0
Materials Required: 0.2x Duranium  0.2x Boronide  0.6x Corundium

Development Cost for Project: 10RP
--------------------------
5cm C4 Infrared Laser  (12cm advanced)
Damage Output 1     Rate of Fire: 5 seconds     Range Modifier: 1
Max Range 10 000 km     Laser Size: 2 HS    Laser HTK: 1
Power Requirement: 1    Power Recharge per 5 Secs: 4
Cost: 4    Crew: 6
Materials Required: 0.8x Duranium  0.8x Boronide  2.4x Corundium

Development Cost for Project: 40RP


#WARNING: DB has been edited (values changed for bulding count in alien bases)#
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on April 04, 2016, 09:40:05 AM
Galactic Map -> Select system -> Screen
crashes game (Runtime error 521: Cant open clipboard)

If you take a screenshot without selecting a system there is no crash.

OS: Windows 10 (fully updated)
Ver: Aurora portable launcher
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on April 04, 2016, 09:46:07 AM
10cm Advanced laser seems to be broken (tech found in alien base research centre)

------------------------
4cm C4 Infrared Laser  (10cm advanced)
Damage Output 0     Rate of Fire: 0 seconds     Range Modifier: 1
Max Range 0 km     Laser Size: 2 HS    Laser HTK: 0
Power Requirement: 0    Power Recharge per 5 Secs: 4
Cost: 1    Crew: 0
Materials Required: 0.2x Duranium  0.2x Boronide  0.6x Corundium

Development Cost for Project: 10RP
--------------------------
5cm C4 Infrared Laser  (12cm advanced)
Damage Output 1     Rate of Fire: 5 seconds     Range Modifier: 1
Max Range 10 000 km     Laser Size: 2 HS    Laser HTK: 1
Power Requirement: 1    Power Recharge per 5 Secs: 4
Cost: 4    Crew: 6
Materials Required: 0.8x Duranium  0.8x Boronide  2.4x Corundium

Development Cost for Project: 40RP


#WARNING: DB has been edited (values changed for bulding count in alien bases)#
Nope, these are correct for now, though a couple people, including me have thought that to be weird in the past. My suspicion was once that they maybe lend some to-hit boni in exchange for their bad damage, but it turned out the technology just needs some time to ripe. At later levels you will see some amazing fruits, but you will have to invest.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on April 04, 2016, 10:11:43 AM
Nope, these are correct for now, though a couple people, including me have thought that to be weird in the past. My suspicion was once that they maybe lend some to-hit boni in exchange for their bad damage, but it turned out the technology just needs some time to ripe. At later levels you will see some amazing fruits, but you will have to invest.

I would suggest that at least the 10cm version is broken, in that at least the weapon should work even if it has bad stats (e.g. not 0 damage, 0 recharge rate).
If stats stay in the style of the 12vm version i can see it making a very good fighter laser (short range, but 2/3 size&crew&cost, and 1/3 of the required power&range)

There also seems to be a bug in the Power Requirement, despite 1/3 of the 'power requirement' the 'power per 5 seconds' is the same.

Adv 12cm: Power Requirement: 1    Power Recharge per 5 Secs: 4
Normal 10cm: Power Requirement: 3    Power Recharge per 5 Secs: 4
Edit: ignore that, due to having larger capacitor than required.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on April 04, 2016, 10:24:17 AM
When a fleet automatically calculates a route it seems to use the shortest number of jump even if this will take much longer. Ideally (optionally?) would calc the shortest distance route.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on April 04, 2016, 05:41:53 PM
When you change the Name of an Empire the Name in the "First Aid" - Screen does not change; you still have to select it by its old name.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on April 05, 2016, 03:43:53 PM
If a ship without engines takes damage (even from an automatically repaired maintenance failure) it is removed from its taskforce. Presume the check should include a '&& ship.design.maxspeed>1'
Edit: This also happens is a ships engine sufferers a maintenance failure, BUT there are enough repairs to prevent it. (happens with single engine ships, not tried with multi engine)

---------
24th January 2050 23:51:36,Federation,HIP 117828,A Small Buoy Launcher on AS Pathfinder-M-001H has suffered a maintenance failure. Repairs have been carried out that required 1.32 maintenance supplies. The ship now has 140.68 maintenance supplies remaining. Current Maintenance Clock: 0.80 years
24th January 2050 23:51:36,Federation,HIP 117828,As AS Pathfinder-M-001H has slowed to 1 km/s due to damage, it has been detached from Survey - Alpha.
---------
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: CowboyRonin on April 05, 2016, 08:28:08 PM
I suffered three series of "Error 3061 was generated by DAO.     Database.      Too few parameters.      Expected 1. " and "Error 91 was generated by aurora.      Object variable or With block variable not set. "  The first two times, I tried to click through the error series, got frustrated and shut down Aurora via the Task Manager.   The third time, I exercised my clicking finger more and got through the series.   When I go through and got to my next event, I noticed that I had gone back in time.   I thought that the event manager writes were one of the last things that happened in a phase before control returned, so I was surprised (to say the least) when I noticed that April 17th had become April 13th.   
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on April 05, 2016, 08:31:37 PM
When I go through and got to my next event, I noticed that I had gone back in time.   I thought that the event manager writes were one of the last things that happened in a phase before control returned, so I was surprised (to say the least) when I noticed that April 17th had become April 13th.
This happens when Aurora cannot complete a turn because you close it down. The time advance is at the end of a turn, so when you close it down before the end (via task manager) its like you never advanced time (even though things changed as if you had).
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on April 07, 2016, 10:35:54 PM
I have two rather serious bugs relating to missiles:
1. The bonus for tracking missiles that supposedly applies to to-hit chances with beam weapons doesn't work.
2. Laser warheads are not immune to final defensive fire/CIWS, and are thus totally useless.
I just tested both of these in 7.1 after finding them in 6.4.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Shiwanabe on April 07, 2016, 11:09:16 PM
I have two rather serious bugs relating to missiles:
1. Tracking speed research doesn't do anything.
2. Laser warheads are not immune to final defensive fire/CIWS, and are thus totally useless.
I just tested both of these in 7.1 after finding them in 6.4.

Could you elaborate on the Tracking speed thing? If it is what it sounds like this is a fairly major problem that would affect everyone who used or fought against missiles. (ie- everyone)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on April 07, 2016, 11:16:50 PM
Could you elaborate on the Tracking speed thing? If it is what it sounds like this is a fairly major problem that would affect everyone who used or fought against missiles. (ie- everyone)
I took two ships, and put them on different sides.  I had one shoot at the other at nearly point-blank range, and shot at the missile with gauss weapons with insufficient tracking speed for the missiles, and noted the to-hit probability.  I then moved the target out 8 times as far, and shot again.  The to-hit probability was exactly the same.  The missile in each case was tracked from launch onward.  It does seem a major problem, and one I previously saw in 6.4.
And just to be clear, I had 80% max tracking on the side being shot at.
(Actually, that was another proof.  This was a test game, and I forgot to give the target side tracking speed for the point-blank shot and the first time I shot at long range.  After I added it, the to-hit chance was exactly the same.)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: DIT_grue on April 07, 2016, 11:28:09 PM
In the Game Details window, after deleting a game the Detection and Disaster dropdowns are doubled.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Shiwanabe on April 08, 2016, 12:43:35 AM
I took two ships, and put them on different sides.  I had one shoot at the other at nearly point-blank range, and shot at the missile with gauss weapons with insufficient tracking speed for the missiles, and noted the to-hit probability.  I then moved the target out 8 times as far, and shot again.  The to-hit probability was exactly the same.  The missile in each case was tracked from launch onward.  It does seem a major problem, and one I previously saw in 6.4.
And just to be clear, I had 80% max tracking on the side being shot at.
(Actually, that was another proof.  This was a test game, and I forgot to give the target side tracking speed for the point-blank shot and the first time I shot at long range.  After I added it, the to-hit chance was exactly the same.)
Ah, you're talking about the Tracking Time Accuracy Bonus tech, correct?

To me that sounds like the tech might work, but the mechanic it's supposed to help with isn't there. Which results in the same thing.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on April 08, 2016, 09:31:34 AM
Ah, you're the Tracking Time Accuracy Bonus tech, correct?
Correct.  I'm not sure what I was thinking when I initially wrote that.  I've edited my original post to clarify what I meant.

Quote
To me that sounds like the tech might work, but the mechanic it's supposed to help with isn't there. Which results in the same thing.
That's quite possible, but we can't distinguish between the two.  Something is wrong with that system, and it would be nice to get it fixed.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on April 08, 2016, 05:36:42 PM
NPR (specifically Precursor) ship maintenance is odd.

While owned by precursor maintenance cloak seems to increase, but ships don't suffer breakdowns. If you capture a ship it can have massive maintenance clocks (i have some with 9 years) and high enough failure rate to make it get back to a shipyard.

Could i suggest for if precursor ships are not going to use a real maintenance/overhaul system, that when captured the maintenance clock is set to the Maint Life to represent the minimal repairs the robots must be performing on the ships to keep they flying.

--

Another oddity, precursor defense bases (e.g. turreted gause cannons bases and missile defense bases) are ships with no engines rather than PDC's. Is that intended?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on April 08, 2016, 05:47:30 PM
Military ships without weapons or engines show a Maint Life of 0 years. I guess this is meant to represent that failures can't happen; ideally should either show as infinite life or remove the entire line like civilian designs to make it clear.

--------------
AS Pathfinder-M - Hanger  class Scout Carrier    12 000 tons     157 Crew     1361.8 BP      TCS 240  TH 0  EM 0
1 km/s     Armour 1-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 0
Maint Life 0 Years     MSP 1213    AFR 384%    IFR 5.3%    1YR 0    5YR 0    Max Repair 12 MSP
Intended Deployment Time: 60 months    Flight Crew Berths 264   
Hangar Deck Capacity 9000 tons     

Fuel Capacity 250 000 Litres    Range N/A

This design is classed as a Military Vessel for maintenance purposes
----------
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on April 08, 2016, 06:19:28 PM
I think you are confused. It has a life of 0, so as soon it is built it will die.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on April 08, 2016, 07:51:02 PM
I think you are confused. It has a life of 0, so as soon it is built it will die.

I have several of these flying around (4yr into mission so far). You can't increase the lifetime, adding more engineering just reduces the IFR but the lifetime stays 0, but if you add a single 0.1 sensor suddenly gets a lifetime>0. Think it is due to it being a military vessel, but all of the military parts on the ship (hanger/maintaince bay) can't get maintenance failures; They still get the occasional maintenance failure, but no parts are damaged and no maintenance units are used.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: SteelChicken on April 09, 2016, 09:48:15 AM
So, I'm now getting errors in my latest game..

As soon as I advance in any increment, I'm getting "Error in MoveToClosestItem", error 9 was generated, blabla...."subscript out of range".

When I spam enter, it'll eventually stop..but it will automatically advance time again (despite autoturns being OFF) and spam the error again. Can only quit Aurora via Task Manager.

Any ideas? I can't think of anything specific I did to cause it.

I am getting this as well.  In the Event Updates Log, in SMView, I can see its because of an NPR trying to jump somewhere "Destination jump point not found for <ship>"
Title: Error 5 after fleet merge
Post by: Backdraft on April 10, 2016, 05:41:18 PM
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on April 10, 2016, 10:43:48 PM
Yes, that is a known issue. We need to be very careful with the join/absorb commands.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on April 11, 2016, 09:37:40 AM
I think you are confused. It has a life of 0, so as soon it is built it will die.
It's not.  I've run into this before.  When you build a military ship without breakable components (I'm not sure what he's doing with them.  I built barges for ammo and MSPs.) it displays a maintenance life of 0.  They certainly don't self-destruct, and basically don't care about maintenance lives.  I didn't report it as a bug.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Zook on April 11, 2016, 08:56:57 PM
A lightly armed survey ship was on its way to Uranus to refuel from some civvie harvesters there. I underestimated Uranus' orbital distance and it ran out of fuel. A tug was sent from Earth and towed it the rest of the way (Move to Uranus, Release All Tractored Ships). The tow reported a job well done, but the other ship was gone. I checked in the Ships in Class tab - it's vanished.

update: Sweet Jesus, it's a mutiny! The ship is listed as a civilian now.

update: My shipping lines deny being involved. The ship isn't listed in any of their registers. And I can't SM it back, it seems.

update: To add insult to injury, the mutineers have the nerve to complain about low fuel.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on April 12, 2016, 07:50:01 AM
Saw someone post this a while ago, but this was the first time I saw it so I had to have a little fun. I think you know what song to put it to.

Edit; It also seems that it isn't centered on Sol at all, it is off centered like a pinwheel.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on April 12, 2016, 06:45:03 PM
Multi-tow does not seen to set the max speed correctly.

E.g.
Stations with built in tractor beams.
Give order for tow taskforce (with tractors) to tow one station, speed is X.
Give order for tow taskforce (with tractors) to tow second station, speed is still X.

If all vessels in a taskforce are linked together with tractor beams would expect the speed to be the same as a single ship with the same total EnginePower of taskforce and mass of sum of the taskforce.

All-so causes bugs with release tractored ships as <location> order.
E.g. 1) Tug (with tractor) order tow station (with tractor). 2) Tug (with tractor) order tow second station (with tractor). 3) Tug release tractored at <location>: Results in releasing one of the towed stations at the location whilst the tug retains the tow on the second stations as it continues its next order.

P.s. I'm aware i'm some-what spamming the bug thread at the moment. I am in fact enjoying the game and if i don't have the opportunity to submit code fixes this is the next best help i can offer.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: doroboNeko on April 12, 2016, 08:11:25 PM
Hi. 
I was trying to refuel a tanker in the "ships>misc>manual transfer (pop)" menu and i didn't know why it was not working.  so i entered a large NEGATIVE number, i. e -99999999, and it went overflow.  oops.  i tried deleting the tanker and creating a new one but it didn't work.  I think it messed with some values in the planet or some number that I can't edit.  so now every time I try to use the fleet order "Load/Unload Fuel (To Set Level)" it gives me an overflow error 6.  I would be glad if this was fixed so it will not happen to anyone else and I would be even more happy if I could fix this in my save.  Any way i could fix the overflowing value?

P. S.  I searched for any related bug with "overflow" and "fuel" i couldn't find any.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on April 12, 2016, 08:19:24 PM
Hi. 
I was trying to refuel a tanker in the "ships>misc>manual transfer (pop)" menu and i didn't know why it was not working.  so i entered a large NEGATIVE number, i. e -99999999, and it went overflow.  oops.  i tried deleting the tanker and creating a new one but it didn't work.  I think it messed with some values in the planet or some number that I can't edit.  so now every time I try to use the fleet order "Load/Unload Fuel (To Set Level)" it gives me an overflow error 6.  I would be glad if this was fixed so it will not happen to anyone else and I would be even more happy if I could fix this in my save.  Any way i could fix the overflowing value?

P. S.  I searched for any related bug with "overflow" and "fuel" i couldn't find any.
You pressed the wrong button to transfer fuel between ship and colony, try the other one. Also, you could just issue the order "Refuel at colony". If you are using this for a fuel harvester, if you set the design as a tanker it gets additional orders to do with fuel ("unload 90% of fuel at colony", etc). And to use the "To set level" command, you need to set a reserve level.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: El Pip on April 13, 2016, 08:28:42 AM
Higher Fighter Ops bonus makes fighters reload slower.

Fighter with a notional 2250 second reload time landed on a carrier. From the moment the fighter landed the reload time started to increase. The Task Force Commander had a 5% Fighter Ops bonus, the Fighter Ops officer had a 35% bonus. Overall 36.69%. Commander of the Carrier had a 60% Fighter Ops Bonus.

On a 5 second increment, the time to reload would increase by 1 second (i.e. from 2250 to 2251)

When the Task Force HQ was moved out of system, so it's bonuses no longer applied, the reload time did decrease, but not as fast as time. For a 5 second increment the reload time would only decrease 2 seconds.

When the Carrier commander was replaced by a 0% fighter ops bonus officer (but Task Force HQ was in system) the decrease got better. In a 5 second increment I saw a 3 second reduction in reload time.

Only when I replaced the Carrier commander with a 0% fighter ops bonus and moved Task Force HQ out of system did I see the reload time decrease matching the increment length.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bean on April 13, 2016, 09:17:44 AM
Multi-tow does not seen to set the max speed correctly.

E.g.
Stations with built in tractor beams.
Give order for tow taskforce (with tractors) to tow one station, speed is X.
Give order for tow taskforce (with tractors) to tow second station, speed is still X.

If all vessels in a taskforce are linked together with tractor beams would expect the speed to be the same as a single ship with the same total EnginePower of taskforce and mass of sum of the taskforce.
The algorithm isn't 'mix all ships together'.  Instead, each tug tractors one thing, and the overall speed is based on the slowest tug+payload combination.  So this isn't a bug.  Speed X is the speed of tug 1+station 1, and I guess that tug 2+station 2 is faster than that.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on April 13, 2016, 09:34:43 AM
The algorithm isn't 'mix all ships together'.  Instead, each tug tractors one thing, and the overall speed is based on the slowest tug+payload combination.  So this isn't a bug.  Speed X is the speed of tug 1+station 1, and I guess that tug 2+station 2 is faster than that.

At the moment though you can have
1xTug (with tractor beam, 8k speed)
2xStation (with tractor beam, 1 speed)

Order:
Tug tow station A (TF: 1xtug, 1xstation, speed=1.2k)
Tug tow station B (TF: 1xtug, 2xstation, speed still=1.2k) [From memory tug is linked to one station(A), station(B) is then linked to either tug or station(A)]

I believe it is the fact that all my stations have tractor beams attached (so can use any ship to tow them if required) that causes the issue. Have one example where 2xTugs are towing 12xstations at the same speed they would tow 2, where as i expected them to move slowly (e.g. Like a Train with links like Tug A->Station1->Station2->etc. Tug B->Station 6->Station 7->etc). And if the rule you mentioned is how it is meant to work TF would have 1kms speed as not enough Tugs with engines.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on April 13, 2016, 11:31:27 AM
It is a confirmed bug (and reported already a while ago) that it currently does not add together the mass of ALL linked ships, only the "top" two (the tug and the ship it is linked to). So if you want, you could have a 5000 ton ship towing a 1000 ton ship that then is towing multi-millions of tons of other things and it will travel as fast as a 6000 ton ship.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: steelyeyed on April 14, 2016, 02:08:14 PM
Refueling bug?
2 salvage ships in a sector far far away. . .  4 jumps from Earth.   Sent a fleet of 10 Tankers to refuel them, each tanker holding 75,000,000 fuel ( Got lazy, didn't want to split the fleet).   Salvage ships ran out of fuel, so I'm down to 2 minute time jumps.   Watch my tankers approach. . .  3.   2. .   1. . .   Then instead of refueling, the distance jumps to 33 billion miles and 200 days.   Patiently clicked through this. . ( My wife is away, so I have no life. . )  3. 2. 1.     then back to 33 billion miles away.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on April 17, 2016, 05:19:19 PM
(http://i.imgur.com/NE95AmC.png)

Rest of the Earth is a neutral faction with no research labs or anything. No idea how this happened or how its possible.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: xXKageAsashinXx on April 21, 2016, 10:13:11 PM
I searched all the recent bug threads (as in, I was careful not to look into a 3+ year old thread), albeit not all of them I read every single page, and I couldn't find this one.   Also, literally read every post in this thread just to make sure. 

I can't assign anybody that's not a ground officer, no matter the job or position.   Got a team that needs refilling, gotta disband the old on and remake it.   Got a sector that needs governing, a system, a planet, or a task force that needs commanding, or offices that need staffing, too bad you're gonna have to go without them.   It's annoyed me ever since I first started, but I've gone through nearly 500 accumulative years ignoring it cause I tend to play games that don't work properly due to me being on a toaster.

Currently running the game on good ol' Windows XP.

On a side note, Sol refuses to open in the System Information window.   It doesn't affect any other system but Sol where if I press F9 the game crashes.   There's one more bug for me, but I haven't finished my recon of the forum for this particular fix yet so I'll just say that the handy wrapper for the latest aurora gives me.  .  . 
Code: [Select]
Aurora_Wrapper.exe - Entry Point Not Found
        The procedure entry point GetFinalPathNameByHandleW could not be located in the dynamic link library KERNEL32.dll.
.  .  .   after multiple installations. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on April 22, 2016, 10:37:53 AM
I searched all the recent bug threads (as in, I was careful not to look into a 3+ year old thread), albeit not all of them I read every single page, and I couldn't find this one.   Also, literally read every post in this thread just to make sure. 

I can't assign anybody that's not a ground officer, no matter the job or position.   Got a team that needs refilling, gotta disband the old on and remake it.   Got a sector that needs governing, a system, a planet, or a task force that needs commanding, or offices that need staffing, too bad you're gonna have to go without them.   It's annoyed me ever since I first started, but I've gone through nearly 500 accumulative years ignoring it cause I tend to play games that don't work properly due to me being on a toaster.

Currently running the game on good ol' Windows XP.

On a side note, Sol refuses to open in the System Information window.   It doesn't affect any other system but Sol where if I press F9 the game crashes.   There's one more bug for me, but I haven't finished my recon of the forum for this particular fix yet so I'll just say that the handy wrapper for the latest aurora gives me.  .  . 
Code: [Select]
Aurora_Wrapper.exe - Entry Point Not Found
        The procedure entry point GetFinalPathNameByHandleW could not be located in the dynamic link library KERNEL32.dll.
.  .  .   after multiple installations.

Just a devil's advocate here, but can you replicate the first bug if you do not use the wrapper?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on April 22, 2016, 01:33:50 PM
I have accidently build a Brouwer Small F6, beause it was the same class size as a ship i builded, and is sorted at the top of the Task Type Construction drop down.

Now when i select Task Type Scrap, it is not showing up the list, so its not possible to scrap the ship.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: xXKageAsashinXx on April 22, 2016, 04:41:22 PM
Quote from: Erik Luken link=topic=8144. msg90114#msg90114 date=1461339473
Just a devil's advocate here, but can you replicate the first bug if you do not use the wrapper?
It's impossible for me to use the wrapper.  I have to use the base aurora(?) to play the game.  Anytime I click on the wrapper's icon, the error previously mentioned pops up.  Not once has it worked, so yes, I can easily reproduce everything mentioned by not using the wrapper, since it's without it to begin with.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on April 23, 2016, 05:20:25 AM
I made a 60000ton tanker.
I have a 60000ton jump ship.

Was able to jump 5 jump points to refuel a fleet.
on the way back, i was unable to jump, my 60000ton tanker changed to 60015ton. (when empty... ??)

Used SM to change back the design to 60000ton.

This happend a few times, also with a jump ship it self.
For example jump ship of 30000k, was able to jump a few jumps, on the way back it was unable to jump, because the size went to 30010 or 300015.

This happens always on the way back. Somehow the design changes. And need to use SM to change it back to the orginal size.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on April 23, 2016, 05:22:31 AM
When creating a team on a other planet, i get the ERROR 3421 since a few days.
See attachment.

The error is in dutch: Fout bij gegevenstypeconversie, means: Error with datatypeconversion??

The team is still created, and still doing there job.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on April 23, 2016, 07:40:36 AM
One other bug:

Aurora4x changes the windows font/color of other programs when active to the style of aurora.
So text that is normaly black in other programs, turn to yellow when aurora 4x is active.
When exiting aurora 4x the other programs are back to normal.

Windows 10
For example. Remote Desktop Manager.


Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Bughunter on April 23, 2016, 02:26:02 PM
I have s ship with most of it's crew quarters destroyed in battle. It is under repair at a colony with enough maintenance capacity. But it is still getting failures on remaining crew quarters due to overcrowding.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on April 23, 2016, 04:01:59 PM
I have s ship with most of it's crew quarters destroyed in battle. It is under repair at a colony with enough maintenance capacity. But it is still getting failures on remaining crew quarters due to overcrowding.
Can confirm, happened in my game too.

Also, cryogenic crew berths are not utilized to house POWs.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on April 23, 2016, 04:07:21 PM
Can confirm, happened in my game too.

Also, cryogenic crew berths are not utilized to house POWs.
That is because Poshs of War demand to be accommodated in luxury quarter modules only.(http://orig04.deviantart.net/9330/f/2007/204/a/c/posh_msn_smiley_by_robopigg.jpg)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: cakepie on April 25, 2016, 10:56:11 AM
As far as I can tell from available documentation, in a conventional start game, this is supposed to happen:

Quote from: Steve Walmsley link=topic=4835. 10#msg49114 date=1335019419
a new civilian mining complex will have a low tech infantry garrison if the TN Garrison unit has not yet been researched.

I'm approx 13 years into my conventional start; I have yet to research any of the TN ground units, and the first CMC has just sprung up on Pluto.
The new CMC comes with a ground unit named "Pluto LT Infantry"; however, on close inspection the unit is actually of type LTA and has stats 3 ATK and 3 DEF (corresponding to LTA).
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on April 26, 2016, 04:06:21 AM
Can confirm, same happened in my game. Luna LT Infantry is actually a LTA unit.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on April 26, 2016, 11:35:37 AM
Sirius-A I and Sirius-A I - Moon 1 have the same mass-diameter parameters.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: GregoryT on April 26, 2016, 08:34:10 PM
I may have found a bug.  I was removing carbon dioxide from an atmosphere & the decreasing temperature caused the planet's ice sheet to freeze but the event type stated that "Ice Sheet Melted" instead.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: cakepie on April 27, 2016, 02:38:03 AM
These are more of the minor / nitpicky variety rather than something with gameplay impact :

1
In the System Map window (with "show events" enabled) and the Event Updates window ("Jump to Event" not disabled), clicking on an event for "Research Started" will jump to the "Shipyard Tasks" tab of the Population and Production window, instead of the "Research" tab as one would reasonably expect.

While we're at it, would be great if "Research Completed" events could also jump to the "Research" tab of the Population and Production window -- it currently does not jump anywhere.

2.
In the Population and Production window, clicking the "Prod Over" button causes the (P&P) window title to become "Loading Player Race Production Overview" -- does not change back to normal after the Production Overview window has finished loading.  For the intended behavior, compare with the game's main window (either using Ctrl-F8 or via "Empires > Production Overview" on menubar) where the loading message is only temporary and the window title reverts to normal once the Production Overview window is done loading.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on May 01, 2016, 06:55:20 AM
After a very long battle with an NPR they finaly surrenderd.

Took me about 14hours of playing to destroy the NPR spread over the last 7 days... (starting to get irritated about 5sec increments lol, had that for hours in a row.. 5sec in game, takes 30sec in real life...)
The end result of the battle was around 400+ wracks and 1000m casualty's NPR side.
My fleed lost about 20 wracks.

The error when i open the surrenderd population.
The error has something to do with building ships, in surrenderd shipyard. When i create a ship, the eror popups up, when i delete the task. There is no error.
Is there a way to solve that? Really want to make use of those shipyards, because it would be a nice outpost.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Carl_Sagan on May 01, 2016, 02:25:31 PM
This is my first forum post ever, so here it goes:

I've been searching the forum for the last week or so for a fix to this "Error 9 Subscript out of Range" bug I've been getting.  It has completely prevented any progress I can make in my game, as it opens dialogue windows that get replaced with an endless stream of more dialogue windows.  It's so bad that I have to shut down Aurora 4x through the task manager to open anything else on my computer.

I have no idea what caused it, or how to reproduce it, but I do know that it only occurs when I try to move time forward any increment.  Does anyone have a solution to this bug?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on May 02, 2016, 07:19:51 AM
This is my first forum post ever, so here it goes:

I've been searching the forum for the last week or so for a fix to this "Error 9 Subscript out of Range" bug I've been getting.  It has completely prevented any progress I can make in my game, as it opens dialogue windows that get replaced with an endless stream of more dialogue windows.  It's so bad that I have to shut down Aurora 4x through the task manager to open anything else on my computer.

I have no idea what caused it, or how to reproduce it, but I do know that it only occurs when I try to move time forward any increment.  Does anyone have a solution to this bug?

Any last actions you did?
Any orders in your Task Group?

Could you paste a printscreen of the Log file, also with the option errors on. So the error will be present below the line of the order/task
see attachment.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on May 02, 2016, 10:17:52 AM
Don't know if this is correct.
After my big battle with a NPR, i made a Task Group of Salvagers.

The first 2 salvagers in the Task Group, get 0x materials.
The last salvager in the Task Group got the Materials.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on May 02, 2016, 12:27:09 PM
Don't know if this is correct.
After my big battle with a NPR, i made a Task Group of Salvagers.

The first 2 salvagers in the Task Group, get 0x materials.
The last salvager in the Task Group got the Materials.
They are full of ship parts that aren't shown or counted for some reason.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Carl_Sagan on May 07, 2016, 05:51:38 PM
Quote from: rorror link=topic=8144. msg90475#msg90475 date=1462191591
Any last actions you did?
Any orders in your Task Group?

Could you paste a printscreen of the Log file, also with the option errors on.  So the error will be present below the line of the order/task
see attachment.

Here ya go.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on May 08, 2016, 07:38:22 AM
Here ya go.

In your printscreen.
Turn this option ON.

Then we might see more

I think under the text "Increment Placeholder" there might be an error
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Carl_Sagan on May 08, 2016, 03:12:08 PM
Quote from: rorror link=topic=8144. msg90740#msg90740 date=1462711102
In your printscreen.
Turn this option ON.

Then we might see more

I think under the text "Increment Placeholder" there might be an error

My bad, here's the event log with the errors turned on.

(http://)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on May 09, 2016, 09:29:43 AM
The log don't show the error, because you Taskkill aurora :(
Can you check your Task Forces for mistakes?

Or upload / post your savegame online.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on May 11, 2016, 02:13:48 PM
Taskforces with more then 205 units in it give an overflow 6 error
So give 1 taskforce 206units and you get 1 error.
give the taskforce 207 units, you get 2 errors (etc etc etc)

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on May 11, 2016, 02:19:54 PM
Can you be sure it is related to ship count in the TF, and not some other value? I know this error from when the fuel limit of 2.15b liters is broken in a TF, where you indeed get 1 error window for each ship you add after this limit had been reached.

I am suspicious of the source, because I had fighter fleets of much larger counts running in a single TF without error. (albeit in older versions) We are speaking of 720 fighters + carrier and escorts here. :P
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on May 11, 2016, 03:01:16 PM
Can you be sure it is related to ship count in the TF, and not some other value? I know this error from when the fuel limit of 2.15b liters is broken in a TF, where you indeed get 1 error window for each ship you add after this limit had been reached.

I am suspicious of the source, because I had fighter fleets of much larger counts running in a single TF without error. (albeit in older versions) We are speaking of 720 fighters + carrier and escorts here. :P

In this case it would be the Fuel Production. (Not the fuel storage)
When i add one more harvester i get the error.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Vandermeer on May 11, 2016, 03:07:10 PM
Yes, that does the same thing too, correct. So it was just that, *phew*. Saw my fighter fleet dreams endangered. :)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on May 11, 2016, 03:20:52 PM
In this case it would be the Fuel Production. (Not the fuel storage)
When i add one more harvester i get the error.

Not really a bug. Steve is using a signed 32-bit integer to store that value, or 2,147,483,647.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Borealis4x on May 12, 2016, 12:21:36 AM
I have the error 94 spamming me with popups whenever I advance the game by any amount of time or go into the task group orders menu. At first I thought it was being caused by this gas collect I had that I sent off to rescue a stranded fleet, but it just sat there with the text "125k/h ()". I thought it was the empty brackets that were "null" but it turn out no. I also checked my offciers and none of them seem to have apostrophes or blank rank names.

How do I salvage my game? I don't want it to be the case that some random, unpredictable error sinks days long campaigns. 

And yes, I did restart the game.

Oh, and is the wiki ever going back up?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rorror on May 12, 2016, 09:27:55 AM
Not really a bug. Steve is using a signed 32-bit integer to store that value, or 2,147,483,647.

a limitation that have been set in place a long time ago to counter database overhead, when tought that fuel storage/production would not exceet the 32bit integer. Maybe not not a bug, but design error from the past.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: seronis on May 12, 2016, 11:04:26 AM
Its still a bug.   The display value for the fleet can just show a max value msg when it isnt capable of calculating the real total.   Other games do this.   Hell some telnet MUD games I used to code on (anyone remember ROM and CIRCLE ?) had code in them along the lines of 

Code: [Select]
if( max_int - cur_total > value_to_add ) {  /* oops */ }
prevents crashes at least
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ChildServices on May 13, 2016, 08:49:12 PM
Sensor Sterngth
(http://hxxp: imgur. com/A72gm1H)

edit: Okay my image link doesn't want to post so I've attached it
Title: Re: Error 3075 was generated by DAO.Database
Post by: Juujika on May 14, 2016, 08:41:36 AM
Quote from: Erik Luken link=topic=8144. msg84457#msg84457 date=1451961714
Make sure you are not using the comma as your decimal separator.  You need to use the period for that.
Is there official update for this already? So we can use comma as our decimal separator.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: boggo2300 on May 15, 2016, 04:40:15 PM
no,  it's part of Steves evil plan to conquer Europe...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: snapto on May 19, 2016, 08:13:49 PM
Hi all.   I’m about 50 years into my campaign and now every time I advance time (by any increment size) I get an error popup entitled “Error in MoveToClosestItem” with the error Error 9 Subscript out of range.   I don’t remember doing anything other than changing some research the turn before.   I can eventually click through the 200 or so error popups and the turn will finish successfully but every time I advance time I’ll get the same flurry of popups. 
 
The error in the event log does not provide any further information.

After a search, I found that the v5. 54 patch addressed a MoveToClosestItem but that was a long time ago so I’m not sure they are related.  Any ideas?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Andrew on May 20, 2016, 06:14:12 AM
The void of admirals.
I had my fleet command staff on the flag bridge of a capital ship which went into battle and blew up, all the survivors in the lifeboats died as I had no ships left. However using the Taskforces screen I could move them from <Unknown System> back to Earth and the entire staff was still alive
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on May 21, 2016, 01:09:38 AM
It looks like Technology report window doesn't work correctly with my Cloaking devices at all. (I tried to develop new ones and delete old, but no changes appeared in this window.)

(http://img-host.org.ua/images/auroraerr11.png)

(http://img-host.org.ua/images/auroraerr12.png)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on May 21, 2016, 01:22:00 AM
The void of admirals.
I had my fleet command staff on the flag bridge of a capital ship which went into battle and blew up, all the survivors in the lifeboats died as I had no ships left. However using the Taskforces screen I could move them from <Unknown System> back to Earth and the entire staff was still alive
Did you have SM mode on? You should be able to move any fleet this way with SM mode on.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Andrew on May 21, 2016, 03:30:49 AM
I did have SM Mode on. The problem is not moving anything it is that the Commanders in the staff positions of the fleet , which had been placed onboard the destroyed ship were still alive and available in the Commanders screen and by moving them in the TF Window. I suspect that an Admiral and his staff on a ship should die in the same way an officer assigned as a ships captain dies
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on May 21, 2016, 09:42:54 PM
I can confirm that. Neither the admiral in command nor the staff officers die when the ship housing them blows up. I had to manually kill them.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rcj33 on May 28, 2016, 10:57:18 AM
The 1HS Compressed Fuel Storage module appears to be locked behind the Compressed Fuel Storage-Small tech. You can never build the regular module until you roll the second tech in a ruin. Also, adding a normal CFS to a design automatically adds a small and vice versa (they do add up to 90kL like you would expect). No other fuel modules add each other when selected.

Tiny Compressed Fuel Storage must additionally be rolled after Small (and cannot be researched) but this may be WAI since it doesn't prevent you using any other fuel modules.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Drizzt321 on May 31, 2016, 11:12:36 AM
I'm getting error 91 loop when I accidentally input a non-existing empire name into the Technology Report.  Had to use the Task Manager to kill Aurora and restart.  See attached screenshot.  Every time I hit OK, it would pop up with the identical error.


Message: "Object variable or With block variable not set"

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Leren666 on June 09, 2016, 05:42:25 AM
Hi everyone.     I discovered Aurora last week and try to install it.     I followed all instruction (I lived in France so I change my Regional setting to US).   

But when I clic to pass time the game display two bug screen and after 20 time on clicing Ok the two screen stopped to pop-up.     I don't know what to do.     

(http://hxxp: http: imgur.  com/ADsfaall)

p. s: Sorry if the question as already been posted

Problem solve >> In fact I change my regional setting but setting for date and number don't change in the same time.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: FictionDragon on June 14, 2016, 03:59:04 AM
Quote from: Euphienator link=topic=8144.   msg85683#msg85683 date=1454427436
2.      Attempting to duplicate a 1mt station class caused an error and the station didn't duplicate, didn't think much about it at the time so didn't record it.      Tried to duplicate it now - attempting to copy design of a 1mt station causes an Error in cmdCopy_Click - Error 3163 in DAO.     Field field is to small to accept the amount of data.     

After that, opening the class design window started causing 2 errors that repeat several times, after which the class design screen works without any (noticeable) bugs.     

The errors are: Error in PopulateClassList - Invalid use of Null and  Invalid property array index.     

I'm experiencing the same error after my attempt of copying a ship class several times when I tried to make different versions of it in order to test the shipyard refit limit.   
I think it has to do something with the copied class name being too big.    And I think that's what caused the shipclass to bug out, hiding it's name from everything but shipyard retool list and the shipclasses export text file where it's shown as [Hull Class Prefix] + [Blank].   

.   .   .   I guess Blank never loses.    (Kudos to you if you get the reference)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Harold65 on June 14, 2016, 09:43:24 PM
I'm loving this game as a general rule, but each time I start a new game, it gets to a point where the game will lock on me, and I'll have to kill the processes to get it close, then I get the following errors.    After that, the only thing I can do is re-install the game.  Is there a way to fix this so i don't keep losing my games?


Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on June 15, 2016, 10:25:38 AM
I'm loving this game as a general rule, but each time I start a new game, it gets to a point where the game will lock on me, and I'll have to kill the processes to get it close, then I get the following errors.    After that, the only thing I can do is re-install the game.  Is there a way to fix this so i don't keep losing my games?
What are you doing prior to the lock up?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Harold65 on June 15, 2016, 11:11:36 AM
Quote from: Erik Luken link=topic=8144. msg92598#msg92598 date=1466004338
What are you doing prior to the lock up?

I believe it was a 1x auto-increment 5-day time advance, with a 1-day subpulse.   There was some fighting going on somewhere I couldn't see, so normal time advances were 10 seconds, and I wanted to get past it.   I usually let it sit for a while to see if it's just processing in the background  before killing the game.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ty55101 on June 15, 2016, 03:54:23 PM
I believe it was a 1x auto-increment 5-day time advance, with a 1-day subpulse.   There was some fighting going on somewhere I couldn't see, so normal time advances were 10 seconds, and I wanted to get past it.   I usually let it sit for a while to see if it's just processing in the background  before killing the game.

Whenever I kill it seems to work fine, but while it is running I only use 5 day increments with auto subpulse. I use 7.1 so I don't know why it wouldn't work for you. How do you stop it, I either use task manager or click the X and a pop-up will show about the program not responding and I tell it to close it? By the way I don't use the wrapper.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Harold65 on June 15, 2016, 04:15:30 PM
Quote from: ty55101 link=topic=8144. msg92631#msg92631 date=1466024063
Whenever I kill it seems to work fine, but while it is running I only use 5 day increments with auto subpulse.  I use 7. 1 so I don't know why it wouldn't work for you.  How do you stop it, I either use task manager or click the X and a pop-up will show about the program not responding and I tell it to close it? By the way I don't use the wrapper.

I was running 7. 1 with the wrapper, and I would kill it with the task manager since that was the only place I could get it to respond.   After the last crash, I decided to go with the vanilla install and see if that makes a difference.   Usually it would only happen later into the game after I've met a few NPRs
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MasterInventor on June 17, 2016, 12:58:57 PM
I'm not sure if this is a new bug report, but I couldn't find it anywhere and there wasn't anything about it on the wiki.

The Fuel Harvester-specific order "Unload Fuel at Colony and Move to Gas Giant With Sorium" (or something like that) very consistently does not work.  The harvesters will travel to the nearest colony to unload fuel - usually an asteroid mining base, but that's fine, I can send tankers and the Harvesters should be harvesting anyway - but then they won't go back to the Gas Giant.  They will inform me that they completed their orders and just sit there.  I have to manually tell them to go back to the Gas Giant, and I really prefer a more automated system.  A solution to my problem here is to leave the Harvesters sitting at the Gas Giant and send tankers back and forth directly to and from them, but that doesn't mean that the original order isn't broken.

I'm not sure why this is the case.  I can only speculate that it has something specifically to do with my computer or my install of the game.  I feel like someone else would have reported it if it affected other people.  Pretty much everyone uses Fuel Harvesters, right?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on June 17, 2016, 07:59:43 PM
~snip~
There is a primary order called "Move to Gas Giant with Sorium". Pair that with the conditional order Condition; "Fuel tanks Full" Order "Unload 90% of Fuel".
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ty55101 on June 17, 2016, 08:32:59 PM
I'm not sure if this is a new bug report, but I couldn't find it anywhere and there wasn't anything about it on the wiki.

The Fuel Harvester-specific order "Unload Fuel at Colony and Move to Gas Giant With Sorium" (or something like that) very consistently does not work.  The harvesters will travel to the nearest colony to unload fuel - usually an asteroid mining base, but that's fine, I can send tankers and the Harvesters should be harvesting anyway - but then they won't go back to the Gas Giant.  They will inform me that they completed their orders and just sit there.  I have to manually tell them to go back to the Gas Giant, and I really prefer a more automated system.  A solution to my problem here is to leave the Harvesters sitting at the Gas Giant and send tankers back and forth directly to and from them, but that doesn't mean that the original order isn't broken.

I'm not sure why this is the case.  I can only speculate that it has something specifically to do with my computer or my install of the game.  I feel like someone else would have reported it if it affected other people.  Pretty much everyone uses Fuel Harvesters, right?

I believe you are using primary and secondary orders. If you are, the secondary only takes effect when the primary cannot be achieved ie. if it is move to nearest colony and there are not colonies in the system. So since your primary is to unload fuel 90% of fuel at colony it will continuously try to do that instead of activating the secondary order.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on June 25, 2016, 09:11:18 PM
Unfortunately, it seems my game, currently, is un-advancable. To elaborate, for whatever reason, at the currently saved increment, trying to progress the increment by any amount, even a tiny amount, seems to lock up the entire aurora process; the turn never resolves.
I'll upload the databases, or at least, I think these are the files I need to upload.
Version is 7.10, using the Portable Launcher Utility.
The only oddity I know within besides the hard freeze is that the enemies that I was engaging at the time were Contact Lost (normal for restarting the game, with the annoying circumstance of causing missiles to lose target though), but are listed as lost two seconds prior, an increment which isn't a multiple of five like the rest of the game is

EDIT: Oh, yeah, for clarity, the campaign I was running at the time is the "Vulverein Visark" world.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on June 25, 2016, 09:55:13 PM
Try turning sensors to disable without player presence. Or space time bubble the system that battle was in. I'm interested to see what the last line visible in the event log is but don't have access to a PC to load the game up yet.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on June 26, 2016, 01:50:00 AM
I changed sensors from "None without presence" to "Normal in all systems".
(http://i.imgur.com/Cj8Jlpn.png)

Seems like it might be an issue in a TG's orders. Hm.

I do hope it didn't save into this though, it seems to be stuck in a loop.

Edit: Seems to be fixed. Misuse of the "Cycle orders" box, especially with a small number of orders, can be dangerous, so it's good I got that sorted out now!
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Andrew on July 05, 2016, 05:48:28 PM
Not sure if this is a bug or not.
I captured an alien colony with a 0 population on Luna, so it had a conquered political state, then without me noticing the civilian merchants landed 2 million colonists on the moon of the imperial (human) race, these people hence have a conquered political status but are my native citizens who were moved in after the battle. I suspect it is not a bug just an odd behaviour
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Haji on July 06, 2016, 04:02:29 PM
My apologies if this has been reported by this topic has 31 pages, which is too much to check.

In my current campaign two of my powers have recovered compressed fuel storage. In both cases however the devices failed to show themselves on the industrial tab, which meant I have not received them and cannot study them.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on July 06, 2016, 07:12:46 PM
My apologies if this has been reported by this topic has 31 pages, which is too much to check.

In my current campaign two of my powers have recovered compressed fuel storage. In both cases however the devices failed to show themselves on the industrial tab, which meant I have not received them and cannot study them.
From ruins or from wrecks?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Haji on July 06, 2016, 07:18:46 PM
From ruins or from wrecks?

Ruins in both cases.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Haji on July 07, 2016, 02:00:07 PM
Absorption Shields are not shown in the "View Technology" tab. This also means you cannot make them obsolete so they clutter the design window.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on July 07, 2016, 02:29:05 PM
Absorption Shields are not shown in the "View Technology" tab. This also means you cannot make them obsolete so they clutter the design window.
You can click "obsolete" with it selected in the ship design window. Also, they show up with the standard shields in the technology window.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Haji on July 07, 2016, 02:35:35 PM
You can click "obsolete" with it selected in the ship design window.

Didn't know about that. Thanks.

Also, they show up with the standard shields in the technology window.

Unfortunately not in my case. I checked. Still since I can obsolete them anyway, it's not that relevant.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Andrew on July 08, 2016, 03:31:45 PM
Espionage teams.
I created a colony on an alien held world and deployed an espionage team on it, it happily spied on the aliens and I forgot about it. I then conquered the aliens , I did not however close down my old colony or stop the espionage teams operating. Then I got a message that an espionage team had been killed in action and at the same time got a report that I had killed an espionage team of an unknown race on that planet. It looks like my espioange team continued to spy on the former alien colony even after it became one of my colonies, and then got killed by me
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on July 08, 2016, 03:59:38 PM
Espionage teams.
I created a colony on an alien held world and deployed an espionage team on it, it happily spied on the aliens and I forgot about it. I then conquered the aliens , I did not however close down my old colony or stop the espionage teams operating. Then I got a message that an espionage team had been killed in action and at the same time got a report that I had killed an espionage team of an unknown race on that planet. It looks like my espioange team continued to spy on the former alien colony even after it became one of my colonies, and then got killed by me
At least you know your counter-espionage is functional?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on July 09, 2016, 01:42:52 AM
Half the team went rogue and counter espionaged the other half.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: boggo2300 on July 10, 2016, 04:44:14 PM
Half the team went rogue and counter espionaged the other half.

Team leaders name wasn't Jason Bourne by any chance?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Andrew on July 11, 2016, 10:12:17 AM
If I remember correctly I had 2 espionage teams deployed so possibly one team shot the other one. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Balrogue on July 17, 2016, 08:38:53 AM
hello, I report a bug.  When I want my Fuel Harvester unload 90% of fuel at colony and move to giant gaze with sorium when fuel tank is full, my ships go to the colony but they don't unload fuel.  Somebody have an idea ?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: DaMachinator on July 17, 2016, 05:35:05 PM
Quote
when fuel tank is full

Unless you actually put empty, that's part of your problem.

Also make sure you don't have any OTHER special orders that might conflict.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kytuzian on July 19, 2016, 08:09:06 AM
Unless you actually put empty, that's part of your problem.

Also make sure you don't have any OTHER special orders that might conflict.

It's not part of the problem. The full text of the correct order (I know it's correct because I'm using it) is "Unload Fuel at Colony and Move to Sorium Gas Giant" on the condition "Fuel tanks full."
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Hades on July 19, 2016, 10:03:35 AM
Hi!

Bug: AFR grows 100x for 10x increase in ship size.  For a quick test create a new ship, slap a 1HS engine on, and keep adding armor.  At 500t AFR is 2%, at 5000t 200% and at 50000t  20000%.

Also, at high tonnage, removing the engineering bay dramatically reduces the AFR, replacing it with a smaller one, especially the fighter version, makes the AFR become even more ridiculous.

Apart from that, computing the AFR just on the size of the ship is a bit too simplistic in my opinion, at least for a game like this.  It means some huge carrier with some low power engines and otherwise pretty much just hangar and armor will have a very high AFR, while a small ship crammed full with high power components will have a low AFR.  Or just replacing a big, low power engine with small, high power one will also decrease your AFR.  But of course, that's just a minor gripe, keep doing what your doing!
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: lennson on July 19, 2016, 12:28:08 PM
Hi!

Bug: AFR grows 100x for 10x increase in ship size.  For a quick test create a new ship, slap a 1HS engine on, and keep adding armor.  At 500t AFR is 2%, at 5000t 200% and at 50000t  20000%.

Also, at high tonnage, removing the engineering bay dramatically reduces the AFR, replacing it with a smaller one, especially the fighter version, makes the AFR become even more ridiculous.

Apart from that, computing the AFR just on the size of the ship is a bit too simplistic in my opinion, at least for a game like this.  It means some huge carrier with some low power engines and otherwise pretty much just hangar and armor will have a very high AFR, while a small ship crammed full with high power components will have a low AFR.  Or just replacing a big, low power engine with small, high power one will also decrease your AFR.  But of course, that's just a minor gripe, keep doing what your doing!

Maybe the maintenance workers are so over worked that they start breaking things instead of fixing them  :P.

One things is with high power components is that they are typically more expensive to fix (use more maintenance supplies) when they do break. So in terms of maintenance lifetime I am not sure if there's a big advantage to using  small high power engines over big low power ones.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: sublight on July 19, 2016, 02:02:48 PM
Hi!

Bug: AFR grows 100x for 10x increase in ship size.  For a quick test create a new ship, slap a 1HS engine on, and keep adding armor.  At 500t AFR is 2%, at 5000t 200% and at 50000t  20000%.

Also, at high tonnage, removing the engineering bay dramatically reduces the AFR, replacing it with a smaller one, especially the fighter version, makes the AFR become even more ridiculous.

Not a bug. Your 5000t ship in the example above has 10x of stuff that can break but only 1/10th the maintenance crew per kTon to keep it running vs the 500t ship.

Supposedly two ships with an equal percentage of tonnage dedicated as engineering bays will have an equal maintenance life: i.e. 10x 1kTon ships each with a single engineering bay should last just as long as a single 10kTon ship with 10x engineering spaces while cumulatively experiencing approximately the same number of maintenance failures.


To avoid divide by zero errors ships without any engineering spaces appear to pretend they have 0.2% of their tonnage dedicated to engineering. That's why a massive 50,000 ton warship with only a single engineering space (0.1% engineering tonnage) could be computed as having a lower AFR without any engineering at all.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Hades on July 19, 2016, 02:17:34 PM
Quote from: sublight link=topic=8144.  msg94299#msg94299 date=1468954968
Not a bug.   Your 5000t ship in the example above has 10x of stuff that can break but only 1/10th the maintenance crew per kTon to keep it running vs the 500t ship.   

So, please explain to me how this is supposed to work, as a 5000t ship with 10x engineering has 20% AFR and a 50000T ship with 100x engineering has 200% AFR?

Edit: Ok, scratch that, I get it, but in practice it makes really big carriers and similar things very problematic.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on July 19, 2016, 02:28:50 PM
Don't worry about the AFR - the maintenance life is the key.

AFR just indicates the chance that something will break in any given period. It is a lot more likely that something will break on a carrier compared to a fishing boat but the carrier will be geared up to deal with it, so the two ships may have similar maintenance lives.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on July 20, 2016, 12:27:10 AM
Just in case Steve wasn't clear, your ship have 10 times the stuff on it so there's 10 times as much likelihood of something breaking (not quite Because engineering does decrease that somewhat) but when a break occurs maintenence supplies ensure the broken component is fixed immediately so the ship continues on its way. What's important therefore is that your maintenence life remains high as you add additional engineering.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Sheb on July 20, 2016, 03:32:56 AM
Although if his exemple with armor is true, that could be problematic no? Armor doesn't really break from lack of maitainance. Maybe armor tonnage shouldn't count for AFR purpose?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Balrogue on July 21, 2016, 11:57:09 AM
Quote
It's not part of the problem.  The full text of the correct order (I know it's correct because I'm using it) is "Unload Fuel at Colony and Move to Sorium Gas Giant" on the condition "Fuel tanks full. "

It doesn't work.  If the order is "Unload 90% of fuel at colony" on the condition "Fuel tanks full", a box appear with the message "error 5".  And the ship doesn't unload fuel.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on July 21, 2016, 06:09:11 PM
Uh it works for me. Are you certain that there isn't something interfering?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on July 21, 2016, 09:05:10 PM
Is the design marked as a "Tanker" in the ship design window?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Balrogue on July 22, 2016, 08:56:04 AM
No, the design marked as a "Comercial Vessel for maintenance purposes" in the ship design window.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on July 22, 2016, 09:08:06 AM
No, the design marked as a "Comercial Vessel for maintenance purposes" in the ship design window.

Look on the upper right corner of the window. There are some checkboxes. Make sure "Tanker" is checked.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on July 22, 2016, 09:09:17 AM
No, the design marked as a "Comercial Vessel for maintenance purposes" in the ship design window.
In the upper right corner of the ship design window, there is the word "Tanker" with a box next to it. Select te ship design that you are using (and getting these errors with) and check the box by clicking it. It should fix your problem.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kytuzian on July 22, 2016, 09:38:42 AM
No, the design marked as a "Comercial Vessel for maintenance purposes" in the ship design window.

That's not what he's talking about. In the top right corner of the Class Design screen, there's a checkbox that says "Tanker." Check that, and it should work.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AL on July 24, 2016, 08:00:49 AM
AI seems to overkill with beams.
In the particular game where I noticed it, it was in a battle of about 50 swarm FAC's vs 40 (player controlled) fighters. Each time they fired, the AI would only target a single fighter when maybe 4 shots would be sufficient to mission-kill.
Title: Bug: LunaCity, or Repeated orders to unload colonists creates multiple colonies
Post by: iavatus on July 28, 2016, 03:31:16 AM
Tried to search through, could find it.     

Reproduction steps

Load colonists from earth
Select uncolonised planet
Unload colonists
set up a few repeats (haven't checked with cycle moves)

End result

Each delivery will create another separate colony on the new body (for example, the moon)

Details
Running 7.     1 version, downloaded with the launcher, but not using it.     
SM mode on
26 years in

Screenshot of windows showing the cities (long and large, 1.     2 mb)

Tested it in a new game, did the same thing.     

Going to keep playing, I'll see if it implodes or what.      But hey, Luna infrastructure farming just went battery!
Title: Re: Bug: LunaCity, or Repeated orders to unload colonists creates multiple colonies
Post by: DaMachinator on July 28, 2016, 07:57:11 AM
Tried to search through, could find it.     

Reproduction steps

Load colonists from earth
Select uncolonised planet
Unload colonists
set up a few repeats (haven't checked with cycle moves)
-snip-


Have you tried selecting the existing population as the destination for "Unload Colonists" instead of Luna?
Title: Re: Bug: LunaCity, or Repeated orders to unload colonists creates multiple colonies
Post by: Erik L on July 28, 2016, 09:10:22 AM

Have you tried selecting the existing population as the destination for "Unload Colonists" instead of Luna?

That's for civilian transfer of population. He'd set up the orders manually.

Try this with another planet. From the F9 screen, click the planet, then Create colony. Then do your orders as above. That should not create additional colonies.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iavatus on July 28, 2016, 09:25:15 AM
Oh, it works fine once there is a colony, and as intended.   Simply arranged a drop colonists order on each of the 21 separate lunar colonies and got them all to the ~10M mark.   Now, they all have different trade goods so it could get very interesting very quickly. 

The issue is that I don't think I should be able to create 21 colonies on the one rock.   Presumably, when I make that first 'drop colonists' order, it creates a colony for them to go into, at least that's how it looks.   But when repeating the order, it doesn't check if there is one already, and adds another.   And another and another, turning the moon into a one player multi nation start.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: GregoryT on July 31, 2016, 11:07:43 PM

Hi

I'm getting a repeating errors 91 & 3061.  They repeat continuously & I have to close out the program to stop. 

Error 3061 was generated by DAO. Database
Too few parameters.  Expected 1.
Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html
5th August 2214 11:17:51,SM Only,System 0,Error in WreckID

Error 91 was generated by Aurora
Object variable or With block variable not set
Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html
5th August 2214 11:17:51,SM Only,System 0,Error in WreckID

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: JordanRL on August 05, 2016, 08:58:31 PM
I have a specific vessel that causes a "DisplayFleet" Error 6 overflow anything it's in the view on the System Map.   I'm not sure what the cause is, but it's definitely just this one ship.   I've tried replacing different components to see if they were the cause, but the only component that was truly unique was the cloaking device, and even after copying the design and removing the cloak, it still causes the error after being built. 

The craft is a sensor buoy deployment vessel, and it works, it's just every time the System Map view is redrawn it causes two consecutive Error 6's.   Exact error is:

Error in DisplayFleets

Error 6 was generated by Aurora
Overflow

As I said, the error pops up twice for every draw. 

Vessel summary:

Code: [Select]
(M) Shadow IV class Surveillance Frigate    20,000 tons     645 Crew     9496 BP      TCS 400  TH 960  EM 0
15000 km/s    JR 3-50     Armour 1-65     Shields 0-0     Sensors 720/1/0/0     Damage Control Rating 43     PPV 36
Maint Life 5.42 Years     MSP 12760    AFR 74%    IFR 1%    1YR 729    5YR 10936    Max Repair 3375 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 1188   

J20400(3-50) Military Jump Drive     Max Ship Size 20400 tons    Distance 50k km     Squadron Size 3
M3000-HS50 1.50x SCAM Drive (2)    Power 3000    Fuel Use 34.45%    Signature 480    Exp 15%
Fuel Capacity 2,950,000 Litres    Range 77.1 billion km   (59 days at full power)

Size 24 Missile Launcher (1)    Missile Size 24    Rate of Fire 105
Size 12 Missile Launcher (1)    Missile Size 12    Rate of Fire 55
ASFC FC552-R100 (1)     Range 553.0m km    Resolution 100
Size 12 Active Buoy (6) (47)  Speed: 10,000 km/s   End: 62.2d    Range: 53782.7m km   WH: 0    Size: 12    TH: 33/20/10
Size 24 Active Buoy (12) (26)  Speed: 10,000 km/s   End: 62.2d    Range: 53782.7m km   WH: 0    Size: 24    TH: 33/20/10

Thermal Sensor TH30-720 (1)     Sensitivity 720     Detect Sig Strength 1000:  720m km

ECM 50

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

EDIT: Alright, so I figured out what was causing this error.  The buoy missiles have a range of 53 billion km, and I had the display max weapon range (ships) display option checked.  I believe that the range of the missiles exceeded the size of the int that the range to draw was being stored in, and the error was occurring twice because the ship has two kinds of missiles with that range.  Unchecking the box prevents the errors.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: LuminousLizard on August 20, 2016, 05:55:15 AM
Hello,

I have found two problems in the 7. 10 - 2. 4 Portable version.

(1)
I'm in the early beginning of the game and have build my first space ship (geological survey vessel) to explore the moons and planets.
I gave the ship the order to explore the planets and the ship has also executed the commands and flown to mars.  However, I only wanted to even let explore the moon.  So I went back to the "fleed order" menu and withdraw my first command with the button "Remove all order".  Now I (accidentally) went out from the menu.  When I again wanted to go into the "Fleed order" menu (to give new commands), then the following messages are displayed:

Quote
Error 94 was generated by Aurora
Invalid use of Null
and after OK
Quote
Error 381 was generated by Aurora
Invalid use of Null
After OK both messages appears again and after then the menu opened.  If I want to run time however, only the message "Error 93" appears twice.

(2)
I cannot switch off the music in the menu or "M", the music is already playing.  The music is good, but sometimes I had to turn it off  ;) !

Greeting
LuminousLizard
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on August 30, 2016, 03:02:00 AM
A friendly race wasn't to happy that I defended them from an alien aggressor and turned enemy against me to...
Not a real problem I shoot down their 5 warships and conquered there home planet, at least that was what I thought...
When I go into their colony and to see what I captured there is nothing there, no pop, no installations, the only gain I got is a military yard of 7000 tons...

Not sure if its a real bug or a hick up when the race was generated.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ghostwalker788 on September 01, 2016, 03:54:32 AM
every time i progress the game  i am hit 10 error 94 then an error 3021
i have no clue whats happening
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on September 01, 2016, 04:06:33 AM
every time i progress the game  i am hit 10 error 94 then an error 3021
i have no clue whats happening
What does it say before error 94 or error 3021? The words help narrow down the cause.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on September 02, 2016, 02:05:29 AM
Not sure how this works. One of my survey groups got jumped and one ship killed  :'( Now there is a battle between two unknown combatants in that system and my life pod is "seeing" the energy fire at two different places, one is 650 million km from me and the second at a planet is over 900 million km.

Cant really see that my life pod is equipped with long range scanners or is it a bug.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: DIT_grue on September 02, 2016, 02:17:22 AM
Not sure how this works. One of my survey groups got jumped and one ship killed  :'( Now there is a battle between two unknown combatants in that system and my life pod is "seeing" the energy fire at two different places, one is 650 million km from me and the second at a planet is over 900 million km.

Cant really see that my life pod is equipped with long range scanners or is it a bug.

As with wrecks, and exactly like nuclear detonation events, energy weapon fire is visible system-wide because Steve finds the game more interesting that way.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on September 02, 2016, 03:57:28 AM
AHA that explains it, but it takes alot of time seeing flashes and new wrecks appaer from nowhere, time for some cheating then. Thanks!
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: NuclearStudent on September 04, 2016, 09:23:24 PM
My game brings up "Error in ExecuteOrders Error 5 was generated by Aurora Invalid procedure call or argument" messages very frequently.

I figured it was from my fleet, but deleting my fleets did not solve the issue.

The problem is frustratingly irregular-I can't figure out what is triggering it, and no action I've taken seems to change the apparent rate of this particular error. Worse, it doesn't happen at any regular interval I can identify.
 
Log included in the form of a .txt file.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kytuzian on September 04, 2016, 09:36:34 PM
My game brings up "Error in ExecuteOrders Error 5 was generated by Aurora Invalid procedure call or argument" messages very frequently.

I figured it was from my fleet, but deleting my fleets did not solve the issue.

The problem is frustratingly irregular-I can't figure out what is triggering it, and no action I've taken seems to change the apparent rate of this particular error. Worse, it doesn't happen at any regular interval I can identify.
 
Log included in the form of a .txt file.

Did you delete all your fleets? If so, I'd bet that it's an NPR fleet and there's nothing you can do.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: NuclearStudent on September 04, 2016, 09:43:05 PM
Did you delete all your fleets? If so, I'd bet that it's an NPR fleet and there's nothing you can do.


I'll do trial and error tomorrow. I asked for and received the Designer Mode password, so I'll keep deleting NPR fleets until I find the issue.

EDIT: Never mind, issue resolved. I'd absentmindedly, through Designer Mode, ordered an alien TG to follow a TG that had no ships and was also in a different system.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on September 05, 2016, 10:33:12 AM
When trying to start game:

Error in cboGame

Error 380 was generated by Aurora
Invalid property value.


Followed by a infinty of:

Error in UpdateGameLog

Error 3201 was generated by DOOA.Recordset
Then under something has changed since the text in english have been translated to swedish.
Translasted by me it says some like:
You can not add or change record. It requires a related record in table

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Deutschbag on September 05, 2016, 02:48:41 PM
Two bugs to report:

Firstly, it seems that the game can't accept any images as planet images longer than 3 characters in length. So when I tried to set an image as one of the gas giant images (gg10), next time I opened the system window, the game crashed to desktop.



Secondly, I'm having an issue where if I click on any nested menu, the menu simply disappears and doesn't accept any clicks. To clarify I took some screenshots. This is what it looks like before I click:

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

And this is what it looks like afterward:

(http://i.imgur.com/KPja00E.png)

I'm running Windows 10. What might cause this?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: NuclearStudent on September 05, 2016, 09:58:07 PM

That happened to me too.

Force-restarting the game several times got rid of it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on September 06, 2016, 01:11:40 AM
Two bugs to report:

Firstly, it seems that the game can't accept any images as planet images longer than 3 characters in length. So when I tried to set an image as one of the gas giant images (gg10), next time I opened the system window, the game crashed to desktop.



Secondly, I'm having an issue where if I click on any nested menu, the menu simply disappears and doesn't accept any clicks. To clarify I took some screenshots. This is what it looks like before I click:

[snip]

I'm running Windows 10. What might cause this?
There is a workaround but it's rather annoying, first ensure every planet image you want to use ends with a 3 letter code, then copy that image and rename the copy to exactly those last 3 letters.
When you select that image aurora only remembers the last 3 characters, upon loading the system info window the game will load up the images with the 3 letter code.
So my solar system pack is as follows.:
Earth-z10.jpg
Saturn-z47.jpg
Venus-z64.jpg
z10.jpg
z47.jpg
z64.jpg
etc.
Makes it easy to select the right images for the asteroids and so on because the names are alphabetically in order.
Note that you must have the images in the planetjpeg folder, you'll get an error if you try to use a different folder.
What's interesting is that Aurora does use GG10 and GG11 for Jupiter and Saturn respectively. Weird huh?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Deutschbag on September 06, 2016, 01:51:01 AM
That happened to me too.

Force-restarting the game several times got rid of it.

I've restarted dozens of times. No change.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on September 06, 2016, 09:39:00 AM
I've restarted dozens of times. No change.

For the tree issue, disable touch screen.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Deutschbag on September 06, 2016, 07:27:32 PM
For the tree issue, disable touch screen.

That seems to have fixed it. But why would having an active touch screen cause the tree menus to bug out?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on September 07, 2016, 01:20:17 AM
That seems to have fixed it. But why would having an active touch screen cause the tree menus to bug out?
So many little things like this about visual basic, we all await the C+ rewrite with baited breath.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on September 08, 2016, 09:40:26 AM
That seems to have fixed it. But why would having an active touch screen cause the tree menus to bug out?

VB6.

So many little things like this about visual basic, we all await the C+ rewrite with baited breath.
C# :)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on September 08, 2016, 11:27:10 AM
VB6.
C# :)
Doh :p
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on September 09, 2016, 02:03:56 PM
It's not a critical bug, but I have some troubles with non-english (german, dutch, swedish, norse) commander names - some of them displayed with spaces instead of some letters (letters with diacritical marks, maybe?)
So, is it possible to customize my game or system settings to avoid this trouble and, maybe, also to use chars of greek alphabet (that is very usefull at Galactic Map)?..
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on September 09, 2016, 02:39:55 PM
It's not a critical bug, but I have some troubles with non-english (german, dutch, swedish, norse) commander names - some of them displayed with spaces instead of some letters (letters with diacritical marks, maybe?)
So, is it possible to customize my game or system settings to avoid this trouble and, maybe, also to use chars of greek alphabet (that is very usefull at Galactic Map)?..

Most likely not in the VB6 version. Once the C# version is released, that should work.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: robberer on September 10, 2016, 12:50:58 AM
I want to report a bug.      This bug seems to be decimal symbol related.      After i did a specific action in Aurora the bug occurs.     

Error 3075 was generated by DAO.     Database Syntax error (comma) followed by an SQL statement which contains also this "and s.   Size <= 398,98" which is obviously wrong.      After the Bug went into Database I'm unable to open Economics Tab anymore.     

I found a workaround by switching the Decimal symbol in the Windows 10 Setting to ".     " , but then the game has other issues like mineral amount on planets are cut-off after first digit grouping symbol :-( but the Economics tab can be opened again.     

What have I done to produce this bug ? That's simple:

In Windows - Decimal symbol to , (thats the default on my system (german))

new default game -> hit F2 -> Manage Shipyards -> Select a Shipyard -> Task Type Continual Capacity Expansion -> Set Activity -> Press the "30 Days" button in the same windows -> Error 3075

At this point the savegame is damaged. 

EDIT: OK, i've played around some more with the "additional region setting" in Windows.   With the following settings there seems to be NO issue:

Decimal symbol: , (default)
Digit Grouping Symbol: , (instead of .  )
Digit Grouping: 123456789 (instead of 123.  456.  789)

Now I can load my savegame and have the correct numbers displayed.   Maybe this can help you to solve this issue. 

regards,
Rob
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: DIT_grue on September 10, 2016, 06:32:51 AM
From way back in the v6.40 changelog:
Interception Movement

In v6.40, movement of task groups toward non-stationary task groups and non-stationary contacts will use interception movement, plotting a course to rendezvous in the shortest time rather than heading straight for the target. This takes account of minimum distance settings, so where minimum distance is greater than zero, the course will be plotted as the shortest path to a point where the moving TG will be in range of the target TG.

For a target task group or contact to be classed as non-stationary, it must have:

1) Speed > 0.
2) At least one order in its order list.
3) Moved in the previous increment (because some orders don't involve movement or only partially involve movement).

EDIT: Also added interception movement for missiles vs. ships.

(added partially because this has been requested several times over the years but mainly because I am tired of the Russian Fleet (NPR) being dumb in its attempts to catch the raiding Belasco FACs :) )

I suspect point 3 is not working properly. If a Task Group reaches its destination, completing its orders and not moving any further, then any TG given a Follow command with the first TG as a target (whether before or long after it stops) will behave as though it is still moving. This results in time wasted as they circle around to get 'ahead' of the target before closing in (and caused much consternation and micromanagement for me until I spotted enough of a pattern to work out why they were doing this).


A few much more minor things that have bothered me lately:
When a missile salvo loses its target (e.g. the ship is destroyed by previous salvos) (and it doesn't have onboard sensors) it self-destructs; but if it's right on top of the enemy fleet and they have a hard sensor lock on it, shouldn't they get a more informative log message than a misleading Contact Lost (as though it has simply moved out of range)?

This one I can see might be a matter of personal taste, especially if someone's using heavy formatting (or dump-and-process) of the log, plus there's the consistency issue... but I find it slightly irritating to see an Energy Weapon Impact event for my own fire - there's already the Target Hit message, so it seems redundant.

Especially when everyone is using the correct names for each other's ships, it's rather disconcerting to kill 'classname #x' and see the lifepods of 'classname #x' but the wreck of 'classname #y'. It would make some sense if the game just assigned new numbers in sequence to each wreck created (and I can also see why you want to obscure that sort of information for wrecks which the player discovers rather than makes) but it does tweak my neatfreak tendencies to have that sort of obviously wrong information on my screen.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Tyrope on September 12, 2016, 05:17:37 PM
Not so much a bug as a minor glitch, but figure I'd report it anyway.  ^_^

Sol's Discovery date is always 1st January 2025 00:00. .  This might sound like a non-issue, but in my current save I started in year 1 (just because) and now my home system is technically not discovered for another 2024 years.  :D

See attachment for screenshot proofs

version: Aurora 7. 10 using the full/portable installer, downloaded September 12th 2016.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on September 15, 2016, 02:23:20 PM
I have new ordnance (buoy missile mines) and new carrier for my missile fighters, and noticed suddenly, that they have now hangar reload rate of box launchers 30 times longer, that it must be, and that it was at their previous operation. Several hours in their hangar for now, but 45-minute hangar reload cycle still isn't finished! They have good crews and commanders, and their carrier have good crew and commander (not as good, as they previous carrier, but still good!), and their Fleet have good staff, and command ship is in this system all this time, but their reload timer is 30 times slower, then it must be without any bonuses at all! I checked it several times, pressed Launch Para / Recover Para and Reload Para buttons, closed game and open it over again - without any changes...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on September 15, 2016, 02:26:14 PM
~snip~
Seems to me that the fighters are already loaded.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on September 15, 2016, 02:32:49 PM
Nope. They cannot fire the same missile mines in the same manner, that they launched successfully several hous before. There is no reload time log message, but they still cannot fire.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on September 15, 2016, 02:34:31 PM
Nope. They cannot fire the same missile mines in the same manner, that they launched successfully several hous before. There is no reload time log message, but they still cannot fire.
And how/what, pray tell, are you targeting and firing at for testing?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on September 15, 2016, 02:43:15 PM
They stay here half an hour by now...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on September 15, 2016, 02:46:05 PM
They stay here half an hour by now...
There in lies the problem, that order simply doesn't work. Create a waypoint on the JP, target the waypoint with the firecontrols on the fighters, click fire, and delete the waypoints in the same increment.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on September 15, 2016, 02:59:23 PM
Nope. I used this method of mine laying dosens of times for now, with special minelayers (self-reloading launchers) and with these F/M-5 Fury fighters, with these new mines and with older ones, without any problems.

Here is what the same FG-01 done several hours before - with the same order and the same model of missile mines:

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: El Pip on September 16, 2016, 05:11:15 AM
but their reload timer is 30 times slower, then it must be without any bonuses at all!
I've noticed the exact same thing and it's a definite bug.

The Fighter Ops bonus makes fighters reload slower, not faster. If the ship and staff bonuses combined are too good then the reload time starts counting up not down and the fighters never reload.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on September 16, 2016, 10:20:34 AM
Very upsetting surprise. In this campaign - my first long, thorough campaign in Aurora - I planned from the beginning to build fighter-centric fleet. And I built it finally, and at the same moment, when my nation faced with 3-times outnumbering enemy - I find out, that all my senior commanders and most of commanders at all must be thrown out, because they all have Fighter Operations bonuses (because I chose and train that quality for the best part of these 30 years), and that quality turned out to be injurious without any possibility to "make a face" with some RP?!
Very confusing.

Is it any way to patch this bug? Maybe with Spacemaster mode or any other way?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Tyrope on September 16, 2016, 02:36:41 PM
In my latest save, I have encountered the "Gumpo Empire", who apparently do not care about research at all, for their capital has 19 labs that have yet to pick a research.    As suggested by Icehawke on discord I gave them a research to do, but once this completed they didn't continue on their own.   .    :/

"[9:19 PM] Icehawke: It almost sounds as if they are set up as a player race"
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on September 16, 2016, 02:44:07 PM
In my latest save, I have encountered the "Gumpo Empire", who apparently do not care about research at all, for their capital has 19 labs that have yet to pick a research.    As suggested by Icehawke on discord I gave them a research to do, but once this completed they didn't continue on their own.   .    :/

"[9:19 PM] Icehawke: It almost sounds as if they are set up as a player race"

As I suspected, they are not marked as an NPR race. :)They are a player race.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on September 18, 2016, 03:22:36 AM
Might have been reported before: when Maintenance Facilities are switched off in the "Industry Status Tab", it does not show "Inactive" in the "Summary Tab" like it does with all the other industries.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on September 18, 2016, 03:31:48 AM
And when Terraforming Installations are switched off - it also disables terraforming stations in orbit.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on September 18, 2016, 06:29:16 AM
Very upsetting surprise. In this campaign - my first long, thorough campaign in Aurora - I planned from the beginning to build fighter-centric fleet. And I built it finally, and at the same moment, when my nation faced with 3-times outnumbering enemy - I find out, that all my senior commanders and most of commanders at all must be thrown out, because they all have Fighter Operations bonuses (because I chose and train that quality for the best part of these 30 years), and that quality turned out to be injurious without any possibility to "make a face" with some RP?!
Very confusing.

Is it any way to patch this bug? Maybe with Spacemaster mode or any other way?

I'm not very clear on what the bug is. Why do the commanders have to be thrown out because they all have Fighter Operations bonuses?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on September 18, 2016, 09:08:59 AM
Because, as we found out, Fighter Operations bonus have an opposite effect. It decelerates rearming instead of accelerating it - up to increasing rearming counter (if acting Fighter Operations bonuses are strong enough) instead of decreasing it, so rearming may be infinite.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on September 18, 2016, 12:02:10 PM
Tested in another campaign with another fighter and carrier models. All the same: Fighter Operations bonus increases reload time instead of decreasing it.
Addenda: Fighter Operations have no effect (nor positive, nor negative) on fighters overhaul time. Could be worse anyway.

UPD. Addenda 2: Fighter Operations bonus of fighter C.O. have the same harmful effect on reload time, as bonus of carrier C.O. and their Fleet staff bonus. God, I have hundreds of these fighter commanders, and good part of them have this bonus...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Zenrer on September 19, 2016, 03:36:35 AM
Seem to have an issue when trying to add "Compressed Fuel Storage System - Small".  Every time the component is added to a ship, a "Compressed Fuel Storage System" is added as well.  When trying to remove either of the components, 1 of each gets removed, always maintaining a 1:1 ratio.  This also happens in reverse, where adding a normal system will add a small system as well. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on September 19, 2016, 12:06:25 PM
To the point, I have possible bug with Compressed Fuel too.
Once I has a log message about Compressed Fuel Storage System digging out dead city, but there was no component in Stockpiles and no tech added too.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on September 19, 2016, 12:41:25 PM
Because, as we found out, Fighter Operations bonus have an opposite effect. It decelerates rearming instead of accelerating it - up to increasing rearming counter (if acting Fighter Operations bonuses are strong enough) instead of decreasing it, so rearming may be infinite.

Understood. While I can't fix that in the code, you could open the database and reverse the values in the Commander table (0.67 instead of 1.5 for example) which would fix it in the short term. This would be a little painful though as you would have to keep it updated.  Depends on how much you want to continue the game.

I'll fix the issue in the C# version.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on September 19, 2016, 01:09:41 PM
Thank you. I know that you don't like to share a password of Aurora base with smb unfamiliar, I understand your reason well and don't pretend to such share. I already threw out all my officers with high Fighter Operations levels and started to change Fleet doctrine at all to have less dependence on missile fighters. I hope to enjoy with this campaingn until C# version is released, for wich moment I'm waiting eagerly and admiringly.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on September 22, 2016, 01:26:45 PM
In the Commanders-Screen, when you want to tranfer an officer to another race, the dialog opening contains a list of possible target nations, but that list is based upon with which nation you opened the Commanders-Screen. When you have switched to another nation the list of possible target nations is not updated or ever changed. So you can't send the officer to the nation with which you opened the dialog.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Foolcow on September 22, 2016, 05:19:05 PM
The "Maximum Number of Systems" parameter in the startup screen is not working; it seems to default to 1000 no matter what.

To reproduce: Start a new game, set Maximum Number of Systems to 250, 4 NPRs at start, real world star systems off. Immediately after setup is complete, turn spacemaster on and go into the system summary view. The NPRs' starting system numbers have been randomly selected between 1 and 1000, as will all new systems throughout the game.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: GregoryT on September 24, 2016, 10:07:41 PM
I found a bug in the NPC Missile Fire orders.   

I had a size 100 passive buoy in a system & an NPC found it & destroyed it.  The problem I have with this is I the NPC used all of its missiles to destroy a single buoy.  I had 12 increments of 25 seconds after it found the buoy, then a message stating Nuclear Detonation Strength 25 detected [x15].  In the SMEventLog after the last 25 second increment it said "No missiles of this type are available from the ship's magazines" When I sent a squadron of ships into the system the NPC tried to ram my ships since it was totally out of missiles.

The NPC fired 180 missiles to kill 1 buoy.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Iranon on September 25, 2016, 06:32:28 AM
"43rd Construction Brigade has recovered 9x 0cm C3 Near Ultraviolet Laser on Cookie Point"
"0cm C3 Near Ultraviolet Laser (1)    Range 0km     TS: 6250 km/s     Power 0-3     RM 3    ROF 0        0 0 0 0 0 0 0 0 0 0"
No new tech or errors on disassembly.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: chrislocke2000 on September 25, 2016, 10:41:03 AM
Option 2 with added chance of deaths from population loss looks like a good mix to me
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on September 25, 2016, 11:55:29 PM
Seems to be a systematically repeated bug with digs on different planets by different construction brigades.
No item added to a stockpile, of course.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 02, 2016, 07:07:32 AM
A few I've noticed in the current playthrough:

When scrapping ships at the shipyard, it won't iterate properly through the ships like it does with refits. It'll happily select the same ship for scrapping over and over if you don't notice that the selection hasn't changed. (1% probability it's the other way around with scrapping/refitting, since I don't want to refit or scrap anything at the moment, but the issue is the same.)

Not sure if bug: Is a ship with a damaged (due to maintenance mishap) jump drive supposed to be able to jump?

Something is screwed up with hauling PDC components. My freighters would frequently (but not always), fail while loading or unloading the stuff. I suspect something being wrong with the class versus specific item distinction - they might think I told them to load "parts of THIS particular PDC item that's broken into parts", but not "THAT prefabbed PDC of the same class". I really don't know.

Not sure if bug: The "queue" button is greyed out for not-available-now research options, but the "queue top" button is not greyed out. So I can tell my researchers to keep researching the chain in valid order of prerequisites, if I start queueing them up from the last one I want research to the first. It works, but it's a bit of a hassle - but not as much hassle as having to redesignate research every time it completes.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 02, 2016, 03:09:56 PM
Why does unloading colonists on an unsuitable world work, instead of prompting an error on unloading? I accidentally had 100k thrown out of the airlock on an airless rock. Shouldn't this more reasonably result in "Error unloading colonists: If you actually want to murder these poor wretches, use the 'Jettison Cargo' button"?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on October 02, 2016, 05:00:21 PM
A small display glitch: I had set up a colony on a world where you could only colonize with underground infrastructure. I did not want to colonize it, but use it as a depot (that way I could order my civilians to dump everything I needed on that "depot" and do the rest through the jump gate from there on. I dumped infrastructure on that "depot" - but since it is an underground planet it does not show me how much infrastructure I have on it. They are there but the display does not show them because it overrides the numbers with the underground infrastructre numbers.

Another display issue: a planet with Infrastructure and Terraforming modules on it - but without population is not shown in the planetary overview. The moment the first colonist sets foot on it, it appears in the list.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 02, 2016, 06:23:47 PM
If you select an existing, built ship class in the design menu, and reclass it as a PDC, it gets retroactively made into a bunker, with its incompatible elements removed. You can then flip it back into a ship, too! Thank heavens for the Spacemaster mode.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on October 03, 2016, 02:09:05 PM
Is there any Ancient Artifacts production still in the game? I have a colony with Intact City (!), xenologists report released years ago, and over 25m pops for now, and still no Artifacts in production...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on October 03, 2016, 08:27:29 PM
As I recall you have to have a Construction Brigade to get them.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on October 03, 2016, 11:37:31 PM
Nope. Construction Brigades got a plenty of items from ruins, but no Artifacts at all. And I kept some untouched ruins specially for Artifacts production.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bitbucket on October 04, 2016, 11:05:39 AM
Although it seem that alien artifacts do get produced on worlds with ruins...this doesn't get reflected in production totals and they never get made available for export.

Examples from my current campaign:

(https://s16.postimg.org/qjrr4jq11/100m_noruins.png)
This colony has a population of 103.3m and never had ruins, as a control example.

(https://s16.postimg.org/m9d38ykxx/80m_ruinsexhausted.png)
This colony has a population of 86.4m, and while ruins were present they have been completely excavated. Note the negative import demand for artifacts and no exportable supply.

(https://s16.postimg.org/udl7dp7d1/50m_ruinspresent.png)
This colony has a population of 50.2m, and the ruins present on the planet are still in the process of being recovered. Again, negative import demand, no supply for export.

edit: the size of the ruins seems to determine the amount of phantom ancient artifacts the colony produces: the second colony in my examples had about 1300 installations initially, the third had about 500, and this colony with a population of 40.4m had over 1700 (!) installations before I started digging.
(https://s16.postimg.org/5bqli28hh/40m_bigruins.png)

They don't show up in the production, but the significant negative import requirements you see here only show up on worlds with ruins. Clearly something's going on, but ancient artifacts are not being reported properly in the annual production column, and they're not being made available for commerce.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 05, 2016, 10:32:17 AM
Broke my game.  :(

I was fighting some bastard Precursor murderbots, and these alerts started appearing incessantly on advancing time. May be related to tractored ships getting shot at.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 09, 2016, 06:08:53 PM
The list of species in the system information, colonization overview and race page doesn't include designed/researched, but not yet implemented races. It really should - then you could prepare infrastructure, if that new race is not able to live on the same world as the base stock you are genetically modifying from. As it is, I'm relying on turn-based hacks to create the race and load them onto colony ships before they die.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 09, 2016, 06:27:10 PM
Got a value conversion error when creating a team. It is persistent, but doesn't break anything that I can see.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 10, 2016, 01:01:21 PM
Getting a persistent 'invalid use of null' error when trying to fight some aliens. Assigning a target seems to have fixed it. Might be because I had not set them to Hostile relations even after they shot me.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 10, 2016, 01:33:26 PM
If a production project takes too long, there's an overflow error. Probably because the variable overflows trying to cope with the estimated length to completion being ludicrously large.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 13, 2016, 04:05:17 PM
Playing on a conventional start and colonized Luna still with conventional drives and stuff. Apparently, this was too early for the civilians, who apparently try to launch ships, but fail because some required tech does not yet exist. Or something. This happens whenever they launch a ship, and the ship seems a ghost of itself, registering in the shipping screen, but nowhere else.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 13, 2016, 04:36:40 PM
On being built, commercial shipyards get generic "shipyard #523532" names, but naval shipyards get properly generated random, human-flavoured names.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on October 14, 2016, 05:13:35 AM
An "Escort Fleet Setup" throws errors when you click on a time advance larger than 20 Minutes, saying the Escort Fleet cannot follow.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on October 14, 2016, 08:55:57 AM
My firecontrols cant "see" a Matriarch Queen... Now I am at 17 million km from it and still nothing can lock on to it ??? Its big, 200000 tons got 1500 in shields and its practically glowing in space and my computers cant see it?

Found out why I cant target them, they are neutral... ::) ;D 8) :o
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on October 14, 2016, 09:17:14 AM
My firecontrols cant "see" a Matriarch Queen... Now I am at 17 million km from it and still nothing can lock on to it ??? Its big, 200000 tons got 1500 in shields and its practically glowing in space and my computers cant see it?
ECM?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 14, 2016, 12:06:22 PM
If a theme is selected for a system and Real Stars are switched on, the theme will not be respected for adjacent systems - ie, the real name will be used, instead of the one generated according to theme, regardless of there being a theme set. I think this might be unintentional; after all, if you want the generic Wolf 235, Gliese 753, etc names, you would have switched the theme off. If themes were respected on Real Stars games, you could have real stars with automatic themed names, rather than the defaults.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 15, 2016, 07:14:18 AM
When you modify the percentage of the industry a queued task, that would enable it to be produced, it remains queued.

For example, if you have 40% unused industry, and have a queued task that is currently at 50% industry; if you then modify it to use 40% or less industry, it remains in the queue, it is not slotted into production.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on October 15, 2016, 08:52:00 AM
Use arrow buttons in this case.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 15, 2016, 03:42:24 PM
Yeah, it's not a big problem, I can work around it. I'm just mentioning it here so it gets fixed eventually.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 15, 2016, 03:58:21 PM
When a ship enters a nebula, and gets its speed reduced, then exits the nebula, it does not have its max speed restored. You have to set it to max manually.

(Did that bug where you couldn't move in a black hole system if you didn't have any fuel - that is, the black hole couldn't move you, and you would get incessant interrupts about lack of fuel - get fixed yet?)

When ships stop being on task force training, they don't reset to max speed either.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 15, 2016, 04:44:06 PM
If you send a terraformer ship to a planet, but only THEN make a colony, the ship will move to the planet, but not the colony, and won't be counted as being in orbit for purposes of terraforming. Resending to colony works as a stopgap.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: DIT_grue on October 16, 2016, 07:07:01 AM
If you send a terraformer ship to a planet, but only THEN make a colony, the ship will move to the planet, but not the colony, and won't be counted as being in orbit for purposes of terraforming. Resending to colony works as a stopgap.

That's already been fixed for the next version, according to the changelog.


When you modify the percentage of the industry a queued task, that would enable it to be produced, it remains queued.

For example, if you have 40% unused industry, and have a queued task that is currently at 50% industry; if you then modify it to use 40% or less industry, it remains in the queue, it is not slotted into production.

I'm not sure what you seem to be asking for would be an improvement. I fiddle about with that sort of thing enough that the loss of control would be far more annoying than having to explicitly order it; I might even prefer less assistance from the program in exchange for greater freedom. What could help is a check before the construction cycle processes for queued projects that can be accomodated; at the moment that only happens at the end, so that in the situation you're describing that proportion of production is unnecessarily wasted for a cycle. The problem is that it seems more like user-proofing than a feature, and Steve has expressed a preference not to fuss with that - and after all, the codebase is occasionally subject to drastic rewrites.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 16, 2016, 02:23:58 PM
Sweet, and fair enough, respectively.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 16, 2016, 02:36:53 PM
When attempting to resupply a ship, and there's not enough supplies, the listed type of event is "insuffirient fuel". Is that intentional?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 17, 2016, 11:59:32 AM
When you conquer a homeworld, you don't get automatic geosurvey of the place - but you get ground-based survey anyway, so the overview lists survey as completed, but the mining screen lists "no survey". I think someone ought to have grabbed the alien resource maps when taking over!
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: baconholic on October 17, 2016, 10:45:59 PM
Multiple population of the same system body will generate an arbitrary order of the colonies. The order of the colonies generated by the query will make it impossible to do manual transfer of fuel and maintenance supply to the correct colony, only the first in the list will be selected. It will also try to use the incorrect colony to try to maintain ships if there are enough orbital maintenance modules in orbit.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on October 21, 2016, 10:47:37 PM
If a theme is selected for a system and Real Stars are switched on, the theme will not be respected for adjacent systems - ie, the real name will be used, instead of the one generated according to theme, regardless of there being a theme set. I think this might be unintentional; after all, if you want the generic Wolf 235, Gliese 753, etc names, you would have switched the theme off. If themes were respected on Real Stars games, you could have real stars with automatic themed names, rather than the defaults.
This is not a bug. Gliese ABC and so on are not generic names, they are real star names pulled from the Gliese star catalogue:
https://en.wikipedia.org/wiki/Gliese_Catalogue_of_Nearby_Stars (https://en.wikipedia.org/wiki/Gliese_Catalogue_of_Nearby_Stars)
Same goes for Lalande: https://en.wikipedia.org/wiki/Histoire_C%C3%A9leste_Fran%C3%A7aise (https://en.wikipedia.org/wiki/Histoire_C%C3%A9leste_Fran%C3%A7aise)
Thus Real Stars overrides Theme naming, just as it overrides the galaxy size option.

If you send a terraformer ship to a planet, but only THEN make a colony, the ship will move to the planet, but not the colony, and won't be counted as being in orbit for purposes of terraforming. Resending to colony works as a stopgap.
This has already been fixed for C# version as per Steve's update here: http://aurora2.pentarch.org/index.php?topic=8495.msg97728#msg97728 (http://aurora2.pentarch.org/index.php?topic=8495.msg97728#msg97728)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AbuDhabi on October 22, 2016, 01:26:43 AM
I know they're real stars with real world names. I'm saying that if you set a theme anyway, that should override the real name.

Also, apparently making a 250 million ton ship (orbital hab) causes some overflows. When I try to look at the ship registry, it shows an "overflow" alert and hangs.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on October 22, 2016, 09:18:00 AM
Also, apparently making a 250 million ton ship (orbital hab) causes some overflows. When I try to look at the ship registry, it shows an "overflow" alert and hangs.
@Vandermeer calculated the limit of things quite a while ago HERE (http://aurora2.pentarch.org/index.php?topic=6739.msg68950#msg68950). This is something known already, and the ship is too large for the Aurora database to handle.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on October 24, 2016, 07:02:16 AM
You should be able to fix that by turning on space master and unlocking the design, then modifying it to have less than the critical amount of armour, the next time you load the ship list it should show the new design and be fine.
Or alternatively you should be able to just delete the task group the ship is in which will erase the ships too.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on October 24, 2016, 04:04:15 PM
I know they're real stars with real world names. I'm saying that if you set a theme anyway, that should override the real name
Ah I see. You should post that in the Suggestions thread then.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: icecoldblood on October 29, 2016, 10:52:31 PM
I've encountered a strange bug where my ship is in one system, but the orders available are for another system

(http://puu.sh/s0frz/eec8217804.png)

As you can see Thor is in WISE but the available locations list shows as if it were in Sol

Sorry if this has been reported before, havent read the rest of the thread
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: icecoldblood on October 30, 2016, 09:58:47 AM
I've encountered a strange bug where my ship is in one system, but the orders available are for another system

(http://puu.sh/s0frz/eec8217804.png)

As you can see Thor is in WISE but the available locations list shows as if it were in Sol

Sorry if this has been reported before, havent read the rest of the thread

Update: Remove all resets the available locations to the actual system.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: alex_brunius on October 31, 2016, 04:12:43 AM
Update: Remove all resets the available locations to the actual system.

Doesn't that usually happen when you have a ship with an order to transit a jump point ( so that you can give it orders to transit and then what to do in the destination system ).

Looking at the screenshot it seems the ship had a destination and an ETA, suggesting it actually had a move&transit JP order it was acting on.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: alex_brunius on November 19, 2016, 02:08:37 PM
Enemy known observed max Weapons/FC range from Intelligence tab -> Tactical Intelligence are not displayed on map when using the Display2 -> Combat -> "Max Weapon Range (Ships)" or "Max Fire Control Range" options as expected.


You probably also should learn their weapons and sensors intell when you salvage and manage to recover actual intact weapons and sensors off their wrecks... :)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Bughunter on November 22, 2016, 03:46:43 AM
Probably known already but could not find it here:
When deleting a task force orbiting a population the fuel/maintenance supplies are not added back to the population.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on November 28, 2016, 10:47:51 AM
Don't know if its a display error, a rounding error, or intentional. Designing a swarm missile system for a big-ish next-gen capital ship when I encountered this when choosing what size;
Code: [Select]
Maximum Missile Size: 2     Rate of Fire: 400 seconds
Launcher Size: 0.66 HS    Launcher HTK: 0
Cost Per Launcher: 3.96    [b]Crew Per Launcher: 0[/b]
Materials Required: 0.99x Duranium  2.97x Tritanium

Development Cost for Project: 40RP
Code: [Select]
Maximum Missile Size: 2     Rate of Fire: 2000 seconds
Launcher Size: 0.5 HS    Launcher HTK: 0
Cost Per Launcher: 3    [b]Crew Per Launcher: 1[/b]
Materials Required: 0.75x Duranium  2.25x Tritanium

Development Cost for Project: 30RP
I tested this looking at a lot of different sizes, and the 1/3 size always requires less crew than the 1/4 size. The 1/3 size seems to require 1/2 as much crew as the 1/4 no matter the size of the missile, despite the size of the launcher is being reduced.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: GodEmperor on November 29, 2016, 01:13:32 AM
I know they're real stars with real world names. I'm saying that if you set a theme anyway, that should override the real name.

Also, apparently making a 250 million ton ship (orbital hab) causes some overflows. When I try to look at the ship registry, it shows an "overflow" alert and hangs.

Similar to that, putting more than 2.14 bn liters of fuel on a ship also causes overflow and resets fuel counter to zero.

 
Quote
know they're real stars with real world names. I'm saying that if you set a theme anyway, that should override the real name

Iirc it is done on purpose. Without real stars on, systems are named according to chosen theme BUT if you rename one system your next will always default to the next name in theme.  For example if you use Terran federation theme and rename your first system, the second one will always be named as Proxima Centauri. With real stars on, no matter how you rename your systems, next one will always be named with their own real names.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: stamasd on December 04, 2016, 07:19:20 AM
I don't know if this bug has been reported already or not, I haven't gone through all of the 39 pages of this thread.

I found a bug where in 7.10 the number of naval and commercial shipyards being built is wrong. For some reason it only kicked in a number of years into a game. It did not happen at the beginning.

At the start, I built 10 naval and 10 commercial shipyards. Those got built correctly. Then after about 10 years into the game I began a second round of shipyard building. By that time I had 2 extra shipyard operations bonus techs, if that matters. I set a project to build 5 naval shipyards, but only 4 were built when the project was completed. I then setup the construction of 5 commercial shipyards, ad again the number I got was less than expected. This time I watched what happens; it looks like at the first time increment after the start of the project, the number of items set to build is wrongly decremented by one. If allowed to proceed unchanged, it continues without any extra false decrements. If however you modify the project (say to add back the shipyard that was dropped) then again at the next time increment one is lost, and so on. This happens now in a reproducible manner on all projects involving shipyards, but doesn't happen for other types of projects.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on December 10, 2016, 12:35:39 AM
Could be a rounding error, maybe you have .99 of a shipyard or something.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Titanian on December 11, 2016, 04:20:04 PM
So far I have found the following bugs:

Civilian companies design and build ships without cargo handling if not yet researched and throw error messages doing so.  The resulting ships are actually usable and their small variation plays ok, but the huge ones take really long to load and unload and are more or less useless/bad investment.  Conventional Start game.  Sadly didn't note down the error, happend long ago.

Civilian Spaceliners enter systems with one-way jumpgates, becoming stuck in there.  Happened multiple times in different systems.

Spacemaster empire comparsion does not sort correctly in the last few columns.

When considering to deliver colonists, civilian colony ships might consider the colony ships already on their way to the destination, but not the ones that are currently idle and start their journey the same time.  For example, there are 20 idle colony ships, and some infrastructure gets delivered to a colony so that there is space for a few colonists.  Now all the idle colony ships start delivering, possible completely overloading the colony.

When conquering a population, surrendering fighters stay assigned to their old squadrons, thus not showing up unassigned for their new owner.  If they are docked during transfer, each gets asssigned its own taskgroup, while remaining docked, which should not be possible.  Both races are player races.

The "Show Passive Sensor Ranges" option on the system map, Sensors tab, only shows thermal sensor detection ranges.  Maybe have differently colored circles for EM and TH?

Foreign Aid window lets me freely select the empire that donates money, but the empires in the list for the recieving empire are dependent on the currently selected race in the main window.

The SM View event log text file created by clicking the "Text File" button on the Event Updates window often has the dates shuffled around.  It also shows spoiler race and NPR events, which are not visible in the window (Should be consistent).

Deleting a race that recieves or gives money via financial aid contracts leads to the following: The aid contracts involving this race persist, so races giving money to the deleted race still get the money substracted from their wealth, but every 5-day increment, when the game tries to give that money to the deleted race, it throws:
Quote
Error in AddToRaceWealth
Error 3201 was generated by DAO. Recordset
(Translation: The record can not be added or modified because a record in the Race table must be related to this record. )
Please report. . .
The other way round the recieving race still gains the money, but the game throws an error when trying to take the money from the deleted race:
Quote
Error in DeductFromRaceWealth
Error 3201 was generated by DAO. Recordset
(Translation: The record can not be added or modified because a record in the Race table must be related to this record. )
Please report. . .
In both ways, the aid contract can't be deleted, as the window only allows doing so when the correct race combination is selected, which is not possible anymore as one of the races got deleted and is thus unselectable.  Is reproducable in new games.
This now happens four times every 5-day increment in my current game (multiple player races, currently ~60 years old) and is quite annoying (and I have already played 15 years with it) - any way to fix it and keep the save intact? I guess it would be just four records to delete from the db?

And just happened today:
In a different game with multiple nprs one of them "conquered" another nprs homeworld.  Now the game throws the following error every 5-day increment:
Quote
Error in IndustrialProjects
Error 11 was generated by Aurora
Division by zero
Please report. . .
The planet is heavily radiated and probably has little industry left (TH 805, EM 8047).  The game is less than a year old.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: hiphop38 on December 11, 2016, 11:51:44 PM
Having a, seemingly common, Error 3021 issues.  This is a good few dozen years into a game.  It began to occur after a large slowdown (5 sec intervals) period, of about 2 hours of in game time.  Afterwards I got another series of popups saying essentially that "No research was discovered from deconstructing that component".  So its clear that some NPRs got into big tussle and were deconstructing the loot.  Now this is not my issue (However, I feel it may be a bit better to not have these alerts shown to the player tbh).

However, almost immediatly after that, a series of exactly and always 10 error popups appear.  They say "Error 3021 was generated by DOA. Field   No current record.  please report to blah blah blah. " This popup is titled "Error in SalvageWreck".

So My assumption is that the NPR is trying to salvage some non-existant wrecks.

I was ok with this, but then when I got to another slowdown period, I had to do this for every 5 sec interval. . .  no thank you.

So I am wondering if there is a way I can fix this.  My idea, is if I can go into spacemaster mode and stop the error at the source.  Essentially take command of the NPR and stop their attemps at salvaging. . . .

Ive tried everything else that Ive seen in reference to the Error 3021, i. e.  opening in admin mode etc.  (There were very few fixes, beyond reinstall).
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on December 12, 2016, 07:08:57 AM
It goes away eventually. This is just the result of having both NPRs and Spoilers active when you start.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: littleWolf on December 13, 2016, 04:28:12 AM
After check on "hide escorts" on display tab Aurora show ininite "Error DAO recordset".

After close (by TaskManager) and restart Aurora show error 380 and error 3201 in the table "Game". 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: littleWolf on December 13, 2016, 04:41:38 AM
Accidentally clicked "hide escorts on map" in display 2 tab on systems map.
Getting an endless loop of "error 3420 was generated by DAO.recordset. Object invalid or no longer set"

EDIT: Lost my entire game when I had to kill the process. Why is that? Save please.

Ahh ok. game dead totally :(

Maybe delete this destructive chekbox from "display2" tab or rename to "BIG RED BUTTON - TOTAL DESTRUCTION"? 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: sloanjh on December 13, 2016, 07:14:52 AM
Ahh ok. game dead totally :(

Maybe delete this destructive chekbox from "display2" tab or rename to "BIG RED BUTTON - TOTAL DESTRUCTION"?

A good habit with Aurora:  Save (copy database) early and often.  There's a thread in the FAQ about save strategies, plus I think someone made a tool to do it (relatively) automagically.

John
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on December 13, 2016, 11:32:04 AM
A good habit with Aurora:  Save (copy database) early and often.  There's a thread in the FAQ about save strategies, plus I think someone made a tool to do it (relatively) automagically.

John
Why yes. Yes I did. :)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: littleWolf on December 13, 2016, 02:04:25 PM
lol.. That we need  copy database  before any actions..  Close Aurora, copy base, open aurora, enter to game, press key, close, copy, open,...


Enthusiastically playing, often forget to save. Bach - and after the failure of the game is that it is not saved for a long time... And that's in games with a normal quick save. In Aurora do forget about time. And after many hours of game are lost forever because of the bug, the desire to play disappears for a long time.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on December 13, 2016, 02:06:04 PM
Actually, you do not need to close Aurora to copy the database. As long as it is waiting for you to click a time increment, you should be able to copy it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: littleWolf on December 13, 2016, 03:33:02 PM
Heh. I can develop wrapper for Aurora with "save" function.. or delete aurora 7.1 and wait for Aurora 8.0 next few months.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: hiphop38 on December 13, 2016, 03:42:38 PM
To 83athom,

How "Eventually"? I have been having this spam for. . .  about 5 years ingame or so by now. . .  (Not sure exactly).  It is acceptable in the 30 day increments, but I am having a slowdown, and I want to know if I should muscle through it, or if I would need to scrap it (D:)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on December 13, 2016, 10:34:14 PM
Heh. I can develop wrapper for Aurora with "save" function.. or delete aurora 7.1 and wait for Aurora 8.0 next few months.

That work has already been done years ago. Look in the subforums of the installation forum. :)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TheDeadlyShoe on December 15, 2016, 05:11:50 AM
Having taken NPR civilian mining colonies in a truce start, I notice that they were not mass-driving their output to Earth, or at least not all of it; each colony had thousands of mineral built up.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Irishpolak on December 20, 2016, 11:28:57 PM
Not sure if this is a bug or an oversight on my part, but my new missile requires 720 Uridium PER MISSILE to build.     

hxxp: imgur. com/VBAzWnc
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TheDeadlyShoe on December 21, 2016, 09:28:14 AM
It's a bug. You'll need to redesign the missile and research it again.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Marc420 on December 22, 2016, 10:43:29 PM
I suppose this is a bug of some sort, but I'm mainly posting because I found a clue and a way to fix it so I thought I'd pass that along.

My game was at times starting to generate a lot of "error 5:  Invalid call or proceedure" error messages.  That may not be word for word, but it was something close to that.  In resolving a 5 day block, I'd get something like 100 of those to click through before the turn could resolve.  It worked, but it was an annoying number of clicks.

A hint earlier on this pages pointed towards a fleet set to meet another fleet.  It wasn't exactly my error, but it was close enough to give me a hint.

In my game, I've had fleets refueling with a jump ship that is also set as a tanker.  And I realized that I'd just been shuffling these around as one was out for too long and getting bad morale, while another wasn't big enough to handle the ships I wanted to sent through.

So, I went through my fleets, and sure enough there were a couple still set to refuel with fleets that no longer existed.  I've got the habit of putting ships back into shipyard TG when they are home for awhile, so the fleet list is less cluttered and I've got one place to check to see if they've had enough shore leave.

So, I think I've solved the strings of error msgs by redoing the orders on those two fleets.

If someone else has the same sort of msgs, I hope that can help them out.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: NuclearStudent on December 24, 2016, 01:29:06 AM
I suppose this is a bug of some sort, but I'm mainly posting because I found a clue and a way to fix it so I thought I'd pass that along.

My game was at times starting to generate a lot of "error 5:  Invalid call or proceedure" error messages.  That may not be word for word, but it was something close to that.  In resolving a 5 day block, I'd get something like 100 of those to click through before the turn could resolve.  It worked, but it was an annoying number of clicks.

A hint earlier on this pages pointed towards a fleet set to meet another fleet.  It wasn't exactly my error, but it was close enough to give me a hint.

In my game, I've had fleets refueling with a jump ship that is also set as a tanker.  And I realized that I'd just been shuffling these around as one was out for too long and getting bad morale, while another wasn't big enough to handle the ships I wanted to sent through.

So, I went through my fleets, and sure enough there were a couple still set to refuel with fleets that no longer existed.  I've got the habit of putting ships back into shipyard TG when they are home for awhile, so the fleet list is less cluttered and I've got one place to check to see if they've had enough shore leave.

So, I think I've solved the strings of error msgs by redoing the orders on those two fleets.

If someone else has the same sort of msgs, I hope that can help them out.

As a note, that will also happen if you set a fleet to follow a fleet that stops existing or leaves the system.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: swarm_sadist on December 31, 2016, 12:13:42 AM
I have an NPR (which I made using the create empire button) without a racial flag. It has no flag in the diplomacy screen and a error 76 pops up when I open the Galaxy Map. It does not show which flag file it is trying to use. Any way to switch an NPR's flag?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Gladaed on January 05, 2017, 03:50:50 PM
Major typo: You misspelled Herschel as Herscel in the solar system (astroid)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on January 05, 2017, 11:10:48 PM
I have an NPR (which I made using the create empire button) without a racial flag. It has no flag in the diplomacy screen and a error 76 pops up when I open the Galaxy Map. It does not show which flag file it is trying to use. Any way to switch an NPR's flag?
Look closely at the error message, it will tell you the name of the missing flag, so just copy any flag in the flag folder and give it that number.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Nori on January 08, 2017, 10:31:15 AM
Got error 9 MoveToClosestItem not found.  I removed all default and conditional orders from my guys but still get it.
Looked at the DB log file and there was 12 NPR fleets that were having a error finding a jump point.

Is there someway to clear this? I saw no orders for them in FleetOrders so the only way I saw to clear it is to delete their fleets.  But that is less than ideal as it is a lot of tonnage. . .
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: AuroraAwesomeness on January 09, 2017, 05:22:23 AM
Hi.  I hope this posts in the correct place.  Am having a bit of trouble posting from my phone.

Sorry if it doesn't post correctly.

So. . .  long story short ish. . . One day in the mid 2070's my game threw up a random error. . .  a "RaceUpdateShipClass 3265 (IIRC on the number. . .  can check later edit:have checked and corrected number) item does not exist in this library"

After much resetting (I keep regular saves of the db) and changing of variables I determined it was nothing to do with any manufacturing process, fleet order, shipyard/ground unit creation or task or any other process that I was running.  The error came at the same time on the same day no matter what I changed. 

After downloading the text version of the event log in SM mode I noticed that the error always got thrown up immediately after the Jalanu (an NPR) finished its research into Ion drive tech (which I am pretty sure they already had because the ships they used when I met them 40+ years ago in the game were pretty advanced but anyway. . . ). 

The error said that it couldn't update the ship class so I figured it was the NPR trying to update its classes after researching the new engine tech.  So. . .  after some google fu and getting the dev password, I Dev moded in and found the research project for the NPR and paused it.  Lo and behold, no error.  It was indeed an NPR trying to update its ship classes after completing some engine research. 

Does anyone know why it does this? Am I missing a file for NPR class updates? It says that the item does not exist in this library, which kinda made me think it was missing something.  I am fairly new to the game (about 6 weeks in) but downloaded 7. 1 off of the forum and followed install instructions to the letter.  Has never produced this error before and have been playing in game time for over 50 years. 

I asked on reddit first rather than the forum because I have obviously used the Dev mode password and wasn't sure if you would mind that as I didn't ask for it but instead found it on google.

Any info is appreciated.  Cheers.

P. S.  Sorry Steve, hope you don't mind about the password.  Your game is awesome! Thank you so very much. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on January 14, 2017, 05:46:24 PM
Another option is to perhaps make SRM boating defensive ships with a mix of heavy shielding, point defence fighters (fighters with gauss turrets, using fighter fire control to push your max tracking speed even higher), armor, and damage control.
Fire on enemies from well out of beam range, but close enough in large enough salvos that they suffer a worse chance to hit your missiles by a lack of opportunity. Since they're short range missiles, you can push multipliers up higher or fuel usage lower to compensate.
They will try to fire on your ship with AMMs. Energy shields are your best defense against the likes of that.
Another thing to note: dummy missiles aren't really distinguishable from normal missiles from the enemy perspective if they look the same and are fired from the same ship.
Title: Cant tell if bug or game setup issue
Post by: xorxand on January 22, 2017, 01:27:58 AM
This is an advanced setup and those who have extensively been through the Conventional start/new race creation/new system will understand the key sequences.  I should not have to explain the below.

At this stage I am getting many errors as listed at the end of this post that I feel is some form of setup issue rather than a bug (as explained at the end of this post)

Windows 7 (64 bit)
Fresh Aurora 7. 1. 0

New game

game name
starting year 1
conventional radio button ***This clearly doesn't matter at this stage
population 1 (mil) ***This clearly doesn't matter at this stage
create SpaceMaster Empire
turn off real-world star systems

create game

select

game/select default race
SM Race

Spacemaster on

F9

Create system (multiple times to select something suitable)
Found suitable (requires terraform)
add colony (sm race 0M added)
system map
(navigate to populated to make environmental changes)
Hydrogen set to 0 (which sux as my robotic race do not require an atmosphere but the game wont allow me to create an empire without my race requiring lungs.  not that I have found yet)
Nitrogen and oxygen adjusted for lung abusers.
Abandon/yes/yes
close

system map closed
system generation closed and reopened to refresh

(Locate adjusted homeworld)
Create Empire

Empire Title
Short name
New Species
Empire theme (Khanate of Orion)
Govt type (Dictatorship)
Homeworld
New Species Name
Commander Theme (Machine Race #1)
Conventional radio button

Population 1(mil)

create empire

Close system generation screen

Game/select default race
(new race name)

F9
(select intended homeworld)
(New race has been updated to selected homeworld automatically)

Open the system map

Error in ShowMinerals - Error 35603 was generated by Nodes - Invalid Key
Error in ShowMinerals - Error 91 was generated by Aurora - Object variable or With block variable not set
Error in ShowMinerals - Error 91 was generated by Aurora - Object variable or With block variable not set
Error in ShowMinerals - Error 35600 was Generated by Nodes - Index out of bounds
Error in ShowMinerals - Error 91 was generated by Aurora - Object variable or With block variable not set
Error in ShowMinerals - Error 35600 was Generated by Nodes - Index out of bounds
Error in ShowMinerals - Error 91 was generated by Aurora - Object variable or With block variable not set
Error in ShowMinerals - Error 35600 was Generated by Nodes - Index out of bounds
Error in ShowMinerals - Error 91 was generated by Aurora - Object variable or With block variable not set
Error in ShowMinerals - Error 35600 was Generated by Nodes - Index out of bounds
Error in ShowMinerals - Error 91 was generated by Aurora - Object variable or With block variable not set
Error in ShowMinerals - Error 35600 was Generated by Nodes - Index out of bounds
Error in ShowMinerals - Error 91 was generated by Aurora - Object variable or With block variable not set
Error in ShowMinerals - Error 35600 was Generated by Nodes - Index out of bounds
Error in ShowMinerals - Error 91 was generated by Aurora - Object variable or With block variable not set
Error in ShowMinerals - Error 35600 was Generated by Nodes - Index out of bounds
Error in ShowMinerals - Error 91 was generated by Aurora - Object variable or With block variable not set
Error in ShowMinerals - Error 35600 was Generated by Nodes - Index out of bounds
Error in ShowMinerals - Error 91 was generated by Aurora - Object variable or With block variable not set
Error in ShowMinerals - Error 35600 was Generated by Nodes - Index out of bounds
Error in ShowMinerals - Error 91 was generated by Aurora - Object variable or With block variable not set
Error in ShowMinerals - Error 35600 was Generated by Nodes - Index out of bounds
Error in ShowMinerals - Error 91 was generated by Aurora - Object variable or With block variable not set
Error in ShowMinerals - Error 35600 was Generated by Nodes - Index out of bounds
Error in ShowMinerals - Error 91 was generated by Aurora - Object variable or With block variable not set

Error sequence happens each time I close and re-open the system map.

The reasons I say this is more likely a setup issue is that the errors dont appear when I change to the SM race in the system map.  Only Custom creates races are causing the issue for me.

Things I have tried:
HW Minerals
All Minerals
Body Survey
No SB Survey
Star SB Survey
Govt Types
Empire and commander themes

Any combination of the above and each time i end up at the same point.

I'm doing something wrong just cant quite nail it.

Thanks in advance.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: alex_brunius on January 29, 2017, 08:07:21 AM
When advancing time 5 days and 30 days I get odd wealth income reports that don't make sense at all.

5 days time advancement yields +5 wealth
30 days time advancement yields -400 wealth ( expected +30 wealth ).

This was repeatable by alternating between them back and forth, so not some result of radical changes in income/expenditure.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Rye123 on January 29, 2017, 08:49:18 AM
When playing multi-starts after researching Mobile Battalion in Faction A, all the other factions, regardless of their opinion of Faction A and of Faction A's opinion of them, get Replacement Battalion even though Faction A doesn't have them.  This is also true for some other techs.  Is this a bug?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Peroox on January 29, 2017, 03:55:42 PM
Hi.  Maybe someone post the same problem, but I don't find it.

I load old game and encountered problem with coma.  After checking all computer settings don't have any idea how to deal with it.

Quote
Error 3705 was generated by DAO. Database

Syntax error (comma) in query expression 'NPRFleetType = 0 and RaceID = 133 and SystemID = 1052 and FleetID,.  6934 and Xcor = -26228835,8451 and Ycor = 86437771,576 '.

Can't open Task groups, others work fine. 
I try to bypass problem by doing turn, but my forces are in battle with NPC.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: NuclearStudent on January 29, 2017, 11:07:47 PM
When advancing time 5 days and 30 days I get odd wealth income reports that don't make sense at all.

5 days time advancement yields +5 wealth
30 days time advancement yields -400 wealth ( expected +30 wealth ).

This was repeatable by alternating between them back and forth, so not some result of radical changes in income/expenditure.

Is it the trade ships of your civilian corporation making trades?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on January 30, 2017, 06:27:10 AM
You may have construction and other things eating wealth at different rates. For example, if you did that 30 day in 5 day increments you may have seen +5 +5 -100 +10 -310 -10.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on January 30, 2017, 07:48:42 AM
Ships aren't automatically split from the task force when they are stopped when their fuel tanks are destroyed from enemy fire. Made me lose a lot of ground as I was chasing a missile fleet when some missiles got through to nail some lightly damaged ships, taking out their fuel tanks (had auto-turn set with min increment so I didn't notice when it happened). They still split fine when the engines are hit.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: alex_brunius on February 06, 2017, 06:37:25 AM
Is it the trade ships of your civilian corporation making trades?

Not in this case, It was before there was more then one colony.

You may have construction and other things eating wealth at different rates. For example, if you did that 30 day in 5 day increments you may have seen +5 +5 -100 +10 -310 -10.

Nope. Doing 5 day increments either displayed +5, +5, +5, +5, +5 consistently, or a slow rate of increment like  +5, +6, +7, +8, +9.

It was quite early in the game and I had alot of things "shut down", so my personal suspicion is that some of the shut down facilities still cost wealth when using the 30 day increment.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Bughunter on February 06, 2017, 07:44:30 AM
A definite way to test would be to make a backup of the save and start from the same save point testing increment lengths and noting the final value. Unless there is some random factor involved. Might also be interesting to see if there is a difference when reactivating your facilities.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: rollerskatingwhale on February 08, 2017, 05:31:18 PM
Hello.  So I have been playing a game that has been going for 75 years.  I recently got "Error 9. . .  MoveToClosestItem" and am unable to continue my game.  I have removed all conditional orders form my fleet but I am still having this problem.  I have also tried removing all orders, shutting down my mass drivers, and cancelling all civilian contracts, but none of these seem to do anything  :-\ .  I figure that it is a problem with an NPR fleet.  If so, is there a way that I can fix this by using SM? Or am I going to have to use designer mode? Thanks in advance.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on February 09, 2017, 06:11:45 AM




Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on February 10, 2017, 12:35:43 PM
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on February 14, 2017, 11:53:04 PM
Order your carrier to "move to JP" and once it is there use "create new TG from selected branch" in Naval Organization to get parasites docked in this carrier out.
Instead of creating new TG with the parasites just outside the carrier, new TG is made and _automatically assumed to jump through the JP_. So the list of directions is for the system on the other side of JP, not the one with carrier. As an effect of this, the parasites stay docked in the carrier because the TG they should have been detached to is currently not in the same place as they are.

Using "create new TG from selected ship" in the same situation works properly. New TG is made, it is placed just outside the carrier and selected parasite transfers to it.

Note the parasites in question were 950t Fast Scouts with self-jump capabilities.

---

Exploring one ruins site in system explores them all at once or something like that.
I have two archaeological sites in one system. On one of those I dropped Xenology team. After some time only that one site was noted in even log as "exploited" but evidently both of them got explored as I now see the amount of installations at both of them.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Titanian on February 15, 2017, 05:38:46 AM
Exploring one ruins site in system explores them all at once or something like that.
I have two archaeological sites in one system. On one of those I dropped Xenology team. After some time only that one site was noted in even log as "exploited" but evidently both of them got explored as I now see the amount of installations at both of them.
If both were of the same empire, that's the expected behavior. Once your teams have learnt their language and how they build sites, they don't have to learn it again.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on February 15, 2017, 01:36:55 PM
If both were of the same empire, that's the expected behavior. Once your teams have learnt their language and how they build sites, they don't have to learn it again.
Ah, OK. Yes, same civilization. I just though it behaves the same as geo team surveying.
Maybe the log can have beside "team has exploited ruins at AA" also "and thus now understands other ruins of this civ too".

---

Log output bug, 'Jump Point' shown twice in the log output when building a jump gate.

28th January 2046 15:50:31,WD 1142-645 [BAA],Jump Gate Construction underway at Proxima Centauri [BA] Jump Point Jump Point
Same doubling is in TG directions given via default commands: "Move To Sol Jump Point Jump Point" so that log could have possible be caused also by being made by a default command. Beside that, "T" in "Move To" should not be capitalized here.

---

One can retool a shipyard to other class while it is building the previous design in one of its slipways.. and start constructing the new class while the old one is still being finished. Or do you see this rather as a feature of multiple slipways?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: piercematthew0216 on February 17, 2017, 12:04:59 PM
I was playing Aurora for the first time, and when I was done playing, I just closed the window.  Now, every time I try to start the game, a pop-up says,
 "Error in Form Load- Error 3051 was generated by DAO. Workspace The Microsoft Jet database engine cannot open the file 'C:\Users\Matthew14\Desktop\Logs\Aurora\Stevefire. mdb'.  It is already opened- exclusively by another user, or you need permission to view its data.  Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html"
What I think it's try to say is that stevefire is already running, and so the game can't start.  I am not tech savvy, so I would like another opinion or instruction on how to deal with this.  Sorry about the inconvenience if this is just a simple fix.  (p. s. -I'm running a windows10 computer. )
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on February 17, 2017, 12:13:28 PM
I was playing Aurora for the first time, and when I was done playing, I just closed the window.  Now, every time I try to start the game, a pop-up says,
 "Error in Form Load- Error 3051 was generated by DAO. Workspace The Microsoft Jet database engine cannot open the file 'C:\Users\Matthew14\Desktop\Logs\Aurora\Stevefire. mdb'.  It is already opened- exclusively by another user, or you need permission to view its data.  Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html"
What I think it's try to say is that stevefire is already running, and so the game can't start.  I am not tech savvy, so I would like another opinion or instruction on how to deal with this.  Sorry about the inconvenience if this is just a simple fix.  (p. s. -I'm running a windows10 computer. )
Sounds you suddenly don't have enough rights to access the files
Or this: When you start the game the initial screen with game settings doesn't show as a window on the bar for me on Ubuntu. So often I manage to start the game, switch to other app, wonder where did Aurora go, start another one... though I don't get such errors in such case but that part could be Windows may be less happy in such case.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: piercematthew0216 on February 17, 2017, 12:34:00 PM
No, I don't even get to the main window.  I also forgot to add that when I click "OK" for the error, I get another error that says,
"Error in UpdateGameLog- Error 91 was generated by Aurora Object variable or With block variable not set Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html"
With this error, I cannot close it unless I go to task manager and tell it to end the program.  And this time, I have absolutely no idea what it is saying.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on February 17, 2017, 12:43:07 PM
No, I don't even get to the main window.  I also forgot to add that when I click "OK" for the error, I get another error that says,
"Error in UpdateGameLog- Error 91 was generated by Aurora Object variable or With block variable not set Please report to hxxp: aurora2. pentarch. org/index. php/board,11. 0. html"
With this error, I cannot close it unless I go to task manager and tell it to end the program.  And this time, I have absolutely no idea what it is saying.

Make sure there is a \Logs directory off of the root of your install drive.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: piercematthew0216 on February 17, 2017, 12:54:37 PM
Do you mean starting a new folder called "Logs" and putting Aurora in that file.  If yes, then I already did that, and was what actually got the game up and running.  If no. . .  I'll need instruction(s) because I am terrible when working with computers unless I have instructions.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on February 17, 2017, 01:08:58 PM
Do you mean starting a new folder called "Logs" and putting Aurora in that file.  If yes, then I already did that, and was what actually got the game up and running.  If no. . .  I'll need instruction(s) because I am terrible when working with computers unless I have instructions.

If you installed to C:\Aurora, then make sure there is a directory called C:\Logs. That's it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: piercematthew0216 on February 17, 2017, 02:25:46 PM
a directory called "logs" or "C:\Logs".  And is the aurora file inside the logs directory or the other way around? I'm sorry if I'm confusing you.   :-\
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: sloanjh on February 18, 2017, 09:29:42 AM
a directory called "logs" or "C:\Logs".  And is the aurora file inside the logs directory or the other way around? I'm sorry if I'm confusing you.   :-\

Open windows explorer.  Go to my "C:" in "Computer".  Right click in the screen and choose new-->folder.  Rename the new folder to "Logs".  Leave the Aurora file where it is.

John

PS - In the future, until you're familiar with the game, it's probably a good idea to post issues like this (where there's a good chance that the problem is a lack of understanding than an actual bug) in "The Academy".  Steve uses the Bugs thread as a "filing cabinet", so it's nice to keep the number of false positives down.  For more info, please see "Where should I post", stickied in the FAQ section.  Have fun!!!
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: piercematthew0216 on February 18, 2017, 09:38:43 AM
ok, thanks! (think I'll just reinstall and start out fresh).
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on February 20, 2017, 02:10:25 PM
Ships keep bugging about "default order not possible, per secondary default orders current task set to" even while they are in shipyard.
One of my survey ships keeps complaining there are no more locations to survey in this system even while it is being refitted.

---

When survey ship is newly build/refitted and she doesn't find any viable location to explore per default orders and her second default orders send her back to entry point it says its order is now "Move To Not Found Jump Point". Good luck finding that.

Even when some time passes and blindness is off she is then stuck at "Destination jump point not found" unless reordered to do something else.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on February 20, 2017, 02:17:27 PM
Ships keep bugging about "default order not possible, per secondary default orders current task set to" even while they are in shipyard.
One of my survey ships keeps complaining there are no more locations to survey in this system even while it is being refitted.
You're supposed to clear default orders when doing those things.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ChubbyPitbull on February 22, 2017, 09:55:39 AM
Just ran into this one, didn't find it in search.

I moved a battle fleet into a system with a Level 4 nebula, restricting max speed to 625 km/s armor level. It appears that fighters or other landed craft inside a carrier count towards calculating the max speed of the overall fleet. All the main ships in the fleet had at least 8 armor, but max speed was restricted to 625 km/s. The fleet had one carrier (Armor: 13) with a flight of FACs (Armor: 4) and 2 squadrons of fighters (Armor: 1). When I detached the carrier, the main fleet was now able to travel at 5000 km/s, while the carrier was restricted to 625 km/s.

My assumed behavior would be that while the ships are landed they are protected by the carriers armor, and would not count against the max speed of the fleet, but that once the parasite ships are launched, they would face the nebula speed penalties.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Sgt. Grant on February 24, 2017, 03:08:44 AM
I am having the 'Error 9' error message appear, which will not go away unless I hold down enter for a while, then if goes for the next time skip or 'turn', and repeats the message.   I know that the error means a ship is attempting to reach an object too far away, however my own vessels are not causing this, and spacemaster will not let me find the Alien ships that are doing this.   The game has been going for about 22 years, and I have ships one jump away from Sol.   My survey fleet can reach their targets, gravitational anomalies, but do not have enough to fill the auto-order.   The hauler fleet(s) do not have orders, and the combat fleets just jump in and jump out when the Gate Building fleet jumps in, which can also reach their targets.   

Update: I have removed all conditional orders for my TG's, and the same problem still occurs.  It is most likely the NPR, off in some distant part of the universe, being an arsehole.

I have looked for solutions to this problem, and have not yet found any.   Any help would be appreciated.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on February 25, 2017, 06:04:02 PM
Unhandled exception in System Map leads to crash. Wine on 32b Ubuntu.
EDIT: Similar to issue reported by Noble713 (http://aurora2.pentarch.org/index.php?topic=8144.msg88398#msg88398) but for all systems. No salvagers build, one gate builder in construction, just like 10 known wrecks.
EDIT2: After I docked all those scout TGs on their carrier, joined (my only) escort TG with its main TG, send all destroyers training around Earth back to it and left both my cargo and colonisation TG at colonies, I can now access System map without any errors. I wonder which of those moves did it... time to start those things one by one again and see when (and if) Aurora breaks on me again.

---

60ish years since conventional start I returned with my navy to one of systems where NPR destroyed one of my scouts few years ago. When the vision cones of my forward scouts got to like middle of the system, I suddenly got a Program Error caused by "Unhandled exception". After that I can only "See details" or "Close". Selecting Close closes whole Wine.

This exception leading to crash has never appeared before. Now it appears each time I try to open F3 System map. Other screens seem to work properly.
I have tried restart, selecting TG in other systems, moving time forward, moving the scout fleets out of the said system and reloading of older save but the error appears in all those cases too whenever I try to open System map.

"Show details" option shows:
Code: [Select]
Unhandled exception: page fault on write access to 0x72bef000 in 32-bit code (0x7eb0151d).
Register dump:
 CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b
 EIP:7eb0151d ESP:0033c270 EBP:0033c2b8 EFLAGS:00010202(  R- --  I   - - - )
 EAX:00230874 EBX:7eba8000 ECX:72bef000 EDX:0015854f
 ESI:e9181300 EDI:4534085b
Stack dump:
0x0033c270:  00000000 72bef000 d2302600 8a6810b7
0x0033c280:  5625c820 00002afa 5625c820 00002afa
0x0033c290:  00128adf 0015854f 125dc970 3b45735c
0x0033c2a0:  009457fd 00230874 5149b210 8000076f
0x0033c2b0:  0fa7cb24 002515bf 0033c338 7eb05897
0x0033c2c0:  6e1c3020 00000000 04a2b7e0 ffed76b4
Backtrace:
=>0 0x7eb0151d in gdi32 (+0x2151d) (0x0033c2b8)
  1 0x7eb05897 in gdi32 (+0x25896) (0x0033c338)
  2 0x7eb05c13 in gdi32 (+0x25c12) (0x0033c368)
  3 0x7eb70256 Ellipse+0x65() in gdi32 (0x0033c3a0)
  4 0x6aa46e79 in msvbvm60 (+0x76e78) (0x0033c414)
  5 0x6aa0e222 in msvbvm60 (+0x3e221) (0x0033c5a4)
  6 0x6a9f368c in msvbvm60 (+0x2368b) (0x0033c6c8)
  7 0x6aa297c8 in msvbvm60 (+0x597c7) (0x0033db70)
  8 0x00ba948f in aurora (+0x7a948e) (0x0033dda0)
  9 0x00ba222c in aurora (+0x7a222b) (0x0033df68)
  10 0x00ba6650 in aurora (+0x7a664f) (0x0033e160)
  11 0x00b394e9 in aurora (+0x7394e8) (0x0033e3dc)
  12 0x6a9faea0 in msvbvm60 (+0x2ae9f) (0x0033e3e8)
  13 0x004de9f7 in aurora (+0xde9f6) (0x0033e3f8)
  14 0x6a9fae7d in msvbvm60 (+0x2ae7c) (0x0033e444)
  15 0x6a9f31a4 in msvbvm60 (+0x231a3) (0x0033e518)
  16 0x6a9f3033 in msvbvm60 (+0x23032) (0x0033e53c)
  17 0x6aa86637 in msvbvm60 (+0xb6636) (0x0033e590)
  18 0x6a9ef8f7 in msvbvm60 (+0x1f8f6) (0x0033e5cc)
  19 0x6a9fce0d in msvbvm60 (+0x2ce0c) (0x0033e600)
  20 0x6aa2e6e4 in msvbvm60 (+0x5e6e3) (0x0033e7c8)
  21 0x00b4c693 in aurora (+0x74c692) (0x0033eb18)
  22 0x6a9faea0 in msvbvm60 (+0x2ae9f) (0x0033eb24)
  23 0x004dee14 in aurora (+0xdee13) (0x0033eb34)
  24 0x6a9fae7d in msvbvm60 (+0x2ae7c) (0x0033eb80)
  25 0x6a9f31a4 in msvbvm60 (+0x231a3) (0x0033ec54)
  26 0x6a9f3033 in msvbvm60 (+0x23032) (0x0033ec78)
  27 0x6a9ede3e in msvbvm60 (+0x1de3d) (0x0033ecd4)
  28 0x6a9edc5d in msvbvm60 (+0x1dc5c) (0x0033ecf4)
  29 0x6a9edc22 in msvbvm60 (+0x1dc21) (0x0033ed48)
  30 0x6a9edb97 in msvbvm60 (+0x1db96) (0x0033ede8)
  31 0x6a9faea0 in msvbvm60 (+0x2ae9f) (0x0033edf4)
  32 0x004f84bd in aurora (+0xf84bc) (0x0033ee04)
  33 0x6a9fae7d in msvbvm60 (+0x2ae7c) (0x0033ee50)
  34 0x6a9f31a4 in msvbvm60 (+0x231a3) (0x0033ef24)
  35 0x6a9f3033 in msvbvm60 (+0x23032) (0x0033ef48)
  36 0x6aa92e49 in msvbvm60 (+0xc2e48) (0x0033ef78)
  37 0x6a9f178d in msvbvm60 (+0x2178c) (0x0033efa0)
  38 0x6a9f08ab in msvbvm60 (+0x208aa) (0x0033effc)
  39 0x6aa4a91b in msvbvm60 (+0x7a91a) (0x0033f020)
  40 0x6aa064a0 in msvbvm60 (+0x3649f) (0x0033f08c)
  41 0x6aa8ddd0 in msvbvm60 (+0xbddcf) (0x0033f104)
  42 0x6a9f178d in msvbvm60 (+0x2178c) (0x0033f12c)
  43 0x6a9f08ab in msvbvm60 (+0x208aa) (0x0033f188)
  44 0x7ecbf0fa WINPROC_wrapper+0x19() in user32 (0x0033f1b8)
  45 0x7ecbf7cc in user32 (+0x9f7cb) (0x0033f208)
  46 0x7ecbfeda in user32 (+0x9fed9) (0x0033f6d8)
  47 0x7ecc20f7 in user32 (+0xa20f6) (0x0033f728)
  48 0x7ec7df2d in user32 (+0x5df2c) (0x0033f788)
  49 0x7ec8589c in user32 (+0x6589b) (0x0033f7f8)
  50 0x7ec85dc9 SendMessageW+0x58() in user32 (0x0033f848)
  51 0x7ec2963b in user32 (+0x963a) (0x0033f918)
  52 0x7ecbf14e WINPROC_wrapper+0x6d() in user32 (0x0033f948)
  53 0x7ecbf0fa WINPROC_wrapper+0x19() in user32 (0x0033f978)
  54 0x7ecbf7cc in user32 (+0x9f7cb) (0x0033f9c8)
  55 0x7ecc2294 CallWindowProcA+0x63() in user32 (0x0033fa10)
  56 0x6aa05cc2 in msvbvm60 (+0x35cc1) (0x0033fa7c)
  57 0x6aa9311f in msvbvm60 (+0xc311e) (0x0033faa4)
  58 0x6a9f178d in msvbvm60 (+0x2178c) (0x0033facc)
  59 0x6a9f08ab in msvbvm60 (+0x208aa) (0x0033fb28)
  60 0x7ecbf0fa WINPROC_wrapper+0x19() in user32 (0x0033fb58)
  61 0x7ecbf7cc in user32 (+0x9f7cb) (0x0033fba8)
  62 0x7ecc201b in user32 (+0xa201a) (0x0033fbf8)
  63 0x7ec80037 DispatchMessageA+0xb6() in user32 (0x0033fd08)
  64 0x6a9e4d53 in msvbvm60 (+0x14d52) (0x0033fd58)
  65 0x6a9e4c8c in msvbvm60 (+0x14c8b) (0x0033fd9c)
  66 0x6a9e4b6a in msvbvm60 (+0x14b69) (0x6a9ea870)
  67 0x6a9e11d9 in msvbvm60 (+0x111d8) (0x6aaa5011)
  68 0x0c2474ff (0x0424448b)
0x7eb0151d: movl %eax,0x0(%ecx)
Modules:
Module Address Debug info Name (104 modules)
PE   400000- 19c0000 Export          aurora
PE f9a0000- f9ab000 Deferred        vbajet32
PE f9c0000- fa22000 Deferred        expsrv
PE 1b000000-1b170000 Deferred        msjet40
PE 1b5d0000-1b665000 Deferred        mswstr10
PE 1b740000-1b7c8000 Deferred        dao360
PE 1b810000-1b84a000 Deferred        msjtes40
PE 202b0000-20345000 Deferred        comctl32
PE 20da0000-20ddd000 Deferred        msflxgrd
PE 21060000-21072000 Deferred        sysinfo
PE 212f0000-21323000 Deferred        tabctl32
PE 6a9d0000-6ab24000 Export          msvbvm60
ELF 7b400000-7b7e8000 Deferred        kernel32<elf>
  \-PE 7b410000-7b7e8000 \               kernel32
ELF 7bc00000-7bcf8000 Deferred        ntdll<elf>
  \-PE 7bc10000-7bcf8000 \               ntdll
ELF 7c000000-7c004000 Deferred        <wine-loader>
ELF 7d195000-7d257000 Deferred        windowscodecs<elf>
  \-PE 7d1b0000-7d257000 \               windowscodecs
ELF 7d60d000-7d63d000 Deferred        p11-kit-trust.so
ELF 7d73d000-7d746000 Deferred        librt.so.1
ELF 7d746000-7d791000 Deferred        libdbus-1.so.3
ELF 7d791000-7d7cd000 Deferred        libp11-kit.so.0
ELF 7d851000-7d858000 Deferred        libffi.so.6
ELF 7d858000-7d85d000 Deferred        libgpg-error.so.0
ELF 7d85d000-7d875000 Deferred        libresolv.so.2
ELF 7d875000-7d879000 Deferred        libkeyutils.so.1
ELF 7d879000-7d88d000 Deferred        libtasn1.so.6
ELF 7d88d000-7d914000 Deferred        libgcrypt.so.11
ELF 7d914000-7d920000 Deferred        libkrb5support.so.0
ELF 7d920000-7d950000 Deferred        libk5crypto.so.3
ELF 7d950000-7da0e000 Deferred        libkrb5.so.3
ELF 7da0e000-7da20000 Deferred        libavahi-client.so.3
ELF 7da20000-7da2e000 Deferred        libavahi-common.so.3
ELF 7da2e000-7daf4000 Deferred        libgnutls.so.26
ELF 7daf4000-7db3a000 Deferred        libgssapi_krb5.so.2
ELF 7db3a000-7dba7000 Deferred        libcups.so.2
ELF 7dbb5000-7dbc8000 Deferred        gnome-keyring-pkcs11.so
ELF 7dbc8000-7dc01000 Deferred        uxtheme<elf>
  \-PE 7dbd0000-7dc01000 \               uxtheme
ELF 7dc01000-7dc44000 Deferred        winspool<elf>
  \-PE 7dc10000-7dc44000 \               winspool
ELF 7dc44000-7dcbf000 Deferred        shlwapi<elf>
  \-PE 7dc50000-7dcbf000 \               shlwapi
ELF 7dcbf000-7df0f000 Deferred        shell32<elf>
  \-PE 7dcd0000-7df0f000 \               shell32
ELF 7df0f000-7e000000 Deferred        comdlg32<elf>
  \-PE 7df20000-7e000000 \               comdlg32
ELF 7e000000-7e10c000 Deferred        comctl32<elf>
  \-PE 7e010000-7e10c000 \               comctl32
ELF 7e12e000-7e175000 Deferred        usp10<elf>
  \-PE 7e130000-7e175000 \               usp10
ELF 7e175000-7e232000 Deferred        msvcrt<elf>
  \-PE 7e190000-7e232000 \               msvcrt
ELF 7e278000-7e27e000 Deferred        libxfixes.so.3
ELF 7e27e000-7e289000 Deferred        libxcursor.so.1
ELF 7e289000-7e299000 Deferred        libxi.so.6
ELF 7e299000-7e29d000 Deferred        libxcomposite.so.1
ELF 7e29d000-7e2a8000 Deferred        libxrandr.so.2
ELF 7e2a8000-7e2b3000 Deferred        libxrender.so.1
ELF 7e2b3000-7e2b9000 Deferred        libxxf86vm.so.1
ELF 7e2b9000-7e2bd000 Deferred        libxinerama.so.1
ELF 7e2bd000-7e2c4000 Deferred        libxdmcp.so.6
ELF 7e2c4000-7e2c8000 Deferred        libxau.so.6
ELF 7e2c8000-7e2ea000 Deferred        libxcb.so.1
ELF 7e2ea000-7e41e000 Deferred        libx11.so.6
ELF 7e41e000-7e431000 Deferred        libxext.so.6
ELF 7e431000-7e436000 Deferred        libcom_err.so.2
ELF 7e452000-7e4e4000 Deferred        winex11<elf>
  \-PE 7e460000-7e4e4000 \               winex11
ELF 7e4e4000-7e50a000 Deferred        imm32<elf>
  \-PE 7e4f0000-7e50a000 \               imm32
ELF 7e591000-7e5ba000 Deferred        libexpat.so.1
ELF 7e5ba000-7e5f5000 Deferred        libfontconfig.so.1
ELF 7e5f5000-7e61d000 Deferred        libpng12.so.0
ELF 7e61d000-7e637000 Deferred        libz.so.1
ELF 7e637000-7e6d7000 Deferred        libfreetype.so.6
ELF 7e6d7000-7e6f9000 Deferred        libtinfo.so.5
ELF 7e6f9000-7e71e000 Deferred        libncurses.so.5
ELF 7e73f000-7e883000 Deferred        oleaut32<elf>
  \-PE 7e760000-7e883000 \               oleaut32
ELF 7e883000-7e909000 Deferred        rpcrt4<elf>
  \-PE 7e890000-7e909000 \               rpcrt4
ELF 7e909000-7ea52000 Deferred        ole32<elf>
  \-PE 7e920000-7ea52000 \               ole32
ELF 7ea52000-7eace000 Deferred        advapi32<elf>
  \-PE 7ea60000-7eace000 \               advapi32
ELF 7eace000-7ec04000 Dwarf           gdi32<elf>
  \-PE 7eae0000-7ec04000 \               gdi32
ELF 7ec04000-7ed67000 Dwarf           user32<elf>
  \-PE 7ec20000-7ed67000 \               user32
ELF 7ef67000-7ef74000 Deferred        libnss_files.so.2
ELF 7ef74000-7ef80000 Deferred        libnss_nis.so.2
ELF 7ef80000-7ef99000 Deferred        libnsl.so.1
ELF 7ef99000-7efdf000 Deferred        libm.so.6
ELF 7efe6000-7f000000 Deferred        version<elf>
  \-PE 7eff0000-7f000000 \               version
ELF b73da000-b73df000 Deferred        libdl.so.2
ELF b73df000-b758d000 Deferred        libc.so.6
ELF b758e000-b75aa000 Deferred        libpthread.so.0
ELF b75c2000-b75cb000 Deferred        libnss_compat.so.2
ELF b75cb000-b7782000 Dwarf           libwine.so.1
ELF b7784000-b77a6000 Deferred        ld-linux.so.2
ELF b77a6000-b77a7000 Deferred        [vdso].so
Threads:
process  tid      prio (all id:s are in hex)
00000008 (D) C:\Program Files\Aurora\Aurora.exe
0000004a    1
00000049    1
00000048    1
00000009    0 <==
0000000e services.exe
0000003c    0
0000003b    0
0000001e    0
00000014    0
00000010    0
0000000f    0
00000012 winedevice.exe
00000024    0
00000019    0
00000018    0
00000013    0
0000001c plugplay.exe
00000021    0
00000020    0
0000001d    0
0000002f explorer.exe
00000034    0
00000033    0
00000032    0
00000031    0
00000030    0
00000039 rpcss.exe
00000045    0
00000044    0
00000043    0
00000042    0
00000041    0
0000003f    0
0000003e    0
0000003d    0
0000003a    0
System information:
    Wine build: wine-1.9.23
    Platform: i386
    Version: Windows XP
    Host system: Linux
    Host version: 3.13.0-86-generic

My only guess is this was somehow triggered by my scouts getting first contacts on the hostile flee though last time I have seen them in that system is like 5 game years ago. I will try to play a bit more without System map and see if any hostile fleets can be actually found in that system. Beside that, creating new game or even doing a clean reinstall of Aurora first seem like only other valid option to get System map back. Eh, I can try few more things....
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on February 26, 2017, 05:30:50 PM
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ChubbyPitbull on February 27, 2017, 08:11:05 AM
Found a small issue with using squadron transit. It appears that when attempting to squadron transit a task group, it only looks for a single ship with a jump drive.

I have a fleet of ~55 military ships with sizes of 10k tons, 20k tons, 30k tons, 40k tons, and 70k tons. Each ship is equipped with a jump drive large enough to jump itself. Each ship's jump engine also has the ability to jump 3 ships total, but that's largely irrelevant to me as this game's design philosophy is that every ship be jump-capable.

I'm engaging an NPR and we're having back-and-forth battles on a jump point. I know from scouts that the enemy has a smaller fleet than mine guarding the other side of the jump point, so I attempt to jump through the point using squadron transit, in order to minimize jump blindness on the other side (vs. standard transit). What I'm expecting to have happen is that each ship engages it's own correctly-sized jump drive and the entire fleet jumps through, and after the lower squadron-transit-jump-transit delay elapses I can begin engaging the enemy. However, when I attempt to do so, I get the error:

Quote
"EDF Victory cannot carry out its squadron transit order as there are 55 ships in the task group and the highest jump rating is 3."

So it seems that even though every ship in the fleet is capable of jumping itself, the Squadron Transit logic is to try to jump the entire task group with one ship. If I try a Standard Transit, I have the longer jump-blindness delay and get pasted. I was able to bypass the bug by splitting the 55 ship fleet into 3 ship groups and squadron transit each individually, but that shouldn't be necessary.

Not sure if it's relevant to the issue, but the jump point had a jump gate on both sides of the jump point.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ZimRathbone on February 27, 2017, 05:04:46 PM
Found a small issue with using squadron transit. It appears that when attempting to squadron transit a task group, it only looks for a single ship with a jump drive.

I have a fleet of ~55 military ships with sizes of 10k tons, 20k tons, 30k tons, 40k tons, and 70k tons. Each ship is equipped with a jump drive large enough to jump itself. Each ship's jump engine also has the ability to jump 3 ships total, but that's largely irrelevant to me as this game's design philosophy is that every ship be jump-capable.

I'm engaging an NPR and we're having back-and-forth battles on a jump point. I know from scouts that the enemy has a smaller fleet than mine guarding the other side of the jump point, so I attempt to jump through the point using squadron transit, in order to minimize jump blindness on the other side (vs. standard transit). What I'm expecting to have happen is that each ship engages it's own correctly-sized jump drive and the entire fleet jumps through, and after the lower squadron-transit-jump-transit delay elapses I can begin engaging the enemy. However, when I attempt to do so, I get the error:

So it seems that even though every ship in the fleet is capable of jumping itself, the Squadron Transit logic is to try to jump the entire task group with one ship. If I try a Standard Transit, I have the longer jump-blindness delay and get pasted. I was able to bypass the bug by splitting the 55 ship fleet into 3 ship groups and squadron transit each individually, but that shouldn't be necessary.


No, thats working as expected.

The problem is when you carry out a squadron jump (ie where you're expecting to go into battle), on the other side each group of ships jumping arrives at a random direction and distance away from the jump point itself (max distance is determined when you design the jump engine, along with the max number of ships that can jump in one go). 

The effect of this is to scatter the arriving fleet over the volume around the jump point in groups of the max squadron size.

If you have higher max ships then the size of these groups can be bigger, allowing better co-ordination.  What you were expecting to happen woulld require at least one ship to have a jump engine with max squadron size of 55.

Your "bypass" is actually the way it should work.  Of course this is a bit fiddley when your dealing with fleets the size of yours.  A workaround for you (as you have jump engines on everything) might be to issue orders like

Go to XX jump point
Divide fleet into single ships
Squadron Transit XX Jump Point

which will get you through the transit, but will spread your fleet all over the place without even the limited mutual support of 3-ship squadrons. It may also have an effect on PD until you can gather everything together in one task group again.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TheWetFish on February 28, 2017, 10:46:13 PM
Population capacity provided by orbital habitats is not taken into account for determining if a colony is full for the civilian shipping line's logic 
Civilian shipping lines will transport colonists up to the population capacity provided by infrastructure OK.   They will cease transporting colonists, even it further population capacity provided by orbital habitats is available

Also population capacity provided by Orbital Habitats is not taken into account for finding valid destinations for a task group's automated Special Order -> Default Orders -> "Unload colonists < 25m" 
This occurs when there is some infrastructure for under 25m colonists and some population but under 25m (i. e.  when the colony is otherwise a valid target, aside from available living space)

I am unsure if these bugs are linked or separate.   Both bugs are fairly easily reproducible, consistent and occurring in version 7. 1. 0 
The issue appears consistent for orbital habitats that are produced via shipyard, via construction industry or towed into place

Orbital habitats are working as expected for providing population capacity for the purposes of overcrowding calculations.   Population can be manually transferred to colonies with orbital habitats OK and this is a current workaround.   These issues appear restricted to the automated logic determining whether a colony is full for civilian shipping lines and the "Unload colonists < 25m" order
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: drayath on March 03, 2017, 06:38:20 PM
If you capture a ship (precursor) via boarding the time since last maintained can be extremely high (e.g. 30 years with 2 year maintenance life). Gameplay wise capturing ships is already hard, and having them fall apart before you get back to base, and/or then requiring many years of maintenance seems a poor return.
Would suggest that if non-player races have ship maintenance disabled then on capture the 'time since last maintained' should be capped to the ship maintenance life on the presumption that if they ship was working enough to shoot you, maintenance level should at at least ok
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on March 06, 2017, 01:14:03 PM
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 00lewnor on March 08, 2017, 05:39:30 AM
Error in cmdRepeat_Click

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


This occurred when I told my colony ship fleet:

"Load colonists Earth
Unload colonists Mars
Refuel from Colony Earth"

Then cycled the move 999 times. 

I've seen some posts suggesting that it has to do with the locations being to close together but I've cycled this kind of order to transport people to Luna with no problems, I believe that I only cycled 500 times then though. 


EDIT: Worked fine when cycling it 499 times instead.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on March 09, 2017, 02:13:31 AM
Sorry if these 2 have been reported before.

I am trying to rescue 2 races that I conquered, transporting them to another system and there I put them down on a world almost the same as the one they come from.

1. There is 9 colonies of the same race spread out over the planet... .99 in each... This one I think have been said before...

2. They are now imperial population... NOT conquered. I presume that I indoctrinated them in my colony ships :-)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on March 09, 2017, 03:44:18 AM
One of my TGs is overhauling in a deep space.
I guess it was caused by it starting to overhaul when the battlefleet it was protecting was at Earth but then that battlefleet went on training, this escort followed at 0 km, kept on overhauling and I then told it to no more be an escort TG, removing said battlefleet from "protected fleet"  and ordering that battlefleet to go back to Earth.

So currently this previously-escort TG is stucked just after Mars orbit, overhauling but maintenance clock is going up. Because of overhauling it can't take any commands. Because it is not at shipyard I can't tell it to stop overhauling. I tried dropping "Add to SB" waypoint at it but this doesn't offer "End overhauling" option.

I managed to get it back to shipyard and finish the overhauling by sending a fast tanker to it, setting it as a new "protected fleet" and ordering it to go back to Earth. While overhauling, escort TG closely followed (bit lagging behind because of difference in speed).

(https://s30.postimg.org/iepyt5e29/A4x_Escort_overhaul.png)

After being able to fleet train while escorting (http://aurora2.pentarch.org/index.php?topic=9419.msg101469#msg101469) this is another occasion of bit weird escort behaviour.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on March 11, 2017, 12:58:33 PM
Two bit confusing things
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on March 12, 2017, 06:16:37 AM
Galactic map: setting of "Old Control" is not saved and disappears after reopening of the window.

This issue has been already noted in one of Mechanics threads:
I know that Old Controlling Race or whatever it's called in the galactic map isn't saved when the window is closed.

Similar issue with "Show Race Control Colour" checkbox:
Fixed for v5.20
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on March 14, 2017, 08:35:49 AM
There can be missing "energy impacts" events for some beam weapon hits in the event log.
The amount of these missing energy impacts can be different for each group of salvoes, for some cases there may be no missing one. The amount seems to be linked to how many guns are in used turrets, how many guns are under one beam fire control (BFC) and how many salvoes are in a given missile group.

Analysis (http://aurora2.pentarch.org/index.php?topic=9445.msg101672#msg101672) of log of lasers shooting down missiles during one of my battles seems to indicate the formula is like this:
Code: [Select]
If weapons under one BFC manage to shot down all missiles in a salvo and there are still some weapons under this BFC which didn't fire yet, the "energy impact" message will not be generated for the last weapon firing.
For one interval amount of these "missing impacts" can be from 0, when all salvoes were finished by the last weapon under given BFC (could be there is only 1 weapon under 1 BFC), up to >>amount_of_groups * max_amount_of_guns_in_one_used_weapon<<, so >>4 * amount_of_groups<< at the most as one can have only quad turrets at max.

See that tread (http://aurora2.pentarch.org/index.php?topic=9445) for more info.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on March 14, 2017, 08:45:55 AM
Slight nuisance: when new wreck appears and you have Task Groups view opened, your first task group is selected.

At least it did so each time I managed to destroy one of NPR ships.
And during combat it is not unusual to have that screen opened. With "Centre map" used for System map to properly show the battle area this leads to "Why are we back at Sol? No, I don't want my "_Shipyard" TG selected. Show me back the battlefield, not this place.".
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on March 14, 2017, 12:49:39 PM
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on March 16, 2017, 07:01:10 AM
Sensitivity of sensors seems to be rounded down for thermal sensors while electromagnetic ones keeps its fractional part.
Reported already for v6.1 (http://aurora2.pentarch.org/index.php?topic=5448.msg75659#msg75659).

size 1: OK

size 4: OK

size 0.4: WHY?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on March 21, 2017, 04:14:42 AM
Event log->Hostile contact update: lost contacts with alien populations don't properly say what that contact was associated with
Reported already for v5.0 (http://aurora2.pentarch.org/index.php?topic=2279.msg21982#msg21982).

(https://s28.postimg.org/gjqa72fgt/A4x_Hostile_contact_update.png)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Nice Save on March 21, 2017, 05:41:52 AM
Civvie harvesters still produce fuel after the Sorium is exhausted - I have 70-80 of them at Neptune still gaining fuel, but the Sorium there ran out years ago.

New harvesters made by the shipping line go to Saturn now, but the old ones are still there.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on March 21, 2017, 07:41:58 AM
When you resupply a ship with maintenance and don't have enough to fill it up, the message is given under the category of "not enough fuel" instead of "not enough maintenance".
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Michael Sandy on March 21, 2017, 05:11:40 PM
Trying to reinstall after some 3201 bugs, got
!   C:\Users\Michael\AppData\Local\Temp\Aurora710-1.zip: Cannot open C:\Users\Michael\AppData\Local\Temp\Aurora710-1.zip
    The system cannot find the file specified.


I thought I could just start over, cause I thought I did something wrong in the installation, but I keep getting bugs when I try to replace aurora.exe with a fresh copy.

How do you start over if you bugged something?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on March 21, 2017, 09:58:12 PM
Trying to reinstall after some 3201 bugs, got
!   C:\Users\Michael\AppData\Local\Temp\Aurora710-1.zip: Cannot open C:\Users\Michael\AppData\Local\Temp\Aurora710-1.zip
    The system cannot find the file specified.


I thought I could just start over, cause I thought I did something wrong in the installation, but I keep getting bugs when I try to replace aurora.exe with a fresh copy.

How do you start over if you bugged something?

That usually happens when the OS clears temp files. Try saving the zip to your desktop or another directory and see if the error persists.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Michael Sandy on March 23, 2017, 04:05:19 AM
Error 380 was generated by Aurora
Invalid property value

I accidentally started with parameters I did not want, so I hit exit, so I could start over.  And now I get an error 3201 because I can't add or change a record because a related record is required in table 'Game'.

And I can't close that pop-up without force quitting.  And then I can't play Aurora at all without reinstalling the 7.10 patch.  Or at least, if there is another way of getting past the endless popup errors, I haven't found it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on March 23, 2017, 12:57:28 PM
Might have to edit the database on that one. Or copy the vanilla stevefire.mdb from the zip over the existing one.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on March 24, 2017, 08:40:47 PM
Yes, overwriting stevefire.mdb with an intact one should fix that.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on March 25, 2017, 02:03:45 AM
When you refit a ship which has a shuttle bay to a newer model, and the newer ship has a smaller shuttle bay, the update routine does not check when the ship still has a loaded shuttle inside, if that shuttl still fits into the newer model. So it stays inside - and when you send it out and later want to recover it, you get an obvious warning that is does not fit  :o
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on March 27, 2017, 03:21:21 PM
When you refit a ship which has a shuttle bay to a newer model, and the newer ship has a smaller shuttle bay, the update routine does not check when the ship still has a loaded shuttle inside, if that shuttl still fits into the newer model. So it stays inside - and when you send it out and later want to recover it, you get an obvious warning that is does not fit  :o
Isn't this so with all types of cargo? Basic cargo, troops, hangar space...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on April 02, 2017, 07:03:34 AM
When a ship suffers a maintenance failure while it is attached to a Tug it drops out of the task group. The Tug still shows that it is attached to the ship.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Frick on April 05, 2017, 08:55:41 AM
Some strange bugs I haven't seen before. It's a fresh Windows 10 installation.

If I first select a body with minerals, I can't change that selection afterwards, until I close and reopen System map. Mineral text works.

(http://i.imgur.com/1ftEHZj.png)


The same happens in this window (and others). Note how Earth is selected but it looks like Whipple is.

(http://i.imgur.com/Y3RcDpe.png)


Then there's this one, but this is old. This happens to some elements in Windows. Fewer in 10 than in 7.

(http://i.imgur.com/095QwHI.png)


I have no idea what's up. I'm using the wrapper (portable) and have never had issues before. I did a reinstall of Windows and reinstalled Aurora as well, and now there is this issue.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on April 05, 2017, 01:40:55 PM
System map->Show next order: setting often falsely behaves as if turned on
It seems once you allow "Show next order" setting, each time you turn it off it disappears but once you advance time it gets shown again. Even though the info is shown on the map the checkbox is staying unchecked.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Frick on April 10, 2017, 04:37:17 AM
I wonder if the wrapper was updated or something. I had the game on a USB stick, version 7.10, but that works. When I download the wrapper and run that the bugs appear again.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: tapk on April 10, 2017, 08:21:40 PM
Frick, do you have 2 monitors? Bug happens when you're trying to switch locations on secondary display.   I'm using right-left click to bypass this bug. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Silvarelion on April 11, 2017, 06:05:42 PM
I've had many Precursor missile salvos stop just short of my fleet.   They would move towards me and stop about a million km away. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Titanian on April 12, 2017, 09:00:38 AM
Maybe the firing ships moved out of sensor range and the missiles hat small sensors themselves, so they did not selfdestruct, but still could not find your ships?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Silvarelion on April 13, 2017, 07:28:20 AM
Possibly. Would have been awfully convenient. Wouldn't have expected that, though. They were within a couple 5 serving ticks of hitting me, and it had happened earlier in my flight away from them.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: gamemonger56 on April 16, 2017, 08:31:00 PM

I'm losing half my screen, both system and galactic view. i can move it left and it becomes visible, otherwise the right half is missing. the fleets and racial flags are visible without the systems.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Frick on April 17, 2017, 07:00:50 AM
Frick, do you have 2 monitors? Bug happens when you're trying to switch locations on secondary display.   I'm using right-left click to bypass this bug.

Yes, but it happened no matter where I had the windows. But as I said, getting an old version of the wrapper helped.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Michael Sandy on April 28, 2017, 04:39:54 PM
Is there a way to backup saves? Because I just completely lost a game because I accidentally triple clicked instead of double clicking when started, and the game froze so bad I had to reinstall it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on April 28, 2017, 04:54:24 PM
Is there a way to backup saves? Because I just completely lost a game because I accidentally triple clicked instead of double clicking when started, and the game froze so bad I had to reinstall it.
Every few months / before and after each big action just copy Stevefire.mdb to some other folder. To load the save copy it back to the game folder, overwriting the current one, but  rather close the game first.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on April 28, 2017, 07:18:04 PM
http://aurora2.pentarch.org/index.php?board=178.0

Does the backup for you automatically.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Michael Sandy on April 28, 2017, 10:10:43 PM
Got an odd one.  I was refitting my survey ships, and for some reason, although I had two perfectly good survey ships in orbit, the shipyard was refusing to refit them.  Yes, one of them had 2 years on her crew clock, but I have refit ships that had crew time on them, and they even rested during construction.

I refit two ships of the exact same class, right before that, but it is refusing to refit two other ships of the same class, even though I have a slip available.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on May 03, 2017, 07:05:14 AM
It's just been pointed out to me that the default construction cycle time of 400,000 is 4.62 days.  Perhaps it might be a good idea to set it to 432,000 so it equals 5 days.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ZimRathbone on May 03, 2017, 08:41:33 PM
It's just been pointed out to me that the default construction cycle time of 400,000 is 4.62 days.  Perhaps it might be a good idea to set it to 432,000 so it equals 5 days.

for anyone that wants to, you can easily change this manually in the game info screen (ctrl-I) for existing games.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: derekm67 on May 04, 2017, 11:29:34 AM
I hope I am doing this right as I am knew.  Two things I have noticed. 

1.  In one of my games, I dropped marines on an enemy ship and took it over.  However, the game still marked the ship as an enemy ship and no matter what I did would not switch the ship as otherwise though marked in my owner ship.  Had to quit the game as from then on the game was not playable do to eternal 5 sec increments.

2.  Built a really large orbital habitat as a way to have population to build underground infrastructure on a low gravity moon.  Was successful, however, later kept getting messages that the orbital habitat was over crowed and suffering maintenance failures as a result.  That despite the population limit on the moon was beyond the actual population.  Is that right for the habitat to become overcrowded? I thought that since the habitat was part of the moon itself and its population pool once the habitat had reached its limit any extra population would just go to the moon itself for which it was part of.  When you look in the screen shot it showed that there was no population growth upon the habitat itself yet in practice that was not actually so.  Subsequently I discontinued use of such habitats.   
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Hoogma on May 04, 2017, 02:50:56 PM
When i try to open ship list i get;

Error in lstShip
Error 30006 was generated by MSFlexGrid
Unable to Allocate Memory For FlexGrid


If I click OK it switches to;

Error 30010 was generated by MSFlexGrid
Invalid Column Value
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Michael Sandy on May 06, 2017, 04:59:53 PM
So I had a scientist assigned, and removed his lab, so he had zero labs.  Imagine my surprise when, after YEARS of no skill ups while assigned to a lab, he got a skill up when he was assigned zero labs.

Imagine how good scientists we could have if we just assigned everybody, you know?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on May 10, 2017, 04:57:15 PM
So I had a scientist assigned, and removed his lab, so he had zero labs.  Imagine my surprise when, after YEARS of no skill ups while assigned to a lab, he got a skill up when he was assigned zero labs.

Imagine how good scientists we could have if we just assigned everybody, you know?
Scientists can skill up while even not doing anything. Not a bug, just RNG.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on May 22, 2017, 06:14:29 PM
(https://cdn.discordapp.com/attachments/266829255520813056/316352509348413440/unknown.png)
I seem to be having an issue where, every time i select this save in the game info menu, an error appears. Not sure the full extent.
I think it might have something to do with me enabling "NPRs activate non-NPRs" option in game generation.
It appears to have vanished, now, and whenever i try to re-enable it and save, the option reverts itself the moment i scroll away and back to this save.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Michael Sandy on May 23, 2017, 07:51:09 PM
Shortly after towing some civilian Sorium Harvesters, I began getting
Error in ExecuteOrders     pop ups
Error 5 was generated by Aurora
Invalid procedure call or argument

I don't know if there is a connection or not.  It is about 10 pop ups and then the turn seems to process okay.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Michael Sandy on May 23, 2017, 08:09:28 PM
Hunh.  There is also a possibility that I got that message for giving an order to follow a population contact that moved out of sensor range.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on June 02, 2017, 01:53:34 AM
Odd one. I remember having this bug a while back, but I've been getting it now, so might as well report it.

Every time a task group of mine completes it's orders, for some inane reason, it repeats the message an absolute ridiculous amount.
(https://cdn.discordapp.com/attachments/314031775892373504/320090323449544714/unknown.png)
This seems to be affecting TGs with little rhyme or reason, and hasn't affected ships that I've put to actually loop their orders.
To clarify, this is just a specific 1 ship task group in this screenshot, which shares no names with any other task groups, and of this kind I only run a few anyway. It is very strange, and might be a bit frustrating having to filter out "orders complete" as I will likewise then miss pace with a lot of my fleet operations.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on June 03, 2017, 01:06:00 PM
Even log->Ruins exploited: typo
"...which may be recovered by an construction brigade"
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on June 03, 2017, 07:08:10 PM
If you tell a TG to land and without selecting other TG you move the time, it lands and you get "currently selected fleet does not exist" warning.
If you then try to use a template for now-empty TG the game shows "Run time error 3201: you cannot add or change record because related record is needed in Fleet" error and crashes.

Interestingly this happens only for using a order template. When you add the command directly via the left list of commands, the warning is shown in other style and 7 times but the crash doesn't happen.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on June 06, 2017, 10:13:13 PM
Code: [Select]
Error 30009 was generated by MSFlexGrid
Invalid Row value

Found only one previous reference in forum search and did not see a resolution/explanation, so I'll add this report.   Sorry if it's there and I missed while skimming for it. 

Appears in the "Commanders" interface when clicking on (in my case) naval officers to review their service history.   Error only seems to effect some officers, some of which will not repeat the error if I click on the next officer down in the list, then re-click the previous officer.   Error, in my case, effects the top admiral, who does not benefit from re-clicking after clicking the next (working) officer down in the list.

EDIT: Searched more than this thread and discovered this is an old bug reported in previous versions.  Can confirm bug is still present in 7. 10.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on June 10, 2017, 02:56:45 AM
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Barkhorn on June 11, 2017, 07:39:16 PM
When designing a ship, you are supposed to be unable to add more than one spinal weapon.  But if you have advanced spinal mounts researched, you can add one weapon using advanced spinal mounting AND one using regular spinal mounting, which I do not believe is intended.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on June 14, 2017, 12:51:38 AM
Production->Research: typo in warning shown when you try to add research facility to a researcher who doesn't have high enough administration level
"This scientist cannot control any more research faciltiies": "faciltiies"->"facilities"
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Ceebees on June 15, 2017, 02:03:10 AM
Ran a quick search on this thread and didn't see anyone else with this issue, so i figure i might as well put it up for consideration.  I'm trying a conventional start for laughs, and to get some surveying done while the shipyard builds up enough to launch surveyors, i made a series of geosurvey buoys to be launched from the starting ICBM bases.  However, i noticed that buoys with no engines are listed as having a maximum survey points output of zero.  Reactor space is still assigned.

I tested it real quick, and the probes appear to last until the survey is complete.  So, it's just that it the value listed in the missile design screen seems to be simply (engine endurance time) * (survey sensor value), ignoring the role of stationary survey buoys.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on June 15, 2017, 03:04:22 AM
Primary/secondary order "Refuel at Colony or Tanker" results in refuelling at colony in other systems even when a tanker loaded with fuel is closer.

If I want to refuel only in either I can pick separate order. If this is not using "the closest option" then how does it find which refuelling spot to use?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Senji on June 15, 2017, 03:08:38 AM
Same here.
It's take place only if the tanker is not in the system of the fleet/ship who want too refuel.

I didn't test with the resupply conditionnal order.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on June 17, 2017, 04:04:36 PM
Hotkey Ctrl+F2 for Race details screen seems to work only when the main Empire window is selected.
Other hotkeys, while not working from all pages, work for most of them, like from Task Forces, Events or from Production.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on June 19, 2017, 12:30:13 AM
Technology report
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on June 19, 2017, 02:29:17 AM
When shipping lines load infrastructure from Earth they will first snatch any standard one (Summary tab) before getting any trade one (Wealth tab). So they are taking it even when there are no civilians contracts supplying it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on June 20, 2017, 02:35:38 AM
Industry->Research:
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on June 20, 2017, 02:51:37 AM
When designing a ship, you are supposed to be unable to add more than one spinal weapon.  But if you have advanced spinal mounts researched, you can add one weapon using advanced spinal mounting AND one using regular spinal mounting, which I do not believe is intended.
I thought that is rather a feature. The advanced spinal weapon is wrapped around the spinal weapon and then around both of them is the rest of the ship. See the cuts of circular ships (X):

Normal weapons (N)
Code: [Select]
N   N
NXXXN
XXXXX

Spinal weapon (S)
Code: [Select]
  S
 XSX
XXSXX

Advanced Spinal weapon (A)
Code: [Select]
  AA
 XAAX
XXAAXX

Spinal and Advanced Spinal weapon
Code: [Select]
  ASA
 XASAX
XXASAXX
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Barkhorn on June 20, 2017, 08:05:25 PM
I thought both variants of spinal weapons were meant to be weapons that the whole ship is built around, like the MAC's in the Halo universe, or whatever they called the big laser on the Space Battleship Yamato.  It seems like if the advanced spinal weapons are wrapped around the standard ones, they aren't really spinal.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on June 22, 2017, 03:53:02 AM

Off-Topic: show

(https://s13.postimg.org/4voakykqv/A4x_-_NPR_classes_with_the_same_name.png)
(https://s13.postimg.org/ptugj1klj/A4x_-_NPR_classes_with_the_same_name_2.png)
(https://s13.postimg.org/kxvf539tz/A4x_-_NPR_classes_with_the_same_name_3.png)
(https://s13.postimg.org/jhfb97hjb/A4x_-_NPR_classes_with_the_same_name_4.png)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on June 24, 2017, 02:20:40 AM
Somehow Aurora doesn't recognize my Gauss cannons. I'm fairly certain I had them set up correctly for final fire in PD mode(and subsequently tried different settings as the enemy salvos came in, all to no avail while CIWS took out the missiles instead), but they failed to fire on incoming. My suspicion that this might be more than user-error was piqued when I noticed that my Gauss cannons did not display a max weapon range, something my lasers continued to display even when I unlinked them from all fire control.

Just to clarify, even if I had screwed up on the Combat Assignment screen (tested by both unassigning completely and assigning to inferior FCs my lasers without any change to the max weapon range radius), the max weapon radius of my Gauss cannons should be visible ... but no Gauss weapon radii display at all, nor do they work. It's a situation that seems apparent across two different ships and gauss weapon designs ... none display the max range and I've seen none of them fire.

EDIT: I've finally seen Gauss fire, so maybe the higher initiative on my CIWS ship gave it priority when it was targeted. I briefly split the force (on suspicion this might be the case) and perhaps that led to the salvo my Gauss just engaged targeting a ship not equipped with CIWS. That's some relief.

I guess the absence of a max range display for the Gauss cannons might still be considered a bug.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on June 25, 2017, 01:57:06 PM
I am not sure what is the core issue but I have noted I get tons of errors if I try to zoom somewhere to 100k km range shown in the left upper corner of System map. Usually closing Aurora, reopening it, using Task groups in other system to move focus to this other system, then switching back to the original one and zooming out to normal zoom range of you billion km works to fix this in case I forgot the issue. Last time I managed to get to 10k km range but then on restarting Aurora I got tons of errors even before getting to the starting screen with game settings. After multiple tries I just loaded last save and continued from there. Currently I am in year 42 of conventional start of my Trisabria game.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on July 01, 2017, 02:45:39 PM
Power plants don't have any means to be armoured, yet they are shown with armour stat in Class design screen, both in "Design view" and "Full summary view":
Code: [Select]
Tomlinson & Watts Stellarator Fusion Reactor Technology PB-1 P6 (3)     Total Power Output 18    Armour 0    Exp 5%
And this "Armour = 0" is not just HTK as some have suggested (http://aurora2.pentarch.org/index.php?action=post;quote=95290;topic=8884.0).
These are 1 HS power plants thus they have 1 HTK each, 3 together.

Could this be a relict of old version where armoured power plants were possible?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on July 12, 2017, 04:04:12 AM
Production->Research:
If a race designed component (i.e. laser weapon) is used in a design and you unresearch it with "Remove" button, no warning appears.
If an unresearched race designed component (i.e. laser weapon) is used in a design and you try removing it with "Delete" button, you are warned and the component is not deleted.

Shouldn't it stop you even during the unresearching part?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on July 14, 2017, 03:30:18 AM
Abandoned ship causes game to freeze.

I've run it twice and run into (maybe) separate problems both times. The first produced an Error 5, UseFuel message that could be clicked past for several turns before becoming incessant. The second attempt from a (far too old) save resulted in a freeze in which the game never moved to the next time increment after the new wreck was created.

The problem ship is a prize captured by boarding. In both cases the boarders had previously (many turns before the freeze/error message loop) been returned to dropships and all fuel had previously been transferred to other ships. The only other detail I think might be relevant is that commander auto-assignment had given the ship a CO in both cases, but he showed up in the lifepods after the Abandon Ship order was issued from the Damage Control tab on the ship screen. In the second instance all TG orders had been canceled for the captured ship, but that might also have been the case in the first instance in an attempt to minimize the notices that an unfueled ship couldn't complete its orders.

I welcome advice on getting past the hang up; I'd really like to abandon the ship and salvage it because it's in no shape to make it to my shipyards ... I did shoot it up before boarding.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Barkhorn on July 14, 2017, 03:38:36 PM
Bring up a tug and tow it instead?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on July 14, 2017, 04:41:55 PM
Bring up a tug and tow it instead?
Or big carrier :D

If all else fails, store your save file sideways and SM the ship out of existence.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Barkhorn on July 17, 2017, 08:47:15 PM
In the United States commander name set, the name "Jospeh" should probably be "Joseph".
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Rich.h on July 19, 2017, 08:51:53 PM
I am getting a strange bombardment issue. I had a colony that was terraformed to cost zero and had a population of around 90m, invaders turned up and sent missiles to the colony. This resulted in a total loss of all population, and installations along with an amount of radiation and dust. Once the overall battle in the system had been won and I have scouted out the rest of the system out to a distance of 1.5bkm in all directions I presumed things would be ok to resettle the world. However every few hours or so I seem to get damage messages, these seem to set at random times and I have checked to ensure there are no other enemy ships around. If they are in the system then they have missiles or beams with a range beyond 2bkm which I find highly improbable.

Things have gotten that bad that I am loosing populations numbers I do not even have as the population is zero, along with dust and radiation levels constantly rising too. Here is a copy of the last few messages from the event log. The last on after I did some SM to the colony to remove all dust and radiation simply to see what would happen.

Quote
26th June 2177 11:29:06,UEA,Struve 2398,Caldos colony hit by 57 points of damage. Casualties: 5.7m. Industrial Damage:
26th June 2177 11:29:06,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 57 points of damage. Casualties: 5.7m. Infrastructure Loss: 0. Industrial Damage as follows:
26th June 2177 11:29:06,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 3365.31 Dust Level: 7216.275
26th June 2177 11:29:06,UEA,Struve 2398,As a result of the population surrender, the Lee Small C4 057 has surrendered as it was in orbit of the planet
26th June 2177 11:29:06,UEA,Struve 2398,As a result of the population surrender, the Chiang Small C7 001 has surrendered as it was in orbit of the planet
26th June 2177 11:29:06,UEA,Struve 2398,As a result of the population surrender, the Campbell Small C4 065 has surrendered as it was in orbit of the planet
26th June 2177 11:29:06,UEA,Struve 2398,The alien population on Caldos colony has surrendered!
26th June 2177 11:29:06,UEA,Sol,The supply of Duranium on Earth has been exhausted
26th June 2177 11:29:06,UEA,Ross 154,Mineral Shortage (Neutronium) in Production of Maintenance Facility at New Berlin
26th June 2177 11:29:06,UEA,Sol,A team on Mars led by Christelle Florit has completed research into Fuel Consumption: 0.25 Litres per Engine Power Hour
26th June 2177 11:29:06,UEA,Struve 2398,The civilian mining colony on Struve 2398-A VI - Moon 6 has been expanded to 45 civilian mining complexes
26th June 2177 11:29:06,UEA,Struve 2398,The civilian mining colony on Struve 2398-A Asteroid #98 has been expanded to 23 civilian mining complexes
26th June 2177 11:29:06,UEA,Struve 2398,The civilian mining colony on Struve 2398-A Asteroid #74 has been expanded to 18 civilian mining complexes
26th June 2177 11:29:06,UEA,Sol,Ensign Yu Yab Hua has joined your naval officer corps.  Initiative 128  Fighter Ops 10%  Logistics 10%  Operations 10%:  Promotion Score 170
26th June 2177 11:29:06,UEA,Unknown,Through training or experience, Civilian Administrator Leon Nash has increased his Mining Bonus to 55%
26th June 2177 11:29:06,UEA,Unknown,Through training or experience, Lieutenant Commander Mattie Bohner has increased his Training Bonus to 400
26th June 2177 11:29:06,UEA,Unknown,Through training or experience, Lieutenant Andre Sublett has increased his Fighter Combat Bonus to 64%
26th June 2177 11:29:06,UEA,Unknown,The Political Reliability Bonus of Civilian Administrator Hershel Perricone has increased to 5%
26th June 2177 11:29:06,UEA,Unknown,Through training or experience, Lieutenant Junior Grade Kay Seidman has increased his Fighter Combat Bonus to 33%
26th June 2177 11:29:06,UEA,Unknown,Colonel Xiao Yuan Yuan  has died of natural causes. Assignment prior to death: Unassigned
26th June 2177 11:29:06,UEA,Unknown,Lieutenant Junior Grade Helmar Schütz has been assigned to Lee Small C4 057 (Crew Training 100)
26th June 2177 17:29:06,UEA,Struve 2398,Caldos colony hit by 1 points of damage. Casualties: 0.1m. Industrial Damage:
26th June 2177 17:29:06,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 1 points of damage. Casualties: 0.1m. Infrastructure Loss: 0. Industrial Damage as follows:
26th June 2177 17:29:06,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 3363.94 Dust Level: 7213.851
26th June 2177 19:29:11,UEA,Struve 2398,Caldos colony hit by 5 points of damage. Casualties: 0.5m. Industrial Damage:
26th June 2177 19:29:11,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 5 points of damage. Casualties: 0.5m. Infrastructure Loss: 10. Industrial Damage as follows:
26th June 2177 19:29:11,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 3363.94 Dust Level: 7218.851
26th June 2177 21:29:11,UEA,Struve 2398,Caldos colony hit by 85 points of damage. Casualties: 8.5m. Industrial Damage:
26th June 2177 21:29:11,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 85 points of damage. Casualties: 8.5m. Infrastructure Loss: 170. Industrial Damage as follows:
26th June 2177 21:29:11,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 3363.94 Dust Level: 7303.851
27th June 2177 05:24:11,UEA,Struve 2398,Caldos colony hit by 55 points of damage. Casualties: 5.5m. Industrial Damage:
27th June 2177 05:24:11,UEA,Struve 2398,Caldos colony suffered 1 hits for a total of 55 points of damage. Casualties: 5.5m. Infrastructure Loss: 110. Industrial Damage as follows:
27th June 2177 05:24:11,UEA,Struve 2398,Caldos colony Environmental Update: Radiation Level: 0 Dust Level: 55


Just to add to this issue, I went ahead and abandoned the colony and then set up a new colony on the same body. Now it seems the civilian colony ships are setting up new colonies on the same planet every time they arrive and not just adding to the existing colony. Worse still even if I leave the planet totally abandonded then civilian ships go ahead and set up new colonies all by themselves even when I check the ban body button
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on July 20, 2017, 12:17:33 AM
Bring up a tug and tow it instead?

Towing was the first thing I tried. No bugs with that, just too many fuel warnings to be bothered with---I'd shot up the fuel tanks and the game wouldn't just let the tug tow it in peace. That's when I decided to scuttle it. Restarting a couple of times after the freeze ultimately got me past whatever the problem was.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on July 20, 2017, 12:21:18 AM
Or big carrier :D

If all else fails, store your save file sideways and SM the ship out of existence.

Gotta clue me in on what saving the file sideways means, if it's something other than simply making a copy of the stevefire.db. I restarted after a couple of freezes and that seemed to get me past whatever the problem was. Captain and crew of the abandoned prize made it home just fine.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on July 20, 2017, 01:18:33 AM
"Error 11, division by zero" notice that seems to be related to damage control for fighters recovered by a carrier, possibly in relation to queued damage control components.

It might be related to a damaged crew quarters on one of those fighters. I get notifications of "complete life support failure" on a fighter that has no crew and the damage control has not fixed that component while (many) others have been repaired on other fighters.

**** I really think it's related to this. I've just switched to fixing a different damaged component and I get no error messages as time rolls; the crew quarters is even in the queue, so the error might be specifically related to crew quarters selected in "Current damage Control Assignment". Error messages resume when crew quarters finally make its way up the queue and repairs on that component are never carried out. ****

Plenty of maintenance supplies on carrier, damaged fighters have been docked.

EDIT: the error message is specifically related to 0 crew after life support gives out. I don't know if the inability to repair crew quarters in hangar is related to what underlies the error message or if it's just coincidental.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on July 21, 2017, 04:11:37 AM
Class design: summary shows only one type of jump engine while you can have multiple types
Code: [Select]
Gatekeeper class Mobile Jump Gate    45,000 tons     436 Crew     3024.4 BP      TCS 900  TH 1800  EM 0
4000 km/s    JR 3-50(C)     Armour 3-112     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 0     PPV 0
MSP 11    Max Repair 286 MSP
Intended Deployment Time: 169 months    Spare Berths 0   

Ward International J15000(3-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Charlton Foundation 400 EP Commercial Magneto-plasma Drive (9)    Power 400    Fuel Use 6.19%    Signature 200    Exp 5%
Fuel Capacity 3,000,000 Litres    Range 193.9 billion km   (560 days at full power)

Stanley-Coles Systems CIWS-200 (6x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Commercial Vessel for maintenance purposes
while
(https://s2.postimg.org/5mwgl65jt/A4x_-_Only_one_jump_engine_listed_in_summary.png)

It seems to me which one gets shown depends on the order you put them in: the first one added is shown. This affects both brief and full summary areas, both component areas show properly both/all types of jump engines included.

Alternatively only one type of jump engine (or even only one piece of that type) may be allowed.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on July 22, 2017, 02:40:07 PM
Code: [Select]
Error in UpdateMessages
Error 94 was generated by Aurora
Invalid use of Null

These notifications began after scrapping a pair of ships and receiving one
Code: [Select]
Error in UpdateGameLog
Error 3163 was generated by DAO.Field
The field is too small to accept the amount of data you attempted to add. Try inserting or pasting less data.

An instance of the Error 94 then occurred with each of the components I scrapped from those ships, but later resumed at the end of each time increment (set for 1 day, but possibly interrupted by task completions, etc.) during/at the end of a turn in which ground HQ unit suffered a loss of readiness and the commander received a GCB.

I find this odd, considering the Error 94 messages immediately popped up in response to component scrapping and ceased when I did. The regular resumption of the error messages began 7 time increments later with situation I described, the only other new events being the launch (not the scrapping) of several new civilian ships. Since that turn, the last event update in each time increment is the Error 94 message.

EDIT: The error has ceased repeating after exiting and resuming play, but I don't believe the conditions changed.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Barkhorn on July 23, 2017, 02:33:04 PM
In the US Cities ship name theme, New York City appears twice.  Once as "New York" and again as "New York City".
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: midikiman on July 25, 2017, 02:39:47 PM
Error in UpdateRaceClassDesigns
Error 3265 generated by DAO. Fields
Item not found in this collection.

Was advancing time, hadn't done any new designs in years.  I'm assuming either civilian or NPR.  It happened multiple times within the tick.  Not too far along, only 29 years in.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: midikiman on July 26, 2017, 11:18:20 AM
Error in RetireCommander

Error 3022 was generated by DAO. Recordset
The changes you requested to the table were not successful because they would
create duplicate values in the index, primary key, or relationship.  Change the data
in the field or fields that contain duplicate data, remove the index, or redefine the
index to permit duplicate entries and try again.

Thrown during time advancement.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: GodEmperor on July 28, 2017, 03:48:47 PM
I've started to get bugs like that recently ...

Havent even left Sol, no pre generated NPR's, all spoilers on. :/ I have only one ship in the air - small geo scout that counts as fighter.

Its impossible to continue and bug like that appears anytime i try to open task group menu or ships menu.

EDIT : It dissapeared .. WTF.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on July 28, 2017, 04:09:41 PM
I've started to get bugs like that recently ...

Havent even left Sol, no pre generated NPR's, all spoilers on. :/ I have only one ship in the air - small geo scout that counts as fighter.

Its impossible to continue and bug like that appears anytime i try to open task group menu or ships menu.

EDIT : It dissapeared .. WTF.

So it's a Heisenbug.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: boggo2300 on August 01, 2017, 04:42:55 PM
So it's a Heisenbug.

I'm uncertain what you mean Erik!
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on August 21, 2017, 12:18:30 AM
Hi guys. I got a game breaking error, tried to start my game this morning and got the two following errors. The last one is endless...  :'(

1. Error in cboGame 
"Error 380 was generated by Aurora
Invalid property value"


2. Error in UpdateGame.log
"Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table `Game´ "


Any one knows a way to save this installation? Would be nice to keep the 2 games in it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: GodEmperor on September 04, 2017, 02:12:17 PM
So it's a Heisenbug.

Nope, i cant play Aurora anymore becuase that bug shows up everytime build a ship ...

Maybe it has something to do with the fact that i start by Aurora exe and not by Wrapper ( because it refuses to work since i switched to Windows 7 :/ )

EDIT : I fixed the missing dll file but wrapper STILL wont play, it shows me this bug and main game still has those bugs i mentioned before.
I surrender, i will just wait for C# Aurora ... :(   :'( :'( :'(

EDIT 2 : installing Python have not helped :/


Okay, turns out that those in game bugs were the fault of the starting a game without a Wrapper..
Once i manually switched to UK regional settings bot Portable and normal Aurora work ...
Praise the Lord.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on September 07, 2017, 01:25:33 AM
I've noticed that some of my latest engine designs automatically create extra engine designs at half the size. My first thought after, "Why is the technology report for engines so crowded?" was, "Wow, free half-size engine designs!" Alas, although they crowd the tech report screen, they don't show up as components I can build on the Design Screen. Reviewing it just now, this only seems to occur with commercial engines.

I suppose I could delete the extraneous designs in SM? I've been obsoleting the designs so I have less to scroll through, so they aren't in my way at present, but I'd like to know deleting them outright won't cause me problems.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on September 07, 2017, 03:20:05 AM
I've noticed that some of my latest engine designs automatically create extra engine designs at half the size. My first thought after, "Why is the technology report for engines so crowded?" was, "Wow, free half-size engine designs!" Alas, although they crowd the tech report screen, they don't show up as components I can build on the Design Screen. Reviewing it just now, this only seems to occur with commercial engines.

I suppose I could delete the extraneous designs in SM? I've been obsoleting the designs so I have less to scroll through, so they aren't in my way at present, but I'd like to know deleting them outright won't cause me problems.
I guess those "hidden extra engines" may be what your shipping lines are putting in their ships so careful there.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on September 07, 2017, 09:45:48 PM
I guess those "hidden extra engines" may be what your shipping lines are putting in their ships so careful there.

Hadn't considered that. Now I have to leave them alone just to be safe.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on September 08, 2017, 01:43:12 PM
They are indeed civilian designs for the shipping lines.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on September 17, 2017, 12:32:14 AM
This is very annoying, this is the third time in 4 weeks I get this error, all on new game installments, even on different hard drives... I am beginning to think its my computer, if that's even possible...

Quote
Hi guys. I got a game breaking error, tried to start my game this morning and got the two following errors. The last one is endless...  :'(

1. Error in cboGame 
"Error 380 was generated by Aurora
Invalid property value"

2. Error in UpdateGame.log
"Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table `Game´ "

Any one knows a way to save this installation? Would be nice to keep the 2 games in it.
Modify message
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on September 17, 2017, 05:29:51 AM
This is very annoying, this is the third time in 4 weeks I get this error, all on new game installments, even on different hard drives... I am beginning to think its my computer, if that's even possible...

It sounds like the problem can't find the row in the Game table in the database that relates to the game. That's a major problem but also very unusual. Are you sure the Aurora.exe and Stevefire.mdb files are from the same install version?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on September 17, 2017, 01:56:36 PM
Downloaded the last version of Portable Launcher in the last 2 installments, I think the first one is from the same download but not sure.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: smoelf on September 22, 2017, 08:45:22 AM
I just got an error in UseFuel.

It seems the problem was that I had ordered a tugboat to tractor another ship, but that ship was destroyed before the tug reached its destination. I did not get a message that it could not tractor the ship, but instead it continued with the list of orders along with the error message. Unfortunately I found the problem before I though about posting here, so I do not have any more specifics about the error message.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Stone Dog on October 02, 2017, 07:58:54 PM
It appears that engineless platforms cannot be towed through an ungated jump point with the help of a nearby tender. 

I had the tug (15k tons) and the platform (20k) in a task group and attempted to standard transit.   The tender I had on-station had a jump capacity of 85k tons, and its max squadron size was 2. 
On progressing the game, I got the "this ship is too big for the jump engine capacity" message.   Slapping a weak (standard) engine on the platform resolved the issue, but this is clearly not WAD.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on October 03, 2017, 07:03:27 AM
Class design: ratings of gauss cannon weapons are shown inconsistently

I propose changing them all either to "Rate of fire" or to "Shots per increment" (same as in Technology report) and show level of "Gauss cannon rate of fire" tech for single GCs (= shots per 5s interval), number-of-weapons-in-given turret multiplied by this tech level for GC turrets and twice the level of this tech for CIWS (same as for double GC turrets).
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on October 03, 2017, 09:14:16 AM
Galactic map->Display:
The onmouseover tooltip for both "Show Uncolonised Col Cost less than 2" and "Show Uncolonised Col Cost less than 4" is talking about col cost 4 or less.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on October 05, 2017, 04:50:19 AM
You don't have to research minimum cloaking size 25 to design a cloaking device, but you do have to to be able to research size 20.
I can confirm this cloaking issue first reported in 5.1, possibly fixed in 5.2 but reported again in 5.42 is still around in 7.1.

You don't have to research Minimum Cloak Size 25 to be able to make a cloaking device.
Min Cloak Size 25 should be a free tech anyway. I have fixed it for v5.20.
Steve
Minimum Cloak Size is still bugged (http://aurora2.pentarch.org/index.php?action=post;quote=27368;topic=2496.180;num_replies=252;sesc=9ad0fa4204dc72d0c701d4f647b1b91e). You don't have to research it to design a cloaking device, but you do have to to be able to research size 20.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on October 05, 2017, 08:41:28 AM
Found a little display issue when in a nebula. Displayed speed is 0km/s when the design is possible to full speed of 4000km/s in the nebula as it has 4 layers of armor. It is still actually traveling at 4000km/s but the system screen just displays 0.

Code: [Select]
Baldwin class Survey Ship    25 000 tons     403 Crew     2932.8 BP      TCS 500  TH 2000  EM 300
4000 km/s     Armour 4-76     Shields 10-300     Sensors 1/1/5/5     Damage Control Rating 32     PPV 0
Maint Life 5.92 Years     MSP 2346    AFR 156%    IFR 2.2%    1YR 114    5YR 1716    Max Repair 125 MSP
Intended Deployment Time: 60 months    Spare Berths 0   
Cryogenic Berths 400   
Fuel Harvester: 1 modules producing 56000 litres per annum

500EP C-IFD (4)    Power 500    Fuel Use 5.3%    Signature 500    Exp 5%
Fuel Capacity 4 045 000 Litres    Range 549.5 billion km   (1590 days at full power)
DSR300 (4)   Total Fuel Cost  60 Litres per hour  (1 440 per day)

Phalanx VI CIWS (3x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Gravitational Survey Sensors (5)   5 Survey Points Per Hour
Geological Survey Sensors (5)   5 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on October 05, 2017, 11:25:35 PM
Just noticed that although the names in the Indian commander naming theme are of both genders (I think), the indicator on the Commander screen always reads "M". This may be the case with other commander naming themes, but the US, Chinese, Indonesian, and Kenyan themes seem to be okay (at least all the names aren't tagged as one gender in the Commander window).
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TallNskinnyGuy on October 06, 2017, 06:19:20 PM
alright, so i don't know if i'm posting this in the right place, but i have a bug where the game window is much much much larger than the screen of  my computer and i haven't been anle to change that in setting, like chnage the window suze and stufff
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on October 06, 2017, 06:38:37 PM
You'll have to try some combination of changing your screen resolution (I use 1280x1024) and using the reduced-size window option (unnecessary at 1280x1024) in the program menu bar.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on October 09, 2017, 03:12:22 AM
Task groups -> History/Officers/Misc -> Task group history
Historical events with the same time mark (from the same position, not just same day of year) are not sorted chronologically according to given orders but alphabetically. This looks especially weird when one is using Move to commands which precede Refuel/Resupply/Unload ones in alphabet so it reads like after TG does all that resupplying it moves to given position instead of moving first.

EDIT: It seems to be rather from the same subinterval, not just same position. My fleet has apparently first unloaded minerals at Earth  then moved to Luna and loaded them, according to its history log. It was during 5 day interval jump and the fleet was returning from an extrasolar trip.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on October 09, 2017, 04:02:05 AM
Task groups:
Command "Load/unload minerals to reserve level" sticks in the list of commands even after completion, until it is manually removed. This leads to either "this command is not yet completed" warning when trying to remove it or stream of "TG has completed its orders" events.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on October 12, 2017, 09:49:42 AM
Renaming currently refitted ship via button in Production->Shipyard tasks leads to the new name shown both in this screen and in the final event in Event log. But the ship is still visible under its old name in Individual unit details and also stays under its old name after the refit end.

On the other hand, currently refitted ships renamed via button in Individual unit details are still listed under their old name in Production->Shipyard tasks.

It thus seems the name shown in Production->Shipyard tasks is stored separately from the actual name of ship, used for generating of log and saved properly only when it was a construction of a new ship.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: PlanetNiles on October 14, 2017, 05:41:36 AM
I'm getting a weird bug where clicking on an element on the populated systems tree on the Economics window or the tree on the naval organisation tab of the Task Groups window causes the element in question to vanish along with the tree root.  The clicked on element is not selected and thus the game has become unplayable.

I'm using Windows 10.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on October 14, 2017, 08:22:39 AM
I'm getting a weird bug where clicking on an element on the populated systems tree on the Economics window or the tree on the naval organisation tab of the Task Groups window causes the element in question to vanish along with the tree root.  The clicked on element is not selected and thus the game has become unplayable.

I'm using Windows 10.

Is the window on a monitor that is to the left of the main monitor?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: PlanetNiles on October 14, 2017, 03:59:51 PM
Quote from: Steve Walmsley link=topic=8144. msg104577#msg104577 date=1507987359
Is the window on a monitor that is to the left of the main monitor?

I only have the one monitor.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: DIT_grue on October 14, 2017, 11:03:06 PM
I'm getting a weird bug where clicking on an element on the populated systems tree on the Economics window or the tree on the naval organisation tab of the Task Groups window causes the element in question to vanish along with the tree root.  The clicked on element is not selected and thus the game has become unplayable.

I'm using Windows 10.

I think I remember a report like this that was tracked down to the touchscreen. Try finding that Windows option and turn it off? (Whether or not an actual touchscreen is involved.)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: PlanetNiles on October 15, 2017, 04:58:48 AM
Quote from: DIT_grue link=topic=8144. msg104590#msg104590 date=1508040186
I think I remember a report like this that was tracked down to the touchscreen.  Try finding that Windows option and turn it off? (Whether or not an actual touchscreen is involved. )

Touchscreen was one of the first settings I turned off when I installed Windows 10.   :(
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on October 15, 2017, 09:03:05 AM
Touchscreen was one of the first settings I turned off when I installed Windows 10.   :(
Not just turning it off in settings, you have to go to your "Device Manager" and fully disable the touchscreen element under "Human Interface Devices". And yes, this was tracked down to the Touchscreen on Win10 computers (by me).
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: PlanetNiles on October 15, 2017, 09:43:44 AM
Like I said, I switched off, disabled and uninstalled Touchscreen drivers almost immediately after installing Windows 10.   Unless my drawing tablet has somehow resurrected them.   I can't find Touchscreen in the device manager at all. 

Edit: Okay I resolved it by going into Services and stopping the touch keyboard service that was still running despite my having disabled and uninstalled the touchscreen HID ages ago.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: PlanetNiles on October 19, 2017, 10:03:25 AM
Getting some Error 3021's.   Not sure what's causing it.  On Apply Maintenance.  Might be the cargo pod loaded with fighters that is being hauled to one of my planets.   Not sure how to deliver fighters otherwise. 

I also got a slew of Error 5's. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on October 21, 2017, 07:07:15 AM
It seems like shipping line managed to deliver part of research facility (RF) to other target than it should.

Planets A, B and C: A was offering 5 RF, B asked for 2 RF and C asked for 3 RF. Each of them is in other system, all JPs have JGs.
A now has no more RF left in supply, B has 0.55 RF and 0.35 RF are on the way there while C got 4.1 new RF.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on October 22, 2017, 04:11:48 AM
(Small) Jump Gate Construction Module allows jumping through JP without JG.
Maybe only for the construction ship and/or where there is a JG in construction on the starting side.

Or from the other point of view:
Jump gates under construction can be already used.

Situation:
I have just realized I don't need to send mobile jump gate with Gatebuilders. One of them just got through JP while his buddy started working on the JP from my side. And Gatebuilder are not jump capable (unless that's an undocumented feature of JG construction module).
Code: [Select]
Gatebuilder class Construction Ship    45,000 tons     146 Crew     1439.5 BP      TCS 900  TH 840  EM 0
1866 km/s     Armour 2-112     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 0     PPV 0
MSP 5    Max Repair 54 MSP
Intended Deployment Time: 115 months    Spare Berths 0   
Jump Gate Construction Ship: 360 days

Sinclair International 240 EP Commercial Magneto-plasma Drive (7)    Power 240    Fuel Use 1.73%    Signature 120    Exp 3%
Fuel Capacity 500,000 Litres    Range 115.6 billion km   (716 days at full power)

Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Commercial Vessel for maintenance purposes
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on October 22, 2017, 02:37:55 PM
Task groups: if you save or delete a template while you have System map screen the focus behaves weirdly

It seems to me for saving it aways changes focus to System map and for deleting it either does so or at least changes the order the windows are stacked one on another (System map under Event log under Galactic map under Task groups, all of them partially over those under them lead to System map moving up just under Task groups after I said Yes, I am sure).

It should always change focus from the popup Are you sure? window back to Task groups screen without affecting other windows.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on October 23, 2017, 02:09:50 PM
  • queued techs stay queued even after they are found in ruins
    EDIT: ...and once the previous research is completed work on this tech starts without anyone noticing it is already listed in Completed techs
Scientist keep on researching also techs obtained from friendly NPRs:
(https://s1.postimg.org/938uzhj9zz/A4x_-_Researching_gifted_techs.png)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: vorpal+5 on October 26, 2017, 06:56:00 AM
2 bugs to report.

An officer in play since the start which are removed from command during a single month got removed because he was considered surplus/ never affected. He was the captain running a survey ship for years though!  :P

NPRs are constantly running their economy to the ground. I have a setup with 7 Human NPRs (the usual suspects, Russia, USA, etc.) and from time to time with the designer password I check their economy. They happily maintain all their shipyards fully busy, including expanding/adding slipways in addition to a continual production of ships, despite their economy in the negative, both in current money and projected money. And yet I see the AIs are running some eco savings programs, like not using all their labs.

This seem the shipyards are excluded or not tested regarding when to save some money. This is not going to help them if their ships constructions keep them in the red continuously. For now I'm trying to fix that by giving them back money, but it can't be a permanent solution.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on October 26, 2017, 05:01:16 PM
(Small) Jump Gate Construction Module allows jumping through JP without JG.
Maybe only for the construction ship and/or where there is a JG in construction on the starting side.

Or from the other point of view:
Jump gates under construction can be already used.


Situation:
I have just realized I don't need to send mobile jump gate with Gatebuilders. One of them just got through JP while his buddy started working on the JP from my side. And Gatebuilder are not jump capable (unless that's an undocumented feature of JG construction module).
Code: [Select]
Gatebuilder class Construction Ship    45,000 tons     146 Crew     1439.5 BP      TCS 900  TH 840  EM 0
1866 km/s     Armour 2-112     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 0     PPV 0
MSP 5    Max Repair 54 MSP
Intended Deployment Time: 115 months    Spare Berths 0   
Jump Gate Construction Ship: 360 days

Sinclair International 240 EP Commercial Magneto-plasma Drive (7)    Power 240    Fuel Use 1.73%    Signature 120    Exp 3%
Fuel Capacity 500,000 Litres    Range 115.6 billion km   (716 days at full power)

Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Commercial Vessel for maintenance purposes
It seems the issue is in fact somewhere else and I have apparently missed there already was a JG:
JG builders will happily start building a JG at JP where already is a JG in given direction, finish building this JG again and never send a warning that that JG has already been there.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Michael Sandy on October 26, 2017, 10:33:02 PM
Fractional research facilities is quirky, but not a real issue.

Fractional ship components is more of an issue.  Because you can disassemble a fractional ship component, and get a NEGATIVE fractional ship component.  Then you can disassemble that ship component, because it thinks you have them, because you HAVE negative ship components in the colony stockpile.

You can keep disassembling negative ship components until you have a huge number of negative ship components.  And then, if you decide to scrap them, because the notation is untidy, you LOSE transnewtonian elements.  Which is proper, but amusing.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: vorpal+5 on October 27, 2017, 12:09:14 AM
What did you expect from generating anti-matter! Or is it negative-mass matter  ;D
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on October 27, 2017, 05:45:10 PM
Galactic map->Assign systems to sectors: range from system with Sector command is using also unexplored JPs

See Thrud at the south of this map, seemingly 3 jumps from Earth, being assigned to Earth sector of power 2. One of those unexplored 3 Thrud JPs has to be linked either to Ciudad Juarez or to Cardiff or it gets even weirder, I think.
Off-Topic: show
(https://s1.postimg.org/9oclhq4z3j/A4x_-_Sector_range.png)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on November 01, 2017, 05:09:17 AM
What the Heck!  :o
Advanced time by 20 minutes, suddenly a enemy fleet jumps my planet, killing all ships in orbit, some 18 destroyers, 12 cruisers and a couple of carriers... They have fighters, FACs, destroyers, cruisers and carriers... OK possible I made a mistake... But how did they build an PDC in under 1 hour??? Happened so much in those seconds so I never got info what killed my fleet, they didn't even fire missiles in self defense, or in offensive mode, I had some 170 rail guns that should have fired... nothing.... I presume some kind of bug...  ???
The good part is that I have to assault an PDC  ;D I am getting a feeling that my ships and PDC have somehow been changed to the enemy side... :-X

After some investigation... Its my ships and PDC that somehow switch side...  >:(
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: sloanjh on November 02, 2017, 07:19:22 AM
After some investigation... Its my ships and PDC that somehow switch side...  >:(

Viva La Revolution!! :)
John
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on November 03, 2017, 04:51:01 PM
 >:(   ;D
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on November 05, 2017, 03:19:38 AM
Oh no:

(http://i.piccy.info/i9/5c94f9079381062f5c6e9c9907b2ff6b/1509873277/10265/1187336/MinusK.png)

The whole Mercury surface switched their velocities to imaginary values. :)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: swarm_sadist on November 05, 2017, 05:16:26 PM
Oh no:

(http://i.piccy.info/i9/5c94f9079381062f5c6e9c9907b2ff6b/1509873277/10265/1187336/MinusK.png)

The whole Mercury surface switched their velocities to imaginary values. :)
https://en.wikipedia.org/wiki/Negative_temperature

Quantum mechanics is a bitch.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: serger on November 05, 2017, 11:26:07 PM
Well, we must conclude (http://aurora2.pentarch.org/index.php?topic=8497.msg104917#msg104917), that transnewtonian phisics of #-universe based on Gibbs entropy, while VB6-universe based on Boltzmann entropy (https://www.nature.com/articles/nphys2815, https://www.nature.com/articles/nphys2831).
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on November 13, 2017, 05:11:29 PM
"ERROR: WP link not found in GetWarpPointData" followed by a couple of "Error 5 was generated by Auroras".

This is a previously reported bug that can pop up when the player obtains system data via interrogation (in my case, espionage or salvaging might obtain it as well). The error messages display when attempting to navigate the galactic map. Apparently the game is hiccupping on WP (is that the same as JP? why call it two things?) links that exist, but can't display because the systems in question haven't been surveyed.

My question: how do I fix it? I didn't quite follow the explanation I found previously, perhaps because of ambiguously named buttons under the F9, jump point tab. In my case, I've obtained data on two systems that are linked in a chain to a system I previously surveyed and, apparently, also linked to a system I know of, but haven't surveyed. If I'm supposed to use "Enter/Explore" under SM as suggested in other posts, I'm not doing it right or that isn't enough.

I'd like to know what the fix is, using SM, and where to carry out the fix. Do I only make changes in the new systems? What changes do I make?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on November 14, 2017, 04:04:55 AM
(https://cdn.discordapp.com/attachments/209085745166680065/379934210837970944/unknown.png)
Hmm. That doesn't seem right..
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: 83athom on November 14, 2017, 12:33:37 PM
Hmm. That doesn't seem right..
Working as intended comrade. Glorious Russian engineering at work.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on November 21, 2017, 09:08:56 PM
"ERROR: WP link not found in GetWarpPointData" followed by a couple of "Error 5 was generated by Auroras".

This is a previously reported bug that can pop up when the player obtains system data via interrogation (in my case, espionage or salvaging might obtain it as well). The error messages display when attempting to navigate the galactic map. Apparently the game is hiccupping on WP (is that the same as JP? why call it two things?) links that exist, but can't display because the systems in question haven't been surveyed.

My question: how do I fix it? I didn't quite follow the explanation I found previously, perhaps because of ambiguously named buttons under the F9, jump point tab. In my case, I've obtained data on two systems that are linked in a chain to a system I previously surveyed and, apparently, also linked to a system I know of, but haven't surveyed. If I'm supposed to use "Enter/Explore" under SM as suggested in other posts, I'm not doing it right or that isn't enough.

I'd like to know what the fix is, using SM, and where to carry out the fix. Do I only make changes in the new systems? What changes do I make?

I resolved the error messages by using SM to mark the system to which the new system (the one revealed by interrogations) was linked as "JP surveyed" (even though I haven't surveyed the system). Arriving at the solution was complicated by erroneous connections displayed on the Galactic map screen that had me chasing the wrong systems as the source of the problem.

Ideally, I like a way to edit/reveal only the JP that was causing the problem. If that's possible I'd be eager to learn how to do it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: PlanetNiles on November 22, 2017, 12:27:26 PM
Getting a bunch of Error 6's; Error in Return TimeCurrency every day of game time.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: wiking333 on December 03, 2017, 08:06:58 AM
Hi
I get error3075 followed by infinite loop of errors91 right as i hit 5days turn or whatever on the beginning of the game, no matter the settings.  I feel like its something about this decimal system or something, or comma problem? not sure. . .  I am from Poland if that matters and use win10
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: tykemalcolm on December 06, 2017, 04:50:38 PM
I have just started playing the game and have an unusual situation, plus an abend. . . . .

I received a 3420 DAO. Database Object invalid or no longer set.
During this time the game was advancing in 1 minute increments.
I tried to change the time increments, but nothing I did worked.
This continued for about 15 minutes before the program abended with the above message.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on December 07, 2017, 05:48:37 PM
Hi
I get error3075 followed by infinite loop of errors91 right as i hit 5days turn or whatever on the beginning of the game, no matter the settings.  I feel like its something about this decimal system or something, or comma problem? not sure. . .  I am from Poland if that matters and use win10

You need to use the period as a decimal separator, not a comma.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: wiking333 on December 08, 2017, 09:34:12 AM
Quote from: Erik Luken link=topic=8144. msg105538#msg105538 date=1512690517
You need to use the period as a decimal separator, not a comma.
Well where do I change that?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on December 08, 2017, 02:36:42 PM
Well where do I change that?

Control Panel. It used to be called Regional Settings. Not sure if that still holds true.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: wiking333 on December 10, 2017, 12:54:30 PM
IT WORKED!!! Thanks a lot!
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: sisso on December 28, 2017, 12:35:10 PM
My main campaign now (85 years) is stuck with "Error in MoveToClosestItem, Error 9, Script out of range".  I had already cancel everything (industry, normal and conditional orders) without success.  Using a previous backup and just passing days end in the same problem.

Something like:

Quote from: bsh link=topic=8144. msg86972#msg86972 date=1456060143
. . . I'm getting an "Error 9 - Subscription out of Range" "MoveToClosestItem" error in a (probably) infinite cycle, so I can't continue the game.   
Campaig is at ~121 years.  . . .

The best shot to solve is:

Quote from: SerBeardian link=topic=8144. msg87043#msg87043 date=1456149516
Found the problem. 

Bunch of NPR ships somehow had an order to transit a JP that didn't exist.   Each one was throwing mass errors. 
Designer and deleted the TGs and now it works. 

Added SMEventLog dumped after the fix for anyone to review if they want.   DB is available from original link.

Is it possible to share the magical powers to look and change NPR fleet orders?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on December 28, 2017, 12:51:07 PM
My main campaign now (85 years) is stuck with "Error in MoveToClosestItem, Error 9, Script out of range".  I had already cancel everything (industry, normal and conditional orders) without success.  Using a previous backup and just passing days end in the same problem.

Something like:

The best shot to solve is:

Is it possible to share the magical powers to look and change NPR fleet orders?

I've sent the password by private message.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: sisso on December 30, 2017, 12:18:46 PM
Quote from: Steve Walmsley link=topic=8144. msg105799#msg105799 date=1514487067
I've sent the password by private message.

I found the empire that was causing the problem.  Deleting the empire or all their fleets I can restore my game.  Is a bigger one and not knowed by my empire.

I already expended alot trying to figure out exactly which one group is causing the problem (colony, trade, survey, etc).  Without success.

If someone has some heurisict to search the root of the problem, I can use it.  If not, I will just dump all they have and compesate then with some resources.

My search/debug process is: delete fleet group, take note, try next turn, faild and repeat.  After the game get fixed, I restore, and start to delete in inverse order.  Appears not be exactly a single fleet group that is causing the problem, but some relation between fleets. 

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on December 30, 2017, 04:03:25 PM
Getting some Error 3021's.   Not sure what's causing it.  On Apply Maintenance.  Might be the cargo pod loaded with fighters that is being hauled to one of my planets.   Not sure how to deliver fighters otherwise. 

I also got a slew of Error 5's.

If new information gives you a clue as to what is causing an error or how to avoid an error, please share for the benefit of other players who may be reading after a forum search rather than in the thread. (The strikeouts are what prompt me to ask.)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bsh on January 01, 2018, 01:33:57 PM
Hello and happy new year!
I've been playing a bit with a very long running game (350+ years) yesterday, when all of a sudden the games topped responding for hours. I had to kill the task from task manager.
I guess this corrupted the database (of which I have no backup of... :-X ) because now I'm getting thousands of this error message:
"Error in NPRPopPlanning"
"Error 3021 was generated by DAO.Field
No current record."
When I keep holding the ESC key down for like 5 minutes to dismiss probably many thousands of these error popups, the game continues seemingly fine.
Any chance of this database is somehow fixable without loosing too much (ie. no complete deletion of NPRs or systems, etc.) Since I have no idea how to do it, I'd be happy if someone could try to fix this for me. (Please PM me for the database)

Additional info: after this happened, I started a new game within the same stevefire.mdb, 250 systems, non spoilers, 0 NPRs, and this game is terribly slow right at the start when it should fly. 30day turns used to take only a fraction of a second, now a 5 day turn takes somewhere from 5 to 30 seconds.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Detros on January 01, 2018, 03:38:29 PM
Additional info: after this happened, I started a new game within the same stevefire.mdb, 250 systems, non spoilers, 0 NPRs, and this game is terribly slow right at the start when it should fly. 30day turns used to take only a fraction of a second, now a 5 day turn takes somewhere from 5 to 30 seconds.
One should delete previous games in given DB after making a copy of it, especially after long games. I think that was the case in one of the recent versions which was supplied without usual Steve's game. Those Stevefire.mdb-s are not that big, try to make a copy every few years at least.

Do you notice faster processing after leaving just your current game in Aurora DB?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bsh on January 03, 2018, 11:28:06 AM
One should delete previous games in given DB after making a copy of it, especially after long games. I think that was the case in one of the recent versions which was supplied without usual Steve's game. Those Stevefire.mdb-s are not that big, try to make a copy every few years at least.

Do you notice faster processing after leaving just your current game in Aurora DB?
I tried this yesterday (and made backups of that already broken db). I deleted EVERYTHING from the db. there were three games init: the example game, this broken game, and a new one i just started after the long one broke. after deleting all three games, the db size remained exactly the same as before. created a new game in this now-empty db, with 0 NPRs and no spoilers and nothing, at it was the same slow as before.
so I ended up deleting that db and starting fresh from the stevefire.mdb included in the 5.4 installer, deleted example game from it, started a new one, and it's stupidly fast. gone through alsmost a 100 years in a couple hours of playing yesterday!
edit: I used to have some predictable error messages (e.g. at creation of a survey team), these are now gone. but I did get some serious looking error popups once, something about the db engine cannot readsomething and then the game crashed. but it still runs fine and no error messages so far...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on January 03, 2018, 11:47:18 AM
I tried this yesterday (and made backups of that already broken db). I deleted EVERYTHING from the db. there were three games init: the example game, this broken game, and a new one i just started after the long one broke. after deleting all three games, the db size remained exactly the same as before. created a new game in this now-empty db, with 0 NPRs and no spoilers and nothing, at it was the same slow as before.
so I ended up deleting that db and starting fresh from the stevefire.mdb included in the 5.4 installer, deleted example game from it, started a new one, and it's stupidly fast. gone through alsmost a 100 years in a couple hours of playing yesterday!
edit: I used to have some predictable error messages (e.g. at creation of a survey team), these are now gone. but I did get some serious looking error popups once, something about the db engine cannot readsomething and then the game crashed. but it still runs fine and no error messages so far...

Make sure you are using the matching Stevefire.mdb and Aurora.exe (from the same version) or you will encounter problems. You can't use the v5.4 DB file with the v7.1 exe.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Amwhere on January 17, 2018, 02:00:26 AM
I've run into "Error: WP Link not found in GetWarpPointData" while opening the galaxy screen.  Also, when I do anything in the galaxy screen, such as zooming or moving systems, I get an Error 5.  What I think happened is that I found a new system and started to grav survey, completing some points.  I then discovered that it was inhabited by a new NPR, so I pulled out pending diplomacy, leaving the system's survey incomplete. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on January 17, 2018, 05:30:03 PM
I've run into "Error: WP Link not found in GetWarpPointData" while opening the galaxy screen.  Also, when I do anything in the galaxy screen, such as zooming or moving systems, I get an Error 5.  What I think happened is that I found a new system and started to grav survey, completing some points.  I then discovered that it was inhabited by a new NPR, so I pulled out pending diplomacy, leaving the system's survey incomplete.

This is caused by a jump point believing it is connected to another jump point that doesn't actually exist. It could be caused (for example) by deleting a system via the DB rather than via the UI.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Amwhere on January 17, 2018, 07:26:33 PM
Well, I certainly didn't touch the DB.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: WHCnelson on January 18, 2018, 04:49:54 AM
Hello I am in year 38 of my game and I am getting an Error in Display Fleets: Error 6 was generated by Aurora overflow.
What does this Mean?  I've turned off display Civilian Fleets in Contacts.  However, I still have this problem.  Its annoying
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on January 19, 2018, 11:23:20 AM
Well, I certainly didn't touch the DB.

If you can figure out which system, you can break the link in SM mode and correct the error.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ZimRathbone on January 23, 2018, 06:27:34 PM
I've had this happen a few times, and by coincidence, recently figured out the likely cause of at least some of the errors.

I normally want to get into playing as soon as possible so I often create a new game, and only delete the example game later on when the database is getting big (and things are slowing down)

A couple of months ago I did this and then started getting the errors described.  I normally move the stevefire.mdb on a USB so I can play on a couple of different m/c.  As it happened I still had a recent copy of the predelete database, and was able to open up the databases and  do a line by line comparison of the Warp points, where I discovered that some of the warp points in the game I was playing were actually referencing systems in the example game.  These all belonged to NPRs so it wasn't anything I could observe in the regular interface.  I presume that the source of the error must be something in system generation or explore new WP processes, but since I did a clean out of my systems over the holiday period I don't have the files anymore.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bsh on January 24, 2018, 12:06:39 PM
I'm having a strange problem recently. The game runs extremely slow. And by that I don't mean that turn processing is slow (it is), but the game itself runs very slow while on "pause" between turns. Popup windows (populations window, task groups window, etc.) pop up only about after a minute or so, after "hourglassing", and windows states that the program is not responding. Then they pop up in the background. Clicking on anything takes like half a minute and same hourglassing happens, etc.
Anyone seen this already? What could cause this?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: wildfire142 on February 17, 2018, 10:03:12 AM
Getting an error 6 overflow message specifically CheckMissileInterceptions while a series of salvos closes wit a spoiler target. It is eight separate ships each firing 16 missiles per salvo and the error only crops up as they close in on the targets.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on February 19, 2018, 11:11:40 PM
If you can figure out which system, you can break the link in SM mode and correct the error.

How do we break the link? I had a similar problem and resolved it by using SM to mark the problem system as surveyed, but I would have preferred a fix that didn't give me information I hadn't acquired by actual survey. I didn't want to fiddle too much with SM for fear of breaking my game (lot invested after waiting out all those turn increments, lol). I think I feared I might mess up an actual link that I just hadn't explored.

Like the other poster, I've never messed with the DB. My errors cropped up after interrogations of NPR lifeboaters.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: doofusstomper on March 08, 2018, 06:10:25 PM
1. Light(in fighter size) PDCs confused for fighters.
Appearing in list of items alongside fighters when Construction options is set to Fighters in Industry section of Economics window. I didn't try building one that way. Normally built or SMed light PDcs appearing in Fighter squadrons window. Can be added to fighter squadron. Can be assigned a mothership, which can be even themselves. After that Parasite Commands section of Ships window seems to go partially active.

Done with  Shed class Barn PDC. Shed is 430 tones and consists of boat bay, fuel storage and crew quarters (and armor).

2. Space launchable / droppable PDCs.
Replicable with Shed class and also Missile Complex from conventional start. Task groups containing PDCs cannot be given orders from From Task groups window, Task group orders tab. Only when you click on "No orders possible .  .  .  "  and then select "No move.  .  " and then click add move like nothing is wrong, said task group gets dropped into space. After first such orders some lines appear also in third column and when used with previous order result in database error 3078. Or maybe it appears even without the last step. PDCs get dropped into space where planet currently is, which then moves on its merry way leaving PDCs behind. Which move somewhere at 1 km/s.


Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Andy8583 on April 03, 2018, 04:20:17 AM
Error 339

Ok, so I've just downloaded the game again, I used the Full Installer from http:aurora2. pentarch. org/index.  php?topic=5663.  0 , and tried making a new game.   The game engine said it was working on the generation of NPRs before this appeared.   (https://imgur.  com/a/6Cf3f)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on April 03, 2018, 02:16:21 PM
Error 339

Ok, so I've just downloaded the game again, I used the Full Installer from http:aurora2. pentarch. org/index.  php?topic=5663.  0 , and tried making a new game.   The game engine said it was working on the generation of NPRs before this appeared.   (https://imgur.  com/a/6Cf3f)

Make sure you have the msflexgrid control registered. Also make sure it is on your system. If not, check this link.
https://www.codeproject.com/Questions/80105/How-to-download-and-install-MSFlexGrid
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on April 08, 2018, 07:25:18 PM
(https://i.imgur.com/sh3ttt9.png)

This after playing a fresh install for about twenty years. Haven't even left Sol yet. No NPRs or spoilers active, just one player race.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on April 12, 2018, 09:09:08 AM
The plot thickens! When trying to delete the above mentioned game, this happens:

(https://i.imgur.com/mmbK1BD.png)

When clicked away, it goes back to the same error message as before when I tried to process time, seen above.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Nyranian on May 02, 2018, 11:08:05 AM
I was just exploring and colonizing Mars when my game began advancing only one day at a time.  It doesn't matter if I press 5 days or 30 days it will always just advance one day.  Everything below one day was fine and working as intended.  I already checked with Spacemaster if any war was going on, but I didn't find anything.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on May 02, 2018, 03:50:06 PM
Space Master will not show spoilers nor NPRs.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: RhysAnnwn on May 06, 2018, 12:03:35 AM
Not sure if this is answered elsewhere.

I have been playing along just fine, then the game froze. . . not sure why, but I am also getting asked to give orders to a civilian freight company's ship.

This happened in another game, so I just started this one from scratch and it is happening again.

All suggestions, advice or admonishing me for not realising the obvious greatly appreciated. . .

RA
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Seolferwulf on May 06, 2018, 08:25:48 AM
Duplication bug: missiles/buoys

I've designed a size 6 thermal buoy for surveillance purposes and constructed 100 of them.
Didn't want to design another ship, so I just used my fighters for placing the buoys, since they also use size 6 missiles (two size 6 box launchers).
Loaded all 100 buoys and 49 fighters into my carrier.
I used the "Ordnance Management" tab in "Individual Unit Details" window to load a single buoy into one of the fighters (missile capacity 6 of 12 used) from the carriers magazines.
Clicked "Para - MS", "Para - CO",  "ALL Para - MS" or "All Para - CO" to copy the loadout for all fighters on the same carrier (don't remember which button exactly).

After a bit of playing I noticed I've more buoys than I should.
After counting there are now 139 buoys in total.

Edit:
I'm unable to reproduce the bug.
Not sure what I did different from before.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on May 07, 2018, 03:43:31 PM
Duplication bug: missiles/buoys

I've designed a size 6 thermal buoy for surveillance purposes and constructed 100 of them.
Didn't want to design another ship, so I just used my fighters for placing the buoys, since they also use size 6 missiles (two size 6 box launchers).
Loaded all 100 buoys and 49 fighters into my carrier.
I used the "Ordnance Management" tab in "Individual Unit Details" window to load a single buoy into one of the fighters (missile capacity 6 of 12 used) from the carriers magazines.
Clicked "Para - MS", "Para - CO",  "ALL Para - MS" or "All Para - CO" to copy the loadout for all fighters on the same carrier (don't remember which button exactly).

After a bit of playing I noticed I've more buoys than I should.
After counting there are now 139 buoys in total.

Edit:
I'm unable to reproduce the bug.
Not sure what I did different from before.

Did you have any fighters in production after you changed the fighter loadout?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Seolferwulf on May 07, 2018, 04:09:49 PM
Did you have any fighters in production after you changed the fighter loadout?

No, no fighters were in production at that time or afterwards.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kurt on May 07, 2018, 04:57:03 PM
I've recently noticed a bug as I was working on my campaign.  I don't know if it is a known bug, as I've been away for a while.  I'm concerned that it may cross over to the C# Aurora, so I thought I'd report it. 

This is the situation: Race A is defending a planet against a missile attack from Race B.  Race B's missiles are size 5.  Race A detects the incoming missiles at approximately 40,000,000 kilometers on thermal sensors.  Race A's best planet-based anti-missile sensor has a maximum detection range of 37,000,000 kilometers, but of course, since size 5 missiles are much smaller than 50 tons (resolution 1), the incoming missiles don't get detected by active sensors until they are around 4,000,000 kilometers away.  Once they've been detected by active sensors Race A's planet based missile defenses can begin launching AMM's.  All good so far. 

The glitch, if it is one, comes after the leading edge of the incoming missile wave is detected by the planet-based sensors.  Race A's PDC's will begin launching against the closest of Race B's missiles, as they should, but then they will go on to launch against all other missiles within their programed engagement range, whether the missiles have been detected by active sensors or just thermal sensors. 

This is certainly a help to the defense, as they immediately gain defense-in-depth, but given the defenses were unable to engage the incoming missiles until the leading edge of the missile stream was detected on active sensors, why then can the rest of the missiles be engaged whether they've been detected on actives or thermal?

Kurt
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on May 08, 2018, 11:48:26 AM
I've recently noticed a bug as I was working on my campaign.  I don't know if it is a known bug, as I've been away for a while.  I'm concerned that it may cross over to the C# Aurora, so I thought I'd report it. 

This is the situation: Race A is defending a planet against a missile attack from Race B.  Race B's missiles are size 5.  Race A detects the incoming missiles at approximately 40,000,000 kilometers on thermal sensors.  Race A's best planet-based anti-missile sensor has a maximum detection range of 37,000,000 kilometers, but of course, since size 5 missiles are much smaller than 50 tons (resolution 1), the incoming missiles don't get detected by active sensors until they are around 4,000,000 kilometers away.  Once they've been detected by active sensors Race A's planet based missile defenses can begin launching AMM's.  All good so far. 

The glitch, if it is one, comes after the leading edge of the incoming missile wave is detected by the planet-based sensors.  Race A's PDC's will begin launching against the closest of Race B's missiles, as they should, but then they will go on to launch against all other missiles within their programed engagement range, whether the missiles have been detected by active sensors or just thermal sensors. 

This is certainly a help to the defense, as they immediately gain defense-in-depth, but given the defenses were unable to engage the incoming missiles until the leading edge of the missile stream was detected on active sensors, why then can the rest of the missiles be engaged whether they've been detected on actives or thermal?

Kurt

I wasn't aware of that one. C# detection code is completely rewritten though so I hope the bug won't transfer.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: alex_brunius on May 09, 2018, 03:01:18 AM
It might make sense ( in above situation ) if AMMs with active onboard sensors could have the advantage of being possible to launch against thermal only targets, while AMMs without could only be fired against missiles detected by active sensors.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: plasticpanzers on May 11, 2018, 12:23:05 AM
built a fun game with SM but about 10 years in I had a system with two planets with the same number.   I changed one to an unused number and since then the planet is no longer accessible game wise but can be looked at but no landings, no destination listed for it.   Now I have been getting a cascade of errors 91,94,13,381.   Darnit I like this game but when it gets off on an angle I loose two real days of time having to rebuilt the game from scratch.  I wish there was some save that allowed me to go back before this but there is not which means the game if it continues to pile up multiples of the same error over and over will make it impossible to play.  I am really leery of having to put two more of my free days aside to redo it all over with a random new galaxy.   I wish there were some where to save files like ships and research so i would not have to do it over and over.  fun but overall really irritating.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: boggo2300 on May 13, 2018, 05:20:32 PM
built a fun game with SM but about 10 years in I had a system with two planets with the same number.   I changed one to an unused number and since then the planet is no longer accessible game wise but can be looked at but no landings, no destination listed for it.   Now I have been getting a cascade of errors 91,94,13,381.   Darnit I like this game but when it gets off on an angle I loose two real days of time having to rebuilt the game from scratch.  I wish there was some save that allowed me to go back before this but there is not which means the game if it continues to pile up multiples of the same error over and over will make it impossible to play.  I am really leery of having to put two more of my free days aside to redo it all over with a random new galaxy.   I wish there were some where to save files like ships and research so i would not have to do it over and over.  fun but overall really irritating.

You could just delete that system through SM?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: plasticpanzers on May 14, 2018, 02:35:28 AM
Mines don't appear to work (same type of design used in the past).   381 and 94 errors when using
Combat Assignment Screen.   Ships not following orders.   Fleet cease fire still has ships shooting again
for several minutes (not reloads).  have to manually cease fire each ship.   The 94 error appears to be in
the Combat Assignment Screen.  I suspect if I use the Individual Units Menu this might not occur (will
look in the next fight).   Why do missiles move and strike passing targets when beam weapons do not
(when using longer intervals).  Should they not fire automatically at any game speed like missiles do?  My
and an enemy sqn passed each other within sensor range but no guns fired but all were ready to.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: plasticpanzers on May 14, 2018, 02:37:54 AM
built a fun game with SM but about 10 years in I had a system with two planets with the same number.   I changed one to an unused number and since then the planet is no longer accessible game wise but can be looked at but no landings, no destination listed for it.   Now I have been getting a cascade of errors 91,94,13,381.   Darnit I like this game but when it gets off on an angle I loose two real days of time having to rebuilt the game from scratch.  I wish there was some save that allowed me to go back before this but there is not which means the game if it continues to pile up multiples of the same error over and over will make it impossible to play.  I am really leery of having to put two more of my free days aside to redo it all over with a random new galaxy.   I wish there were some where to save files like ships and research so i would not have to do it over and over.  fun but overall really irritating.

You could just delete that system through SM?


tried that.  all warp points realigned and system colony was lost.   Having 94 and 381 errors in new game (1.5 real days to set up).   Seems to be from the Combat Assignment Overview (I think)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: leonidas1283 on May 15, 2018, 05:37:16 AM
Help,
it says

Error in cboControlRace
Error 53 was generated by Aurora
File not found: 'Planetjpeg\ted.jpg'
Please report to http;//aurora2.  pentarch.  org/index.  php/board.  11.  0.  html

Then when i press ok it says,

                             Aurora
caution symbol      Run-time error '53';
       Here               File not found; 'Planetjpeg\ted.jpg'

Then i think it exits or it crashes!

which i am pls help i dont know what to do and yes i was trying to put pictures in. 

i also tried to reinstall but it was saved in the save i made
so it does the same
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on May 15, 2018, 12:45:42 PM
Help,
it says

Error in cboControlRace
Error 53 was generated by Aurora
File not found: 'Planetjpeg\ted.jpg'
Please report to http;//aurora2.  pentarch.  org/index.  php/board.  11.  0.  html

Then when i press ok it says,

                             Aurora
caution symbol      Run-time error '53';
       Here               File not found; 'Planetjpeg\ted.jpg'

Then i think it exits or it crashes!

which i am pls help i dont know what to do and yes i was trying to put pictures in. 

i also tried to reinstall but it was saved in the save i made
so it does the same

The picture files follow a fairly strict naming pattern. If you look in the directory, you can see the naming pattern.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on May 16, 2018, 07:54:51 PM
I have a colony that has no ordnance factories, but under the Industry tab in the Population and Production window, I have ordnance manufacturing capacity equal to that of Earth. Phantom ordnance factories ...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Noriad on May 17, 2018, 04:46:39 PM
Downloaded the wrapper, v7. 10, started a conventional game.
Suddenly, starting in november 2036, my increment buttons became corrupted.
If I press "30 days" the game advances exactly 6 hours (21600 s)
If I press "5 days" the game advances exactly 2 hours (7200 s)
1 day becomes 30 mins
8 hours becomes 15 mins
3 hours becomes 5 mins
1 hour becomes 2 mins
20 mins becomes 1 min
5 mins becomes 15 secs
2 mins becomes 10 s
30 secs becomes 5 s
5 secs stays 5 s
These results are reliable; I tried many buttons many times.
If I set sub-pulse length to 1 day, most game advance buttons work correctly again, except that the 5 day and 30 day buttons
only advance 1 day.  If I set sub-pulse length back to automatic, the above corrupted state resurfaces (can't advance the game more than 6 hours per button click).

I reverted to a backup 2 game years earlier, played the game, but in november 2036 the same problem resurfaces. . .
Rebooting my computer did not help.
How do I fix this?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on May 17, 2018, 06:01:37 PM
Downloaded the wrapper, v7. 10, started a conventional game.
Suddenly, starting in november 2036, my increment buttons became corrupted.
If I press "30 days" the game advances exactly 6 hours (21600 s)
If I press "5 days" the game advances exactly 2 hours (7200 s)
1 day becomes 30 mins
8 hours becomes 15 mins
3 hours becomes 5 mins
1 hour becomes 2 mins
20 mins becomes 1 min
5 mins becomes 15 secs
2 mins becomes 10 s
30 secs becomes 5 s
5 secs stays 5 s
These results are reliable; I tried many buttons many times.
If I set sub-pulse length to 1 day, most game advance buttons work correctly again, except that the 5 day and 30 day buttons
only advance 1 day.  If I set sub-pulse length back to automatic, the above corrupted state resurfaces (can't advance the game more than 6 hours per button click).

I reverted to a backup 2 game years earlier, played the game, but in november 2036 the same problem resurfaces. . .
Rebooting my computer did not help.
How do I fix this?

Chances are you have a couple of NPR doing something to each other. this is normal.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on May 19, 2018, 05:56:18 AM
I got a strange bug. Jumped into a system I was certain of enemy occupation, no one home, strange... Got a screen shot of empty system now, some 10-12 hours later a big fleet and population pops up, killing one of  my wormhole picket carriers...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: cah7777 on May 19, 2018, 05:42:44 PM
Quote from: Steve Walmsley link=topic=8144. msg105799#msg105799 date=1514487067
Quote from: sisso link=topic=8144. msg105797#msg105797 date=1514486110
My main campaign now (85 years) is stuck with "Error in MoveToClosestItem, Error 9, Script out of range".   I had already cancel everything (industry, normal and conditional orders) without success.   Using a previous backup and just passing days end in the same problem. 

Something like:

The best shot to solve is:

Is it possible to share the magical powers to look and change NPR fleet orders?

I've sent the password by private message.

I'm having this same problem.   Campaign is about 63 years old.   Same error happened a handful of times earlier in the game but quickly disappeared.   However, it has recently become constant (even 5 second advancements) and has greatly increased in the number of errors per advancement.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: plasticpanzers on May 20, 2018, 02:27:48 AM
cleaned out Aurora and reinstalled using the combined download.   Am doing well but a PDC (missile base) of about 11,000 tons I
shipped and assembled on a colony world.  Did not show up as a PDC TF and only could be seen on the Ships screen.   I could load
missiles and assign a garrison but had tons of 5,94,381 and other errors.  Had to delete it off the Ship screen and the errors stopped.
Will try shipping another and see if it happens again.

Edit: Spoke too soon.   A bunch of new errors of various types.  As in a previous load of Aurora I had issues on the Combat Assignments
page.   The PDC missile base I could not get straightened out so deleted it from the Ships page but its still on the Combat Assignments page
which is generating all the errors.   I cannot find a way to delete it off the CA page.   Suggestions?

Edit to the Edit.   I abandoned the colony and tried to rebuild it using SM.   I replicated the colony without its PDC but still have a slew of
errors 91,94,381,13 for any time clicked and all the other moons, planets, and asteroids in Epsilon Eridani suddenly have even numbers
of stored minerals.... 800, 560, 640, 200, 900... doesn't matter the amount of minerals or the number of auto mines.  These were not their
before...there were different amounts as per normal mining prior to recreating the Ellison (for Harlan...figures) Colony.   Hope the errors
don't continue to increase as there goes another game then.

Edit to Edit to Edit:  Seems something is corrupted in Epsilon Eridani system.  Virtually all bugs are there.  I shipped and assembled a new
11,000 ton Sentinel PDC missile base but it does not show up on the TF screen like they do in Centauri and Sigma Draconis.   It does (again)
show up in the ships screen and I imagine I can (again) load missiles and troops to it but it will not exist otherwise.  I hate to delete the system
as its a crossroads for 5 other systems and is a prosperous colony.  If I do and the game collapses I am going to need an IV of asprin.


Tried deleting the system but when I use SM I see ALOT of warp points vanish.   I cannot connect systems together in SM.  I deleted the system
Epsilon Eridani as I believe it was a corrupted file in some manner.   I created a new system called Niven.   But Aurora still insists there is an Epsilon
Eridani that does not appear on the systems map and still there is a Niven that is.  I have been working hours to try and repair.   If I cannot I have
to delete Aurora again and start from scratch which I do not want to do all over and spend the next 2 days of real time rebuilding what i have been
trying to play for the last 2 days.


Yup....Epsilon Eridani is corrupted.   Cannot build new gates without it creating one to this system when it does not exist.   Will delete the game and
maybe reinstall.... I hate bugs.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Michael Sandy on May 20, 2018, 06:05:39 PM
I had an odd scenario where my meson fighters were able to use final fire PD mode, but my railgun fighters, which were otherwise identical, could not.

So I created a player race (pirates) just to test out my point defense, because I couldn't understand why my railguns weren't firing.

They still aren't firing, but now they are giving annoying error messages.

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

Interestingly, I actually had to set the relations to hostile to even DETECT the missile launch.  I started the experiments with decoy missiles with no warhead.  Not eager to start experiments with live ammo without understanding why the point blank mode isn't working.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on May 21, 2018, 05:52:57 AM
When a ship is destroyed due to a "catastrophic maintenance failure" a message is given if the commander on that ship survived. But since I also had a team on that ship, I didn't receive any message, that that team had been killed also.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on May 21, 2018, 04:41:12 PM
I had an odd scenario where my meson fighters were able to use final fire PD mode, but my railgun fighters, which were otherwise identical, could not.

So I created a player race (pirates) just to test out my point defense, because I couldn't understand why my railguns weren't firing.

They still aren't firing, but now they are giving annoying error messages.

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

Interestingly, I actually had to set the relations to hostile to even DETECT the missile launch.  I started the experiments with decoy missiles with no warhead.  Not eager to start experiments with live ammo without understanding why the point blank mode isn't working.


What was the range?  What sensor was detecting the missiles?  Were your fighters (or the missiles) in atmosphere or a nebula?  Can you post the two fighter designs, along with the missiles your pirates were using?  Were all the fighters in the same spot, in the same Task Group?  Could inexperienced fleet penalties have been involved?  Can you show us a screenshot of the Combat Assignments window?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Michael Sandy on May 21, 2018, 07:35:30 PM
The problem was that my nearly identical meson fighters WERE able to do final fire point defense.  Mesons with 15,000 km range could do it, railguns with 10,000 km could not.

So the sensor wasn't the issue, because my meson fighters COULD do final fire point defense with the same sensor and fire control.

The meson and railgun fighters had been in the same group, but only the two types of meson fighters I had were able to fire.  And my later experiment had only the railgun fighter and it wasn't able to shoot missiles down.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: plasticpanzers on May 27, 2018, 11:50:35 PM
Does the AI of our civilian freighters decide on a new colony?  twice so far in my game (which is awesome otherwise) I find
the independent freighters and colonists installing infrastructure and colonists on worlds that have only Automines on them.
I can't seem to clear their orders.   The only way I could stop is last time was to abandon the moon and remake it thru SM.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on May 28, 2018, 05:57:28 AM
Does the AI of our civilian freighters decide on a new colony?  twice so far in my game (which is awesome otherwise) I find
the independent freighters and colonists installing infrastructure and colonists on worlds that have only Automines on them.
I can't seem to clear their orders.   The only way I could stop is last time was to abandon the moon and remake it thru SM.

In C#, civilians will only land colonists on a world with an existing population (actual people), so they won't colonise anything unless you put colonists there first.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Mr_yourface13 on May 31, 2018, 03:19:06 AM
First day install, so might be my bad (take it with a grain of salt).  The Commanders/personnel GUI extends below my monitor's view and the window is not configurable/resizeable.  Looked for options menu and none existed.  Have to move on to auto assign I guess?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on May 31, 2018, 11:07:57 AM
First day install, so might be my bad (take it with a grain of salt).  The Commanders/personnel GUI extends below my monitor's view and the window is not configurable/resizeable.  Looked for options menu and none existed.  Have to move on to auto assign I guess?

You can try 'Reduced Height Windows' to get the game's vertical resolution down to 900 pixels, but anything smaller that requires (third party) screen-scrolling software, multiple monitors, virtual desktops, or the like.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Mr_yourface13 on May 31, 2018, 11:52:48 PM
Where does one find this reduced height Windows? Is it a setting somewhere, add-on, or config file edit?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Demonides on June 01, 2018, 12:51:43 AM
https://imgur.com/a/ue4LiYZ  ;)

Main tab -> Game parameters
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Mr_yourface13 on June 01, 2018, 10:33:03 AM
Thanks! I assumed that tab was for actual game params.  Mistakes were made.  :)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Bremen on June 11, 2018, 08:41:25 PM
I've got an LP going and found a bug I might not have noticed if I wasn't watching things carefully.

Situation: Destroyer has a strength 20 shield and gets hit by 5 strength 7 missiles. Logically, this should result in absorbing the first two hits, taking 1 bleedthrough from the 3rd, and then two full strength 7 missile hits. Instead I got a very weird result, with the shield fully absorbing the first two and then part of the other 3:

(https://i.imgur.com/7E4dBku.png)

Looks to me almost like somewhere in the coding the damage dealt to shields and the damage bleeding through the shields are getting switched about.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on July 15, 2018, 01:55:28 AM
Had set up a shuttle to "Join Parent Fleet if in System" when condition "50% fuel or less" is met. This got activated and a join command was given. However, that led to a series of "Error 5" messages. After removing the command and inserting it manually, it worked. So what went wrong here? Superior formation was set to the mothership of that shuttle.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Felius on July 18, 2018, 08:23:04 PM
Brief search didn't manage to find this, so:

Prefabbing 10 PDCs ended with a net result of components for 3. Might be because my production capability was large enough that the production took very short time, possibly only a few construction ticks.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bsh on July 24, 2018, 03:51:48 AM
Sorry if this has already been reported, but apparently when bombarding a planet and making atmospheric dust, it's cooldown effect has no limit on the temperature, and it can go way below absolute zero. Also, the liquid surface doesn't freeze.
https://i.imgur.com/z5WkbbN.png (https://i.imgur.com/z5WkbbN.png)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TheEightWonder on August 09, 2018, 02:38:53 PM
So yeah the 3 time playing aurora and i first get error 366, fix that, then i get error 3075, fix that and than comes the fun part after loading my save game agen i look at the mineral tab and i see very wierd numbers for mineral content and consumption (if i would know how to post a screen shot i would) they are basicly in the thoudends ratio.  that means that is says that i have 251 avalabal duranium and anual comsumption of 1, but in reality i have  251730 duranium and anual consumption of 750.

(This is pretty anoying and it ruens the game for me but i wouldn't know why it seems minor but what ever) So i start a new game same thing, reinstal the game the exampel game is fine all normal and when i start my own game it's the same thing.  i redownlad the launcher and try agene same thing example fine my game not.  So i try to space master new minerals still the same and i look at the other bodies in the system also the same.

One more thing to mention when i fixed error 3075 by changing the comma to a dot i had the game open and i acedently started a new one while the other one wasstill runing and ther i first saw the probely, and when i unistaled aurora i delited all the othere filesin the same folder if tehre are other pleas tell me

So i gave up and i googled the probeln like the other ones and i found nothing if there has been a fix for thes pleas tell me because i could not find it.
Hope that i can slove this soon so i can go and concuer the galaxy
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on August 09, 2018, 05:20:52 PM
Quote
when i fixed error 3075 by changing the comma to a dot i had the game open and i acedently started a new one while the other one wasstill runing

Delete your current Aurora and use the Portable version from here: http://aurora2.pentarch.org/index.php?topic=5663.0
It removes user errors from installing/setup. Never run 2 instances of Aurora at the same time.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TheEightWonder on August 10, 2018, 03:04:28 AM
Thanky you and i did what you said and it didn't help.

What i did find was if i changed back to getting error 3075 that the numbers were fine and then i fixed it agne and now it works perfetly so. . .

Well thank you any way
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bsh on August 14, 2018, 11:47:18 AM
Hi,
I've had a very long running and super buggy game, which I tried to fix with SM and DM, and could fix almost all problems. Except for one: when I open the Civilian Shipping window, it takes literally 5 to 10 minutes to open! But once open, it works fine and fast. What could be the reason for that?
I have deleted several hundreds of colony ships of my own civilian shipping lines (and purged their now-empty taskgroups as well) but they still have many hundreds of freighters. And so has the one NPR who's not slaughtered yet. Is this just too many units for the game to handle well? I think I've had games with at least this many ships, if not more, and didn't notice this window to take ages to open before. But I could be wrong.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: amram on August 18, 2018, 01:17:04 PM
After some messing about in the database, amusing myself and exploring things i'd never encountered, I noticed something not quite right.

While designing a ship, a particular pair of items are apparently inseparable.   Selecting either will mount or remove both, simultaneously - getting only the one you chose is not possible.

So I did a little digging through the database to see if I can spot why, and I think I may have the answer.

Under ShipDesignComponents, item 65061 is listed twice, and the two items that hold that number are the inseparable pair in ship design.

Cross checking against TechSystem, noting the numbers they have there, and applying item # 26420 to one of the pair to match TechSystem seems to have corrected this.

A quick cross check of the stock database confirms the erroneous ID exists in the stock 7. 1 database.

I know 7. 1 is pretty much toast with c# really not all that far away now, but depending on how directly the data is carried across there is some risk this survived the transition unnoticed.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: superstrijder15 on August 31, 2018, 06:12:23 AM
Got these errors when I opened the Class Design via the system view in a new save.
Quote
Error in PopulateHullDescriptions:
Error 94 was generated by Aurora
Invalid use of Null
Please report to <long link>

Quote
Error in PopulateHullDescriptions:
Error 381 was generated by Aurora
Invalid property array index
Plz report

After clicking through the screen opens normally, but this seems to always happen.

EDIT: Quote instead of spoiler
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kurt on September 05, 2018, 10:33:12 AM
I've recently noticed something that I can't quite figure out.  If you've been following my campaign then you know that my humans have been stuck in the Solar System for some time, and thus I didn't really notice this problem until now, as they finally, triumphantly, begin to return to other systems. 

The problem is that asteroids are not being displayed on the System Map.  I've checked all of the settings and everything seems to be set properly, but as usual I don't know if I've missed something.  Specifically, on the System Map screen, display tab, asteroids are checked, so they should show up but are not.  This is true for every system that I've explored. 

I don't remember ever noticing this problem before, and I've checked everything I can think of. 

Kurt
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on September 05, 2018, 10:43:00 AM
Maybe you have turned some of the options on which hide planets etc., if they don't have a colony on it. Sometimes in conjunction with "don't show names", thinks tend to disappear... . You should check that.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Marski on November 04, 2018, 02:14:36 PM
Using one-day turns delay research indefinitely, both with standard aurora and portable one
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on November 04, 2018, 02:28:34 PM
Using one-day turns delay research indefinitely, both with standard aurora and portable one

There is something else going on as I use one-day turns all the time. Could be missiles in flight or maybe you have space-time bubble active?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on November 04, 2018, 03:45:20 PM
Using one-day turns delay research indefinitely, both with standard aurora and portable one

Not indefinitely for me, just for 2X, where X is the 'construction cycle'.  So with the standard 5 day build cycle (wihich is actually a few minutes short of five full days), when I advance time by 1 day research and shipbuilding and construction and so on fail to advance.  Keep advancing by 1 day increments for 9 days and still no progress is made.  Then on the tenth day of 1 day increments, Aurora finally realizes it has passed a construction cycle and 'backfills' all the missing progress.

Also, if you have one low-skill scientist supervising one lab with a low racial reasearch rate, you can get your research progress down to where it rounds to 0 with a small construction cycle -- such as 86,400 seconds.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Marski on November 06, 2018, 04:17:18 AM
Using one-day turns delay research indefinitely, both with standard aurora and portable one
Not indefinitely for me, just for 2X, where X is the 'construction cycle'.  So with the standard 5 day build cycle (wihich is actually a few minutes short of five full days), when I advance time by 1 day research and shipbuilding and construction and so on fail to advance.  Keep advancing by 1 day increments for 9 days and still no progress is made.  Then on the tenth day of 1 day increments, Aurora finally realizes it has passed a construction cycle and 'backfills' all the missing progress.
Yep, same problem.
It's a bother
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: amram on November 14, 2018, 02:52:47 AM
apologies if this is old news, haven't walked the entire 57 page thread to check, but just encountered this in my game.

Disassembly of less than one complete part ends with negative component counts, and unlimited disassembly potential.

Code: [Select]
fresh start, conventional, no pre-assigned tech

SM mode, gifted myself all the engine techs, to produce a single size 50 photonic engine, gifted the design tech.
Then SM Added the component to the stockpile.  Then removed all tech, returning me to Conventional start. 
Confirmed with checking the design tech, can't build anything but starter tech.

Then designed a new ship, really just a small cargo hold in a hull.  It fits 0.4 of a 50HS engine.  That leaves 0.6 in the planet stockpile.

Stockpile now shows 0x engines.  Disassembly gets me to -1x, etc.

A couple hundred repeated disassemblies gets me the complete engine tech line.  I can now build photonic drives, while still being conventional... can't even make reactors yet.

Perhaps the payout from disassembly should be modified by how much of the part you disassemble. Stops us at zero components instead of negatives, pays out the same amount whether the whole unit in one disassembly, or across multiple smaller disassembles, and still allows moving large components incrementally as needed.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on November 14, 2018, 08:13:58 AM
Oldie... Does anyone know a way around the 5 second spam? Up to around 1500 5 second turns now... Tried jumping system and using the space time bubble but to no effect...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Michael Sandy on November 17, 2018, 03:34:30 PM
So apparently boarding a ship with zero crew causes an error that prevents the boarding action from being resolved.

I disabled a whole bunch of Swarm Soldiers, and starting boarding actions.

Boarding combat on Swarm Soldier.  Total Attack Strength 13.  Combat Ratio -650 Chance of attacker unit loss 0%

Error in BoardingCombat
Error 11 was generated by Aurora
Division by zero

Is it just Swarm ships that have zero crew that cause this problem?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on November 17, 2018, 05:54:13 PM
Yes, Swarm ships are un-boardable by design.  (Since they're living creatures and all.)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on January 13, 2019, 09:33:55 PM
"Error in PointBlankPDFire" is a bug that's been reported in at least three versions of Aurora. "Error 3021 was generated by DAO.Field. No current record." Seems as if PD weapons are trying to target already destroyed missiles.

I've previously just clicked through the (numerous) error messages when I know the error was associated with my own fleets, but now I'm getting them for some NPR engagement, so I have no clue how long it will go on, and they have something like 120 PD weapons that can't take a shot at a target. That's a lot of "enter" tapping and I've grown rather tired of 21st March 2138 (which is going to be the source material for the 2140 remake of Groundhog Day).

This doesn't seem to be a general problem for players, so I wonder if by understanding what's actually happening I might be able to avoid the source of the error or at least minimize the problem.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: obsidian_green on January 18, 2019, 02:56:18 PM
Concerning "Error in PointBlankPDFire":

Starting to design new PD turrets and made an observation. My turrets are dedicated to final fire PD, so the FCs I paired them with have shorter max range than their guns (GCs which I left at longer range in the unlikely event I wanted to use them offensively by assigning them to FCs for my longer-ranged lasers). I wonder if that might be the source of the bug or an indicator of the bug's nature.

I'll design a new gun with a range that doesn't exceed the intended FC and see if that helps, but I don't play around with SM that much, so I don't know how soon that theory can be tested, between getting those ships out there and finding something that might trigger the error messages. Doesn't help with the NPR that now seems to be throwing those error messages, but (slow) "science!" as they say in Dwarf Fortress, might be served.  :)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on January 21, 2019, 11:46:20 AM
My event update is blank... Or more to the truth, its doesn't open correctly, I can see it totally white in the "toolbar" of Aurora but cant open it...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Tree on January 21, 2019, 12:56:56 PM
My event update is blank... Or more to the truth, its doesn't open correctly, I can see it totally white in the "toolbar" of Aurora but cant open it...
In the main window, open the "Miscellaneous" menu and select "Reset Window Positions".
It'll move all your windows to the top left corner of your screen, it sounds like your event menu is outside your screen currently.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on January 23, 2019, 05:39:51 AM
Tried it, to no effect... :'(
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on January 23, 2019, 12:38:05 PM
Hit Alt-Space. Hit any arrow key, then use the mouse to reposition the window.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on January 26, 2019, 01:55:46 AM
No effect...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on January 26, 2019, 10:53:20 AM
No effect...

Click the window in the task bar first. Then try.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on January 26, 2019, 12:47:57 PM
Gets a list of option Move, minimize and close but nothing has an effect...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Gyrfalcon on January 28, 2019, 01:24:04 AM
Since this also seems to be the place to get help on bugs...

Fresh Aurora install using the Aurora All in One tool, Aurora_Wrapper.exe and Aurora.exe are set to run with Administrator privileges on a Windows 10 Pro system.

I create a basic fighter, quick add it to a taskgroup and go to the Battle Control Window (F8), also called the Combat Assignments Overview window. The list object on the left lists the fighter type in its task group, but it's impossible to open the list further to select the individual fighter.

Any ideas on how to fix this? It's currently impossible for me to run battles.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on January 28, 2019, 03:07:49 AM
Since this also seems to be the place to get help on bugs...

Fresh Aurora install using the Aurora All in One tool, Aurora_Wrapper.exe and Aurora.exe are set to run with Administrator privileges on a Windows 10 Pro system.

I create a basic fighter, quick add it to a taskgroup and go to the Battle Control Window (F8), also called the Combat Assignments Overview window. The list object on the left lists the fighter type in its task group, but it's impossible to open the list further to select the individual fighter.

Any ideas on how to fix this? It's currently impossible for me to run battles.

Assign the fighter to a mothership (carrier or base) and squadron-launch it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Gyrfalcon on January 28, 2019, 03:24:42 AM
The issue isn't limited to fighters. I designed a 3,500t ship which has the same issue.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on January 28, 2019, 11:34:40 AM
And you're sure the ship(s) aren't assigned to a 'shipyard fleet' (one to which a shipyard is assigned to send it's new construction)?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Gyrfalcon on January 29, 2019, 01:47:42 AM
They were assigned to the default battle fleet, but just for surety, I created a custom task group and assigned the ship to it, but it makes no difference.

One thing I noticed as well is I can't interact with the list on the left at all - it's not possible to expand or collapse any of the nodes.

Here's a screenshot of the window. I've clicked on the + sign next to the Tribal class. (https://imgur.com/QIBqmkM)

*edit* I went ahead and set up an Aurora 7.0 installation next to this one, and checked in Steve's game there, and I have the same issue. I'm guessing this is some weird form of a Windows 10 issue, as I never had this problem on Vista or Windows 7.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on January 29, 2019, 11:29:50 AM
Disable the touch screen service in Win10 completely. Just turning it off is not enough, it has to be completely disabled. There are instructions on how to do it somewhere here, as well as elsewhere on the Internet. That fixes the tree view issues.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Gyrfalcon on January 30, 2019, 01:20:01 AM
That was it! Thanks, I wouldn't have thought to look at the touchscreen features for a non-touchscreen device.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: xenoscepter on February 05, 2019, 07:45:26 PM
My increment buttons stopped working after I tried to Geosurvey the Moon. The ship in question had only one Geological Survey Sensor, and was given the "Move To" command and the "Conduct Survey" command in that order, with the target being Luna. A colony had recently been started, but due to my colonists dying off (i'm really new...) was effectively abandoned right after.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: xenoscepter on February 05, 2019, 07:49:55 PM
Scratch that. Logged into SM Mode, it's the NPRs doing... something. Anyway to disable that? It's forcing me into 5 second increments...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: xenoscepter on February 05, 2019, 07:57:50 PM
UPDATE: Restarted and then set Aurora to use 1-Day sub-pulses. Pressed "advance 30-days" ended up going back in time to 1st of February 2025 with Ion Tech, Jump Drives, no Jump Point Theory tech on some other wonky stuff like a Juliet Buoy and Sekhmet Anti-Ship Missile. Deleted the game and started over.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Dennis on March 07, 2019, 08:01:53 AM
I have recently installed portable aurora v7. 10.  But when i am running Aurora_Wrapper, It's just loading in 5 minuttes where nothing happens.  Then after 5 minuttes, it shows me an error where it says "Windows could not gain access to the path or file.  You have possibly not the necessary rights to gain access to the element".  How do i fix that?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Erik L on March 07, 2019, 10:17:18 AM
I have recently installed portable aurora v7. 10.  But when i am running Aurora_Wrapper, It's just loading in 5 minuttes where nothing happens.  Then after 5 minuttes, it shows me an error where it says "Windows could not gain access to the path or file.  You have possibly not the necessary rights to gain access to the element".  How do i fix that?

This should be reported in the wrapper thread. Steve did not write the wrapper and so has no control over any bugs in it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Dennis on March 07, 2019, 04:03:21 PM
Ah ok i see.  I will post it in that thread instead.  Still thank you  :)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bankshot on March 29, 2019, 09:34:18 PM
New player here so my apologies if this has already been posted or if this is the wrong place to post.

I started a new game, and mostly followed the tutorial PDF.   While the survey ships do their work I set the battle fleet  (2x Ark Royal cruisers) to training.   This dropped their max speed to 1 km/s, which I figured was a side effect of "no orders while on a training exercise"  After awhile I decided to move them but even after I turned training off the max speed stayed 1 m/s.   I also tried waiting 5 days and doing an overhaul (they had been in orbit so no maintenance time on the clock) and max speed remained 1 km/s.   The ships are 5,600 tons with two 160EP nuclear pulse engines each, and the class design shows max sped of 2,857 km/s.    Transferring the ships to a new task group gave it a max speed of 1 km/s.   

Am I doing something wrong? If so how do I "wake up" this task group?  If not how would I give you more data to diagnose what is going on?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on March 29, 2019, 10:27:46 PM
You can manually set the speed of a Task Force, or hit the 'Max Speed' button.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bankshot on March 29, 2019, 11:20:14 PM
The max is 1 km/s

On the individual Unit details ship design it shows a max of 1 km/s but on the class design tab it shows 2,857.   Shouldn't they match?

----------- Ship Design display tab -------------
Ark Royal class Cruiser    5600 tons     200 Crew     702. 2 BP      TCS 112  TH 320  EM 0
1 km/s     Armour 1-28     Shields 0-0     Sensors 10/10/0/0     Damage Control 3     PPV 37. 7
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 235 MSP
Spare Berths 3   

160 EP Nuclear Pulse Engine (2)    Power 160    Fuel Use 64%    Armour 0    Exp 10%

15cm C3 Near Ultraviolet Laser (5)    Range 180 000km     TS: 3000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Twin 10cm C3 Near Ultraviolet Laser Turret (2x2)    Range 90 000km     TS: 15000 km/s     Power 6-6     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Fire Control S02 96-3000 (1)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Fire Control S02 24-12000 (1)    Max Range: 48 000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 9     Armour 0    Exp 5%
Pebble Bed Reactor Technology PB-1 (6)     Total Power Output 18     Armour 0    Exp 5%

Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Signature 1000: 10m km
Carpenter-Archer Active Search Sensor MR10-R100 (1)     GPS 2000     Range 10. 0m km     Resolution 100
Active Search Sensor MR0-R1 (1)     GPS 10     Range 500. 0k km     Resolution 1
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Strength 1000: 10m km

This design is classed as a military vessel for maintenance purposes

---------    Class Design display tab ------------------------------
Ark Royal class Cruiser    5 600 tons     200 Crew     702. 2 BP      TCS 112  TH 320  EM 0
2857 km/s     Armour 1-28     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 3     PPV 37. 7
Maint Life 3. 12 Years     MSP 235    AFR 83%    IFR 1. 2%    1YR 36    5YR 545    Max Repair 80 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

160 EP Nuclear Pulse Engine (2)    Power 160    Fuel Use 64%    Signature 160    Exp 10%

15cm C3 Near Ultraviolet Laser (5)    Range 180 000km     TS: 3000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Twin 10cm C3 Near Ultraviolet Laser Turret (2x2)    Range 90 000km     TS: 15000 km/s     Power 6-6     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Fire Control S02 24-12000 (1)    Max Range: 48 000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Fire Control S02 96-3000 (1)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Pebble Bed Reactor Technology PB-1 (6)     Total Power Output 18    Armour 0    Exp 5%
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 9    Armour 0    Exp 5%

Carpenter-Archer Active Search Sensor MR10-R100 (1)     GPS 2000     Range 10. 0m km    Resolution 100
Active Search Sensor MR0-R1 (1)     GPS 10     Range 500k km    MCR 55k km    Resolution 1
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

This design is classed as a Military Vessel for maintenance purposes
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on March 29, 2019, 11:29:22 PM
Neither design has a fuel tank.  The Ship Design window doesn't check this (thus displaying the calculated speed), but the individual Unit window does check that this unit has fuel onboard.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bankshot on March 30, 2019, 12:17:04 AM
Thanks!  I'm not sure how I managed to delete the fuel tank but putting one back on fixed it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Xenotrenium on April 10, 2019, 04:04:38 PM
Active Sensors unable to find vessels below certain TCS
TL;DR:
Designing stealth fighters with a cloaking device can give you an effective cross section that no active sensor is able to find, at ANY range, even point blank, that is 0km.  Tested with approx 0. 4995 TCS, but rumoured to work also with 0. 545 (and possibly larger tonnages).  All technology was tested with Inertial Confinement.  All sensors were maxed in HS and included resolution 1. 

Intro:
After a long design process I ended up with a 500ton Cloaked Figher with a TCS of 0. 4995 called "Apex" (see attachment).  During testing it was found that the fighter managed to not only remain undetected at around 600k km, but get even closer.   
It turned out that the fighter is completely undetectable, even at 0km (see attachments), except by Thermal Sensors.

Method:
SM-mode.  Create new race on Earth.  We now have two factions.  Remove all Deep Space Tracking from both factions.  Give first faction Sensor Ships and the other Stealth Fighters.  Spawn ships on both sides.  Turn on actives for Sensor Side.  Note ranges, experiment with movement.  Check that data matches on both sides. 

Reproduction of above observation:
Research Inertial Confinement (SM give all <250,001 RP).  Design smallest cloak possible.  Put on fighter.  Spawn said fighter and attempt to find said fighter on another faction's side with resolution 1 active sensors.

This "exploit" has been tested by more than one person and is (most likely) confirmed.  This was discussed at some lengths at the Discord Channel in which this "strategy" was deemed to be "cheese". 

I DO NOT know the threshold of TCS. 

This find might be relevant for the development of C# Aurora. 









Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on April 12, 2019, 05:01:08 AM
Fighters: Enemy fighters don´t do anything, they have fired their missiles at me, but after that they are staying put, not even sure if I should kill them all. Reason is probably because I killed their carriers so they have nowhere to go...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on April 12, 2019, 12:12:31 PM
Fighters: Enemy fighters don´t do anything, they have fired their missiles at me, but after that they are staying put, not even sure if I should kill them all. Reason is probably because I killed their carriers so they have nowhere to go...
This is not a bug. Any AI-controlled ship that has no method to re-arm will remain passive as it cannot do anything. Especially if they also lack sensors. Send a ship close and see if they try to ram you.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: monorkin on April 26, 2019, 03:18:10 PM
So, found an exploit with the Research UI which allows you to research a technology by top queuing the research, allowing you to research spoiler technologies and more advanced technologies by skipping the entire tree if the player wanted to.   I didn't see anyone bring it up before, so my apologies if I ended up missing the person who did. 

In the research screen, and with the 'All projects' tab selected, you can select a technology and then 'Queue Top' the technology, you can place the technology to be researched without prerequisite technologies, and allows you to get ruin specific research without ruins.   The following images show the results of the exploit.   
https://gyazo. com/aac93a7e9e94d16af2403e431027d0ee
https://gyazo. com/d9e7c0074bc11e0928f867c811e85b53
https://gyazo. com/d724e9290ac19745741acc5a9783fb60
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: MarcAFK on April 26, 2019, 09:56:50 PM
You have Spacemaster mode turned on, is it still possible to do it with SM off?
Otherwise its not really gamebreaking.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: JacenHan on April 27, 2019, 12:12:35 AM
I can confirm that this happens without SM mode. I've made use of it as a way to queue up long lines of low-cost technologies (ie: 10cm, 12cm, 15cm energy weapons) to reduce micro, but I'd never bothered using it to cheat new tech, as there are much more convenient ways to do that than this bug.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kamilo on April 29, 2019, 02:39:32 PM
I'm getting this message when enemies bombard one of my colonies. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Marski on May 12, 2019, 10:24:24 AM
Railgun set to area defence and all gauss-cannon turrets set to final defence mode and I still get this
(https://i.imgur.com/moVBkk2.png)

to say that this ticked me off is putting it lightly
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on May 12, 2019, 11:43:37 AM
It's a 'divide-by-zero' error.  Do any of the weapons or fire controls involved have less than 10,000km range?  Are you using reduced-size gauss cannon?  Any crew XP penalties?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Marski on May 17, 2019, 08:38:10 AM
It's a 'divide-by-zero' error.  Do any of the weapons or fire controls involved have less than 10,000km range?  Are you using reduced-size gauss cannon?  Any crew XP penalties?
Maximum range for the designated turret firecontrol is 120,000 km, gauss-cannon range 50,000, size 2. No crew penalties, all crews have gone through task force training.
I've also noticed that area-defence PD mode doesn't work, tested several times, same outcome; turrets won't engage incoming missiles unless manually given targets
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on May 17, 2019, 10:01:45 AM
I've also noticed that area-defence PD mode doesn't work, tested several times, same outcome; turrets won't engage incoming missiles unless manually given targets

Yeah. . .  Area Mode never worked well (some people would say 'at all') and from the beginning was almost always the tactically sub-optimal choice, so it kind of got ignored.  FDF and FDF(SO) got all the tinkering and fixing, as they were 99.99% of what players and NPRs used.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Marski on May 17, 2019, 03:45:59 PM
I've also noticed that area-defence PD mode doesn't work, tested several times, same outcome; turrets won't engage incoming missiles unless manually given targets

Yeah. . .  Area Mode never worked well (some people would say 'at all') and from the beginning was almost always the tactically sub-optimal choice, so it kind of got ignored.  FDF and FDF(SO) got all the tinkering and fixing, as they were 99.99% of what players and NPRs used.
There's a problem with Final Defencive Fire too, I have two turrets for a beam firecontrol, but in the missile strike phase, only one of the turrets shoot
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: sabreman on May 28, 2019, 11:52:35 AM
I clicked the "Hide escorts" checkbox on the "display2" tab on the system map. 
The game gave me error popup "Error 380 was generated by Aurora, invalid property value". 
Clicking OK then generated another error popup "Error 3201 was generated by DAO. Recordset, You cannot add or change a record because a related record is required in table 'Game'". 

This has completely locked me out of the game, is there any way to fix this?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on May 28, 2019, 02:36:19 PM
I clicked the "Hide escorts" checkbox on the "display2" tab on the system map. 
The game gave me error popup "Error 380 was generated by Aurora, invalid property value". 
Clicking OK then generated another error popup "Error 3201 was generated by DAO. Recordset, You cannot add or change a record because a related record is required in table 'Game'". 

This has completely locked me out of the game, is there any way to fix this?

I assume you tried closing and restarting?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: sabreman on May 28, 2019, 05:10:23 PM
Quote from: Steve Walmsley link=topic=8144. msg114705#msg114705 date=1559072179
Quote from: sabreman link=topic=8144. msg114703#msg114703 date=1559062355
I clicked the "Hide escorts" checkbox on the "display2" tab on the system map.   
The game gave me error popup "Error 380 was generated by Aurora, invalid property value".   
Clicking OK then generated another error popup "Error 3201 was generated by DAO.  Recordset, You cannot add or change a record because a related record is required in table 'Game'".   

This has completely locked me out of the game, is there any way to fix this?

I assume you tried closing and restarting?

Yep.  I also run the portable wrapper and all the backups it made where broken too.  I made a backup of the broken database in case someone comes up with a solution, wants to take a look at the problem, or wants to help me fix it.  For now though I like the game too much so I just made a fresh install.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on May 28, 2019, 05:54:18 PM
Quote from: Steve Walmsley link=topic=8144. msg114705#msg114705 date=1559072179
Quote from: sabreman link=topic=8144. msg114703#msg114703 date=1559062355
I clicked the "Hide escorts" checkbox on the "display2" tab on the system map.   
The game gave me error popup "Error 380 was generated by Aurora, invalid property value".   
Clicking OK then generated another error popup "Error 3201 was generated by DAO.  Recordset, You cannot add or change a record because a related record is required in table 'Game'".   

This has completely locked me out of the game, is there any way to fix this?

I assume you tried closing and restarting?

Yep.  I also run the portable wrapper and all the backups it made where broken too.  I made a backup of the broken database in case someone comes up with a solution, wants to take a look at the problem, or wants to help me fix it.  For now though I like the game too much so I just made a fresh install.

I've sent you a private message explaining how to fix this in the database.
Title: prefabbing multiple mini PDCs results in low yield
Post by: bankshot on June 01, 2019, 10:31:21 PM
Cross posting from my thread in the Academy since Father Tim indicated that I may have discovered a novel bug:

I pre-fabbed ten 275 ton PDCs based on Resident Evil's design seen here: http://aurora2.pentarch.org/index.php?topic=10394.0 (http://aurora2.pentarch.org/index.php?topic=10394.0)  The PDCs have a final build cost of 41.4 each so Earth could easily build several of them per 5 day increment.  After the order for 10 completed I had 3 PDC sections.  Another order of 10 yielded 4 sections.  Each section assembles into one PDC.  Putting in multiple orders for 1 PDC each works, but is a bit slow/cumbersome.  I did not test slowing down an order for 10 to make sure only one completes every 5 days. 

The internal logic doesn't seem to properly handle building PDCs that are less than 1/2 of a standard PDC section.
Title: Re: prefabbing multiple mini PDCs results in low yield
Post by: Steve Walmsley on June 02, 2019, 05:31:25 AM
Cross posting from my thread in the Academy since Father Tim indicated that I may have discovered a novel bug:

I pre-fabbed ten 275 ton PDCs based on Resident Evil's design seen here: http://aurora2.pentarch.org/index.php?topic=10394.0 (http://aurora2.pentarch.org/index.php?topic=10394.0)  The PDCs have a final build cost of 41.4 each so Earth could easily build several of them per 5 day increment.  After the order for 10 completed I had 3 PDC sections.  Another order of 10 yielded 4 sections.  Each section assembles into one PDC.  Putting in multiple orders for 1 PDC each works, but is a bit slow/cumbersome.  I did not test slowing down an order for 10 to make sure only one completes every 5 days. 

The internal logic doesn't seem to properly handle building PDCs that are less than 1/2 of a standard PDC section.

Thanks for letting me know. I can confirm this bug is definitely not in C# Aurora.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on June 12, 2019, 02:14:34 PM
Don't know if this has been reported before, but in 7.1, passing time increases the TFPoints for Ships across ALL Games in your save file, not just the game you're currently playing. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: sloanjh on June 18, 2019, 07:50:30 AM
Don't know if this has been reported before, but in 7.1, passing time increases the TFPoints for Ships across ALL Games in your save file, not just the game you're currently playing.

Gee, I wonder how you noticed this :)  It occurs to me that a side effect of your project is a great regression suite for VB Aurora.

John
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: PMantix on June 23, 2019, 12:59:46 PM
Sorry if this has been reported before, just returned to Aurora after many years away and my searches for found nothing. . .   

Problem: If the folder related to the user variable "TMP" has been deleted, Aurora will crash on start.  First with an "invalid picture" error.  Then if you try to open again, with an "Aurora returned -1".  This crash also appears to corrupt the database.

Background: Another game I play frequently apparently also uses the "TMP" folder.  When I exit that game it not only deletes the contents of the "TMP" folder but also deletes the "TMP" folder itself.  If I then try opening Aurora, the missing "TMP" folder causes the crash above.  If I manually recreate the "TMP" folder prior to opening Aurora, then no issues are found.

Recommended Fixes
1) Check for presence of the "TMP" folder prior to accessing it.  If the folder is not present, then create the folder.  (As said above, I am manually doing this now and it seems to be an effective work around. )
2) Use a different user variable name to something less obvious / more specific to Aurora.  Something like "Aurora_TMP" would have much less potential overlap than "TMP" or "Temp", I'd imagine.  (Just a friendly suggestion, as #1 fixes it. )

Thanks
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on June 23, 2019, 04:32:03 PM
Sorry if this has been reported before, just returned to Aurora after many years away and my searches for found nothing. . .   

Problem: If the folder related to the user variable "TMP" has been deleted, Aurora will crash on start.  First with an "invalid picture" error.  Then if you try to open again, with an "Aurora returned -1".  This crash also appears to corrupt the database.

Background: Another game I play frequently apparently also uses the "TMP" folder.  When I exit that game it not only deletes the contents of the "TMP" folder but also deletes the "TMP" folder itself.  If I then try opening Aurora, the missing "TMP" folder causes the crash above.  If I manually recreate the "TMP" folder prior to opening Aurora, then no issues are found.

Recommended Fixes
1) Check for presence of the "TMP" folder prior to accessing it.  If the folder is not present, then create the folder.  (As said above, I am manually doing this now and it seems to be an effective work around. )
2) Use a different user variable name to something less obvious / more specific to Aurora.  Something like "Aurora_TMP" would have much less potential overlap than "TMP" or "Temp", I'd imagine.  (Just a friendly suggestion, as #1 fixes it. )

Thanks

I have no idea what the TMP folder is. Are you using some form of third-party tool with Aurora?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: PMantix on June 23, 2019, 06:35:27 PM
Quote from: Steve Walmsley link=topic=8144. msg115046#msg115046 date=1561325523
I have no idea what the TMP folder is.  Are you using some form of third-party tool with Aurora?

I originally found the issue with portable Aurora, so yes to 3rd party tool. . .  but I confirmed it occurs with vanilla Aurora as well (v5. 54 and v7. 10), so I thought I should report it here. 

To clarify "TMP" isn't the folder name, it is the name of the user variable that has a temporary folder path associated with it.  For example, in my system environment variables I have a user variable named "TMP" that has a value of "C:\Users\[UserName]\AppData\Local\Temp".

When you launch Aurora that folder has some files loaded to it (file names ~DFDBAF90C1113D4F66. TMP and JETFC9C. tmp).  If that folder is not present (because some other program deleted it. .   or because I deleted it for testing) you get the crash I mentioned above.  Once you close Aurora these temporary files are deleted. 

Does this make "TMP" seem more familiar? Maybe it's actually a bug with some dependent code working in the background?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on June 24, 2019, 03:20:44 AM
Quote from: Steve Walmsley link=topic=8144. msg115046#msg115046 date=1561325523
I have no idea what the TMP folder is.  Are you using some form of third-party tool with Aurora?

I originally found the issue with portable Aurora, so yes to 3rd party tool. . .  but I confirmed it occurs with vanilla Aurora as well (v5. 54 and v7. 10), so I thought I should report it here. 

To clarify "TMP" isn't the folder name, it is the name of the user variable that has a temporary folder path associated with it.  For example, in my system environment variables I have a user variable named "TMP" that has a value of "C:\Users\[UserName]\AppData\Local\Temp".

When you launch Aurora that folder has some files loaded to it (file names ~DFDBAF90C1113D4F66. TMP and JETFC9C. tmp).  If that folder is not present (because some other program deleted it. .   or because I deleted it for testing) you get the crash I mentioned above.  Once you close Aurora these temporary files are deleted. 

Does this make "TMP" seem more familiar? Maybe it's actually a bug with some dependent code working in the background?

There is no code in Aurora that creates file in that folder (or any other folder), so if files are being created it will be due to Microsoft code associated with VB and Access. I imagine removing the temp directory will cause problems with other programs beside Aurora.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: SpikeTheHobbitMage on July 09, 2019, 10:19:49 AM
A quick search didn't find these, so here we go.

Wrong weapon assigned to fire control
Individual Unit Details window, Combat Settings tab.

If an energy weapon is recharging, the charge is appended to the weapon number:
Selecting "R1.5/C3 High Power Microwave #1 (Ready To Fire)" works as expected.
Selecting "R1.5/C3 High Power Microwave #10/3 power recharged" assigns weapon #10.
There should be a space before "0/3 power recharged".

If the weapon name contains a #, the wrong weapon is assigned.
Selecting "Weapon #7 #1 (Ready To Fire)" assigns weapon #7.
It should match on the last "#" instead of the first.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on July 15, 2019, 05:37:12 PM
My search didn't find this one.

If a ship starts loading colonists, it will immediately fill up with colonists rather than spreading out the loading over the full duration of the loading time.  You can delete the fleet order and it will still be fully loaded, skipping the loading time. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on July 16, 2019, 03:05:05 AM
My search didn't find this one.

If a ship starts loading colonists, it will immediately fill up with colonists rather than spreading out the loading over the full duration of the loading time.  You can delete the fleet order and it will still be fully loaded, skipping the loading time.

Yes, that is more of a feature than a bug :)

The load happens immediately and then the fleet is delayed for the appropriate amount of time. In C#, the delay happens before the loading.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on July 16, 2019, 12:38:51 PM
Another one:

If you tell a fleet with 2 ships with a total capacity of 20000 MaxColonists to load colonists, the time required will be 2550 minutes (after 1.15 tf logis bonus applied) as expected

But if you instead tell the same fleet to load a maximum of 15000 colonists, the time required will be 51000 minutes, exactly 20 x longer than it would take to load 20000 of them.

So the Load Colonists order with a specified number of colonists isn't usable if you care how long it takes.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: SpikeTheHobbitMage on July 16, 2019, 02:26:51 PM
Another one:

If you tell a fleet with 2 ships with a total capacity of 20000 MaxColonists to load colonists, the time required will be 2550 minutes (after 1.15 tf logis bonus applied) as expected

But if you instead tell the same fleet to load a maximum of 15000 colonists, the time required will be 51000 minutes, exactly 20 x longer than it would take to load 20000 of them.

So the Load Colonists order with a specified number of colonists isn't usable if you care how long it takes.
Oh, that's beautiful.

A few other goodies to watch out for:
Small cargo holds can't load PDC sections even though they would fit.  They also get bugged if they load ship components.
Loading installations and PDC sections doesn't honour amounts.  I suspect this is why civilians sometimes move 0.05 more research facilities than requested.
Load/Unload to Reserve order can't have any other orders queued after it or it screws up, it sometimes tries to load before unloading, and it also throws errors if the colony doesn't have a reserve set for every mineral.

I'm really looking forward to the new loading orders in C#.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on July 18, 2019, 10:39:46 AM
If you set the minimum distance of an order to be slightly less than the distance between two fleets, you can teleport resources around. For example, Refuel Target Fleet at 50000 k km

Edit: after some thought, I'm guessing that the philosophy more or less is that if something exploity can be done, it's not really considered a bug because the game is more like a tabletop game in that the player *wants* to follow rules and will go out of his/her way to avoid doing an action that is obviously unrealistic? 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Jorgen_CAB on July 18, 2019, 11:05:53 AM
Something that I don't know is a feature or fixed in Aurora C# is spinal weapons?!?

A ship can have one spinal weapon from each type... so I can have several regular spinal weapons and several advanced ones (on the same ship) as long as they are different weapons.

I think a better way of representing spinal weapons would be say they can not be more than a specific weight of the ship or some combination of factors. It sometimes feels a bit sad you can only fit one spinal on a rather big ship that potentially should be able to have more of them if they are small enough.

The spinal trait should perhaps be something other than just a bigger weapon. If a ship is large enough then some "spinal" versions could potentially be in a very large turret anyway due to the size of the ship. What is a spinal mount to a small FAC are basically a PD weapon on a 100.000t battleship.

I often feel that spinal weapons are not big enough to feel spinal to even moderately large ships like 15k or 20k tons.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on July 18, 2019, 11:27:48 AM
I think Steve said that C# allows only a single Spinal weapon on a ship.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on July 25, 2019, 01:17:06 PM
Unless I'm misunderstanding how hangar space works, it seems like you can land as many ships as you want on a mothership regardless of hangar size.  (Method: 1 TG of many parasites, target a second TG containing the mothership assigned to all these parasites, and tell the parasite TG to Land On Assigned Mothership)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on July 25, 2019, 05:35:53 PM
Unless I'm misunderstanding how hangar space works, it seems like you can land as many ships as you want on a mothership regardless of hangar size.  (Method: 1 TG of many parasites, target a second TG containing the mothership assigned to all these parasites, and tell the parasite TG to Land On Assigned Mothership)

You can certainly issue that order, but it shouldn't work the way you're suggesting.  The mother will land as many parasites (in order of initiative) as it can hold, then throw an error about being unable to complete the order.  Also, trying to assign more parasites to a mothership than it can hold should give an error.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: SpikeTheHobbitMage on July 26, 2019, 12:50:47 AM
Unless I'm misunderstanding how hangar space works, it seems like you can land as many ships as you want on a mothership regardless of hangar size.  (Method: 1 TG of many parasites, target a second TG containing the mothership assigned to all these parasites, and tell the parasite TG to Land On Assigned Mothership)

You can certainly issue that order, but it shouldn't work the way you're suggesting.  The mother will land as many parasites (in order of initiative) as it can hold, then throw an error about being unable to complete the order.  Also, trying to assign more parasites to a mothership than it can hold should give an error.
There is no error assigning more parasites, but actually attempting to land them fails as you describe.  In my current game I assigned and landed a critically damaged 9.7kt ship on my 10kt capacity carrier for emergency field repairs.  It worked perfectly, but I had to launch my fighters first.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on July 30, 2019, 03:27:49 PM
Unless I'm misunderstanding how hangar space works, it seems like you can land as many ships as you want on a mothership regardless of hangar size.  (Method: 1 TG of many parasites, target a second TG containing the mothership assigned to all these parasites, and tell the parasite TG to Land On Assigned Mothership)

You can certainly issue that order, but it shouldn't work the way you're suggesting.  The mother will land as many parasites (in order of initiative) as it can hold, then throw an error about being unable to complete the order.  Also, trying to assign more parasites to a mothership than it can hold should give an error.
There is no error assigning more parasites, but actually attempting to land them fails as you describe.  In my current game I assigned and landed a critically damaged 9.7kt ship on my 10kt capacity carrier for emergency field repairs.  It worked perfectly, but I had to launch my fighters first.
Here's the bug in action

(https://i.imgur.com/t4I5ft1.gif)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on July 30, 2019, 03:32:56 PM
Another one: The Detach Non-Survey Ships order sets the speed of the detached fleet to the speed of the ship with the lowest ShipID, even if the other ships in the Non-Survey fleet have a much lower maximum speed.

(https://i.imgur.com/tYv3NrW.png)
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on July 31, 2019, 05:06:47 AM
In Ship Design window, if there are no classes yet created - which is the standard for a conventional start - and the player ticks the "Size in tons" box, Aurora goes to error-message death spiral because of Error in PopulateLoadout (Error 91), requiring Task Manager to kill it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on August 01, 2019, 01:57:31 PM
Just a display bug but:

(https://i.imgur.com/CUm3ZHT.png)

The correct morale (what's stored in the db) is 89%.  It's lower than 100% due to survivor overcrowding.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on August 01, 2019, 02:04:30 PM
Just curious, given that VB6 is no longer getting updates (right?), how useful is it to even report bugs here?  Does any of the stuff reported in the last couple pages help with the C# development?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on August 01, 2019, 03:06:55 PM
Just curious, given that VB6 is no longer getting updates (right?), how useful is it to even report bugs here?  Does any of the stuff reported in the last couple pages help with the C# development?

C# is entirely new code so bugs caused by coding errors should be fixed (and possibly new ones created). Bugs caused by logic errors might still exist. So its worth posting the bugs just in case.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on August 02, 2019, 06:40:14 AM
Just curious, given that VB6 is no longer getting updates (right?), how useful is it to even report bugs here?  Does any of the stuff reported in the last couple pages help with the C# development?
There is also a clone reprogramming in progress (Quasar 4x), which will be a one on one copy of V7.1 (just lot quicker); so also good to find these bugs so they don't transfer to Q4x.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: amram on August 02, 2019, 05:41:02 PM
^^ they (Kyle) are the author of quasar4x, lol

Of course, that changes nothing about how useful further reports are.

Having bugs reported lowers the chance they will make it to c#, since it either alerts Steve to a newly discovered bug, or reminds him of an old one.

It lowers the chance clones reproduce the bug by alerting them to it as well.  Escpecially relevant to Kyle's approach with Quasar4x, mimicking Aurora so closely means inevitably finding and perhaps implementing the bugs as well.

It also benefits us players by making us aware of what is not quite right, since these bugs are for the latest version of aurora we have at current.

Its not my call, but if it were mine, I wouldn't stop them for those reasons alone.  Even for a long dead version, they have merit imo - its astonishing what we sometimes don't see when we look at code without a specific context to frame it with - having it pointed out has no doubt stopped one or more from making the leap to c# already.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: SpikeTheHobbitMage on August 02, 2019, 06:17:50 PM
Unless I'm misunderstanding how hangar space works, it seems like you can land as many ships as you want on a mothership regardless of hangar size.  (Method: 1 TG of many parasites, target a second TG containing the mothership assigned to all these parasites, and tell the parasite TG to Land On Assigned Mothership)

You can certainly issue that order, but it shouldn't work the way you're suggesting.  The mother will land as many parasites (in order of initiative) as it can hold, then throw an error about being unable to complete the order.  Also, trying to assign more parasites to a mothership than it can hold should give an error.
There is no error assigning more parasites, but actually attempting to land them fails as you describe.  In my current game I assigned and landed a critically damaged 9.7kt ship on my 10kt capacity carrier for emergency field repairs.  It worked perfectly, but I had to launch my fighters first.
Here's the bug in action
Bug confirmed.

Further testing shows that a mixed size fleet can have some ships land and others fail due to insufficient space.  What appears to be happening is that each ship in the landing group checks for enough space individually and then any that passed the check land together regardless of actual available space.

Release/Recover buttons work correctly.
Title: Leadership filter bug
Post by: Stryker on August 04, 2019, 12:34:37 AM
On the lower right hand corner of the leadership tab there are multiple filters for finding the leader you want to use.   Currently, v7. 1, the secondary ability filter is inclusive and should be exclusive.

For example:  I wish to find an admin.  with both factory and mining skills.   I put factory as primary and mining as secondary.   The list that I will then be given includes all admins.  with factory, mining and factory + mining.

The secondary filter should exclude all admins.  from the primary ability filtered list (factory) who do not have the mining ability, rather than including all admins.  from the basic list that have mining.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on August 06, 2019, 02:27:56 PM
The "Resupply from own Supply Ships" fleet order increases supplies on your supply ships instead of decreasing them. 

So, as long as you have a supply ship in your fleet, you never have to run out of supplies.

This might be related to this older bug (http://aurora2.pentarch.org/index.php?topic=4487.msg52688;topicseen#msg52688).
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on October 04, 2019, 10:12:56 AM
The more slipways a shipyard has, the faster it takes to retool the shipyard, even though the BP cost increases.

For example, if it costs 171 to retool a 1-slipway shipyard with 1680 mod rate on 25th Oct, it completes on the 1st Dec.
If I change the number of slipways to 2, it costs 228.1 as expected, but completes on 19th Nov.
If I change the number of slipways to 4, it costs 342.1 as expected, but completes on 13th Nov.

It doesn't just predict these dates, it actually retools this fast.  I suspect the # of slipways is being divided out to simulate parallelism, but parallelism is already built into the build cost.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Xenotrenium on October 10, 2019, 10:20:25 PM
Moving PDCs as parasites Last version of aurora, no edits, fresh install

Using the naval organization window in the Task Groups window, I made pdcs into parasites of a ship with a hangar.  Landing the branch etc works and they are now part of the TG.
"No orders possible for task groups with PDCs" show up and prevents any new orders being given.
By simply removing the parasites in question, making an order and then reassigning the pdc parasites, one is able to transfer the pdcs around, including depositing the pdcs in the dead of space.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Luminouscus on October 30, 2019, 07:06:39 PM
Errors 3020 AND 3021

I'm attempting to set up a custom Hive race campaign that's expanded through it's system already - I've set up 3 NPR's in a sol system that's a few jumps away, and chose a system to create my home world.      When I select a colony in the population tab, I get both of these errors (I think I get it 21 times in a row?).      It also happens when I attempt to give my race a technology.      I had tried giving my race all the 1RP techs that it should have, hoping it would fix the problem, but it hasn't.    No ships yet, so no sensors of my own.     Anybody know what the issue could be here? Is it possible to fix? Please see linked vid.     
v7,10
(about a min thirty, remove the space that's generated after the period)
https://youtu. be/LnnsPFZYzK8
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Luminouscus on November 01, 2019, 01:28:26 AM
Quote from: Luminouscus link=topic=8144. msg116710#msg116710 date=1572480399
Errors 3020 AND 3021

I think I figured it out.  Apparently there was an abandoned installation on the same planet.  Tried creating a race on a different planet, no errors.  Not 100% sure that's what caused the error (obviously), but the game seems to be running just fine now.

Cheers!
-Luminouscus
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on November 07, 2019, 11:25:33 AM
Ground units without a commander gain morale at 200 per year -- I believe it should be 100 per year

This means that it is harmful to your ground forces to have a commander with less than 100 Ground Forces Training rating, because that causes their morale to rise at only (100 + TrainingRating) / year.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: L0ckAndL0ad on November 15, 2019, 01:29:41 PM
My intelligence service has gotten an enemy blueprint. There's something fishy about 0cm lasers.

Game version 7.1.0.

Off-Topic: show

Reaper-J class Jump Destroyer    9 600 tons     208 Crew     724.5 BP      TCS 192  TH 275  EM 0
1432 km/s    JR 3-50     Armour 1-40     Shields 0-0     Sensors 10/5/0/0     Damage Control Rating 4     PPV 46
Maint Life 1.63 Years     MSP 189    AFR 184%    IFR 2.6%    1YR 84    5YR 1256    Max Repair 183 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

J9750(3-50) Military Jump Drive     Max Ship Size 9750 tons    Distance 50k km     Squadron Size 3
25 EP Nuclear Thermal Engine (11)    Power 25    Fuel Use 95%    Signature 25    Exp 10%
Fuel Capacity 400 000 Litres    Range 7.9 billion km   (63 days at full power)

0cm C1 Visible Light Laser (23)    Range 0km     TS: 1432 km/s     Power 0-1     RM 2    ROF 0        0 0 0 0 0 0 0 0 0 0
Fire Control S02 40-1250 (1)    Max Range: 80 000 km   TS: 1250 km/s     88 75 62 50 38 25 12 0 0 0
Pressurised Water Reactor PB-1 (12)     Total Power Output 24    Armour 0    Exp 5%

Active Search Sensor MR31-R112 (1)     GPS 6720     Range 31.7m km    Resolution 112
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

This design is classed as a Military Vessel for maintenance purposes
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on November 20, 2019, 02:39:28 PM
Some ground units get a commander readiness bonus for replacements when they have no commander.

When looping through commander-less ground units applying replacement battalions to their readiness, the bonus from the commander last seen in the loop appears to be used.  I haven't thoroughly tested this but if it's true then having many commanders of varying skill levels is worse for readiness than just having 1 or 2 extremely good commanders. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: alex_brunius on December 26, 2019, 03:13:54 PM
Life support overcrowding failures can occur when a ship is undergoing repairs, which does not seem logical. ( Crew would not be onboard presumably ).

This issue commonly occurs to any ship that has taken damage to crew quarters and is given order to replenish crew when arriving back home before being sent into repairs.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: L0ckAndL0ad on January 05, 2020, 10:17:16 AM
My intelligence service has gotten an enemy blueprint. There's something fishy about 0cm lasers.

Game version 7.1.0.

Off-Topic: show

Reaper-J class Jump Destroyer    9 600 tons     208 Crew     724.5 BP      TCS 192  TH 275  EM 0
1432 km/s    JR 3-50     Armour 1-40     Shields 0-0     Sensors 10/5/0/0     Damage Control Rating 4     PPV 46
Maint Life 1.63 Years     MSP 189    AFR 184%    IFR 2.6%    1YR 84    5YR 1256    Max Repair 183 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

J9750(3-50) Military Jump Drive     Max Ship Size 9750 tons    Distance 50k km     Squadron Size 3
25 EP Nuclear Thermal Engine (11)    Power 25    Fuel Use 95%    Signature 25    Exp 10%
Fuel Capacity 400 000 Litres    Range 7.9 billion km   (63 days at full power)

0cm C1 Visible Light Laser (23)    Range 0km     TS: 1432 km/s     Power 0-1     RM 2    ROF 0        0 0 0 0 0 0 0 0 0 0
Fire Control S02 40-1250 (1)    Max Range: 80 000 km   TS: 1250 km/s     88 75 62 50 38 25 12 0 0 0
Pressurised Water Reactor PB-1 (12)     Total Power Output 24    Armour 0    Exp 5%

Active Search Sensor MR31-R112 (1)     GPS 6720     Range 31.7m km    Resolution 112
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

This design is classed as a Military Vessel for maintenance purposes


It appears my current enemy has more than one ship class with bugged guns. Intel just uncovered this blueprint:

Off-Topic: show

Guardian class Destroyer Escort    9 600 tons     124 Crew     692.5 BP      TCS 192  TH 275  EM 0
1432 km/s     Armour 1-40     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 4     PPV 88.32
Maint Life 3.5 Years     MSP 180    AFR 184%    IFR 2.6%    1YR 23    5YR 338    Max Repair 72 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

25 EP Nuclear Thermal Engine (11)    Power 25    Fuel Use 95%    Signature 25    Exp 10%
Fuel Capacity 550 000 Litres    Range 10.9 billion km   (87 days at full power)

Twin 0cm C1 Visible Light Laser Turret (16x2)    Range 0km     TS: 5000 km/s     Power 0-2     RM 2    ROF 0        0 0 0 0 0 0 0 0 0 0
Fire Control S02 16-5000 (1)    Max Range: 32 000 km   TS: 5000 km/s     69 37 6 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 (11)     Total Power Output 33    Armour 0    Exp 5%

Active Search Sensor MR3-R1 (1)     GPS 72     Range 3.6m km    MCR 392k km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Military Vessel for maintenance purposes
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Dawa1147 on January 05, 2020, 12:50:17 PM
While playing with the Minimum Increment function to refuel a fuel depleted task group, I came across some strange behaviour (30 day increments):
Without Min Inc I would get interrupted after 6 hours because the Task Fleet had run out of Fuel, but was trying to move (they had a Long Task list I didnt want to reenter)
With 1 Min Inc same result: interrupted after 6 hours
With 2 Min Inc Id get one 30 day increment and one 6 hour increment
With 3 Min Inc Id get two 30 day increments and one 6 hour increment
etc

Additionally, fleets didnt seem to move correctly: My tanker said it would take 28 days to reach the fleet.   
2 Min Inc gave it a 30 day increment, but it didnt complete the task: now it was 22 days.    I close and reopen the task group window, now its 16 days.   
Another 2 Min Inc gives it another 30 days, now it says 11 days to go.   

5 Day 2 Min Inc increments gives me 1 day of movement, then 6 hours. 
Research progresses normally as far as I can tell
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Ogamaga on January 27, 2020, 10:14:39 PM
I decided to check out the Advanced Lasers using this method hxxp: aurora2. pentarch. org/index. php?topic=8144. msg114004#msg114004 and found that, as an example, "10cm Advanced Laser Focal Size" results in a "4cm" laser.  Fresh database, loaded the example game and SMed extra pop and labs to speed up the research.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: DFNewb on January 28, 2020, 06:34:05 PM
Fighters which move faster than the target are unable to fire at it (or stick on top of it) while it's moving.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on January 28, 2020, 08:04:14 PM
Fighters which move faster than the target are unable to fire at it (or stick on top of it) while it's moving.

This is almost certainly the result of the fighter losing initiative.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: DFNewb on January 28, 2020, 09:04:37 PM
Quote from: Father Tim link=topic=8144. msg118375#msg118375 date=1580263454
Quote from: DFNewb link=topic=8144. msg118373#msg118373 date=1580258045
Fighters which move faster than the target are unable to fire at it (or stick on top of it) while it's moving.

This is almost certainly the result of the fighter losing initiative.

Could you explain a bit more on this.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: QuakeIV on January 29, 2020, 12:42:57 AM
If you literally diddle some initiative number your fighter should start getting sorted lower in the move order and subsequently should start intercepting successfully more often.  It seems to me that it should be less of a concern these days since ships calculate intercept courses (at least im pretty sure 7.1 does that, i havent actually played it in a bit) but initiative still matters to some degree.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: amram on January 29, 2020, 12:45:46 AM
Quote from: Father Tim link=topic=8144. msg118375#msg118375 date=1580263454
Quote from: DFNewb link=topic=8144. msg118373#msg118373 date=1580258045
Fighters which move faster than the target are unable to fire at it (or stick on top of it) while it's moving.

This is almost certainly the result of the fighter losing initiative.

Could you explain a bit more on this.

The fighter moves first, being faster, it faces no challenge in moving to where the target is now.  Having moved, it moves no more this increment.
The target then moves far enough away from this position to prevent engagement by exceeding your weapons range is my guess.

Task groups move in ascending initiative order, so if you have a lower initiative value, then you move before they do.

So its very likely your fighter group has a smaller initiative value than that of the target, so you move, then they do.

You mentioned over here (http://aurora2.pentarch.org/index.php?topic=9841.msg118366#msg118366) that the targets were 5kkm/sec, so they are moving 25kkm away from your fighters every increment.

So I guess then that your weapons range is less than 25kkm, which would leave you unable to engage that target with those fighters until a commander with higher initiative is put in charge.

Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on January 29, 2020, 07:37:26 AM
Initiative 100 is the lowest possible and all TGs with that move first, then every other TG will move in order of rising initiative.

So:
100
101
102
103
104
105
106
...
250
251
252
...
and so on

This doesn't matter for non-military ships nor missile ships/fighters but it starts to matter for beam ships and it's absolutely crucial for beam fighters.

You want your beam fighter TG senior officer to have as high initiative as possible so that enemies move first and then the fighters will catch up to them.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: iceball3 on February 07, 2020, 05:20:29 PM
You should also be able to split and order part of the fighter fleet to move past the opponent, or escort your fighter task group by moving ahead of it by whatever increment the defending group is evading you at. Should help keep some parts of the group in range for shooting.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on February 11, 2020, 05:44:23 AM
Time passes, but nothing is updated... ??? No space bubble...
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on February 11, 2020, 12:33:33 PM
Have you modified industrial cycle length?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on February 15, 2020, 12:49:12 AM
Have you modified industrial cycle length?

No. Nothing changed and it is only production and population that doesn't update all over the empire... I can move taskgroups, get information from Allied empires and so on.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on February 15, 2020, 05:55:13 AM
Construction cycle won't run in two situations; space time bubble in effect or an active missile with a warhead and less than 12 hours endurance.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: ExChairman on February 15, 2020, 07:26:10 AM
Construction cycle won't run in two situations; space time bubble in effect or an active missile with a warhead and less than 12 hours endurance.


Thats it, my "new" minefield. Deleted and now it woeks again, thanks!

How do I make a mine that will work?

Hmm the strange thing is that seems to have retained the building and after I removed the offending mines everythinh updated the 7 months of "hiddeN2 time... ???
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on February 15, 2020, 08:59:34 AM
Aurora knows when the last construction cycle occurred, and uses the exact number of elapsed seconds since then to calculate all production.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: viperfan7 on February 19, 2020, 02:44:58 AM
Having a strange issue with treeview elements.

Any time I make a change to, or select something found in a treeview (eg. the populated systems list) it stops rendering the contents, and closing and re-opening the window doesn't seem to clear the issue
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: DIT_grue on February 19, 2020, 07:11:07 AM
Having a strange issue with treeview elements.

Any time I make a change to, or select something found in a treeview (eg. the populated systems list) it stops rendering the contents, and closing and re-opening the window doesn't seem to clear the issue

I've never run into it myself so I can't remember exactly what it was and where to track it down, but there's a known bug involving treeviews and touchscreens. Whether or not you actually have a touch screen, find it the Windows settings and turn it off, see if that resolves your issue. Or you can probably search the forum and find more details.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on February 19, 2020, 12:19:26 PM
Windows 10 has a Touch Screen service that automatically runs every time Windows is started, regardless whether you have a touch screen device or not. You need to find that service - Google will help you get up-to-date instructions - and then kill it. You can do it permanently if you don't have any touch screen devices.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: viperfan7 on February 19, 2020, 11:01:11 PM
For some reason can't disable it with services.msc, I'll write up something to powershell or something to disable it and post it in this post.

Edit:

Fixed it, steps to fix it if unable to end the service normally (Windows 10 1909)

1. Set startup to "Disabled" for the "Touch Keyboard and Handwriting Panel Service" (TabletInputService)
2. Go to the services tab in the task manager, find "TabletInputService"
3. Right click, select "Go to details"
4. Press "End task"
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on February 28, 2020, 11:33:18 AM
Officers in a diplomatic team gain diplomacy bonus even while doing nothing.  It is possible to put every commander on a Diplomatic team at the start of a game and let it run on auto-turns until everyone is at 60%.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on February 28, 2020, 04:44:27 PM
Officers in a diplomatic team gain diplomacy bonus even while doing nothing.  It is possible to put every commander on a Diplomatic team at the start of a game and let it run on auto-turns until everyone is at 60%.

Is this true for teams not located at the Capital?  Because Diplomacy teams at the Capital colony are not doing nothing, they're doing diplomacy.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on February 29, 2020, 12:36:46 PM
They shouldn't be doing diplomacy unless you assign them to do so with a specific "alien". Just being assigned to a team but that team not doing anything, should not give skill ups. I haven't noticed espionage, xenology, or survey teams gaining points when idle but they usually aren't idle long so sample size is probably too small.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on February 29, 2020, 05:24:59 PM
Espionage teams on their own colony are 'defending' against enemy espionage teams on that colony, even if there aren't actually any there -- the same way that ground units are 'suppressing unrest' any time they're on a colony, even if there is no unrest to suppress.  In either case, there isn't a specific 'defend this colony' or 'suppress unrest' mision to which they need to be assigned.

You're right that 'defending' Espionage teams don't actually roll for skill-ups unless there is an enemy team present -- in fact, I believe they were changed to improve like Survey teams, and every member gets +1% Espionage bonus when the team successfully thwarts or captures an enemy team.

Diplomacy teams on the Capital likewise default to. . . um. . .  okay, I forget exactly what it is they default do at the Capital colony (and don't do at any other colony), but I remember them doing it.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: plasticpanzers on March 04, 2020, 04:34:00 AM
Error 5 started popping up.   4 survey ships in system, aliens blasted 2.  other two are creeping towards the WP
then the error started.   If i click it about 50 times it goes away until i hit any time for movement.  Ships are not
armed, have no active sensors nor shields.   All other system work is on hold to respond to the alien threat.
Hate it to be a game killer.  This is another SM game I spent a couple days working on and just enjoying it the
last couple days.  I tried deleting the 2 surviving sub-TFs and their ships but the Error 5 is still there.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: bankshot on March 04, 2020, 02:17:12 PM
Transferring ground units between brigade HQs without clearing the HQ assignment HQ first halves the unit's morale. 

Easy to reproduce in my game - I have a planet with a division of troops.  When I was reshuffling the units to put together an assault brigade I noticed morale plummeted.  After a bit of experimentation I determined that if you clear a battalion's HQ then reassign it everything works as intended.  But if you transfer from one brigade HQ to another within the same division the morale is halved.  Repeated transfers back and forth will cut morale in half over and over again. 

Please let me know if you'd like a copy of my current game for ease of reproduction. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on March 04, 2020, 03:34:58 PM
Transferring ground units between brigade HQs without clearing the HQ assignment HQ first halves the unit's morale. 

Easy to reproduce in my game - I have a planet with a division of troops.  When I was reshuffling the units to put together an assault brigade I noticed morale plummeted.  After a bit of experimentation I determined that if you clear a battalion's HQ then reassign it everything works as intended.  But if you transfer from one brigade HQ to another within the same division the morale is halved.  Repeated transfers back and forth will cut morale in half over and over again. 

Please let me know if you'd like a copy of my current game for ease of reproduction.

Quote from: Steve Walmsley
The HQ division becomes a Brigade HQ and you will be able to attach battalions to a Brigade HQ. This will be done on a more permanent basis rather than the ad hoc situation at the moment. You will be able to transfer battalions between Brigade HQs with some penalty yet to be decided; probably a morale loss that will recover over time.
I have added the penalty I mentioned above. When you move a unit to a new HQ, its morale drops by half. In most cases morale will take less than 3 months to increase to 100. This penalty only applies to the unit itself though and doesn't affect subordinate units, so if you move a brigade HQ from one division to another, the brigade HQ suffers a morale loss but any units attached to the brigade are unaffected. Brigade level integrity in Aurora is more important than divisional level. Bear in mind that units can (fairly rarely) increase their morale above 100. If this is the case, transferring them is generally a bad idea as their morale will stop rising post-transfer at 100.

In case you are wondering why I am bothering with this detail, it is to avoid the unrealistic situation of an army being completely and instantly re-organised after taking heavy casualties as a result of combat or a boarding attempt and not suffering any penalty.

Steve
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Kyle on March 04, 2020, 03:54:06 PM
(https://i.imgur.com/7JajiTj.png)

Harrison Richardson's team getting some Diplomacy training on Hale-Bopp.  It's not the capital and there's only one race in this game.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: QuakeIV on March 05, 2020, 02:05:35 AM
I'm not trying to be mean or anything but why is everybody suddenly reporting 7.1 bugs when C# version is seemingly right around the corner?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Father Tim on March 05, 2020, 02:14:10 AM
I'm not trying to be mean or anything but why is everybody suddenly reporting 7.1 bugs when C# version is seemingly right around the corner?

Because C# Aurora isn't out yet so we're still playing 7.1, and because some errors are logical rather than syntactical and with C# being a re-write it's possible (probable, even) that those errors will be repeated in it, and because there are at least two clones of 7.1 Aurora aiming for dupication of (intended) function, and because sometimes people just want their game fixed for tomorrow.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: QuakeIV on March 05, 2020, 02:18:48 AM
Thats not entirely likely.  Also to my recollection he wasn't going to maintain 7.1 at this point.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on March 05, 2020, 02:32:20 AM
It's still fine to report bugs for VB6. Syntactical errors probably won't transfer but logical ones definitely could.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: amram on March 05, 2020, 02:37:05 AM
Like any programmer, Steve has no doubt lifted perfectly good vb6 code directly into c#.  Why re-invent the wheel when there's nothing wrong with the wheel you have.

While the syntax almost certainly changes in many cases, the algorithms often won't.  Bugs will be a result of the algorithm far more often than they will be a result of the language syntax.

So if there is a bug in 7.1 code, and the responsible algorithm was lifted directly into c# as was, the bug quite likely exists in c# at current. 

Even once we have c# it will make sense to post new 7.1 bugs.  Even if they aren't repeatable in c#, the reason we can't repeat it in c# may be a rewritten algorithm.  Or it might be that some other factor introduced in the c# version prevents or hides the erroneous outcome - in which case even though unverified, it would exist still, and posting it for 7.1 brings it attention, and gets it found.

Edit: ninja'd by Steve.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: JustAnotherDude on March 05, 2020, 09:08:41 AM
I noticed in my most recent game that LP transits break when using repeat orders, whatever TG with repeating orders skips transit orders, leading to year long trips to secondary systems.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on March 05, 2020, 12:50:26 PM
I noticed in my most recent game that LP transits break when using repeat orders, whatever TG with repeating orders skips transit orders, leading to year long trips to secondary systems.

Be careful you aren't creating a repeating order that misses an LP jump. For example, if you set orders for Pick-up Alpha Centauri-A I, Drop off Alpha Centauri-B I and repeat, the LP will appear for the A to B leg, but you never set any B to A leg to no jump was created in the first place. You need Pickup A, Drop off B, Return to A, repeat.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: DeMatt on March 17, 2020, 10:08:16 PM
While playing with the Turret Design window, I discovered that you can put a negative number in for "Desired Tracking Speed"... and the resultant "turrets" get bonus space savings based on how far negative you set the speed.  See attached.

Yup, that's a quad 80cm laser turret (25HS per laser), that thanks to liberal application of Loctite, somehow only needs 1HS of space for its 270 operators.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: TMaekler on March 18, 2020, 06:12:50 AM
While playing with the Turret Design window, I discovered that you can put a negative number in for "Desired Tracking Speed"... and the resultant "turrets" get bonus space savings based on how far negative you set the speed.  See attached.

Yup, that's a quad 80cm laser turret (25HS per laser), that thanks to liberal application of Loctite, somehow only needs 1HS of space for its 270 operators.
Now that is how you optimize space... Hawing Negative Space 😂😉
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Rondor on March 22, 2020, 09:38:19 AM
Hello from one of your newbs. 

Any game that I make even one change of any kind away from the example game, I get a error 91 over and over again with each zoom in or out. 

Anyone else experienced this?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Garfunkel on March 22, 2020, 12:38:42 PM
Going to need a little more detail than that.
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Rondor on March 22, 2020, 01:50:32 PM
Quote from: Garfunkel link=topic=8144. msg119905#msg119905 date=1584898722
Going to need a little more detail than that.

below the error it says;

object variable or |With block variable not set



hopefully, this helps.  this happens on any change of any kind from the example game. 
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Steve Walmsley on March 22, 2020, 02:35:05 PM
Quote from: Garfunkel link=topic=8144. msg119905#msg119905 date=1584898722
Going to need a little more detail than that.

below the error it says;

object variable or |With block variable not set



hopefully, this helps.  this happens on any change of any kind from the example game.

That usually means something is missing from the database, which is usually caused by running incompatible versions of the database and exe. Are you definitely running v7.1 for both DB and EXE?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Rondor on March 22, 2020, 04:41:16 PM
Thanks for the help.   I wish I knew how to check.   I did a clean reinstall of 7. 1 but not sure about the DB


Quote from: Steve Walmsley link=topic=8144.  msg119915#msg119915 date=1584905705
Quote from: Rondor link=topic=8144.  msg119911#msg119911 date=1584903032
Quote from: Garfunkel link=topic=8144.   msg119905#msg119905 date=1584898722
Going to need a little more detail than that.   

below the error it says;

object variable or |With block variable not set



hopefully, this helps.    this happens on any change of any kind from the example game.   

That usually means something is missing from the database, which is usually caused by running incompatible versions of the database and exe.   Are you definitely running v7.  1 for both DB and EXE?
Title: Re: Official v7.10 Bugs Reporting Thread
Post by: Agraelgrimm on April 07, 2020, 01:41:27 PM
I dont know why, but everytime i try to make a custom game using the SM creation, the system names all comes up named *Human*. 
Wich is a huge bomer since im making a custom empire and all the stars and planets are called Human.  Also confuses me a lot. 
I assume this is a bug.  Dont know if someone else had it, tough.  And i dont have enough time to see every thread or response, so sorry in advance if someone already reported this, but i havent seen a solution anywhere *and* i dont know how to change a system's name, if possible.  And i dont know if there is some button out there because somehow my game window is bigger than my notebook's monitor.  So i cant even see all the buttons on the events window. 
Dont know if this is another bug.  (Im using windows 10)