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Topic Summary

Posted by: nuclearslurpee
« on: Today at 02:39:30 PM »

Not a bug but something I would really appreciate: a follow order for waypoints. Should be simple but allows for much more convenient move orders for the fleet, all you would need to do is move the waypoint.

We have a Suggestions Thread
Posted by: nmbpjnwwbt
« on: Today at 10:40:48 AM »

4th bug: Deployment counter on fleets above 50k worlds is still rising in between production turns. It does not on motherships with recreational module.

The parasites should also rest 10% faster than on orbit. This was not tested but I'm very certain they will. I have experimentally confirmed that 1514 is responsible for parasites not having deployment time increase in motherships.

Ok, I think I've got it. lastShoreLeave is a date, in the same format as gameTime. 2765 is called every construction cycle, so in between the cycles, we need 1514 to update lastShoreLeave because 2824 won't do it. Initially I thought there can be a simple check what population the fleet is assigned to but that won't work the same as 2765: the fleet can be assigned to an empty population on the same body as a populated one. This forces an iteration over all populations. However, 1514 doesn't work the same as 2765 for motherships either. Because in 2765 they don't need to be motherships at all, they just need to be close. I'm starting to feel like this isn't a bug in the end. Though certainly does look like one. Priorities need to be evaluated, does players not seeing the counter rise justify the extra CPU time.

I have an idea: a flag for the fleet: "isOnShoreLeaveOrMothership". Updated in 2765 and used in 1514 to determine whether to increase lastShoreLeave or not. No extra computation cost, doesn't need to go into the database. But would have to be updated every time the fleet leaves the planet too. Or splits. Or moves away from the recreational module. Or the module moves... unless updating it in within a construction cycle is irrelevant. That technically increases operational time by up to 1 construction cycle, idk.

For my own binary, I added the flag, false by default. Set it appropriately in 2765 and changed 1514 to depend on the flag instead of the mothership. Still ticks up for the first construction cycle since loading but not after.

About "my own binary": I've read the post. I'm not going to publish this. Just give suggestions like above. Messing with the game is part of gameplay for me.

You are not considering migrating to Linux, are you?

It's a .NET app as you said, I highly doubt.
Posted by: Walter
« on: Yesterday at 03:00:40 PM »


Game is running on Linux, via Steam/Proton.

It may be because Aurora uses .NET 4 and its getting a little out of date now. Check if that is installed on your PC.

Ah, well. Since Wine and .NET4 don't play nice, I guess I will have to live with those screens then.
For now nothing else seems to break, so that is good.
You are not considering migrating to Linux, are you?

<speaks in a raspy Sith-voice> "I am your penguin, Steve." </speaks in a raspy Sith-voice>
Posted by: nmbpjnwwbt
« on: July 23, 2025, 12:24:25 PM »

I'm not online often, so sorry in advance for not replying fast.

The 1st bug (verified for unmodified 2.5.1):
In UpdateGrowthRate (function 2244, all the names are guessed), updating body capacity is called only after the check for totalSurfacePopulation exceeding capacity.
This causes the first display of growth rate in the colony summary to show up as 0, since the capacity was not yet calculated.
Proposed fix:
Change the relevant part from
    this.surfaceGrowthRate -= this.radiationEffect;
    if(this.surfaceGrowthRate > 0m){
        if(this.body.totalSurfacePopulation > this.body.capacity){
            this.surfaceGrowthRate = 0m;
            if(this.body.capacity == 0m){
                this.body.UpdateCapacity(this.species);
            }
to
    this.surfaceGrowthRate -= this.radiationEffect;
    if(this.surfaceGrowthRate > 0m){
        if(this.body.capacity == 0m){
            this.body.UpdateCapacity(this.species);
        }
        if(this.body.totalSurfacePopulation > this.body.capacity){
            this.surfaceGrowthRate = 0m;

I also have a suggestion to make the growth rate negative and scaled linearly with ((this.body.totalSurfacePopulation - this.body.capacity)/this.body.capacity), instead of just 0, if capacity was exceeded. But that's more of a design decision than a bug.

2nd bug: Create waypoint button does not create waypoint and moves existing one instead. But I didn't pin point why it happens, not annoying enough. And doesn't always happen. Looks like I have to properly move a waypoint first.

3rd bug: Setting (sub)species image sets the main species image too in the race information window, though only temporarily. Probably a missing check if the (sub)species is dominant or not.
Posted by: Steve Walmsley
« on: July 19, 2025, 05:36:42 AM »

Error popup, often several times at once, occurs every few 5-day increments.  It was originally #2661, now #2662.

2. 5. 1 Function #2662: Could not load file or assembly 'System. Data. Entity. Design, Version=4. 0. 0. 0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies.

Started happening after, I *think*, making several ground forces with "Construct Org".

No mods, running 2. 5. 1 in aurora4x-docker.

I am getting the same error (#2661 and #2662, same PublicKeyToken). Happens sporadically, then multiple times. I have not constructed any ground forces yet, nor done anything else obvious to trigger it. My assumption: An NPR wants to access records that do not exist (Although I have not left SOL yet. I am playing with default settings - do NPRs get generated before leaving SOL?).

I am launching with AuroraPatch.exe, using DeepBlueTheme, no mods otherwise.
Game is running on Linux, via Steam/Proton.

It may be because Aurora uses .NET 4 and its getting a little out of date now. Check if that is installed on your PC.
Posted by: Steve Walmsley
« on: July 19, 2025, 05:32:41 AM »

Since "Tractor any ship" is singular, I would assume this is indeed WAI. I use multi-tug fleets regularly and this is what I expect to see.

This should probably be in the suggestions thread. I can see valid reasons why it should work this way but it could certainly be discussed.
I expected the singular to apply per ship, since indeed any ship can only tractor one other ship. Just like all other commands (from Movement and Refuel onwards) apply to each ship of the fleet. Anyway, if its working as intended, I'll head over to the suggestions thread...  ;D

Tractor Any Ship is intended to tractor one ship. You can issue multiple orders for multiple ships.
Posted by: icekiss
« on: July 18, 2025, 12:41:24 PM »

Since "Tractor any ship" is singular, I would assume this is indeed WAI. I use multi-tug fleets regularly and this is what I expect to see.

This should probably be in the suggestions thread. I can see valid reasons why it should work this way but it could certainly be discussed.
I expected the singular to apply per ship, since indeed any ship can only tractor one other ship. Just like all other commands (from Movement and Refuel onwards) apply to each ship of the fleet. Anyway, if its working as intended, I'll head over to the suggestions thread...  ;D
Posted by: nuclearslurpee
« on: July 18, 2025, 12:26:00 PM »

Since "Tractor any ship" is singular, I would assume this is indeed WAI. I use multi-tug fleets regularly and this is what I expect to see.

This should probably be in the suggestions thread. I can see valid reasons why it should work this way but it could certainly be discussed.
Posted by: icekiss
« on: July 18, 2025, 12:21:30 PM »

When using the order "Tractor Any Ship in Fleet", only one ship gets tractored, even if multiple ships have the ability to do so.
Right now, with 2 ships in the tug fleet, I can easily work around that by giving the order twice.
But once I have 8 ships in the fleet, I will have to to do it 8 times. If I miscount, ships will fly empty. And I can't use a movement template unless the amount of ships in the fleet is the same.

This can't be possible be working as intended, right? On the other hand, I can't possibly be the first player to have 2 tugs in a fleet, either...

SJW: This is working as intended
Posted by: icekiss
« on: July 16, 2025, 06:34:42 AM »

Error popup, often several times at once, occurs every few 5-day increments.  It was originally #2661, now #2662.

2. 5. 1 Function #2662: Could not load file or assembly 'System. Data. Entity. Design, Version=4. 0. 0. 0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies.

Started happening after, I *think*, making several ground forces with "Construct Org".

No mods, running 2. 5. 1 in aurora4x-docker.

I am getting the same error (#2661 and #2662, same PublicKeyToken). Happens sporadically, then multiple times. I have not constructed any ground forces yet, nor done anything else obvious to trigger it. My assumption: An NPR wants to access records that do not exist (Although I have not left SOL yet. I am playing with default settings - do NPRs get generated before leaving SOL?).

I am launching with AuroraPatch.exe, using DeepBlueTheme, no mods otherwise.
Game is running on Linux, via Steam/Proton.
Posted by: skoormit
« on: July 16, 2025, 04:24:12 AM »

In the FCT_Fleet table, the AssignedPopulationID and OrbitBodyID columns will acquire the corresponding ids of the last executed movement order, even if that order used a distance offset.

In my game, I gave a fleet an order to move within 1mkm of one of my colonies.
The fleet completed that order, and received no further orders.
I later noticed that these two columns were populated with the corresponding IDs.
(The fleet has never actually been in orbit of this population/body.)

I then gave the fleet a move order to a JP, and removed the order after a 5-sec increment.
This caused those columns to both reset to 0.

I'm not sure if these two columns are ever used by the game, but I rely on those columns for various database queries to determine which fleets are where.
Posted by: Froggiest1982
« on: July 15, 2025, 07:10:29 PM »

I guess since we just talked about it here: https://aurora2.pentarch.org/index.php?topic=11545.msg173967#msg173967
I may highlight this bug as it may have slipped through the cracks.

In short, you cannot load Decoys into magazines from ship design window and need a workaround to load the template.

Once the template is on, everything works fine so the issue must be at a magazine level.

It may be entirely possible this was fixed during any of the playthrough that is leading to release.
Posted by: Unclemestor
« on: July 15, 2025, 10:57:34 AM »

I have been able to do this in the past without issues. Out of curiosity what is the reload time on your buoy launcher? If you use 30% size with a large buoy and low reload tech it might not finish reloading before reaching the POI.

This was a great suggestion and point, and an aspect I did not initially test.  I was originally using 30% launchers in my game.  So I created a scenario where I had both a "fast" launcher with a 45 sec reload, and a slow launcher, with a 3600 second reload

Both exhibited the same behavior, even when point to point transfer was hours > than the reload speed. 

Example test:  "Fast" [45 sec] reload buoy ship, Launch Ready Ordnance order at Sol Comet Wolf-Harrington [Current location] -> Temp Waypoint in between -> Enke - travel time required 11.3 hours total.  Waypoint is roughly halfway between.  Skip 1-day increment results in a 11:30 timeskip, Wolf-Harrington has a buoy, the temp waypoint is gone with no buoy, and the ship is awaiting new orders at a buoyless Enke.  Only the first buoy drops.

tldr; I can replicate this issue with a brand new aurora install, with a 45-sec reload launcher that should be ready during that time frame.
Posted by: nuclearslurpee
« on: July 14, 2025, 06:24:06 PM »

2.5.1 Issue - Launch Ready Ordnance order only happens once per increment

Expected result - Launch Ready Ordnance order takes effect as many times as was ordered and completed per increment

Impact:
With a suitably fast engine, and JPs close enough together, this issue causes me to have to babysit my buoy dropping ships to ensure I am skipping time slow enough for each buoy to drop successfully.

Steps to reproduce:
In Missile Designer, create an engineless buoy
Create a ship, engine, launcher, FC, and magazine capable of supporting & launching the buoy
Build the ship
Assign the launcher and buoy to the appropriate FC
Identify a system with points of interest close enough for your ship to reach them all within a 5 day increment -- or alternatively create waypoints close enough together to reach all within a 5 day increment
Set ship orders to Launch Ready Ordnance at all locations
Pass time for 5 days

Expected result
Buoy dropped at each POI reached during that increment

Actual Result
First buoy dropped, others skipped that were reached during that increment


Note:  Same issue occurs if using fleet order "Move to location" followed by "Launch Ready Ordnance", tested in case that was part of the problem.  The temp waypoints I used in my test all disappeared, so I feel somewhat confident in thinking that the destinations were actually reached by my ship, just nothing [other than the first buoy] was dropped.

I have been able to do this in the past without issues. Out of curiosity what is the reload time on your buoy launcher? If you use 30% size with a large buoy and low reload tech it might not finish reloading before reaching the POI.
Posted by: Unclemestor
« on: July 14, 2025, 01:14:12 PM »

2.5.1 Issue - Launch Ready Ordnance order only happens once per increment

Expected result - Launch Ready Ordnance order takes effect as many times as was ordered and completed per increment

Impact:
With a suitably fast engine, and JPs close enough together, this issue causes me to have to babysit my buoy dropping ships to ensure I am skipping time slow enough for each buoy to drop successfully.

Steps to reproduce:
In Missile Designer, create an engineless buoy
Create a ship, engine, launcher, FC, and magazine capable of supporting & launching the buoy
Build the ship
Assign the launcher and buoy to the appropriate FC
Identify a system with points of interest close enough for your ship to reach them all within a 5 day increment -- or alternatively create waypoints close enough together to reach all within a 5 day increment
Set ship orders to Launch Ready Ordnance at all locations
Pass time for 5 days

Expected result
Buoy dropped at each POI reached during that increment

Actual Result
First buoy dropped, others skipped that were reached during that increment


Note:  Same issue occurs if using fleet order "Move to location" followed by "Launch Ready Ordnance", tested in case that was part of the problem.  The temp waypoints I used in my test all disappeared, so I feel somewhat confident in thinking that the destinations were actually reached by my ship, just nothing [other than the first buoy] was dropped.