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Topic Summary

Posted by: GodEmperor
« on: Today at 02:59:15 AM »

See attached pic
I see in the attached pic that your decimal separator looks suspiciously like a comma instead of a dot.
Known issues, the very first one: http://aurora2.pentarch.org/index.php?topic=10637.0
How the hell did game run fine by now? Weird. Guess ill try to change it and see if its fixed now.

EDIT: well ill be damned it actually was , and i never noticed.. Somehow it changed from dot at some point O.o
Thx.
Posted by: kyonkundenwa
« on: Yesterday at 07:24:58 PM »

See attached pic
I see in the attached pic that your decimal separator looks suspiciously like a comma instead of a dot.
Known issues, the very first one: http://aurora2.pentarch.org/index.php?topic=10637.0
Posted by: GodEmperor
« on: Yesterday at 06:38:23 PM »

Did anyone ever encounter a bug with species Population Density and Growth/Research rate/factory modifiers ? For some reason when i loaded the save my Humans suddenly had 100.00 both density and growth.
Various tested runs ( both TN and conv civs ) also show that game suddenly adds two zeroes to those parameters.
See attached pic - ignore the grav/temp deviations, i was trying to see if it will change too but it doesnt apparently..

EDIT : seems to happen right from the start with all four parameters - density/growth/research rate/factory production modifiers at the race creation screen - i set them all to 5.00 and in game its suddenly 500.00, i leave them at default and in game they are 100.00.

2.5.1
Absolute clear install, not even so much as a additional picture or medal.

Posted by: vorpal+5
« on: May 05, 2024, 09:06:46 AM »

Sorry, civilian ...
Posted by: Garfunkel
« on: May 05, 2024, 07:04:20 AM »

You can select a commercial fleet as the target of your new fighter production. It seems a 'dangerous' and totally un-necessary option to me.
Commercial carriers are a thing, for hauling replacement fighters to the frontlines. Or do you mean a civilian fleet?
Posted by: vorpal+5
« on: May 05, 2024, 12:05:51 AM »

You can select a commercial fleet as the target of your new fighter production. It seems a 'dangerous' and totally un-necessary option to me.
Posted by: paolot
« on: May 04, 2024, 09:50:42 AM »

Not a bug, but an odd rounding IMO.   :-\
See the cost of the jump drive in the image.
Posted by: Garfunkel
« on: May 03, 2024, 12:19:36 AM »

In the System Body Modification window off the System Generation and Display window, player cannot adjust Radiation level. Attempting to change the number to something other than zero does not work. Closing and re-opening the window does not change things. Dust Level can be changed in this manner without issues. It is also not just a visibility issue, as changing radiation to 50,000 and then running time until the next construction cycle shows that nothing happens to the colony on that body: environment tab shows 0 radiation and population growth is not affected.
Posted by: Pesinario
« on: May 02, 2024, 09:38:16 PM »

I believe it's a bug, however it makes a lot of sense as a (probably unintended) feature:
When disassembling conventional cryogenic transport modules, you get research points for the cryogenic transport tech, even before researching Trans-newtonian technology (And can get the full tech! ;D )
Also i checked and it doesn't work for:
  • Conventional Active Sensors - Strength 2 (Or their missile fire control variants)
  • Conventional Geological Survey Sensors - Strength 0. 2
  • Troop Transport Bay - Conventional
  • Cargo shuttles (Non-TN)
Posted by: vorpal+5
« on: May 02, 2024, 02:58:10 AM »

On a new session (luckily for me, as I reverted to the previous save) I fiddled with old security formations on Mars, by showing all elements, and grouping 4 formations into a single one. The end result somehow was that I had the remaining formation with a 25k HQ leading another 25k HQ, which seems not very legit to me. But oh well ... Then it went worse.

I closed the window and reopened it, and Mars was only showing the header, and nothing else, although clicking on Mars showed all elements there, but without any formation.

I did not save as it was feeling very buggy. So my question is probably, do people encounter these organizational bugs in land units or not? This was the first time I did some reorg, and bam a bug, so I guess it's not ultra-rare?
Posted by: nuclearslurpee
« on: May 01, 2024, 09:45:18 PM »

Hello, I was using a somewhat old version of Aurora 4x, and having a fine game, until I decided to create another Race during my playthrough.  I started getting errors every time I tried to change the time, so I had to uninstall and reinstall the game, with the latest patch.

Unfortunately, every time I open up the game, every time I uninstall and reinstall it, I get the error messages: "2. 5. 1 Function #141: Column "Eldar" does not belong to table Record Set", and then

"2. 5. 1 Function #139: Object Reference not set to an instance of an object"
Im allowed to open the game, but every time I click something that second error pops up, including to when I try starting a new game, which gives two errors
"2. 5. 1 Function #1709: Object Reference, etc"
and
"2. 5. 1 Function #1697: Object Reference not set to an instance of an object"

No matter how many times I uninstall, and reinstall, ive been getting the same errors ever since I created that new race in that old save (which is now gone).  I am confused and would like to ask for help on this.

Thank you

This sounds like a mismatch between the executable version and the database version, which is probably due to a bad install. I recommend trying a fresh install in a different location, following the installation instructions very, very closely.

For reference, that means to install the full 1.13 distribution, then the 2.5.0 distribution, then the 2.5.1 distribution in that order, following the instructions in each linked thread.
Posted by: areyoufrustrated?
« on: May 01, 2024, 07:57:14 PM »

Hello, I was using a somewhat old version of Aurora 4x, and having a fine game, until I decided to create another Race during my playthrough.  I started getting errors every time I tried to change the time, so I had to uninstall and reinstall the game, with the latest patch.

Unfortunately, every time I open up the game, every time I uninstall and reinstall it, I get the error messages: "2. 5. 1 Function #141: Column "Eldar" does not belong to table Record Set", and then

"2. 5. 1 Function #139: Object Reference not set to an instance of an object"
Im allowed to open the game, but every time I click something that second error pops up, including to when I try starting a new game, which gives two errors
"2. 5. 1 Function #1709: Object Reference, etc"
and
"2. 5. 1 Function #1697: Object Reference not set to an instance of an object"

No matter how many times I uninstall, and reinstall, ive been getting the same errors ever since I created that new race in that old save (which is now gone).  I am confused and would like to ask for help on this.

Thank you
Posted by: Kurt
« on: May 01, 2024, 06:15:26 PM »

I have discovered a bug, I think.  I went through the bug posts for 2.51 and couldn't find anything like it, but who knows?

To start I am using a fresh install of 2.51.  No mods or anything unusual. 

I started a single-player race campaign with limited starting tech featuring a humanity that had been conquered and oppressed by aliens for quite a while, before they mysteriously left just as the human resistance was close to defeating their human proxy troops. The humans get their act together and begin exploring the solar system, looking for the aliens, and expanding and building a fleet in case they find them.  I pushed this campaign about twelve years down the road, from 2400 to 2412, before stopping because I was considering starting a different campaign with multiple player races. 

I created the second game in the same database and played around with it for a bit, but never got much beyond the start phase, mostly due to a crippling Fallout 4 addiction, as my son helped me mod the base game and add a lot of new content. 

Either before I created the second campaign or just after I noticed Steve's campaign that comes with the database and I deleted it. 

After the Fallout 4 addition abated a bit I felt the need to get back to Aurora, so I opened up the game and decided to go back to my single-race game, as it was farther along and better developed.  However, the dates are now screwed up.  As noted above, the campaign started at 2400, and went out to March of 2412 before I quit.  My log document verifies this.  When I opened up the campaign, the dates in the Events window are in August 2068.  I checked the image I had made of the starting conditions and that verifies that the campaign started on the year 2400 as well. 

I don't know where this date came from.  The other campaign I created, with multiple player races, started in the year 1, so it doesn't seem to be cross contamination from that. 

I don't know how this happened, and the campaign is essentially unusable because the dates don't match my log document (potential campaign write-up). 

Kurt   
Posted by: ISN
« on: April 28, 2024, 06:20:56 PM »

Tractored ships with engines will use fuel as if they were moving under their own power under certain conditions. I believe the bug shows up if the tractored ship has moved on its own without being tractored since the last time the game was opened. I was able to reproduce the issue in a fresh game using the following steps:
  • Make two tugs and two other ships with engines, e.g. fuel harvesters
  • Order Harvester 1 to move to Luna, leave the other one at Earth
  • Order Tug 1 to tractor Harvester 1 and Tug 2 to tractor Harvester 2
  • Order both tugs to move to Neptune. Harvester 1 will use fuel while being tugged; Harvester 2 will not.
  • Save, close, and reopen the game, and neither one will use fuel
I confirmed I'm using version 2.5.1.
Posted by: skoormit
« on: April 28, 2024, 06:43:44 AM »

"Show Next Tech" checkbox does not affect the Engine Power dropdown.

On the Create Research Project window, with Engines selected as the type, there are five further dropdowns:

Engine Tech
Engine Power
Fuel Consumption
Thermal Reduction
Engine Size

My current tech is:
Nuclear Pulse
40%-200%
0.8LEPH
50% Thermal
60HS max

When I tick the Show Next Tech checkbox, the dropdown lists repopulate with the options that will become available when I complete the next associated tech.
Except for Engine Power, which still only has the options from 40% to 200%.