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Topic Summary

Posted by: nakorkren
« on: September 15, 2024, 08:43:15 PM »

Having just conquered a major mining colony in the enemy's home system, my forces reviewed their new home and discovered there were ~300 automines plus 11 CMCs, and I was automatically paying for the minerals. A little strange, seems like those CMCs should be "nationalized" since I captured them, or at least I should get a wealth bonus for "selling" them to a comercial venture, but whatever, not a bug.

A few turns later (within days), my enemy civilization plants a NEW civilian mining colony with 3 more CMCs, a DST, and a mass driver, along with a new garrison. This seems like it should not be able to happen, since, ya know, I just destroyed 250ktons of enemy army and seized the prior CMC. I don't mind the extra CMCs, but... not really logical that it would happen. Maybe the selection of whether or not to create a new CMC should take into account the presence of a hostile force?
Posted by: nakorkren
« on: September 14, 2024, 10:53:24 PM »

Very benign bug, but a little confusing: When you create "Future Prototype" that includes tech you haven't researched yet you get an event saying "Research into XYZ COMPNENT completed". Instead it should say "A Prototype of XYZ COMPONENT has been created", or even better "A Future Prototype of...".
Posted by: Louella
« on: September 12, 2024, 03:32:15 PM »

Genetic Modification cannot be stopped

Seems like once you start modifying a species on a planet, it will continue to convert the population, and pressing "stop" on the industry screen does not work. The only way to stop conversion of the population is to scrap the genetic modification centres.
Posted by: tessro
« on: September 09, 2024, 04:17:21 PM »

I ran into this bug (first reported in v2.5.0) today in v2.5.1: https://aurora2.pentarch.org/index.php?topic=13419.msg167533#msg167533

Tractoring a shipyard caused it to transfer to an "Alien Race" identical to my own. It occurred immediately after the shipyard was towed from Earth. This was the first time I attempted to tractor a shipyard in this game. The new race has the same name, images, etc. and I am allied with it. (Diplomacy Rating 10,000)

  • Conventional start
  • Real stars
  • 141 years of play (start year 2024)

Here is the db, saved right when the event occurred: https://drive.google.com/file/d/17brqtodlXPQhFBfh-SH758kL4JCWbbzT/view?usp=drive_link
Posted by: nuclearslurpee
« on: September 06, 2024, 07:42:51 PM »

Summar log says "Ground Units Hi 7 Ground Units Destroyed 6", but detailed logs only show one unit destroyed. I did have "Show All Events" ticked. It seems to be repeatable, here's a 2nd instance of it happening not long after. Am I just misunderstatnding something, or is this a bug?

This is not quite a bug, more of a glitch in the system. It happens because for some reason, the game calculates the shots against an element of the targeted formation, calculates hits and kills, displays that kills value to the player, and then subtracts from the target formation and reports (in a different message) the number of units actually destroyed, which may be fewer than the previous calculation if the element had very few units remaining.

It's particularly hilarious when your overeager beavers report destroying 3,026 enemy headquarters in one go.  ;D
Posted by: nakorkren
« on: September 06, 2024, 03:28:44 PM »

Summar log says "Ground Units Hi 7 Ground Units Destroyed 6", but detailed logs only show one unit destroyed. I did have "Show All Events" ticked. It seems to be repeatable, here's a 2nd instance of it happening not long after. Am I just misunderstatnding something, or is this a bug?


Posted by: skoormit
« on: September 04, 2024, 08:28:59 AM »

On the Commanders window, with Academy Commandant selected in the dropdown for assignment types, the assignment list only includes assignments for which the currently selected officer is eligible, even if the "Eligible Only" checkbox is not ticked.
Posted by: paolot
« on: August 31, 2024, 05:40:02 PM »


v 2.5.1.
Dot "." as the decimal point.
TN start.
Real stars.

Sometimes, randomly, after 60 or 70 years in the game, clicking on a colony in the list on the left of the Economics window, I get this error message:
Function #2198: Value was either too large or too small for a Decimal.

I'm now around year 80 and it continues to present.
It appears twice.
Clicking OK, it disappears and the game proceeds normally.
If, after it, I click on another colony, it doesn't appear.
But clicking again the previous colony, it appears.
After running the turn, it can repeat or disappear, without any other sign. But anyway, in few turns it disappears, to return randomly.
What does the function #2198 do?

I searched in Google, and the first result says that this error "while executing a SQL query, typically occurs when the data being retrieved or manipulated in the SQL operation is outside the range that can be represented by a Decimal data type in .NET."
If it can help, I can report the address of the page of this text.
Thank you for an explanation.
Posted by: nakorkren
« on: August 31, 2024, 11:48:08 AM »

Playing version 2.5.1. Several salvos of enemy AMMs are still showing up on the map despite the launching ship exiting the system. Each salvo says it contains 0 missiles. I've advanced time several days and it's still showing.
Posted by: Garfunkel
« on: August 31, 2024, 10:26:03 AM »

Hi  all!
Immediately upon loading I get the following sequence of  errors

2.5.1  Function #483: file is  encrypted or  is not a database
file is encrypted or  is not a  database

OK

2.5.1 Function ~139: Object reference not set to an  instance of an  object
2.5.1 Function ~138: Object reference not set to an  instance of an  object
2.5.1 Function ~142: Object reference not set to an  instance of an  object

This last error loops pops up  every time I press 'ok'

The window affected  - these are pop ups but impact the whole game, it can't be played
What you were doing at the time  - first booting up  the game
Conventional or TN start  - first booting up  the game
Random or Real Stars   - first booting up  the game
Is your decimal separator a comma? - I have decimal separator, have checked calculator and excel to be sure
Is the bug is easy to reproduce, intermittent or a one-off? - Identical  every time I  start the game 
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well  - first booting up  the game, no campaign.

Thanks in advance for any help and sorry if this is a solved issue - have looked around to find  a solution but no dice.
Please register your account so that you can post normally and we don't have to manually approve of each post you make.

As to your problem, it sounds like you did not unpack the game. When you download the game, it is packaged into an RAR archive/package. You need a file compression/decompression program to unpack it. I recommend 7-Zip as it is freeware and handles pretty much every possible archive type known to man. Unpack the archive into a C:\Games\Aurora folder or something similar, not inside Program Files.
Posted by: Louella
« on: August 31, 2024, 10:03:42 AM »

What is Function #115 ?
It says "object reference not set to instance of an object"

Posted by: mental__monkey
« on: August 31, 2024, 05:41:23 AM »

Hi  all!
Immediately upon loading I get the following sequence of  errors

2.5.1  Function #483: file is  encrypted or  is not a database
file is encrypted or  is not a  database

OK

2.5.1 Function ~139: Object reference not set to an  instance of an  object
2.5.1 Function ~138: Object reference not set to an  instance of an  object
2.5.1 Function ~142: Object reference not set to an  instance of an  object

This last error loops pops up  every time I press 'ok'

The window affected  - these are pop ups but impact the whole game, it can't be played
What you were doing at the time  - first booting up  the game
Conventional or TN start  - first booting up  the game
Random or Real Stars   - first booting up  the game
Is your decimal separator a comma? - I have decimal separator, have checked calculator and excel to be sure
Is the bug is easy to reproduce, intermittent or a one-off? - Identical  every time I  start the game 
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well  - first booting up  the game, no campaign.

Thanks in advance for any help and sorry if this is a solved issue - have looked around to find  a solution but no dice.
Posted by: shatterstar
« on: August 30, 2024, 09:26:45 PM »


I use colony ships that carry population and cargo.
Do you have cargo holds? Are they full?
Do you have cargo shuttles?
 

Yes I have 50 KT cargo holds on them, which are empty, and 2 cargo shuttles on them. (the whole reason i designed them this way was so that they could easily be refitted into cargo ships and so cargo ships could be built from their tooled shipyards and i had to think of something to justify keeping those cargo shuttles on them).
Posted by: skoormit
« on: August 29, 2024, 09:51:58 AM »

Also, something I tried to do in one of my games is make a general purpose Colony Ship that can carry Cargo as well as Population. The roleplay idea was that the ship can carry needed materials along with the colonists to help get them started... However whenever I ask the Colony ship to load resources I get the error "[Fleet Name] was not able to load [Resource] from [Planet]" where the fleet name is the fleet that the colony ship is in. It's just the one ship in the fleet, no other ships. Cargo ships are able to load it just fine. Is this working as intended? I know that the game is intended as a story engine and so I thought that allowing Colony Ships to transport other stuff along with people would be thematic.

I use colony ships that carry population and cargo.
Do you have cargo holds? Are they full?
Do you have cargo shuttles?
 
Posted by: Steve Walmsley
« on: August 29, 2024, 09:49:41 AM »

Hello, really enjoying the game and appreciating all the work you have put into it over the years, thank you so much for sharing it. I have found a few potential bugs I would like to share. 

I believe I am playing 2.5.1 (as I followed all the instructions to patch the application to that version before playing) on a system that uses a period decimal point.

Clicking "Move Waypoint" locks the UI into moving waypoints and prevents new waypoints from being created (deleting works).
Steps to reproduce:
- Make two waypoints, either with normal or named.
- Click "move waypoint" and move one of the waypoints.
- Try to make a new waypoint and select a location: previously moved waypoint will move to the selected location.
- Click "delete waypoint" and delete the waypoint you just moved.
- Click "new waypoint" and select a location: nothing happens. Remaining waypoint can still be moved.
Workaround: Save and restart the game.
This can be done with one waypoint but I just wanted to show what happens when you have more than one to give more info about the observed behavior.
Please note that I have not tested this with other waypoint types besides "normal" and "named".

(edited for clarity and to add the workaround i have been using)

It was fixed a while ago for v2.6

Check this list for the known fixed bugs:
http://aurora2.pentarch.org/index.php?topic=13463.0